W/N - Shaving Cream Build

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

Ok guys what do we think about this build:

W/N:

14 Axe
10 curses
rest in strength

This is going to be your basic Axe Spiker with a team oriented twist

Frenzy
Eviscerate
Axe Rake
Executionors
Dismember
Defile Flesh
Rigor Mortis
Res Sig

This is my Cut you down build. Basically I've decided that going for the monk first is now a moot point. Why go for the monk first when you can Kill someone who is killing you!

The reason we go for the monk first is so he cant stand back there and heal.

So I'm thinking why not just let him heal? Let's make it so when he does heal it's not doing squat.
In comes the Shaving Cream Build.

The bread and butter here is deep wound + defile flesh. Thats 20% less healing from deep wound and 33% less healing from defile flesh. Doing the math thats 53.6% less health from healing for the targeted foe. A high powered divine booned orison will heal for around 200 at half healing thats 100 health per. 2 second recharge, 1 second cast time, so thats 100 health every 3 seconds or so, that obviously doesnt count other heals, but still If three coordinated damage dealers cant do more dps than that then there is a problem.

And if this amount of reduced healing is not enough, one of the other characters on your team can bring another necro heal reducer ( lingering or malign intervention) or they can go ranger or ranger secondary and bring predatory season.

Not too mention that this whole time you are an axe spiker doing very good dps (anyone who plays axe knows the dmg they can do).

I think this guy could have a place on just about any team. Being able to do massive spike dmg whilst reducing a foes healing by 47% is a dam@ good character IMHO.

Please Critique/suggest/flame

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

mend ailment would ruin your day awfully fast.

DvM

DvM

Jungle Guide

Join Date: Aug 2005

Vlaardingen, The Netherlands

Survivor Squad[SS]

why evis AND dismember?

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Replace Axe Rake with Sprint
Replace Dismember with another attack (Disrupting Chop?)
Try these for stats:
Axe 12+3+1
Curses 10
Strength 8+1

Other than that, it should be ok.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

why dismember and eviscerate? see the post above yours. Mend ailment is a pain in the ass so doubling up on the deep wound is almost a neccesity

And losing axe rake thats like basically taking me out of the game completely. Crippling someone is huge to any team.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Eviscerate and Dismember have the same adrenaline cost, so you might as well just use Evis again and save yourself a skill slot. Even if you bring both, the enemy can still remove the deep wounds since Mend Ailment has a 2 sec recharge.

If you're so concerned about Mend Ailment, why are you using cripple (easily removed) instead of Sprint (not easily removed)? Not to mention without Sprint, you have no way to cancel Frenzy if you get targetted. Sprint is a lot more reliable than cripple is. The other warriors on your team should have Sprint too, so the communal benefit of cripple is minimal. You shouldn't be targetting other warriors first, so having a cripple isn't going to help your teammates kite either.

This build can definitely work, but it can also be improved.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Ditch Dismember for sprint. Seriously

Axe Rake I find to be ok. I don't see anything wrong with bringing both a cripple and a speed buff. Fact that he's got Evis. and Exe. strike alone means his damage will be more than sufficient.

If you can spare it, ditch Res Sig for Rend and I'll say you've got yourself a decent HoH or GvG build.

Making the enemy weaker by using a combination of hexes/conditions is a nice idea. Defile Flesh + Deep Wound means if they remove either, the other can compensate or what not...

You've got your damage in there. Evis + Exe is the staple axe spike with Cleave + Pen Blow being the staple dps pump.

Get sprint damnit.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

that sounds good to me. I got no problem with bringing sprint instead of dismember. And I'm not really that worried about mend ailment. Hopefully we are doing enough dmg where the monk will be using heals instead of condition removal. And if he does use mend ailment in between heals I will have charged enough to use evisc again.

I agree the build could be shaped up. But i do really like the idea of reducing someones heals by half and doing my favorite type of dmg - axe spike.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Gabriel Fallen Monk
that sounds good to me. I got no problem with bringing sprint instead of dismember. And I'm not really that worried about mend ailment. Hopefully we are doing enough dmg where the monk will be using heals instead of condition removal. And if he does use mend ailment in between heals I will have charged enough to use evisc again.

I agree the build could be shaped up. But i do really like the idea of reducing someones heals by half and doing my favorite type of dmg - axe spike. The Force is strong in this one...

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

16 Axe ftw young grasshopper. Also, like mentioned before Sprint is needed, I'd suggest dropping dismember for that. Your energy is going to be pretty tight, I would think about dropping defile flesh on this character and having a team mate bring it. Put distracting blow or disrupting chop in its place.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

im still waiting for the shaving cream

clonmac

clonmac

Academy Page

Join Date: Jun 2005

Shadowknights

N/

Quote:
Originally Posted by Eonwe
16 Axe ftw young grasshopper. Also, like mentioned before Sprint is needed, I'd suggest dropping dismember for that. Your energy is going to be pretty tight, I would think about dropping defile flesh on this character and having a team mate bring it. Put distracting blow or disrupting chop in its place. I agree, have the teammate bring the curse if you are doing any type of organized battle. That way you can pump up your Axe up higher.

...then again, if you are going to have your teammate bring it, you might as well have him bring Lingering Curse to drop his healing even more AND remove any enchantments the enemy might have on him.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

Quote:
Originally Posted by smurfhunter
im still waiting for the shaving cream lol.



As far as another teammate bringing defile flesh goes, that really defeats the purpose of this guy. The build revolves around defile with deep wound; without it I would just go all axe dmg and be a ranger or something.

But i do think that an additional necro or necro secondary with malign or lingering would be great. I'm not so sure that it wouldn't be overkill though. I've been testing this build in Random and if you happen to get a team that focuses fire it does very well at what its supposed to do.

I"m still deciding on the best team to go with this build. I would think that direct damage would be the way to go with this build because the thing that the team does best is reduce spike healing power. That balance shifts everything to the favor of high powered attacks.

I would figure on having two more dmg dealers and one monk. Possibly an e/n air spiker that uses glyph of lesser energy with lingering curse and then spikes and maybe another warrior. Possibly even a blackout w/me.
Still thinking of options.

White Designs

Krytan Explorer

Join Date: Jul 2005

Illinois

None

Although 16/9/10 is a standard and solid attribute spread, it doesn't necessarily apply when that third line is Curses. Curses as a whole are notorious for functioning well and mid-low attribute points. I know Rigor works fine at low amounts and I'm not sure about Defile Flesh, but I'm almost certain ten is a waste.

I'd recommend 16/11/8 or even 16/12/6

Arathorn5000

Arathorn5000

Lion's Arch Merchant

Join Date: Aug 2005

Xen of Onslaught Ladder [XoO]

There's a cap on the 'less healing' effects stacking, I think it's something like 66%.

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

Quote:
Originally Posted by White Designs
Although 16/9/10 is a standard and solid attribute spread, it doesn't necessarily apply when that third line is Curses. Curses as a whole are notorious for functioning well and mid-low attribute points. I know Rigor works fine at low amounts and I'm not sure about Defile Flesh, but I'm almost certain ten is a waste.

I'd recommend 16/11/8 or even 16/12/6 sure curses can work at low levels but the difference between 9 and 12 stregth isnt huge. (thats how all those W/Rs try to justify all those points in beast for their TF)

Scown-dog

Scown-dog

Lion's Arch Merchant

Join Date: Aug 2005

Canada-nuff said

Peace Machine Grrr [DiE]-with Kanwulf until I feel the boot

W/N

16/15/3

Provides massive damage. 10 descond defile is long enough, usualy if target is alive when that time expires a new target is called. Disrupting chop is definetly a must. I tend to stay away from sprint, because its effectiveness is limited in Altar maps, and those are typicaly the only maps to cause trouble. Ditch rigor mortis because most builds only run 2 physical damage characters. Use chilbians to remove aegis instead. If you insist on keeping high curses bring and idol>shield.

White Designs

Krytan Explorer

Join Date: Jul 2005

Illinois

None

Quote:
Originally Posted by Neo-LD
sure curses can work at low levels but the difference between 9 and 12 stregth isnt huge. (thats how all those W/Rs try to justify all those points in beast for their TF) No, its not, but the difference in curses is even less. Having more strength is never a bad thing, a slightly stronger spike and a bit longer sprint compared to miniscule differences in curse durations. Meh.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Eonwe
16 Axe ftw young grasshopper. Also, like mentioned before Sprint is needed, I'd suggest dropping dismember for that. Your energy is going to be pretty tight, I would think about dropping defile flesh on this character and having a team mate bring it. Put distracting blow or disrupting chop in its place. 16 axe
9 strength
10 curses

Quite brutal. I say if you're running low on energy, use a zealous. What's nice about curses is that even though they're expensive, they have a long duration and recyle time so the energy spent comes back...

My look again at this build questions Rigor Mortis. I was thinking either Warrior's Cunning or Swift Chop. Both good for anti-enchant & stance defenses. Also both are harder to counter. Or if you drop Rigor, then you can replace it with Distracting Blow/Disrupting. Plague Touch instead of Res Sig if it can be helped but probably not since you're monk is quick on the mend trigger. Plague Touch shouldn't be seen as a self-heal but as an offensive strike as well. Nothing like Blinding Enemy rangers or crippling enemy casters...

Burying healing under a hex and condition is too hot for me...

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

actually another reason people dont use high curses is because most of the really important hexes get removed before they time out. like for example, rigor mortis. who exactly is going to let that sit on someone for the whole 15 seconds?

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

Quote:
Originally Posted by Arathorn5000
There's a cap on the 'less healing' effects stacking, I think it's something like 66%.
Dooesn't Lingering curse gives -50% to healing all by itself? Or am i misunderstanding what you are saying here.

And yeah i agree with you defile is fine at around 10-12 seconds, and rigor mortis, while it is a great spell, is killer on the energy even with glads and an off-hand item.

16(12)/11(10)/8 seems to be the best to me. Plaque touch is worthless if you got an organized team But it owns in Random Comp Arena.

I just played with a tombs group as this guy, I was the only warrior, there was one trap ranger and we had two air spikers and one necro (rest were monks). The necro used lingering curse and malign intervention and I used deep wound plus defile, then the air spikers spiked. It seemed to do just fine, I couldn't tell if the targets were being healed or not amongst the chaos though.

If all those stack thats 50% less than original, then 20% less, then 20% less than that and finally another 33% less.

Unless I'm mistaken that means the target will only recieve 21.12% benefit from any healing. Which means that 200 point booned orison only heals for 40 - about 45 points less than my executionrs strike.

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

The maximum amount that healing can be reduced by is 66%.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

So basically you can make it so someone only gets 33% benefit from healing. I see now what you meant.

Oh and I'm aussiming this affects all heals correct? Included divine favor bonus and any spells like healing seed or ether feast or aura of restoration.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

34% healing is fatal in all situations I can think of. Convert Hexes is the only possible way of countering a hex stack if at all and if that monk can get interrupted quickly enough, you've got a dead body as your target.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

yup i agree, 66% reduced healing = one dead motha