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Dannzzigg Profile
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GvG Review 5/20/07


Well, we beat the teams we should have beaten, got beaten by folks that should have beaten us and managed to hang in pretty well vs a couple of teams the might have rolled right over us a few months ago. Overall, a pretty good night, I'd say.

One comment that came to mind is that we definately need enchantment removal in the build somewhere. Playing as a melee character I felt that a huge portion of my damage was completely negated during the matches vs the higher ranked teams by Prot spells. Most commonly, it was Aegis that was ruining my day, but there were a few other times that it was things like Guardian, Shield of Absorption and some others that I couldn't name just from their effects.

Mirror of Disenchantment is a good looking Mesmer spell that might be a good addition to the team. It removes one enchantment from your target foe and the same enchanment from all of that foe's teammates. So, if you see Aegis being cast, use Mirror right after and you're sure to strip Aegis from the team.

There are plenty of other options that may work, but whatever we choose, I think enchantment removal simply has to be part of the build to have any success vs higher level teams.

As far as our tactics go, I think we played well although there were moments of chaos or confusion. TS was part of that issue but the lack of a simple plan was a big part of it, too.

Given the standard team of Warrior, Air Pressure, Zap Rit, Gank Sin, Mesmer, Monk1, Monk2, and Runner it owuld be great if we could determine which team is the "response team" and simply leave it at that. They could be the ones to push on an offensive gank or to respond to a gank in our own hall. Is there a good combo that could do both? Then it simply becomes a matter that team being sent in one direction or another, rather than 3 different sets of folks for different circumstances.

Regarding the gank plan that we were attempting to use... I think it came close to working. When we sent the offensive gank (limited in speed with the Ranger instead of the Sin) I think it was actually to late to have an effect on the opposition. In the match with the Knockdown AoE combos, where we were pushed into our hall and sent the gank off to try and force them to withdraw the gank was unopposed, but simply lacked the firepower to beat the "clock", so to speak. If we had sent it earlier, it may have worked.

We were playing a bit out of our team build, so all things considered, it wasn't that bad of a night. The big things I noticed that we could improve on were needing some enchantment removal of some sort so we can be sure to hit our tagrets, having a better idea of who is responding where, and recognizing the gank opportunities when they are needed and acting on them faster.

---
Check out Dylan's Den!



5/20/2007, 9:32 am Link to this post Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Pyxis Profile
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Re: GvG Review 5/20/07


There are also a few skills that cause attacks to be unblockable like Expose Defenses for example. May be worth going with Melee builds that can imcorporate these skills as skills like Weapon of Warding and Guardian are more resilient against stripping. Then it is just up to condition removal to handle blinding.

Another build design we need to eventually try to get away from is multiple Hard Rezzes. Maybe one on the runner, but if we are successful at flag control these shouldn't be needed and currently heavily restrict the types of builds we can run due to Monk secondary req.

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5/20/2007, 10:40 pm Link to this post Send Email to Pyxis   Send PM to Pyxis MSN
 
DamonIsa Profile
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Re: GvG Review 5/20/07


Sorry I wasn't there Major Pyxis, Boss Man.

W/A is fun to play though. Definately could be worth it. Go into Deadly Arts for things like Expose Defenses, Siphon Speed, and Siphon Strength. Could really help the Mesmer build out too making sure there are too many hexes to strip.

Plus it shouldn't hurt to have extra hexes for the Assassin to take advantage of between Shadowsteps.

At least if I can't be there I can lead you my mad genius?

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
5/21/2007, 2:32 am Link to this post Send Email to DamonIsa   Send PM to DamonIsa
 
Andovar Profile
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Re: GvG Review 5/20/07


Yes, we should probably have some form of enchant removal in the build. We have in the past, but sometimes we're putting a piecemeal build together based on who's available to play. I think that's why it may have been missing this past weekend.

The only thing I don't like about Mirror of Disenchantment is that it's expensive, and if you don't strip the right enchantment, then it's pretty much a waste. Hard to tell if another enchant has been stacked on top of something like Aegis.

My question is, what builds besides the mez can fit some enchant removal on their bar?
Are there any warrior or sin skills that strip enchants?

I agree with Pyx and Damon that a proactive approach may be effective. I know the sin already has expose defenses (at least the build I saw does). Is it possible to switch the warrior to sin secondary and add it there as well?
I mean, if the main problem is blocking enchantments, then this should definitely help with that.



In terms of the gank, yes, the gank team(s) need to be simplified. Things started getting way too confusing this weekend in terms of who was supposed to go where.
I'd really like to see one team of 2 do all the responses, both offensive and defensive.
With the runner being a third defensive responder if necessary.
 
 
5/21/2007, 8:00 am Link to this post Send Email to Andovar   Send PM to Andovar
 
DamonIsa Profile
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Re: GvG Review 5/20/07


Deadly Arts also has Expose Enchantments. You black out all your non-attack skills (For 10-6 seconds) to remove one Enchantment on the target for each blacked out Enchantment.

Might be something to think about on the Warrior if you do go Assassin secondary. It's not quite the finesse I like out of things such as Envenom Enchantment, Strip Enchantment, or Rend Enchantment from the Necromancer line, but those are a bit more energy intensive than Expose.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
5/21/2007, 12:57 pm Link to this post Send Email to DamonIsa   Send PM to DamonIsa
 
Dannzzigg Profile
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Re: GvG Review 5/20/07


quote:

Andovar wrote:

Yes, we should probably have some form of enchant removal in the build. We have in the past, but sometimes we're putting a piecemeal build together based on who's available to play. I think that's why it may have been missing this past weekend.

The only thing I don't like about Mirror of Disenchantment is that it's expensive, and if you don't strip the right enchantment, then it's pretty much a waste. Hard to tell if another enchant has been stacked on top of something like Aegis.

My question is, what builds besides the mez can fit some enchant removal on their bar?
Are there any warrior or sin skills that strip enchants?

I agree with Pyx and Damon that a proactive approach may be effective. I know the sin already has expose defenses (at least the build I saw does). Is it possible to switch the warrior to sin secondary and add it there as well?
I mean, if the main problem is blocking enchantments, then this should definitely help with that.



In terms of the gank, yes, the gank team(s) need to be simplified. Things started getting way too confusing this weekend in terms of who was supposed to go where.
I'd really like to see one team of 2 do all the responses, both offensive and defensive.
With the runner being a third defensive responder if necessary.
 
 



The biggest issue with a Warrior using Expose is energy. There just isn't much to go around. A Sin can get away with the 10 energy cost on a semi-frequent basis due to the 4 pips of energy regen and the extra energy from Critical Strikes. A Warrior gets none of that.

Also, switching the Warrior to /Sin forces the endless Blind removal back to the monks. They've handled it before and I know they could do so again, but it was awfully nice being able to do it myself.



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5/21/2007, 7:01 pm Link to this post Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
DamonIsa Profile
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Re: GvG Review 5/20/07


Give the warrior a Zealous weapon, and give them that, uh, Signet of Malice that removes a condition for each condition the enemy suffers? Not quite as good for removal as Mending Touch, but better than nothing.

*Shrug*

Then again, if you did all the things I said you'd probably have a sword warrior with Barbarous Slash, Gash, and a bunch of non-attack skills. Which I guess could work. But probably not a good idea.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
5/21/2007, 7:13 pm Link to this post Send Email to DamonIsa   Send PM to DamonIsa
 
Andovar Profile
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Re: GvG Review 5/20/07


Well, I know I could squeeze one enchant removal into the latest mez build. I would just wait for the warrior call for it before using it.

Anywhere else in the build that we might be able to fit another? Or can we get by with just one?
 
5/21/2007, 7:28 pm Link to this post Send Email to Andovar   Send PM to Andovar
 
Dannzzigg Profile
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Re: GvG Review 5/20/07


I was briefly toying with a Warrior sword build tonight using a bunch of skills that cannot be blocked.

It's not the greatet, but it does deliver decent pressure over a long period of time.

The basics of the build- Pure Strike, Jaihenzu Strike, Sun and Moon Slash, Flourish, Hamstring, Lion's Comfort(?), Rez and something else that I am forgetting.

Flourish delivers enough energy, often enough to keep the assault going almost indefinately. Blind is an issue, but IIRC, I had one slot that was "experimental" that I wasintending on putting Mending Touch back into if the experimetn didn't work.

None of those attacks except Hamstring can be blocked and Flourish recharges them and provides energy for another round.

It's missing an attack speed boost and a run skill though. I've never played a Warrior seriously without either of those.

Anyway, it's a work in progress. Let me know what you think.

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5/21/2007, 11:53 pm Link to this post Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
DamonIsa Profile
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Re: GvG Review 5/20/07


If you have Hamstring shouldn't that mean you don't really need a run skill?

Lion's Comfort? Seems odd. Were you running a Strength/Tactics/Swordsmanship build? *shrug*

Throw in "Watch Yourself!" and Soldier's Strike? A nice, useful shout that you can always keep up and another attack skill that can't be blocked, as long as you're under the effects of a shout.

*shrug* I almost never Warrior without "Watch Yourself!". Those more fragile characters in my party usually appreciate it.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
5/22/2007, 1:24 am Link to this post Send Email to DamonIsa   Send PM to DamonIsa
 


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