IWAY or something new?

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Looking for suggestions/improvements.
Build inspired by some posters on this forum (not posting names so I don't forget someone).

Quote:
Player 1


Warrior/Ranger
Level: 20

Strength: 14 (12+2)
Swordsmanship: 16 (12+4)
Beast Mastery: 3

Galrath Slash (Swordsmanship)
Antidote Signet (Ranger other)
Battle Rage [Elite] (Strength)
Warrior's Cunning (Strength)
"For Great Justice!" (Warrior other)
"I Will Avenge You!" (Strength)
Charm Animal (Beast Mastery)
Resurrection Signet ()
Player 2


Warrior/Ranger
Level: 20

Strength: 14 (12+2)
Swordsmanship: 16 (12+4)
Beast Mastery: 3

Galrath Slash (Swordsmanship)
Antidote Signet (Ranger other)
Battle Rage [Elite] (Strength)
Warrior's Cunning (Strength)
"For Great Justice!" (Warrior other)
"I Will Avenge You!" (Strength)
Charm Animal (Beast Mastery)
Resurrection Signet ()
Player 3


Warrior/Ranger
Level: 20

Strength: 14 (12+2)
Swordsmanship: 16 (12+4)
Beast Mastery: 3

Galrath Slash (Swordsmanship)
Antidote Signet (Ranger other)
Battle Rage [Elite] (Strength)
Warrior's Cunning (Strength)
"For Great Justice!" (Warrior other)
"I Will Avenge You!" (Strength)
Charm Animal (Beast Mastery)
Resurrection Signet ()
Player 4


Warrior/Ranger
Level: 20

Strength: 14 (12+2)
Swordsmanship: 16 (12+4)
Beast Mastery: 3

Galrath Slash (Swordsmanship)
Revive Animal (Beast Mastery)
Battle Rage [Elite] (Strength)
Warrior's Cunning (Strength)
"For Great Justice!" (Warrior other)
"I Will Avenge You!" (Strength)
Charm Animal (Beast Mastery)
Resurrection Signet ()
Player 5


Ranger/Monk
Level: 20

Expertise: 16 (12+4)
Wilderness Survival: 13 (12+1)

Oath Shot [Elite] (Expertise)
Dust Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Whirling Defense (Expertise)
Quickening Zephyr (Wilderness Survival)
Winnowing (Wilderness Survival)
Storm Chaser (Wilderness Survival)
Player 6
hp around 100

Necromancer/Monk
Level: 20

Soul Reaping: 6 (3+3)
Blood Magic: 16 (12+4)
Protection Prayers: 12

Dark Fury (Blood Magic)
Order of Pain (Blood Magic)
Blood Renewal (Blood Magic)
Protective Spirit (Protection Prayers)
Blood Ritual (Blood Magic)
Strip Enchantment (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Resurrection Signet ()
Player 7


Monk/Necromancer
Level: 20

Divine Favor: 9 (8+1)
Healing Prayers: 16 (12+4)
Smiting Prayers: 3 (2+1)
Blood Magic: 10

Infuse Health (Healing Prayers)
Orison of Healing (Healing Prayers)
Healing Touch (Healing Prayers)
Healing Breeze (Healing Prayers)
Heal Party (Healing Prayers)
Offering of Blood [Elite] (Blood Magic)
Vigorous Spirit (Healing Prayers)
Smite Hex (Smiting Prayers)
Player 8


Monk/Necromancer
Level: 20

Divine Favor: 9 (8+1)
Smiting Prayers: 3 (2+1)
Protection Prayers: 16 (12+4)
Blood Magic: 10

Reversal of Fortune (Protection Prayers)
Mend Ailment (Protection Prayers)
Draw Conditions (Protection Prayers)
Aegis (Protection Prayers)
Protective Spirit (Protection Prayers)
Offering of Blood [Elite] (Blood Magic)
Remove Hex (Monk other)
Smite Hex (Smiting Prayers) About Antidote Signet, not sure how it will work out, but considering there is no Martyr monk... needed something to counter mass blind.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

i dont really like this build...

you have orders, which is great. but they arent used well.
if the warriors took hundred blades, they would gain adrenaline faster and have a larger spike damage under the orders (double damage).

as for the order necro, he is going to die REALLY fast with only 100 hp.
and i get the prot spirit thing, but he will get rended soooooo fast he wont get a single order off.

you also do not have a tainted necro.
since all of those pets and people are dying, it would be smart, even crucial for you to bring a guy with death nova and putrid.
"tainted flesh" isnt really the idea of a tainted necro, its the corpse control with profane, death nova and putrid.

as for antidote signet... it has a long cast time and can be easilly interrupted.
the protection monk should be running martyr, and maybe getting energy through bonding and balth spirit + mantra of signet + blessed sig.

oh, and the order necro doesnt have order of the vampire...

you are running quickening zephir, hurting the monks and the necro, "forcing them" to bring energy management, and thus hurt your build.

you dont have pred season and eoe, both important for iway.

your warriors are doing everything possible to gain adrenaline, and all for galrath slash??? at least drop warrior's cunning for final thrust, and drop "for great justice" for wild blow.

yep, im done...

edit:
the trapper!!!!!
i like to see oath shot trappers, but is he going to rely on whirling defence for protection and anti-interrution???
even if you dont get wild blowed before getting a trap off, you will have 18 seconds of protection, and 42 seconds of uselessness.

now im done.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
you have orders, which is great. but they arent used well.
if the warriors took hundred blades, they would gain adrenaline faster and have a larger spike damage under the orders (double damage).
They would also run out of energy and loose the movement control.

Quote:
as for the order necro, he is going to die REALLY fast with only 100 hp.
and i get the prot spirit thing, but he will get rended soooooo fast he wont get a single order off. This is why the necro keeps Protective Spirit on his skills bar. Normally it's protector who keeps Prot Spirit on him, necro just keeps it in case it gets stripped - cast time is 1/4 sec if you didn't know.

Quote: you also do not have a tainted necro.
since all of those pets and people are dying, it would be smart, even crucial for you to bring a guy with death nova and putrid.
"tainted flesh" isnt really the idea of a tainted necro, its the corpse control with profane, death nova and putrid. This is a possible way, but in order to do this, need to loose one w/r.

Quote: as for antidote signet... it has a long cast time and can be easilly interrupted.
the protection monk should be running martyr, and maybe getting energy through bonding and balth spirit + mantra of signet + blessed sig. Blessed sig will get interrupted in the first place... and the problem with bonding is that it only works on physical damage.
But it still can be a way to go though.

Quote: oh, and the order necro doesnt have order of the vampire... Energy management is more important that Order of the Vampire, even without QZ.
Soul Reaping is too dangerous if no1 is dying.

Quote:
you are running quickening zephir, hurting the monks and the necro, "forcing them" to bring energy management, and thus hurt your build. And letting my warriors keep up "For Great Justice!", Warrior's Cunning and "I Will Avenge You!" more often.
And actually, with energy management - it only makes them stronger that without. Under QZ or without, that is.

Quote:
you dont have pred season and eoe, both important for iway. Not as important as for example a trapper.

Quote:
your warriors are doing everything possible to gain adrenaline, and all for galrath slash??? at least drop warrior's cunning for final thrust, and drop "for great justice" for wild blow. Final Thrust is just ruining Battle Rage. No need Wild Blow with Warrior's Cunning.
The idea is to spam Galrath Slash each second hit or so. This is all.

Quote:
the trapper!!!!!
i like to see oath shot trappers, but is he going to rely on whirling defence for protection and anti-interrution???
even if you dont get wild blowed before getting a trap off, you will have 18 seconds of protection, and 42 seconds of uselessness. Oath Shot recharges stances too, recharge on oath shot is 20 secs (10 with QZ), duration on stance is 21 secs.
And if Oath Shot cannot be used, recharge on Whirling is 30 secs with QZ on.

Lews

Desert Nomad

Join Date: Mar 2005

Seattle, Washington

R/E

Holy shit!

Go uninstall guild wars right now!

kk thnx.

Stick to iway, even that shit would work better then this.

You have way too many 'get me adren' skills, and only one skill that really needs it.

Not good.

100 health necro? um.... why?

No mantra of recall on teh trapper? Yeah.... that's not good at all either.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Lews
Holy shit!

Go uninstall guild wars right now!

kk thnx.

Stick to iway, even that shit would work better then this. Please state your point why it won't work.

And thank you for your concern, but I think uninstalling is not the solution. Getting more mature replies is.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Lews
You have way too many 'get me adren' skills, and only one skill that really needs it.
Read above, the idea is to spam this skill, with all that adrenaline management - you can use Galrath Slash pretty much every second hit.


Quote:
Originally Posted by Lews 100 health necro? um.... why? To make sacrifices a lot cheaper.

Quote:
Originally Posted by Lews
No mantra of recall on teh trapper? Yeah.... that's not good at all either. Ranger don't need Mantra of Recall with 16 expertise.
And once QZ goes down, how you will put it up again?

Manfred

Manfred

Krytan Explorer

Join Date: Oct 2005

running under QZ is the main problem.
qz aloneis going to leave everyone but the pets short on energy.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Manfred
running under QZ is the main problem.
qz aloneis going to leave everyone but the pets short on energy. Warriors don't need energy except for the shouts.
Ranger will be able to deal with it exploiting 16 expertise.
Monks and necro will deal with it using Offering of Blood, since it recharges twice as fast with QZ on.

But your statement is true for the enemy, since they probably aren't ready for QZ fight.

_______

BTW, for Lews: Mantra of Recall won't work under QZ. Here goes your wasted elite and attribute points.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

i need to sleep, so ill reply to what i think is most important...

1. i still believe that if you plan to run swords in iway, you better get hundred baldes, and get adrenaline by the shout and dark fury, thats more than enough.

2. as for the 100 hp thing... when a person is going to be spiked, he gets rended and spiked in 1-2 secs. i cant see a person immidiately noticing an enchantement being removed and then immidiately recasting it.
if you wanna look at this differently... "shatter enchantement"...

3. i gotta stick with my tainted necro...

edit:
as to both of you referring to mantra of recall... i think we all mean mantra of resolve, which does work under QZ... cant see why not.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by mortalis doleo
i need to sleep, so ill reply to what i think is most important...

1. i still believe that if you plan to run swords in iway, you better get hundred baldes, and get adrenaline by the shout and dark fury, thats more than enough.

2. as for the 100 hp thing... when a person is going to be spiked, he gets rended and spiked in 1-2 secs. i cant see a person immidiately noticing an enchantement being removed and then immidiately recasting it.
if you wanna look at this differently... "shatter enchantement"...

3. i gotta stick with my tainted necro...

edit:
as to both of you referring to mantra of recall... i think we all mean mantra of resolve, which does work under QZ... cant see why not. 1. In this case, you gotta run r/w, not w/r. Without expertise, blades won't work. But without strength, there is no IWAY.

2. The only thing can kill the necro is hp steal. Since shatter enchant will do just 10 damage, because it will remove Blood Renewal instead of Protective Spirit.
But since the necro will have to stay at the back almost all the time, just clear all blood necros before going forward.
As for enchant work, if you don't notice your conditions/hexes/enchants bar - well, let's just say that I don't want to be in your team... like AT ALL

3. Have nothing against it, but still not sure if it's worth the loss of another w/r.

4. No need for Mantra of Resolve when you got 75% evade.
And if you mean one skill, please write it's original name. It's like if I want to say Eviscerate, but I say Cleave instead, will you understand me?

Lews

Desert Nomad

Join Date: Mar 2005

Seattle, Washington

R/E

Go run this in tombs, gamecam it, and then it show it to me.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Lews
Go run this in tombs, gamecam it, and then it show it to me. I was looking for improvements before testing it, that is why I posted it here.
All I actually get is mad rants without any logical reasoning.

And thanks for your concert, I will go test it - after I finish it.

TheOneAndOnlyX

Krytan Explorer

Join Date: Oct 2005

The Last Sacrens

N/Me

You guys shouldnt be flaming this guy he put a lot of work and figuring out for this build to BENEIFEIT OTHERS

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

im not trying to flame.
he asked for help and im saying what i think is wrong here.

you cant expect a person to renew prot spirit after it gets rended, since he will be attacked immidiately after being rended. he will die pretty quickly with 100 hp and no regen.

as for hundred blades...
remove warrior's cunning and "for great justice", and put in wild blow.
less energy problems for you...

if you dont want to lose a w/r, switch the prot for a tainted.
you really need that character there.

as for have 75% evasion...
that is in no way guaranteeing you getting those traps off. mantra of resolve stays for a loooong time, insures traps be successful and allows you to get a staff and spike trap...

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by mortalis doleo
im not trying to flame.
he asked for help and im saying what i think is wrong here.

you cant expect a person to renew prot spirit after it gets rended, since he will be attacked immidiately after being rended. he will die pretty quickly with 100 hp and no regen.

as for hundred blades...
remove warrior's cunning and "for great justice", and put in wild blow.
less energy problems for you...

if you dont want to lose a w/r, switch the prot for a tainted.
you really need that character there.

as for have 75% evasion...
that is in no way guaranteeing you getting those traps off. mantra of resolve stays for a loooong time, insures traps be successful and allows you to get a staff and spike trap... I asked for help, that's true. You saying what's wrong, that's false. Since I already told you why your suggestions won't work, but you continue pounding on them.

1. If it's rendered - you can quickly notice when all your enchants are gone and put prot spirit. If there is only one enchant removal - it will remove only regen enchant - allowing healer to put cheap heal on necro and/or cast healing breeze on him.
But clearly this is not the work for newbie, if you don't notice your enchants work - then you're not hired . Best bet would be to play a monk to train, best survivability guide you can get.

2. First off, Hundreds Blades. 7 energy, 4 secs recharge. Am I missing something or after 3 uses warrior will be drained already? Only way is to use r/w, but that's already different build.
And no way putting wild blow in, cause it won't help agains't wards and some enchants like guardian for example... it will drain wars more often that Cunning and will loose them adrenaline.
Warrior's Cunning - you can keep it up 11 secs out of 30.
"For Great Justice!" - you can keep it up 20 secs out of 23.
These skills greatly benefit from QZ, do you think I will be in my mind to remove them?

3. Still checking what difference it will make. But then again, curses will work a lot better with physical damage. As for corpse control - can just add Consume Corpse with some points into Death Magic.

4. It also drains the ranger. If you haven't noticed, all good teams spot r/mes and tell their monks to attack them with sticks. After a few traps, ranger will be drained anyway.
Also... how many times I need to say you that I'm using Oath Shot to keep the QZ up at all costs? Considering it hurts the opposite team - it will be targetted first. And QZ up each 10 secs is more important that Spike Trap.