Alternative backline - UA, SB, Resto
Gabs88
I'd just like to divert a little bit of attention to a backline concept I've been playing around with lately.
Spell Breaker has been marked with a bug notice for years but it is simply not true, heroes will still heal you and cast spells as usual when spell breaker is up.
It is very well suited for any melee class. And extremely useful when balling up any kind of spell casting foe. Whether you are doing Frostmaws, Bogroots or the Fire Forest in Sacnoth valley this backline will perform very well. It obviously won't be winning any speed competitions versus more damage oriented backlines but it will on average perform on par with them. And in normal play it might allow you to run some gates, skip some mobs, easymode a boss or similar.
Spell Breaker has been marked with a bug notice for years but it is simply not true, heroes will still heal you and cast spells as usual when spell breaker is up.
It is very well suited for any melee class. And extremely useful when balling up any kind of spell casting foe. Whether you are doing Frostmaws, Bogroots or the Fire Forest in Sacnoth valley this backline will perform very well. It obviously won't be winning any speed competitions versus more damage oriented backlines but it will on average perform on par with them. And in normal play it might allow you to run some gates, skip some mobs, easymode a boss or similar.
Wielder Of Magic
It has the mandatory melee buffs, so I can see that part work.
Is spellbreaker enough of a "prot" that you don't have to rush balling in HM?
Is spellbreaker enough of a "prot" that you don't have to rush balling in HM?
Gabs88
That depends more on your character then anything else really. A WoTA sin doesn't compare with an escape ranger (75% block) or a 116 AL Axe warrior in that regard.
But it allows you to ball them quicker since you don't get nuked / snared to death while doing it. Wand using foes will follow easier and melee-casters such as Roaring Ethers (they wear melee weapons) will come in and melee you at once. It's basically the same as the difference between balling with shadowform or not.
But it allows you to ball them quicker since you don't get nuked / snared to death while doing it. Wand using foes will follow easier and melee-casters such as Roaring Ethers (they wear melee weapons) will come in and melee you at once. It's basically the same as the difference between balling with shadowform or not.
Lethal Primate
I realy like this idea, been playing arround with perma SB for my sin. I found out however that prot spirit + spirit bond + SoA makes you enough of a tank . In that way the protection hero (ER prot sppammer) is also usefull for the rest of the team, instead of having a skill which only benefits 1 group member. SB was much better when it made spells fail, but not that it doesn't drain the mob of energy I think it's out done by prot spamming.
bhavv
Edit - Sorry, I didnt realize you were running a melee class so the smiter can come in very handy.
This is a very good backline too revolving around UA mimicry + HB, and a paragon for splinter weapon, you could maybe try this out with a RoJ smiter on top with your melee buffs.
Prot spirit goes on one of your casters, and a second copy of fall back on another
I wouldnt rely on spellbreaker, pre casting prot spirit + spirit bond on yourself from a prot hero (Ne/Mo MM prot hero works best) gives you enough damage reuction to rush and agro everything with your heroes flagged behind. The UA + Healing Burst monk will keep your red bar full and you manually keep spirit bond refreshed while tanking the agro.
So with your smiter and optional protter MM, it could look something like this:
This is a very good backline too revolving around UA mimicry + HB, and a paragon for splinter weapon, you could maybe try this out with a RoJ smiter on top with your melee buffs.
Prot spirit goes on one of your casters, and a second copy of fall back on another
I wouldnt rely on spellbreaker, pre casting prot spirit + spirit bond on yourself from a prot hero (Ne/Mo MM prot hero works best) gives you enough damage reuction to rush and agro everything with your heroes flagged behind. The UA + Healing Burst monk will keep your red bar full and you manually keep spirit bond refreshed while tanking the agro.
So with your smiter and optional protter MM, it could look something like this:
Lanier
That is an interesting idea - using Spell Breaker on the smiter. I'll have to give it a try.
On your heal bar, HB > UA... especially on a hero and when using healing seed.
On your heal bar, HB > UA... especially on a hero and when using healing seed.
Premium Unleaded
Surely the other two bars are irrelevent and it's basically all about the SB smiter?
SingYai
I dont think heroes cast SB at all unless micro...correct me if im wrong.....just not a fan of microing skills much
Gabs88
Quote:
Originally Posted by SingYai
That said, this is not what I'd call microing skills "much". It is a waste of time and energy to use it on every single pull. Personally I hold ctrl to check what mobs im facing and I got a good grasp on which ones I should be using it against and which ones I should not. If I see a illusion mesmer or a frost elementalist I may use it, if I see a Air ele I may just go ahead without. For instance in Sacnoth Valley I may choose not to use it vs a single group in a vanquish, until I get to the fire forest. Where it allows me to safely make big mob pulls and easily ball them up.
Sometimes you end up using it on cooldown, other times you may end up only using it vs a boss or two. The point beeing that you have the oppurtunity to use it where you see fit and bring it on a character that looses only about ~10-15% of its damage (or ~1,5-2% of team total damage) by bringing it for you.
Quote: Surely the other two bars are irrelevent and it's basically all about the SB smiter? Yes, but I wanted to put it in to context. Many people choose to bring ER or ST prots primarily so that they can avoid getting nuked to death during hard pulls here you replace those entire characters by bringing SB instead to stop spell damage and give you the time and survivability to make good pulls.
----------
Quote: