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adrait
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Postby adrait » Thu May 12, 2005 6:26 am

I think for our 8 man group, our SET group (not meaning all-time, but most pref group) should be well thought out and have a specific strategy..

IMO I think were looking at something liek this
(X's mean fill in the blank with the best class to support)
Mo/E - FULL HEALING / Earth magic (ward of melee, armor of earth)

Mo/X - Full healing / Fillintheblank

E/Mo - FULL PROTECTION MONK + air magic or earth magic, even fire.

E/N - FULL FIRE ELE + CURSES 2 Skills needed for this charector.
CHILABINS and PLAGUE SENDING (very, very powerful skills when used together)

Me/Mo - Domination build w/ minor healing sub-spec to help healers if trained

Me/X - Domination Build / (I forgot what the other build is)

W/Mo - Either Sword or Axe spec'd, high damage output spec.

W/N - Sword or Axe, high damage output spec.
[optional: will take necro elite of lingering curse, where main target only has half health gained from healing spells, would be a major manaburn for other healers and speed up the killing process.]
note. this is a 35 mana spell put together,

Little explantion of how this works. 2 Warriors train 1 monk.

For 2 monks, 1 mesmer will get on the train, the other on the 2nd monk, shutting them down = easy death.

For 3 monks, 1 mesmer on each monk, train on a seperate monk, therfor the trained monk can only heal himself.

For 4 monks(rare and worthless spec most of the time), Warriors train 1 monk, mesmers on their own monk, and the E's team up on the 4th.

Thats how the w/me's would work together, of course the monk's(e/mo included) would focus on healing, but you ask yourself, whats the last E for? Simple, Meteor Shower and Firestorm and plague sending, thoose 3 spells together can dominate a large group of people FAST (ever wonder how everyone on the team gets poisoned so fast and is almost at half health mid game but only 1 train and no E's on the other team?) , If you drop even a single meteor on any healer, his chances of dieing rise exponentially, because he cant heal himself for 4 seconds, even better if you drop it on the NON-Trained healer, then the trained healer is forced to heal himself, which is not easy. Plus, most monks dont have poison cure, I know I dont :P

All suggestions welcome, and im sure this is subject to some change, if we all agree on a spec, maybe we can start fielding 8 mans soon as we have enough 20's.

I know personally I can play either Mo/E E/N or Me

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Postby heartless_ » Thu May 12, 2005 7:34 am

W/N - Sword or Axe, high damage output spec.
[optional: will take necro elite of lingering curse, where main target only has half health gained from healing spells, would be a major manaburn for other healers and speed up the killing process.]
note. this is a 35 mana spell put together,

Well since this is my build... but my preference is a sword build...

The anti healing spell is best left to the Necro mains.

I envision the W/N as a pure damage tank w/ 2 slots open for utility spells that are mana friendly.

Warrior skills

1. Sprint
2. Healing Signet
3. Sever Artery
4. Final Thrust
5. Riposte or Bonetti's Defense. BD if you are using high energy skills.

Necro skills

6. Life Siphon
7. Strip Enchantment > reduced healing. A small yellow ^ arrow appears in their life bar when they are enchanted. It also heals you when one is removed. Slow recharge is only downside. Removing something like healing seed > stopping the heals. The most effective heals are +1-6 regen heal enchants... so you're not stopping them with the other spell. And with the mesmers they should be casting backfire ASAP when a monk spam heals.

General skills
8. Res Signet... firm believer everyone should have this in a group.



Basically strategy is to Life Siphon 3 targets right off the bat... giving +6 regen for approx 20 seconds and -2 to each target.

Move in on called target and just lay down bleed and final thrust soon as they are below 50%. Save up adrenaline for when you need to engage an enemy warrior. Throw on Bonetti's Defense or Riposte and your energy will be back to full for strip enchantment or life siphons.

Within 10 seconds you should have your target to -5 degen and be close to dropping final thrust.

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Postby heartless_ » Thu May 12, 2005 7:40 am

And BTW it takes 2-3 mesmers on a single monk to effectively shut them down. Backfire and other skills just don't last long enough and if you don't keep removing their enchantments they will regen to full before you know it. Necro's strip enchantment is best used at start of fight forcing the enchantment to be recast and possibly interupted... and a mesmer remove enchantment bomb spell is best used at low life to do damage + remove the enchantment.

I am a firm believer in DoT on monks forcing them into castable heals to stay alive... then letting the mesmers backfire them.

EDIT: Of course Full Sword and Full Blood Magic for att points... with rest into Tactics. Full Blood will actually get Life Siphone to -3/+3

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Adida
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Postby Adida » Thu May 12, 2005 8:06 am

so i should stay full fire and instead of death i should just invest in to the curses you think?




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Postby heartless_ » Thu May 12, 2005 8:17 am

The combo he listed is pure sex when properly executed...

You disease yourself and deal 37 damage to all nearby enemies. Then you transfer the disease to all nearby enemies...

Problem with it is alot of energy and if you become the main target you are in trouble because you will die or get interupted midcast. If they interupt you while transfering you get stuck with that disease.

Fire is for damage and for Aura of Restoration to hopefully keep you alive :P

A lot of teams realize the potential of caster combos and usually know you are easy to kill with a train and you end up being the main target.

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Postby heartless_ » Thu May 12, 2005 8:20 am

Also comboing in with a ranger's ability to transfer conditions you can put the disease + rangers poison on their entire team in the blink of an eye.

This combo is used in GvG battles by suicide squads to try ganking the NPC's in your guild hall.

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Postby Supreem » Thu May 12, 2005 8:59 am

I'm Ele/Mo and I'm thinking my best spec would actually be a quad spec

11 air
9 energy storage
8 protection
8 healing

or

10 air
10 energy storage
9 protection
7 healing

Air gives blindness (HUGE) and lightning orb
protection gives pacifism (HUGE) and enchantments
healing gives us a secondary healer

My final hotbar would be something like this

1. Lightning Orb (Air) - Huge damage and armor penetration
2. Lightning Javelin (Air) - Interrupts spells
3. Blindness (Air) - Renders tanks melee useless
4. Pacifism (Prot) - Basically a mez spell, cant attack for like 8 secs
5. Healing Breeze (HP)
6. Heal Other (HP)
7. Some Enchantment (Prot)
8. Rez (HP)

My role in a group will basically be to crowd control tank types and interrupt casters while providing backup heals and rezes for the main healer. I think its a rockin build. What do you all think?
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Postby heartless_ » Thu May 12, 2005 9:25 am

Mo makes you a target and E makes you that much more of a target.

But good utility for the group if we can keep you protected. You may be good bait too to draw em into a trap for Adida's possible combo.

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Postby Supreem » Thu May 12, 2005 9:53 am

Well blindness has no recharge time so if I get more than one tank on me I can blind em all. I wont really have a way to stop casters. So this build will not work all that well against a caster heavy group. Im guessing in the beginning since W/Mo's are so common that this build will be very usefull.
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Postby adrait » Thu May 12, 2005 10:53 am

Quad specs do NOT work most of the time, as you only have 8 skills, all of the top classes with those skill sets would work as a tight knit group, supporting what the other does not have, I.E. earth ELE, has ward of melee, drops 50% miss rate on melee...if all of our low health and casters are in this ward, especially with healing seed, healing will be minimal.

We will figure everything out perfectlly once (BTW the 35 mana for warrior is actually 25 for lingering curse, and its good if a war has it because hes the one picking the target)


and as a mesmer, if you cannot shut down a monk by yourself, your pitiful, im sorry, I played mesmer in BWE and it was my first 20, it is VERY easy to shut down a monk for well over 20 seconds if you know what your doing, if you want me to go in depth, i can :) and I will eventually lol

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Postby adrait » Thu May 12, 2005 11:14 am

Supreem wrote:I'm Ele/Mo and I'm thinking my best spec would actually be a quad spec

11 air
9 energy storage
8 protection
8 healing

or

10 air
10 energy storage
9 protection
7 healing

Air gives blindness (HUGE) and lightning orb
protection gives pacifism (HUGE) and enchantments
healing gives us a secondary healer

My final hotbar would be something like this

1. Lightning Orb (Air) - Huge damage and armor penetration
2. Lightning Javelin (Air) - Interrupts spells
3. Blindness (Air) - Renders tanks melee useless
4. Pacifism (Prot) - Basically a mez spell, cant attack for like 8 secs
5. Healing Breeze (HP)
6. Heal Other (HP)
7. Some Enchantment (Prot)
8. Rez (HP)

My role in a group will basically be to crowd control tank types and interrupt casters while providing backup heals and rezes for the main healer. I think its a rockin build. What do you all think?


Ok, Your air is perfectlly fine, I have no problem with that. About prot/healing, its stupid to spec both, if you go full prot you do this.
Pacifism is worthless in our case because we will have mass poison cast, and it will make people take damage, so thats nulled.

Aegis (prot)
Convert Hexes (prot)
Reversal of Fortune(prot)
Shielding Hands(Prot)
Guardian(prot)

Now, you have a few choices, you can go air ( decentlly effective single target / knockdown / shutdown )

Light. Javelin/Light. Orb/Light Strike

You can go earth for (wards, armor, melee effectivness reduces )
Ward of Melee / Earthquake / Aftershock

Water ( high damage DD's )

Maelstrom / Water Trident / Deep Freeze
or Fire of course.

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Postby adrait » Thu May 12, 2005 11:19 am

Also, as you stated a train can easilly run a caster to the ground, therfor my reasing for a EARTH/PROTECTION E/MO, You can negate almost half the damage from each person, and have an effective 50% miss rate on you for 20 seconds. In this time, their monk train will be dead..IF we do eveything right.

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Postby Supreem » Thu May 12, 2005 11:42 am

I still dont think pacifism should be disregarded so quickly. Its the only form of crowd control currently in the game besides knock downs.
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Postby heartless_ » Thu May 12, 2005 11:43 am

Yeah but don't get happy with so much healing protection because you will overcompensate and lack damage when a team throws down some good AOE or trains.

Trains work great for AOE targets btw :)

And about shutting down a monk... I refer to over the entire fight... since in G vs G there will be 3+ monks 75% of the time.

It takes 2-3 mesmers to shut down a monk for any length of time to kill them. And since recharges are slow on most good Mesmer skills... you need more than one on them.

IMO best bet for beating monks is damaging their damage dealers... the more targets getting hurt the more coordinated their healing needs to be and the more chance they have at screwing up.

I like the AOE disease combo.. and really think we can build off that. Since I can guarantee there will be a train every fight.

Thouugh in arena PvP I tend to go my own way knowing that my W/N build can shut down 80% of the combos out there.

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Postby Kharama » Thu May 12, 2005 12:47 pm

i have found i been havin alot of fun with the pyromancer build that mind burn right on a caster can be brutal its great to open with

althought i like my ranger/elemental

open up with distract shot right on the monk disabelin his heal right off the bat then turn on barrage which shuts down all preperations then pop chokin gas then slap precision shot right there then keep popin distractin shot while the monk falls down never to rise again =)

then for some serious nukage drop firestorm right around the monk while he is gettin beat on all who come to add are gettin droped then drop ward against foes and ward against melee slow those bitches down pop lightning reflexes tap barrage then drop choking gas right in the mix of it

either way some good ways ya can make your ranger be very lethal i general find if ya have some good knockdowns and also interupts you can be very effiecent in a group =)


i also recomend if ya all want ya toon to flex in the pvp go out and rip some eliete skills to use them in pvp one thing a monk should have is shield of judgement that knockdown is brutal
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