Call of the Wild v1.1 - 8v8 Team Build

WNxTyphoon

WNxTyphoon

Academy Page

Join Date: Feb 2005

Warrior Nation

R/W

Please critique I'm thinking the most expendable person is the Blinding Ranger/Elementalist, so if you have a good suggestion please post it

TEAM NAME: Call of the Wild 1.1

BUILD DESCRIPTION

Have everyone bring a pet and take advantage of the 16v8.


TEAM PLAYERS


Player 1

Necromancer / Ranger

Attributes: (cost)
Soul Reaping: 8 (37)
Curses: 12 (97)
Beast Mastery: 10 (61)

Total attribute points used: 195/200


Skills:
1) Barbs - (10,2,30) For 30 seconds, target foe takes 8 more damage when hit by physical damage.
2) Weaken Armor - (10,3,30) For 30 seconds, target foe has -22 armor against physical damage.
3) Mark of Pain - (10,2,30) For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 34 shadow damage to adjacent enemies.
4) Rigor Mortis - (10,2,30) For 18 seconds, target foe cannot block or evade.
5) Otyugh's Cry - (5,0,30) All animals within 100' become hostile to your target and gain +20 armor for 30 seconds. Otyugh's Cry cannot turn charmed animals against their masters or their master's allies. (50% failure chance with Beast Mastery attribute of 4 or less.)
6) Revive Animal - (5,6,20) Resurrect all nearby allied animal companions, they come back to life with 350 health.
7) Call of Ferocity - (10,0,55) For 30 seconds, attacks by your animal companions have base 35% armor penetration, and your animal companions attack 25% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


The Beast Master. Pick out the target with Otyugh's Cry and Hex him to max out the pack's damage.


Player 2

Necromancer / Ranger

Attributes: (cost)
Soul Reaping: 7 (28)
Blood Magic: 3 (6)
Curses: 12 (97)
Wilderness Survival: 10 (61)

Total attribute points used: 192/200


Skills:
1) Enfeeble - (5,1,5) Target suffers from weakness for 17 seconds.
2) Shadow of Fear - (10,2,10) Target foe and all adjacent foes attack slower than normal for the next 39 seconds.
3) Soul Barbs - (10,2,20) For 30 seconds, target foe takes 25 damage when an enchantment or hex is cast on that target.
4) Blood is Power (elite) - (5,1,0) Sacrifice 58 health. For 10 seconds, target other ally gains +3 energy regeneration. This is an elite skill.
5) Rend Enchantments - (10,3,30) Target foe loses 8 enchantments. For each Monk enchantment removed, you take 40 damage.
6) Winnowing - (5,5,0) Suffer 5% death penalty. For 110 seconds, creatures take 4 additional damage whenever they take physical damage.
7) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


Melee Debuffer/Render/BiPper.




Player 3

Mesmer / Ranger

Attributes: (cost)
Fast Casting: 8 (37)
Domination Magic: 12 (97)
Inspiration Magic: 10 (61)

Total attribute points used: 195/200


Skills:
1) Power Block (elite) - (15,1,30) If target foe is casting a spell, that spell is interrupted. The interrupted spell and all spells of the same attribute are disabled for 13 seconds for that foe. This is an elite skill.
2) Power Leak - (10,1,20) If target foe is casting a spell, the spell is interrupted and target foe loses 22 energy.
3) Power Spike - (10,1,15) If target foe is casting a spell, the spell is interrupted and target foe takes 86 damage.
4) Power Drain - (5,1,30) If target foe is casting a spell, the spell is interrupted and you gain 26 energy.
5) Backfire - (15,3,20) For 10 seconds, whenever target foe casts a spell, that foe takes 116 damage.
6) Energy Tap - (5,3,20) Steal 12 energy from target foe.
7) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


Anti-Caster. Make sure the caster doesn't do anything. Tap and Drain to keep the mana up.


Player 4

Elementalist / Ranger

Attributes: (cost)
Energy Storage: 12 (97)
Earth Magic: 12 (97)

Total attribute points used: 194/200


Skills:
1) Stone Daggers - (5,1,0) You send out two stone daggers. If it hits, each stone dagger strikes for 20 earth damage.
2) Stoning - (15,1,5) You send a flurry of stones at target foe. The stones strike for 76 earth damage if they hit.
3) Eruption - (25,3,30) Cause an eruption at target foe's location. For 5 seconds, foes near this location are struck for 28 earth damage each second. When Eruption ends, foes in the area of effect are blinded.
4) Ward Against Melee - (10,3,30) You create a ward against melee at your current location. For 18 seconds, allies in this area have a 50% chance to evade melee attacks.
5) Ward Against Elements - (15,3,30) For 18 seconds, nearby allies gain +24 armor against elemental damage.
6) Earth Attunement - (10,2,60) For 55 seconds, you are attuned to Earth. You gain 30% of the energy cost of the spell each time you use Earth Magic.
7) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


Semi-Nuker. The Wards are the important thing here. They'll keep the pack alive.


Player 5

Ranger / Elementalist

Attributes: (cost)
Expertise: 10 (61)
Marksmanship: 10 (61)
Air Magic: 11 (77)

Total attribute points used: 199/200


Skills:
1) Hunter's Shot - (10,0,5) If Hunter's Shot hits, you strike for +20 damage. If this attack hits a moving foe, that foe begins bleeding for 18 seconds.
2) Pin Down - (15,0,15) If Pin Down hits, your target is crippled for 11 seconds.
3) Distracting Shot - (5,1,10) If Distracting Shot hits, it interrupts target foe's action but deals only 11 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
4) Read the Wind - (5,2,12) For 12 seconds, your arrows move faster than normal and deal 13 extra damage.
5) Conjure Lightning - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 12 lightning damage.
6) Glimmering Mark (elite) - (10,2,15) For 12 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 3 seconds. This is an elite skill.
7) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


The Blinder. Pin the enemy down so the pack can always catch up.


Player 6

Ranger / Warrior

Attributes: (cost)
Expertise: 12 (97)
Wilderness Survival: 12 (97)

Total attribute points used: 194/200


Skills:
1) Wild Blow - (5,0,5) Lose all adrenaline. If it hits, this attack will be a critical hit. If Wild Blow is blocked or evaded, any stance being used by your target ends.
2) Barbed Trap - (15,2,20) When Barbed Trap is triggered, all foes in the area take 74 piercing damage, become crippled, and begin bleeding for 21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
3) Flame Trap - (10,2,20) When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 42 fire damage and set on fire for 3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
4) Whirling Defense - (10,0,60) For 18 seconds, you have 75% chance to block attacks. Whenever you block an arrow this way, adjacent foes take 17 piercing damage.
5) Escape (elite) - (5,0,60) For 15 seconds, you move 25% faster than normal and have a 75% chance to evade attacks. This is an elite skill.
6) Apply Poison - (15,2,12) For 12 seconds, enemies struck by your attacks become poisoned for 13 seconds.
7) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


The Trapper. Use Wild Blow to break the opponents' stances so the pack can tear the enemy apart.


Player 7

Monk / Ranger

Attributes: (cost)
Divine Favor: 10 (61)
Healing Prayers: 11 (77)
Protection Prayers: 10 (61)

Total attribute points used: 199/200


Skills:
1) Word of Healing (elite) - (5,1,4) Heal target other ally for 63 points. Heal for an additional 77 points if that ally is below 50% health. This is an elite skill.
2) Shielding Hands - (5,1,25) For 10 seconds, damage received by target ally is reduced by 13.
3) Remove Hex - (5,2,7) Remove a hex from the target ally.
4) Healing Seed - (15,2,25) For 17 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 health.
5) Heal Area - (10,2,5) Heal yourself and all nearby creatures for 140 health.
6) Resurrect - (10,8,0) Resurrect target party member.
7) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


Healer. Use Heal Area and Healing Seed to keep the pack alive.


Player 8

Monk / Ranger

Attributes: (cost)
Divine Favor: 10 (61)
Healing Prayers: 11 (77)
Protection Prayers: 10 (61)

Total attribute points used: 199/200


Skills:
1) Word of Healing (elite) - (5,1,4) Heal target other ally for 63 points. Heal for an additional 77 points if that ally is below 50% health. This is an elite skill.
2) Protective Spirit - (10,1,5) For 17 seconds, target ally cannot lose more than 10% health due to damage from a single attack or spell.
3) Purge Conditions - (5,1,30) Remove all conditions from target ally.
4) Healing Seed - (15,2,25) For 17 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 health.
5) Heal Area - (10,2,5) Heal yourself and all nearby creatures for 140 health.
6) Resurrect - (10,8,0) Resurrect target party member.
7) Call of Haste - (10,0,25) For 30 seconds, your animal companions have 25% faster attack speed and move 33% faster than normal.
8) Charm Animal - (10,10,0) Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.


Healer. Use Heal Area and Healing Seed to keep the pack alive.

HotSnack

HotSnack

Lion's Arch Merchant

Join Date: Feb 2005

Hmm, I see that you have used Otyugh's Cry as some kind of mass buff, correct? I always thought that skill only applied to uncharmed animals, do you know if this buff actually works for charmed pets as well?

Personally, if I must have only one call, it'd be Call of Feeding, it's offence plus healing all in one, and I believe the amount of vampiric regen you get is set, so your pets will be doing some very noticeable damage to your enemies as well.

I don't think the speed buff for pets is that important anyway, especially what with 8 pets charging down the enemy.

LeakingBlood

Ascalonian Squire

Join Date: Feb 2005

Canada, Toronto

Thats a pretty crazy team build. Good skill combos would have to come from the team as a whole.

WNxTyphoon

WNxTyphoon

Academy Page

Join Date: Feb 2005

Warrior Nation

R/W

The reason everyone has Call of Haste is because it doesn't require any points in Beast Mastery.


Otyugh's Cry is sort of a "mass targetting system" that you use to focus fire the pets

I might have to give the 2nd Necro Otyugh's Cry also... not sure yet

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

That's very well thought out. If outyughs cry indeed works for charmed animals, then it's very good. This build could easily rip apart another team but it's a bit complicated to put together (have to have a lot of time investment by your teammates and be well coordinated)

Dreamsmith

Dreamsmith

Elite Guru

Join Date: Feb 2005

Minnesota

Beguine Guild [BGN]

The skill description for Otyugh's Cry certainly seems to imply that it works on charmed animals. Otherwise, there'd be no reason to put in a restriction against turning them against their masters. This also implies that if there's a third party in the game (say in three-way maps), if you're on team A, you can't make the pet of a ranger on team B attack someone on team B, but you could get their pet to attack someone on team C.

Of course, it wouldn't be the first time skill descriptions have been misleading...