ok heres the build that got me to hoh but got pwned by rank 20 guild...
4IW mezzers/w
4 monks/mez
ok IW mezzers have to have these skills
16 illusion
12 tactics
4 fast cast
IW{E}
Healing sig
flurry
diciplined stance
clumsiness
distortion
rez
and illusion of haste
2 monks have to have
16 divine
15 protection
Spell Breaker{E}
arcane echo
aegis
reversal of fortune
mend ailment
life bond
Light Of Dwayna and other brings ressurect
protective spirit
the other 2 monks ahve to have
16 divone
15 healing
spell breaker
arcane echo
healing breeze
orisson of healing
signet of devotion
heal other
divine healing
1 brings light of dwayna and other brings restore life
ok first off IW mezzers use IW then monks use arcane echo and spell breaker on each one so the enchantment won't get removed and mezzers should have swords with enchanting mod on them.this is an easy build to understand so try it out.
Awesome Hoh Build~~~!!!~!~!~!
1 pages • Page 1
A
that may be a good build...but remember people can run. as it stands you have no way to stop people from running. sure you have haste in there but if you dont keep renewing it you screw yourself over. i can really see you doing some dmg here but you have to remember there about the downtime on illusionary weaponry. when that is down you have offense what so ever. while you have it up and running im sure this build would dominate others but if and when it goes down you are up a creek without a paddle.
e
Quote:
Originally Posted by entropy
IW? on a tombs team? BTW Iw is still really bad. The other teams monks will always be able to heal your pitiful dmg even with 4 iw mesmers. One shielding hands and you are screwed or healing seed.
or disenchantment, which is something EVERY team that plans to hold the hoh is going to bring, because they have enchantments MUCH stronger than IW to remove.
also, restore life is an AWFUL res spell in pvp becuase you have to be standing over the body, equivalent to waiving a flag at the enemy and saying "interrupt me"
and light of dwayna is equally awful. if you're in a situation where light of dwayna would actually be beneficial, you don't deserve to win anyway, and probably won't.
also, restore life is an AWFUL res spell in pvp becuase you have to be standing over the body, equivalent to waiving a flag at the enemy and saying "interrupt me"
and light of dwayna is equally awful. if you're in a situation where light of dwayna would actually be beneficial, you don't deserve to win anyway, and probably won't.
2 copies of spellbreaker, assuming each lasts 15 seconds with a recycle of 45 seconds, placed inteligently (i.e. none of the spellbreakers are stacked) will mean that in 45 seconds, 2 of your mesmers are protected for 15 seconds...
which means, if you place spellbreaker back to back on one mesmer, you are protecting 1/4 of your mesmers, 2/3 of the time, which is 1/6 of your total mesmers.
i dont know if you understand the calculation i made above, but what it means is that, taken as a whole, your group of 4 mesmers will be protected from dis-enchanting 17% of the time. interpert this however you want....
which means, if you place spellbreaker back to back on one mesmer, you are protecting 1/4 of your mesmers, 2/3 of the time, which is 1/6 of your total mesmers.
i dont know if you understand the calculation i made above, but what it means is that, taken as a whole, your group of 4 mesmers will be protected from dis-enchanting 17% of the time. interpert this however you want....
e
there are 4 copies of spellbreaker can't you see smurf
but anyway spellbreaker? and so for 15 +20% enchantment rod you get i believe 17-18 secs on spellbreaker. Are you seriously thinking that a good team won't removed the IW right after spellbreaker wears off. Another thing is that 42dmgx4 is still pretty damn weak for 4 characters. 4 axe warriros would have been better. Their spike would have atleast done something as you canst spike with this one.
but anyway spellbreaker? and so for 15 +20% enchantment rod you get i believe 17-18 secs on spellbreaker. Are you seriously thinking that a good team won't removed the IW right after spellbreaker wears off. Another thing is that 42dmgx4 is still pretty damn weak for 4 characters. 4 axe warriros would have been better. Their spike would have atleast done something as you canst spike with this one.E
ok FINE theres 4 spellbreakers (bad idea... but whatever) so you would have the enchants unremovable aside from chillblains 35% of the time.
sheesh.
a better idea would be to run like 3 copies of spellbreaker and keep one guy spellbreaker'd all the time, then you can try some kind of enchantment stacking build on him... doubt its worth it tho.
sheesh.
a better idea would be to run like 3 copies of spellbreaker and keep one guy spellbreaker'd all the time, then you can try some kind of enchantment stacking build on him... doubt its worth it tho.
Quote:
Originally Posted by pork soldier
Well of the Profane for teh complete and utter lose.
Yep. With 0 Corpse Control, WoP is easy to put up. And ever heard of "switching targets"? I mean, once they figure out all 4 monks have SB, they'll just cycle through the IW Mesmers till all 4 are used up, and then just jump on your Monks. Or, you could decide to not put SB on the person getting beaten on, and have him lose his IW and die.
W
this build sucks so badly.. im sry man.... So much un needed crap... but ive been thinking out a IW build for my guild to use in halls for about 4 weeks now and i finally came up with it
.. but due to some skills being bugged, we have been unable to try this build out. (not even gonna post the build.. unlike u because i dont wanna c IW lfg being SPAMMED in HoH). I have counters to counters i c right now being used in HOH. i have counters to counter things such as strip enchant/drain/rend/etc. but really.... 4 monks!
ur on drugs
the day i c a group have more then 4 monks doing something along the lines of heal or prot... ill laugh so hard.
.. but due to some skills being bugged, we have been unable to try this build out. (not even gonna post the build.. unlike u because i dont wanna c IW lfg being SPAMMED in HoH). I have counters to counters i c right now being used in HOH. i have counters to counter things such as strip enchant/drain/rend/etc. but really.... 4 monks!
ur on drugs
the day i c a group have more then 4 monks doing something along the lines of heal or prot... ill laugh so hard.fenix
Major-General Awesome
Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#
W/
Joined Aug 2005
I agree with Klmpee, you don't need 4 monks. Ideally, you should only need 2 Prot Monks (both good Divine Favor, and with Word + Other) and 1 Full Heal monk. You only need the 1 healer because the Prot will stop damage and help healing with Divine Favor and Word/Other. No need to use 4 of them.
Or, if your monks are crap, 1 prot and 2 healers. I prefer the other way. Taking little damage is much better to being constantly healed.
Or, if your monks are crap, 1 prot and 2 healers. I prefer the other way. Taking little damage is much better to being constantly healed.
E
