tarutaru
29-07-2006, 07:13
I think that most of us can remember back in the day when warriors ran rampant in gvg with their Lieutenant Helms, allowing the normally devastating hexes to just s..l..i..d..e right off of them with ease. Hexes were almost non-existant in the gvg metagame during that time, seeing as it was almost useless to try to shut down the melee classes that way.
However, those days are long gone. Which made me wonder... Could a mass hexing GvG build be viable nowadays, or is it just part of the graveyard of potentially great teams? W/o annoying equipment like that blasted Helm to stand in my way, I set off to dust off Arredondo's old threads on his romps with the Hex-A-Lot crew, and see what I could build from it.
Here below is the build in its current form. I've tweaked it and tweaked it, and I think it's at the point for general consumption. Strategy follows afterwards.
Necromancer/Monk
Soul Reaping: 4 (3+1)
Blood Magic: 16 (12+4)
Healing Prayers: 9
Smiting Prayers: 9
Offering of Blood [Elite] (Blood Magic)
Life Siphon (Blood Magic)
Blood Ritual (Blood Magic)
Mark of Subversion (Blood Magic)
Well of Blood (Blood Magic)
Heal Party (Healing Prayers)
Scourge Healing (Smiting Prayers)
Resurrection Chant (Healing Prayers)
Mesmer/Necromancer
Fast Casting: 10 (9+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 16 (12+4)
Crippling Anguish [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Clumsiness (Illusion Magic)
Images of Remorse (Illusion Magic)
Soothing Images (Illusion Magic)
Drain Enchantment (Inspiration Magic)
Mantra of Persistence (Inspiration Magic)
Resurrection Signet ()
2 x Mesmer/Monk
Fast Casting: 7 (6+1)
Inspiration Magic: 12 (11+1)
Illusion Magic: 16 (12+4)
Migraine [Elite] (Illusion Magic)
Arcane Conundrum (Illusion Magic)
Spirit Shackles (Inspiration Magic)
Power Drain (Inspiration Magic)
Leech Signet (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Mantra of Persistence (Inspiration Magic)
Resurrection Chant (Healing Prayers)
Elementalist/Necromancer
Energy Storage: 10 (9+1)
Water Magic: 14 (10+4)
Curses: 11
Ether Prodigy [Elite] (Energy Storage)
Blurred Vision (Water Magic)
Shard Storm (Water Magic)
Teinai's Prison (Water Magic)
Malaise (Curses)
Suffering (Curses)
Shadow of Fear (Curses)
Faintheartedness (Curses)
Ranger/Necromancer
Expertise: 16 (12+4)
Blood Magic: 12
Vampiric Touch (Blood Magic)
Vampiric Bite (Blood Magic)
Touch of Agony (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Whirling Defense (Expertise)
Dodge (Expertise)
Plague Touch (Necromancer Other)
Resurrection Signet ()
Ritualist/Mesmer
Spawning Power: 3
Restoration Magic: 13 (12+1)
Inspiration Magic: 12
Soothing Memories (Restoration Magic)
Mend Body and Soul (Restoration Magic)
Weapon of Warding (Restoration Magic)
Resilient Was Xiko (Restoration Magic)
Recuperation (Restoration Magic)
Preservation [Elite] (Restoration Magic)
Drain Enchantment (Inspiration Magic)
Inspired Hex (Inspiration Magic)
Monk/Mesmer
Divine Favor: 15 (11+4)
Healing Prayers: 11 (10+1)
Inspiration Magic: 10
Blessed Light [Elite] (Divine Favor)
Dwayna's Kiss (Healing Prayers)
Gift of Health (Healing Prayers)
Signet of Devotion (Divine Favor)
Healing Whisper (Healing Prayers)
Power Drain (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Heal Party (Healing Prayers)
Essentially, this operates just as a damage-heavy pressure build would. You get into the fight fast, and never give them a chance to breathe. I'll break the builds down into sections:
***Melee Shutdown***
Especially pertinant with the Nightfall campaign coming out relatively soon, melee classes are definately all the rage, and we'll be seeing a lot more of them in the GvG metagame, as if there aren't enough already. Currently, though, the only ones hauled in are Shock/AoD 'Sins, Shock/Adrenal-Spike Warriors, and a few various Ranger builds. To make them all just useless and force them to essentially just stand there most of the fight, the hexes of choice are: 2 copies of Spirit Shackles, Crippling Anguish, Clumsiness, Images of Remorse, Soothing Images, Blurred Vision, Shard Storm, Teinai's Prison, Malaise, Shadow of Fear, and Faintheartedness. Half of them I obviously chose to use as speed de-buffs, which can also be applied to tactical measures against other classes as well. The remaining anti-melee hexes are designed to get rid of their energy and adrenaline, make them attack much slower, and when they do actually get an attack off, miss it half the time. Sounds like shutdown to me. Only missing components are Blind and/or Weakness. Crippling Anguish could be replaced by a nice Signet of Midnight/Plague Touch combo, or the Touch Ranger could take either Throw Dirt or an Enfeeble-like spell. All possibilities to think about.
***Caster Shutdown***
This is where this build truely shines. Due to the 2 copies of the Migraine mesmer, within seconds of battle every caster on their team is going to have slow-cast hexes on their shoulders. The list of all the anti-caster skills are: Mark of Subversion, 2 copies of Migraine, Malaise, 2 copies of Arcane Conundrum, 3 Power Drains, 2 Leech Signets, and a Partridge in a Pear Tree (bear with me here it's past midnight and all). While outnumbered by the anti-melee hexes, what the build lacks in diversity it makes up for in sheer spammability. With Mantra of Persistence on the mesmers, and some short recharge times, one can expect very soon into battle to see every caster on the other side with both Migraine, AC, AND Malaise to boot. Your guys won't have to re-apply for under a minute, leaving much time for disruptings galore.
***Direct Damage***
This is the one thing this build could use more of. You've got a lot of indirect damage from half a dozen degen hexes spread around the other team, but degen does you no good if you don't have finisher damage. And for this particular build, we needed someone that could quickly dish out a boat-load of damage to finish off anyone on the other team whose health dipped just a tad too low. Regretably, the only thing I could think of to accomplish this quickly would be the Touch Ranger. I ultimately decided on keeping it because it can apply some decent damage pressure, as well as double-up with flag running as well.
***Support***
Since by nature this is a pressure build, the support skill slots used are only ones I felt absolutely needed to be in here to help the build prop up. The necro helps accomplish this by giving energy boosts to those lacking, corpse controlling with some health regenerators, healing the entire party, and screwing up some of the other party's healing with my favorite all-time hex/degen suppliment: Scourge Healing. Again, not alot, but what I think is just enough to help the build recover when the going gets rough.
***Backline***
Bear with me here again, for I chose a very non-traditional backline. First let me start with the Ritualist. I honestly believe the Rits have been largely overlooked in their capacity to be a monk replacement. I think they have better native energy management, have more aid possibilities, and can heal just as well. For this Rit, lay down the two spirits around where you know your backline will be. Keep Resiliant was Xiko on you as much as possible, you'd be surprised how helpful it can really be. With that item in your hand, use Soothing Memories for nice near-free heal bursts, Mend Body and Soul for the pesky condition removal, and Weapon of Warding for the anti-melee help. The second choice I made was to have a Blessed Light monk on the backline with the Rit. Again, not a conventional Blessed Light monk skillbar, but I felt those particular skills would complement the Rit best.
Now, any comments/criticism would be much appreciated. I really want to see just how far this thing can go.
However, those days are long gone. Which made me wonder... Could a mass hexing GvG build be viable nowadays, or is it just part of the graveyard of potentially great teams? W/o annoying equipment like that blasted Helm to stand in my way, I set off to dust off Arredondo's old threads on his romps with the Hex-A-Lot crew, and see what I could build from it.
Here below is the build in its current form. I've tweaked it and tweaked it, and I think it's at the point for general consumption. Strategy follows afterwards.
Necromancer/Monk
Soul Reaping: 4 (3+1)
Blood Magic: 16 (12+4)
Healing Prayers: 9
Smiting Prayers: 9
Offering of Blood [Elite] (Blood Magic)
Life Siphon (Blood Magic)
Blood Ritual (Blood Magic)
Mark of Subversion (Blood Magic)
Well of Blood (Blood Magic)
Heal Party (Healing Prayers)
Scourge Healing (Smiting Prayers)
Resurrection Chant (Healing Prayers)
Mesmer/Necromancer
Fast Casting: 10 (9+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 16 (12+4)
Crippling Anguish [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Clumsiness (Illusion Magic)
Images of Remorse (Illusion Magic)
Soothing Images (Illusion Magic)
Drain Enchantment (Inspiration Magic)
Mantra of Persistence (Inspiration Magic)
Resurrection Signet ()
2 x Mesmer/Monk
Fast Casting: 7 (6+1)
Inspiration Magic: 12 (11+1)
Illusion Magic: 16 (12+4)
Migraine [Elite] (Illusion Magic)
Arcane Conundrum (Illusion Magic)
Spirit Shackles (Inspiration Magic)
Power Drain (Inspiration Magic)
Leech Signet (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Mantra of Persistence (Inspiration Magic)
Resurrection Chant (Healing Prayers)
Elementalist/Necromancer
Energy Storage: 10 (9+1)
Water Magic: 14 (10+4)
Curses: 11
Ether Prodigy [Elite] (Energy Storage)
Blurred Vision (Water Magic)
Shard Storm (Water Magic)
Teinai's Prison (Water Magic)
Malaise (Curses)
Suffering (Curses)
Shadow of Fear (Curses)
Faintheartedness (Curses)
Ranger/Necromancer
Expertise: 16 (12+4)
Blood Magic: 12
Vampiric Touch (Blood Magic)
Vampiric Bite (Blood Magic)
Touch of Agony (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Whirling Defense (Expertise)
Dodge (Expertise)
Plague Touch (Necromancer Other)
Resurrection Signet ()
Ritualist/Mesmer
Spawning Power: 3
Restoration Magic: 13 (12+1)
Inspiration Magic: 12
Soothing Memories (Restoration Magic)
Mend Body and Soul (Restoration Magic)
Weapon of Warding (Restoration Magic)
Resilient Was Xiko (Restoration Magic)
Recuperation (Restoration Magic)
Preservation [Elite] (Restoration Magic)
Drain Enchantment (Inspiration Magic)
Inspired Hex (Inspiration Magic)
Monk/Mesmer
Divine Favor: 15 (11+4)
Healing Prayers: 11 (10+1)
Inspiration Magic: 10
Blessed Light [Elite] (Divine Favor)
Dwayna's Kiss (Healing Prayers)
Gift of Health (Healing Prayers)
Signet of Devotion (Divine Favor)
Healing Whisper (Healing Prayers)
Power Drain (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Heal Party (Healing Prayers)
Essentially, this operates just as a damage-heavy pressure build would. You get into the fight fast, and never give them a chance to breathe. I'll break the builds down into sections:
***Melee Shutdown***
Especially pertinant with the Nightfall campaign coming out relatively soon, melee classes are definately all the rage, and we'll be seeing a lot more of them in the GvG metagame, as if there aren't enough already. Currently, though, the only ones hauled in are Shock/AoD 'Sins, Shock/Adrenal-Spike Warriors, and a few various Ranger builds. To make them all just useless and force them to essentially just stand there most of the fight, the hexes of choice are: 2 copies of Spirit Shackles, Crippling Anguish, Clumsiness, Images of Remorse, Soothing Images, Blurred Vision, Shard Storm, Teinai's Prison, Malaise, Shadow of Fear, and Faintheartedness. Half of them I obviously chose to use as speed de-buffs, which can also be applied to tactical measures against other classes as well. The remaining anti-melee hexes are designed to get rid of their energy and adrenaline, make them attack much slower, and when they do actually get an attack off, miss it half the time. Sounds like shutdown to me. Only missing components are Blind and/or Weakness. Crippling Anguish could be replaced by a nice Signet of Midnight/Plague Touch combo, or the Touch Ranger could take either Throw Dirt or an Enfeeble-like spell. All possibilities to think about.
***Caster Shutdown***
This is where this build truely shines. Due to the 2 copies of the Migraine mesmer, within seconds of battle every caster on their team is going to have slow-cast hexes on their shoulders. The list of all the anti-caster skills are: Mark of Subversion, 2 copies of Migraine, Malaise, 2 copies of Arcane Conundrum, 3 Power Drains, 2 Leech Signets, and a Partridge in a Pear Tree (bear with me here it's past midnight and all). While outnumbered by the anti-melee hexes, what the build lacks in diversity it makes up for in sheer spammability. With Mantra of Persistence on the mesmers, and some short recharge times, one can expect very soon into battle to see every caster on the other side with both Migraine, AC, AND Malaise to boot. Your guys won't have to re-apply for under a minute, leaving much time for disruptings galore.
***Direct Damage***
This is the one thing this build could use more of. You've got a lot of indirect damage from half a dozen degen hexes spread around the other team, but degen does you no good if you don't have finisher damage. And for this particular build, we needed someone that could quickly dish out a boat-load of damage to finish off anyone on the other team whose health dipped just a tad too low. Regretably, the only thing I could think of to accomplish this quickly would be the Touch Ranger. I ultimately decided on keeping it because it can apply some decent damage pressure, as well as double-up with flag running as well.
***Support***
Since by nature this is a pressure build, the support skill slots used are only ones I felt absolutely needed to be in here to help the build prop up. The necro helps accomplish this by giving energy boosts to those lacking, corpse controlling with some health regenerators, healing the entire party, and screwing up some of the other party's healing with my favorite all-time hex/degen suppliment: Scourge Healing. Again, not alot, but what I think is just enough to help the build recover when the going gets rough.
***Backline***
Bear with me here again, for I chose a very non-traditional backline. First let me start with the Ritualist. I honestly believe the Rits have been largely overlooked in their capacity to be a monk replacement. I think they have better native energy management, have more aid possibilities, and can heal just as well. For this Rit, lay down the two spirits around where you know your backline will be. Keep Resiliant was Xiko on you as much as possible, you'd be surprised how helpful it can really be. With that item in your hand, use Soothing Memories for nice near-free heal bursts, Mend Body and Soul for the pesky condition removal, and Weapon of Warding for the anti-melee help. The second choice I made was to have a Blessed Light monk on the backline with the Rit. Again, not a conventional Blessed Light monk skillbar, but I felt those particular skills would complement the Rit best.
Now, any comments/criticism would be much appreciated. I really want to see just how far this thing can go.