Tombs build
E Power
Hi guys, I just have come up with a tombs build that is both defensive and offensive and I would like to share it with you guys and get any input you have.
Mo/Me = 2x
Attributes:
12+1+3= 15 Healing Prayers
3+1 Protection
9+1= 12 Divine Favor
9 Inspiration
Skills:
Word of Healing {E}
Orison of Healing
Healing Touch
Healing Seed
Channeling
Inspired Hex
Aegis
Dwayna's Kiss
Mo/Me = 1x
Attributes:
9+3= 12 Protection Prayers
10+1+1= 12 Divine Favor
Leftover points into Inspiration Magic
Skills:
Restore Condition {E}
Reversal of Fortune
Mantra of Inscriptions
Life Bond
Blessed Signet
Aegis
Signet of Devotion
Drain Enchantment
R/Me = 2x
Attributes:
10+1+1= 12 Wilderness Survival
11+3= 14 Expertise
Leftover points into Inspiration Magic
Skills:
Spike Trap {E}
Dust Trap
Barbed Trap
Flame Trap
Drain Enchantment
Mantra of Resolve
Whirling Defenses
Ressurection Signet
Me/? = 1x
Attributes:
12+1+3= 16 Illusion Magic
7+1= 8 Inspiration Magic
Leftover points into Fast Casting
Skills:
Migraine {E}
Conjure Phantasm
Phantom Pain
Ethereal Burden
Drain Enchantment
Channeling
Distortion
Ressurection Signet
W/N = 2x
Attributes:
12+1+3= 16 Axe Mastery
8+1= 9 Strength
Leftover points into Blood Magic (Touch of Agony)
Skills:
Eviscerate {E}
Executioners Strike
Cyclone Axe
Frenzy
Touch of Agony
Rush
Bull's Strike
Ressurection Signet
Ty in advance for looking at my post, please fix my tombs build and I will try to improve it. (3 Consecs )
Mo/Me = 2x
Attributes:
12+1+3= 15 Healing Prayers
3+1 Protection
9+1= 12 Divine Favor
9 Inspiration
Skills:
Word of Healing {E}
Orison of Healing
Healing Touch
Healing Seed
Channeling
Inspired Hex
Aegis
Dwayna's Kiss
Mo/Me = 1x
Attributes:
9+3= 12 Protection Prayers
10+1+1= 12 Divine Favor
Leftover points into Inspiration Magic
Skills:
Restore Condition {E}
Reversal of Fortune
Mantra of Inscriptions
Life Bond
Blessed Signet
Aegis
Signet of Devotion
Drain Enchantment
R/Me = 2x
Attributes:
10+1+1= 12 Wilderness Survival
11+3= 14 Expertise
Leftover points into Inspiration Magic
Skills:
Spike Trap {E}
Dust Trap
Barbed Trap
Flame Trap
Drain Enchantment
Mantra of Resolve
Whirling Defenses
Ressurection Signet
Me/? = 1x
Attributes:
12+1+3= 16 Illusion Magic
7+1= 8 Inspiration Magic
Leftover points into Fast Casting
Skills:
Migraine {E}
Conjure Phantasm
Phantom Pain
Ethereal Burden
Drain Enchantment
Channeling
Distortion
Ressurection Signet
W/N = 2x
Attributes:
12+1+3= 16 Axe Mastery
8+1= 9 Strength
Leftover points into Blood Magic (Touch of Agony)
Skills:
Eviscerate {E}
Executioners Strike
Cyclone Axe
Frenzy
Touch of Agony
Rush
Bull's Strike
Ressurection Signet
Ty in advance for looking at my post, please fix my tombs build and I will try to improve it. (3 Consecs )
Sapp
I'd personally remove Frenzy from the warrior. It could potentially lead to more work for your monks. If you don't *NEED* the attack speed, I'd use Plague Touch.
E Power
Frenzy is the key to getting adrenaline, I wouldn't be producing as much damage with flurry, that work for those monks isn't big... A heal or so every once in a while, people don't target warriors first.
Sapp
I see. If the adrenaline is needed that badly, I'd still rather use "For Great Justice!" or "To the Limit!" Sure, I may have to tweak the attributes a bit, but that's because I really dislike the con to using Frenzy.
Is the monk with life bond supposed to bond everyone, or just the other two monks?
Is the monk with life bond supposed to bond everyone, or just the other two monks?
glenn_rolfe
OK, just some points I think you need to think about.
What are you trying to do in your build? This is the key question. It's not spike. Are you trying to shut down healers?? Trying to spread conditions??
2 trappers - you'll get murdered by a prot monk running martyr or restore because they'll feed on the trappers conditions. Drop out whirling defense and have them each rotate signet of humility on the prot monk. Or alternatively get at least 1 of them to carry savage shot for alter interrupts. I'd push expertise up to 14.
Warrior - he needs sprint for alter maps and relic runs and to cancel out frenzy if he's under the pump. Out rush and bulls strike , in sprint and distracting blow (the war needs to be able to interupt the ghosts claim resource)
Mesmer - I don't understand the mesmers function, migraine is generally used as a shutdown tool, but you aren't backing it up with shut down skills like power drain, power leak, leech signet etc. Seems like you're just trying to stack up hexes for degen, but this is a really inefficient way of doing it. Distortion is not needed. Better for a team to carry ward against foes for squishy targets to kite through instead of wasting skill slots with evades.
What are you trying to do in your build? This is the key question. It's not spike. Are you trying to shut down healers?? Trying to spread conditions??
2 trappers - you'll get murdered by a prot monk running martyr or restore because they'll feed on the trappers conditions. Drop out whirling defense and have them each rotate signet of humility on the prot monk. Or alternatively get at least 1 of them to carry savage shot for alter interrupts. I'd push expertise up to 14.
Warrior - he needs sprint for alter maps and relic runs and to cancel out frenzy if he's under the pump. Out rush and bulls strike , in sprint and distracting blow (the war needs to be able to interupt the ghosts claim resource)
Mesmer - I don't understand the mesmers function, migraine is generally used as a shutdown tool, but you aren't backing it up with shut down skills like power drain, power leak, leech signet etc. Seems like you're just trying to stack up hexes for degen, but this is a really inefficient way of doing it. Distortion is not needed. Better for a team to carry ward against foes for squishy targets to kite through instead of wasting skill slots with evades.
mortalis doleo
i can give you a nice prot build, since i think your's is a bit lacking:
1. life bond
2. balthasar's spirit
3. mantra of inscriptions
4. blessed signet
5. aegis
6. protective spirit
7. mend ailement
8. martyr
leave the hexes for the healers...
have the healers throw a healing seed your way every once in a while, since you will heal people near you for every atack the party suffers...
this is one of the stronger counters to IWAY, just try not to die
obviously, aegis is against warriors or rangers, prot spirit is to protect against spikes and thanks to you, the monks can forget about removing conditions...
1. life bond
2. balthasar's spirit
3. mantra of inscriptions
4. blessed signet
5. aegis
6. protective spirit
7. mend ailement
8. martyr
leave the hexes for the healers...
have the healers throw a healing seed your way every once in a while, since you will heal people near you for every atack the party suffers...
this is one of the stronger counters to IWAY, just try not to die
obviously, aegis is against warriors or rangers, prot spirit is to protect against spikes and thanks to you, the monks can forget about removing conditions...
Senator Tom
a few things that might help -
sprint on the warriors to cancel frenzy/relic runs without having to get adrenaline for rush
take out a trapper and maybe put in some sort of dmg or interrupt (wards maybe) not relaly a need for two trappers if the monks arent vim in my opinion. trapper would mainly be a distraction
also i thinkt he mesmer would be good to have some corpse control, and maybe panic + shad of fear to help with iway
tina count me in tell me next time your running this
sprint on the warriors to cancel frenzy/relic runs without having to get adrenaline for rush
take out a trapper and maybe put in some sort of dmg or interrupt (wards maybe) not relaly a need for two trappers if the monks arent vim in my opinion. trapper would mainly be a distraction
also i thinkt he mesmer would be good to have some corpse control, and maybe panic + shad of fear to help with iway
tina count me in tell me next time your running this
E Power
Quote:
Originally Posted by mortalis doleo
i can give you a nice prot build, since i think your's is a bit lacking:
1. life bond
2. balthasar's spirit
3. mantra of inscriptions
4. blessed signet
5. aegis
6. protective spirit
7. mend ailement
8. martyr
leave the hexes for the healers...
have the healers throw a healing seed your way every once in a while, since you will heal people near you for every atack the party suffers...
this is one of the stronger counters to IWAY, just try not to die
obviously, aegis is against warriors or rangers, prot spirit is to protect against spikes and thanks to you, the monks can forget about removing conditions... Wtf, is this flame heaven? Whoever chooses martyr over restore condition lacks knowledge...
Good idea, I forgot all about sprint, I might have to replace that for Frenzy.
It is a basic build, no concept to it mainly a build that can compete against all kinds of different builds. Im also working on a blood spike build.
EDIT: Alrighty tom
1. life bond
2. balthasar's spirit
3. mantra of inscriptions
4. blessed signet
5. aegis
6. protective spirit
7. mend ailement
8. martyr
leave the hexes for the healers...
have the healers throw a healing seed your way every once in a while, since you will heal people near you for every atack the party suffers...
this is one of the stronger counters to IWAY, just try not to die
obviously, aegis is against warriors or rangers, prot spirit is to protect against spikes and thanks to you, the monks can forget about removing conditions... Wtf, is this flame heaven? Whoever chooses martyr over restore condition lacks knowledge...
Good idea, I forgot all about sprint, I might have to replace that for Frenzy.
It is a basic build, no concept to it mainly a build that can compete against all kinds of different builds. Im also working on a blood spike build.
EDIT: Alrighty tom
Klmpee
Quote:
Martyr..
GREAT for iway and their trappers. 1 hit, every things on u... mend ailment and every thing is good. and 10 sec cool down isnt bad.
RC..
well.. okay.. ur healing ur team when evr they have a condition on them.. but y cant u use this on urself?5 energy almost ever 2 secs = need energy management. compared to...10 energy every 10 seconds = not much EM needed.( note that every ten secs and every 2 secs may differ if theirs no conditions.)
fiery
w/r go rambo or bring IWAY skill for the attack speed and health regen
Kabale
rofl bring IWAY... >.<
I prefer having Restore Condition in my skillbar when facing IWAY... just heals for so damn much
I prefer having Restore Condition in my skillbar when facing IWAY... just heals for so damn much
mortalis doleo
Quote:
Originally Posted by E Power
Wtf, is this flame heaven? Whoever chooses martyr over restore condition lacks knowledge...
Good idea, I forgot all about sprint, I might have to replace that for Frenzy.
It is a basic build, no concept to it mainly a build that can compete against all kinds of different builds. Im also working on a blood spike build.
EDIT: Alrighty tom if that is your opinion, you have never used martyr...
martyr is great for allowing you to take care of conditions completely, and gives you time to protect when no conditions are present (you need to spam RC when a trapper is there, giving energy problems, which are just like dying for a bonder).
also, remmember you are always targeted as a prot (life bonder especially). martyr + mend ailement is a great self heal for the times you are being attacked...
if you still cant open your eyes to martyr being a solution to micro-management, than enjoy your restore conditions, and i'll stick to my martyr.
Good idea, I forgot all about sprint, I might have to replace that for Frenzy.
It is a basic build, no concept to it mainly a build that can compete against all kinds of different builds. Im also working on a blood spike build.
EDIT: Alrighty tom if that is your opinion, you have never used martyr...
martyr is great for allowing you to take care of conditions completely, and gives you time to protect when no conditions are present (you need to spam RC when a trapper is there, giving energy problems, which are just like dying for a bonder).
also, remmember you are always targeted as a prot (life bonder especially). martyr + mend ailement is a great self heal for the times you are being attacked...
if you still cant open your eyes to martyr being a solution to micro-management, than enjoy your restore conditions, and i'll stick to my martyr.
Third Quarter
Restore and Martyr have their place. Restore is nice if you have a warrior train and don't like for them to be crippled or blind. You can recast it every 2 seconds, so conditions just aren't going to stick. There is also the fact that it becomes a very, very energy efficient heal against condition teams...
Martyr has always been and will probably always be the ultimate counter to condition degen. When a team is relying on poison, disease, and the like to pressure monks, Martyr goes a long, long way. Martyr is also unattributed, which means you can throw it on just about anyone with a Monk secondary.
Back to the original poster...
I'm not a fan of Channeling. If you're close enough to your opponents that you trigger it, you're probably in big trouble.
No offense, but your warriors are ridiculous and bad. Dump Touch of Agony and Rush, and add Sprint. If you're going to Frenzy, you *must* have another stance that's always ready, and Rush won't always be ready. Alternatively, sub Frenzy for Tiger's Fury.
Bull's Strike is cool in theory, but way too picky to be practical. (the knockdown never seems to occur if you hit a strafing target)
Consider adding Penetrating Blow and/or Disrupting Chop to your warriors. Damage and disruption are awesome. Run 16 axe and 13 strength. (or 16 axe, 9 strength, 10 beastmastery if you are using Tiger's Fury)
Another thing you could try is having one Eviscerate axer and a sword Warrior with "Charge!", Galrath, and Final Thrust. The Galrath/Final chain has more raw damage than the Eviscerate chain, and you've already got a Deep Wound from Eviscerate. "Charge!" lends your warriors the mobility they need to mow a kiting target down.
One trapper is generally quite enough. Consider another damage/utility role instead. Since you're looking to be a bit low on enchant removal, I'd suggest a curses necro with things like Rend, Life Siphon, Faintheartedness, and so forth.
Martyr has always been and will probably always be the ultimate counter to condition degen. When a team is relying on poison, disease, and the like to pressure monks, Martyr goes a long, long way. Martyr is also unattributed, which means you can throw it on just about anyone with a Monk secondary.
Back to the original poster...
I'm not a fan of Channeling. If you're close enough to your opponents that you trigger it, you're probably in big trouble.
No offense, but your warriors are ridiculous and bad. Dump Touch of Agony and Rush, and add Sprint. If you're going to Frenzy, you *must* have another stance that's always ready, and Rush won't always be ready. Alternatively, sub Frenzy for Tiger's Fury.
Bull's Strike is cool in theory, but way too picky to be practical. (the knockdown never seems to occur if you hit a strafing target)
Consider adding Penetrating Blow and/or Disrupting Chop to your warriors. Damage and disruption are awesome. Run 16 axe and 13 strength. (or 16 axe, 9 strength, 10 beastmastery if you are using Tiger's Fury)
Another thing you could try is having one Eviscerate axer and a sword Warrior with "Charge!", Galrath, and Final Thrust. The Galrath/Final chain has more raw damage than the Eviscerate chain, and you've already got a Deep Wound from Eviscerate. "Charge!" lends your warriors the mobility they need to mow a kiting target down.
One trapper is generally quite enough. Consider another damage/utility role instead. Since you're looking to be a bit low on enchant removal, I'd suggest a curses necro with things like Rend, Life Siphon, Faintheartedness, and so forth.
glenn_rolfe
stop wasting your elite on martyr or restore and use draw and mend.
mortalis doleo
costing at least 10 energy to get rid of a single person's conditions... not to mantion the time...
E Power
Quote:
Originally Posted by glenn_rolfe
stop wasting your elite on martyr or restore and use draw and mend.
wasting an elite? please repharase that sentence. Draw has a cooldown and restore hardly doesn't, which do you prefer? A removal + heal or just removal.
I also tested Martyr, I find restore to work much better IMO with channeling because it brings my mana up by a lot when using it.
I also tested Martyr, I find restore to work much better IMO with channeling because it brings my mana up by a lot when using it.
Senator Tom
i'll be on in about two hours, you better be too so we can hold the halls till i have to go to bed!
E Power
I can't tomb, I have el examen de espanol tommorow!
Warskull
Healing Monks:
12+1+3 Healing
9+1 Divine
9 Inspiration
3+1 Protection (you still hit the breakpoint for aegis.)
This is a much stronger point spread. You gain two points in inspiration and one point in healing for the loss of 2 points in divine (6hp/heal.) However this build only has 1 attribute point left over wheres 11/10/9/3 has a lot more wasted points.
Bonder: Needs completely redone, his points and skills are everywhere.
10-11 prot (total) is usually sufficient for bonds
You want 10-12 Divine for full bonds
You can use an unspec balth spirit to gain a ton of energy from bonds
Channeling is no good, swap it for mantra of inscriptions
Trappers:
11+3 Expertise
10+1+1 Wilderness
A much stronger/more efficient design
Warriors:
Ditch Bull's Strike. It is nice in theory, but way to sensitive to rely upon. Touch of agony isn't needed either. Frenzy is superb is people know how to use it.
12+1+3 Healing
9+1 Divine
9 Inspiration
3+1 Protection (you still hit the breakpoint for aegis.)
This is a much stronger point spread. You gain two points in inspiration and one point in healing for the loss of 2 points in divine (6hp/heal.) However this build only has 1 attribute point left over wheres 11/10/9/3 has a lot more wasted points.
Bonder: Needs completely redone, his points and skills are everywhere.
10-11 prot (total) is usually sufficient for bonds
You want 10-12 Divine for full bonds
You can use an unspec balth spirit to gain a ton of energy from bonds
Channeling is no good, swap it for mantra of inscriptions
Trappers:
11+3 Expertise
10+1+1 Wilderness
A much stronger/more efficient design
Warriors:
Ditch Bull's Strike. It is nice in theory, but way to sensitive to rely upon. Touch of agony isn't needed either. Frenzy is superb is people know how to use it.
Senator Tom
Quote:
Originally Posted by E Power
I can't tomb, I have el examen de espanol tommorow!
tengo examen de espanol manana tambien! es muy facil
audioaxes
Quote:
Originally Posted by glenn_rolfe
stop wasting your elite on martyr or restore and use draw and mend.
lol?
Chill Out Dawg
Quote:
Originally Posted by E Power
Hi guys, I just have come up with a tombs build that is both defensive and offensive and I would like to share it with you guys and get any input you have.
Mo/Me = 2x
Attributes:
11+1+3= 15 Healing Prayers
4 Protection
11+1= 12 Divine Favor
Leftovers into Inspiration Magic
Skills:
Word of Healing {E}
Orison of Healing
Healing Touch
Healing Seed
Channeling
Inspired Hex
Aegis
Dwayna's Kiss
Mo/Me = 1x
Attributes:
12+1+3= 16 Protection Prayers
11+1= 12 Divine Favor
Leftover points into Inspiration Magic
Skills:
Restore Condition {E}
Reversal of Fortune
Channeling
Life Bond
Blessed Signet
Aegis
Signet of Devotion
Drain Enchantment
R/Me = 2x
Attributes:
11+3= 14 Wilderness Survival
10+1+1= 12 Expertise
Leftover points into Inspiration Magic
Skills:
Spike Trap {E}
Dust Trap
Barbed Trap
Flame Trap
Drain Enchantment
Mantra of Resolve
Whirling Defenses
Ressurection Signet
Me/? = 1x
Attributes:
12+1+3= 16 Illusion Magic
7+1= 8 Inspiration Magic
Leftover points into Fast Casting
Skills:
Migraine {E}
Conjure Phantasm
Phantom Pain
Ethereal Burden
Drain Enchantment
Channeling
Distortion
Ressurection Signet
W/N = 2x
Attributes:
12+1+3= 16 Axe Mastery
8+1= 9 Strength
Leftover points into Blood Magic (Touch of Agony)
Skills:
Eviscerate {E}
Executioners Strike
Cyclone Axe
Frenzy
Touch of Agony
Rush
Bull's Strike
Ressurection Signet
Ty in advance for looking at my post, please fix my tombs build and I will try to improve it. (3 Consecs ) Ya, I saw a group using that build the other day. It worked REALLY well. It was kind of overpowered. But it totally OWNED an Iway team
Mo/Me = 2x
Attributes:
11+1+3= 15 Healing Prayers
4 Protection
11+1= 12 Divine Favor
Leftovers into Inspiration Magic
Skills:
Word of Healing {E}
Orison of Healing
Healing Touch
Healing Seed
Channeling
Inspired Hex
Aegis
Dwayna's Kiss
Mo/Me = 1x
Attributes:
12+1+3= 16 Protection Prayers
11+1= 12 Divine Favor
Leftover points into Inspiration Magic
Skills:
Restore Condition {E}
Reversal of Fortune
Channeling
Life Bond
Blessed Signet
Aegis
Signet of Devotion
Drain Enchantment
R/Me = 2x
Attributes:
11+3= 14 Wilderness Survival
10+1+1= 12 Expertise
Leftover points into Inspiration Magic
Skills:
Spike Trap {E}
Dust Trap
Barbed Trap
Flame Trap
Drain Enchantment
Mantra of Resolve
Whirling Defenses
Ressurection Signet
Me/? = 1x
Attributes:
12+1+3= 16 Illusion Magic
7+1= 8 Inspiration Magic
Leftover points into Fast Casting
Skills:
Migraine {E}
Conjure Phantasm
Phantom Pain
Ethereal Burden
Drain Enchantment
Channeling
Distortion
Ressurection Signet
W/N = 2x
Attributes:
12+1+3= 16 Axe Mastery
8+1= 9 Strength
Leftover points into Blood Magic (Touch of Agony)
Skills:
Eviscerate {E}
Executioners Strike
Cyclone Axe
Frenzy
Touch of Agony
Rush
Bull's Strike
Ressurection Signet
Ty in advance for looking at my post, please fix my tombs build and I will try to improve it. (3 Consecs ) Ya, I saw a group using that build the other day. It worked REALLY well. It was kind of overpowered. But it totally OWNED an Iway team
E Power
Quote:
Originally Posted by Warskull
Healing Monks:
12+1+3 Healing
9+1 Divine
9 Inspiration
3+1 Protection (you still hit the breakpoint for aegis.)
This is a much stronger point spread. You gain two points in inspiration and one point in healing for the loss of 2 points in divine (6hp/heal.) However this build only has 1 attribute point left over wheres 11/10/9/3 has a lot more wasted points.
Bonder: Needs completely redone, his points and skills are everywhere.
10-11 prot (total) is usually sufficient for bonds
You want 10-12 Divine for full bonds
You can use an unspec balth spirit to gain a ton of energy from bonds
Channeling is no good, swap it for mantra of inscriptions
Trappers:
11+3 Expertise
10+1+1 Wilderness
A much stronger/more efficient design
Warriors:
Ditch Bull's Strike. It is nice in theory, but way to sensitive to rely upon. Touch of agony isn't needed either. Frenzy is superb is people know how to use it. Thx for the help, but I've found channeling to be very effective... Against Iway I will usualy gain an easy 6 energy after casting each spell which suffices for the mana cost + 1 for mend and restore conditons. Prot is also for restore conditons not only for bonding.
'Tis why I keep frenzy... Touch of Agony is a little spike between the two warriors which can do 70+ damage as a finale to kill a opponent running, maybe replace it with dark pact because if the "Touch" theme.
Thanks for the advice warskull.
Espanol es muy gay
12+1+3 Healing
9+1 Divine
9 Inspiration
3+1 Protection (you still hit the breakpoint for aegis.)
This is a much stronger point spread. You gain two points in inspiration and one point in healing for the loss of 2 points in divine (6hp/heal.) However this build only has 1 attribute point left over wheres 11/10/9/3 has a lot more wasted points.
Bonder: Needs completely redone, his points and skills are everywhere.
10-11 prot (total) is usually sufficient for bonds
You want 10-12 Divine for full bonds
You can use an unspec balth spirit to gain a ton of energy from bonds
Channeling is no good, swap it for mantra of inscriptions
Trappers:
11+3 Expertise
10+1+1 Wilderness
A much stronger/more efficient design
Warriors:
Ditch Bull's Strike. It is nice in theory, but way to sensitive to rely upon. Touch of agony isn't needed either. Frenzy is superb is people know how to use it. Thx for the help, but I've found channeling to be very effective... Against Iway I will usualy gain an easy 6 energy after casting each spell which suffices for the mana cost + 1 for mend and restore conditons. Prot is also for restore conditons not only for bonding.
'Tis why I keep frenzy... Touch of Agony is a little spike between the two warriors which can do 70+ damage as a finale to kill a opponent running, maybe replace it with dark pact because if the "Touch" theme.
Thanks for the advice warskull.
Espanol es muy gay
Senator Tom
lol
espenso espanol? mi muy bien
espenso espanol? mi muy bien
tafy69
Jeez so many noob comments made its just funny.. Anyways back to your tombs build
1. The bonder with restore, I suggest Martyr and mantra insciptions. You cant afford to cast many spells while bonding usually
2. You have a migrane mesmer but without any other people using hexes, most teams would grab those hexes pretty fast.
3. 2 Trappers on the team but no way of securely shuting down condition removal, Im guessing your migrane mesmer will go for the prot monk eh.
4. 2 Warriors can provide some good dps but can be shut down too easily for my liking, 1 warrior with fire support would be better dps in general.
5. No Wards/Windbourne/Gale/Interupts for relic runs, your mesmers hexes will be removed too easily to stop their runner.
6. No Spell Breaker, Will be very hard to cap alters and run relics without this baby.
Theres some things for you to think about.
1. The bonder with restore, I suggest Martyr and mantra insciptions. You cant afford to cast many spells while bonding usually
2. You have a migrane mesmer but without any other people using hexes, most teams would grab those hexes pretty fast.
3. 2 Trappers on the team but no way of securely shuting down condition removal, Im guessing your migrane mesmer will go for the prot monk eh.
4. 2 Warriors can provide some good dps but can be shut down too easily for my liking, 1 warrior with fire support would be better dps in general.
5. No Wards/Windbourne/Gale/Interupts for relic runs, your mesmers hexes will be removed too easily to stop their runner.
6. No Spell Breaker, Will be very hard to cap alters and run relics without this baby.
Theres some things for you to think about.
Timoz
Quote:
Originally Posted by glenn_rolfe
stop wasting your elite on martyr or restore and use draw and mend.
After holding halls getrillions of times i will say one thing about your criticism of martyr and your want to replace it with other skills.
1.Using restore conditions etc. you must spam it against heavy conditions and therefore lose time where you could potentially be protting the ghost or other team mates.
2.When you are being ganked you will need all the prot you can get especially against such builds as iway and, i'd much rather click one button and remove it quickly from myself and all team mates rather than spam something else which isnt neccessary.
3.Restore etc. has a range, you must run after people.
4. Martyr has no given attribute, therefore its something which can be slipped in on any professions build, i've often used it on a mesmer which works extermely well as very few conditions effect me as they would other professions. It can also be used to good effect on a necromancer to help spread conditions depending on the build.
Why should all the condition removal be on monks? Using holding buildsits so much easier to put it on something else.
1.Using restore conditions etc. you must spam it against heavy conditions and therefore lose time where you could potentially be protting the ghost or other team mates.
2.When you are being ganked you will need all the prot you can get especially against such builds as iway and, i'd much rather click one button and remove it quickly from myself and all team mates rather than spam something else which isnt neccessary.
3.Restore etc. has a range, you must run after people.
4. Martyr has no given attribute, therefore its something which can be slipped in on any professions build, i've often used it on a mesmer which works extermely well as very few conditions effect me as they would other professions. It can also be used to good effect on a necromancer to help spread conditions depending on the build.
Why should all the condition removal be on monks? Using holding buildsits so much easier to put it on something else.
Senator Tom
i think the bonder should have shield of defelction
1 to stay alive
2 to help hold the hero up
one monk should have spell breaker for this reason and the other monk should have condition removal
i dont know if this would work but it sounds good to me
1 to stay alive
2 to help hold the hero up
one monk should have spell breaker for this reason and the other monk should have condition removal
i dont know if this would work but it sounds good to me
E Power
Im rethinking the elites and putting Spellbreaker on one of the monks and Healing Hands on the otherone and im going to give martyr a shot on the prot monk.
Senator Tom
corbanic vision? did you leave my sweet guild or somethin? punk
E Power
Quote:
Originally Posted by Senator Tom
corbanic vision? did you leave my sweet guild or somethin? punk
Lol I love you too tom... but unfortunately yes, I did .
Senator Tom
Quote:
Originally Posted by E Power
Lol I love you too tom... but unfortunately yes, I did .
well dont get it too good
soon i'm gonna make a PVP DFA guild
gonna be called White House [WH]
my perm. name will probably be President Tom after that guild is created =)
but hey youd ont have to join
soon i'm gonna make a PVP DFA guild
gonna be called White House [WH]
my perm. name will probably be President Tom after that guild is created =)
but hey youd ont have to join
E Power
Quote:
Originally Posted by Senator Tom
well dont get it too good
soon i'm gonna make a PVP DFA guild
gonna be called White House [WH]
my perm. name will probably be President Tom after that guild is created =)
but hey youd ont have to join Just join mine, you can "Steal" my ub3r pvp builds :P. I can farm you up to r3 in 2-3 days.
soon i'm gonna make a PVP DFA guild
gonna be called White House [WH]
my perm. name will probably be President Tom after that guild is created =)
but hey youd ont have to join Just join mine, you can "Steal" my ub3r pvp builds :P. I can farm you up to r3 in 2-3 days.
Senator Tom
lol
me = like 300 fame
me = like 300 fame
Timoz
Quote:
Originally Posted by E Power
Im rethinking the elites and putting Spellbreaker on one of the monks and Healing Hands on the otherone and im going to give martyr a shot on the prot monk.
Why put martyr on the prot? and SB on the healers?
Why not put martyr on a mesmer or a healer and use a prot with aura giving an extended sb for 30 secs...
..bah i will say no more in this thread ><
Why not put martyr on a mesmer or a healer and use a prot with aura giving an extended sb for 30 secs...
..bah i will say no more in this thread ><
glenn_rolfe
Quote:
Originally Posted by Timoz
After holding halls getrillions of times i will say one thing about your criticism of martyr and your want to replace it with other skills.
1.Using restore conditions etc. you must spam it against heavy conditions and therefore lose time where you could potentially be protting the ghost or other team mates.
2.When you are being ganked you will need all the prot you can get especially against such builds as iway and, i'd much rather click one button and remove it quickly from myself and all team mates rather than spam something else which isnt neccessary.
3.Restore etc. has a range, you must run after people.
4. Martyr has no given attribute, therefore its something which can be slipped in on any professions build, i've often used it on a mesmer which works extermely well as very few conditions effect me as they would other professions. It can also be used to good effect on a necromancer to help spread conditions depending on the build.
Why should all the condition removal be on monks? Using holding buildsits so much easier to put it on something else.
With any capping or holding build I much prefer the prot monk to run Shield of Deflection then restore or martyr. If you're build is solid, and the prot monk good, draw and mend should be no problem.
As for martyr, you risk being done over by the humility block which is still going around in tombs, but well you can't build for everything
I agree about running martyr on something else besides a prot as viable option. If you're running a hex or condition build you tend to throw up a lot of skill sharing so pretty cool idea there.
1.Using restore conditions etc. you must spam it against heavy conditions and therefore lose time where you could potentially be protting the ghost or other team mates.
2.When you are being ganked you will need all the prot you can get especially against such builds as iway and, i'd much rather click one button and remove it quickly from myself and all team mates rather than spam something else which isnt neccessary.
3.Restore etc. has a range, you must run after people.
4. Martyr has no given attribute, therefore its something which can be slipped in on any professions build, i've often used it on a mesmer which works extermely well as very few conditions effect me as they would other professions. It can also be used to good effect on a necromancer to help spread conditions depending on the build.
Why should all the condition removal be on monks? Using holding buildsits so much easier to put it on something else.
With any capping or holding build I much prefer the prot monk to run Shield of Deflection then restore or martyr. If you're build is solid, and the prot monk good, draw and mend should be no problem.
As for martyr, you risk being done over by the humility block which is still going around in tombs, but well you can't build for everything
I agree about running martyr on something else besides a prot as viable option. If you're running a hex or condition build you tend to throw up a lot of skill sharing so pretty cool idea there.