Individually, within our guild we have fairly strong, knowledgeable players (albiet with less 8v8 experience than we would like, at the moment), and collectively, we have a good working knowledge of both character and team builds. We are looking to refine a couple of versions of a "balanced" 8 person team build for use in both tombs and GvG. Our hope is that we can find something that will serve well against most opposition, and on most map types. Other than issues of refining our teamwork and timing, we're finding that our damage output is not where we'd like it to be. We'd appreciate any constructive criticism along those lines, within the framework of the given concept. On the defensive side, even with only 2 monks (and the support of the more "utility" type characters), we are able to "hold and sustain" quite well, but any advice on that front is welcome as well.
Also, generating relevant discussion, and the opinions of others, is always of benefit, in my experience.
The build goals are:
-maintain a certain level of self-sufficiency in energy generation, either through OoB or the Inspired set
-mitigate and outlast spike damage from the inevitable IWAY, Ranger Spike, etc. groups
-as much hex removal and enchant removal as possible
-both offensive and defensive players supported and enabled by the utility players
Build:
1. Boon Protection Monk (Mo/Nec)
Divine Boon, Reversal of Fortune, Guardian, Protective Spirit, Offering of Blood (E), Mend Ailment, (res sig/other)
comments: We have found that res sig still sees some use on monks, although I concede that there is an argument to be made against using the 8th slot for that purpose. We rather have Aegis be cast by another player other than the monk, thereby freeing the monk to focus on dealing with "individual" protection where needed. Also the cast time/energy requirements of Aegis in a 2 monk setup is problematic.
2. Nickle Heal Monk (Mo/Nec)
Reversal Of Fortune, Dwayna's Kiss, Orison of Helaing, Heal Other, Healing Touch (self), Healing Seed, Offering of Blood (E), (res sig)
comments: Reversal still sees alot of useful action on what is otherwise a straight up healing monk. The same comments regarding the res sig can be applied here: we have found it useful to date, however I concede it may be worth swapping it out for another skill
3. Utility Resmer (Mes/Mo)
Aegis, Diversion, Signet of Weariness, Energy Surge (E), Energy Burn, Sympathetic Visage, Arcane Conundrum, Restore Life
comments: A fast cast hard res is a benefit, we feel. We delegate the aegis to this player, again, with some fast casting capability. Some energy denial (with damage as a side benefit), as well as a few anti-warrior/ranger measures.
4. Cursmer (Nec/Mes)
Spiteful Spirit (E), Desecrate Enchantments, Inspired Hex, Well of Profane, Arcane Echo, Malaise, Energy Tap, Res Sig
comments: at one point we had either lingering or panic in the elite slot, however spiteful (echoed if needed) versus IWAY and Ranger builds is a new strategy. More of a utility necro rather than offence.
5. Earth Ele (Ele/Mes)
Ward Against Melee, Obsidion Flame, Kinetic Armor, Stoning, Glyph of Renewal/Energy (E), Inspired Hex, Inspired Enchantment, Res Sig
comments: another "two-way" player than can contribute to both offence and defence. The choice of elite is often a matter of personal preference/contention. We'd like to up the damage capability without overdoing exhaustion or sacrificing too much of the defence/utility of this character.
6. Interupt/Runner Ranger (Ra/*)
Punishing Shot (E), Distracting Shot, Choking Gas, Pin Down, Throw Dirt, Storm Chaser, Read the Wind, Res Sig.
comments: can be the flag/relic runner as required, otherwise basic interupt ranger with a few useful add-ons (dirt, pin down)
7. Axe Warrior (Wa/Nec)
frenzy, sprint, penetrating blow, eviscerate (E), executioners, plague touch, res sig, fear me/strip enchant/for great justice/other *
comments: standard axe build. The 8th slot can be used according to preference/situation
8. Hammer Warrior (Wa/Ele)
frenzy, sprint, mighty blow, backbreaker (E), crushing blow, aftershock, res sig, fear me/for great justice/grasping earth/other*
comments: standard hammer build. The 8th slot is again open for personal preference.
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Against better teams, we would benefit from a third monk, but it doesn't help us in our damage output or utility...
Thanks in advance for any feedback, insightful commentary, or insight.
s

