pet build? haha laugh at this one.

tastegw

tastegw

Krytan Explorer

Join Date: Mar 2005

SoCal

E/

3 warriors/ranger
1 ranger/monk
1 necro/ranger
3 monk/rangers

(yes im awair of the 10 second down time with a dead pet)
everyone equips charm pet.

needed skills that anyone can carry:

Winnowing - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, creatures take an additional 4 damage whenever they take physical damage. This Spirit dies after 30-126 seconds.

Nature's Renewal - Nature Ritual
Create a level 1-8 Spirit.For creatures within range, all "Enchantments" and "Hexes" are removed. For 30-126 seconds, Enchantments and Hexes take twice as long to cast. This Spirit dies after 30-126 seconds.

Muddy Terrain - Natures Ritual
Create a level 1-8 Spirit. For all creatures within its range, all creatures move 10% slower than normal, and speed boosts have no effect. This Spirit dies after 30-78 seconds.

Predatory Season - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all healing is reduced by 20%. If any of your attacks hit you gain 5 health. This Spirit dies after 30-126 seconds.

Primal Echoes - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, Signet rings cost 10 energy to use. This Spirit dies after 30-126 seconds.

these are all just extra targets for the other team to take their mind off the game. natures renewal will be a low level spirit so it dies fast.
primal echos is there to screw over bond builds, ect. winnowing is there to take advantage of the physical damage output on this build.


3 warriors-------1 axe, 1 sword, 1 hammer
all use 'PHYSICAL' damage weapons, no elemental upgrades.

sword warrior uses hundred blades as elite along with apply posion, rest skills are up for grabs to what he/she feels comfortable. but some bleeding and open wounds would be nice! fear me should be included

axe warrior goes in with cyclone axe and apply psn, the other skills are totaly up for grabs, perhaps some nice shouts for the party. fear me should be included here also.

hammer warrior goes in with what ever he feels comfortable running as long as it works, but fear me should be included.


Ranger build:
Otyugh's Cry
Revive Animal
Call of Haste
Call of Protection
heal party
and prolly some spirits or traps or mixed.

necro build:
maxed out cursing magic 10 into blood.
weaken armor, barbs, rigor mortis, mark of pain, order of pain, and order of the vampire.

monks just go in with normal monk skills ( 2 healing, 1 prot/ or 1 healing, 1 prot, 1 mixed for 2 aegis's running)

in theory, you will have up to 11 "physical" damage dealing party members hitting the target with some of the nastiest curses in the game applied on that target centered around phy damage.

conditions usage: bleeding, open wounds, posion, weaken perhaps.
dps:
barbs---> max dps if all 11 melee members hit target called goes up to well over 100 per 1.3 sec
Mark of Pain ---> (16 cursing)42 dmg per hit landed on target(target doesnt take this dmg, only the foes around target take the dmg) up to 400 total dmg per 1.3 sec
weaken armor---->cant say for sure, just use your imagination.
basic attacks ----> on average, prolly 15 a hit with pets included in that average.
order of the vampire and pain----> +10 or so for each landed blow, just like barbs, this really adds up.


keep team low focused on using enchants
cast natures renewal only when seriously needed chant removal.
keep target called debuffed in one way or another.
monks stay spread apart to avoid chain light or any other hard hitting aoe skill. also, bringing spell breaker as their elitesd
stay on target warriors.

the rest is just for fun,

there are many flaws to this build and im awair of them all. this is just for fun if you ever have the extra men and time to get it done.

"yes, kill the spriits"
"yes, kill the pets and give everyone 10 seconds of downtime"
"yes, just stay very spread apart to aviod MoP dmg"
"yes, do this and dont do that"
"yes, this team would be easy to take out"

plz, none of that, im awair of it all, just have some fun with what you see.
btw, this is not my idea. im just bored

ComMan

Krytan Explorer

Join Date: Jun 2005

Call of Haste and Protection only affect your own pet, not your allies.
Everyone would have to carry them.

I had thought of something this before (using all pets along with Winnowing/Orders to get more damage out of them), but I could never get a team together to test it because I don't have a TS/Vent server. If you can get one I'd like to know how it works.

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

16 vs 8, not including spirits. LOL. All the rangers should take either melandrus assault, maiming strike, brutal strike, or scavenger strike. Wicked pet attack beatdown. If anyone has an elite slot pen bring ferosious strike instead. They ALL should bring call of haste. Heck, for a beastmastery team, why not bring tigers fury!?

Combined with Barbs, Weaken Armor, Winnowing, Mark of Pain, Rigor Mortis, order of pain..... oooh high damage!

The at least one of the monk/rangers could be a "melandru's monk", using draw conditions and melandrus resilience. All of the monks would want to carry call of prot to make sure their pet is unlikely to die, since if it does it would disable them for 10 seconds.

It may work...maybe. Untested but it looks fun. Its greatest advantage may be the surprise factor, as the enemy team tries to figure out how to go about beating it:

"Kill the spirits!"...."No! Kill the monks!"..."No! Kill the pets!"...."No!..."

rii

Desert Nomad

Join Date: Mar 2005

UK

That would be a kill the monk. Always the monk really. Then, if you feel malicious, kil each persons pet and kill them in the 10 sec downtime . or just kill em. I want to do a pet build, thought about it a long time ago but i didnt (and still dont) know any stats on pets.