VILenin
20-09-2006, 05:02
Flourish Assassin: A/W x 2
Hex Spammer: N/Me
Lightning Thumper: R/W
Blindbot: E/Mo
Prot/Boon Monk: Mo/Me
Blessed Light Monk: Mo/Me
Healing Spirit Spammer: Rt/Mo
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Flourish Assassin: A/W
15 Dagger Mastery (11+2+1), 14 Critical Strikes (11+2), 4 Shadow Arts (3+1)
15^50, 15% in stance, or +5e Zealous Daggers of Fortitude
Black Lotus Strike
Twisting Fangs
Golden Phoenix Strike
Blades of Steel
Flourish (E)
Shadow of Haste
Dash
Resurrection Signet
NOTES: The assassin uses the skills in order, BLS > TF > GPS > BoS > Flourish. Shadow of Haste is basically a constant speed boost that mitigates kiting, and Dash can be used at any time to return the Assassin to a safer place.
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Hex Spammer: N/Me
10 Soul Reaping (9+1), 11 Curses (10+1), 12 Blood Magic (10+1+1), 7 Illusion Magic
20/20 HCT/HCR Soul Reaping Staff, +5e/+30h
Soul Bind (E)
Parasitic Bond
Life Siphon
Images of Remose
Malaise
Sympathetic Visage
Ancestor's Visage
Resurrection Signet
NOTES: The idea is just to spam hexes all over the place. The Visages are there in the event that the opponent attempts to charge for an adrenal spike; just slap down Visage and the warriors have to start over from scratch.
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Lightning Thumper: R/W
13 Expertise (10+3), 9 Wilderness Survival (8+1), 12 Hammer Mastery
15^50 or 15% in Stance Furious Hammer of Fortitude
Troll Unguent
Lightning Reflexes
Whirling Defense
Apply Poison
Irresistable Blow
Devastating Hammer (E)
On Your Knees!
Resurrection Signet
NOTES: This is pure pressure. The Thumper, using Lightning Reflexes as an IAS/defensive stance, should pressure key targets simply by spamming Irresistable Blow (it works great against a Prot/Boon's typical Guardian) and Devastating Hammer, and using On Your Knees! to maintain Lightning Reflexes and Whirling Defense constantly.
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Blindbot: E/Mo
16 Energy Storage (12+4), 11 Air Magic (10+1), 8 Healing Prayers
+5e weapon, 20/20 Air HCT/HSR Focus
Healing Breeze
Heal Party
Windborne Speed
Blinding Flash
Enervating Charge
Air Attunement
Ether Prodigy (E)
Resurrection Signet
NOTES: Flag runner and utility elementalist. Use Blinding Flash and Enervating Charge to either shut down attackers or give monks plenty of conditions to waste their energy on. Windborne Speed is also great for buffing the Lightning Thumper on occasion.
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Healing Spirit Spammer: Rt/Mo
13 Spawning Power, 13 Restoration Magic, 8 Healing Prayers
Vigorous Spirit
Soothing Memories
Vengeful Weapon
Weapon of Warding
Recuperation
Attuned was Songkai (E)
Boon of Creation
Resurrection Signet
NOTES: The purpose of the Healing Spirit Spammer is twofold: first is to cast Vigorous Spirit on the assassins, giving them the enchantment needed for Golden Phoenix Strike. Second is to provide moderate, cheap heals to ward against pressure damage and help the monks conserve their energy somewhat.
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The Prot/Boon builds and Blessed Light builds are not shown, because, frankly, everyone knows what they are already. I've illustrated the basic individual strategies, so I'll talk about the team strategy here. I always had the idea that a Flourish assassin using BLS > TF > GPS > BoS could massively outclass a warrior spiker's damage, but I had one problem; my typical Flourish build requires a hex or some other conditional chain for the spike to work. Using Siphon Speed works fine for RA/TA, but in GvG, Siphon Speed would be too obvious, like screaming, "I'm going to spike you!"
To fix that problem, I decided that since the hexed target would obviously be the target of the spike, let's throw in a few decoys by making them all hexed targets. Hence, the N/Me hex spammer can spam stuff like Parasitic Bond, Images of Remorse, Life Siphon, and Soul Bind, with the object of 1) hexing everyone in the enemy team, too much for the monks to remove, and 2) causing some incidental mass degen in the process. Similarly, the thumper works as a pressure attacker, KD'ing key targets and overall putting a drain on the monks' energy.
In the meantime, both Flourish assassins can either coordinate on one target or, better yet, go after separate targets. A Flourish assassin can spike both better and more often than a warrior, and it's much harder to heal two simultaneous spikes than one. With the pressure from the thumper and the hexes on top of the high-speed spiking, the other team should drop pretty fast.
Critique?
Hex Spammer: N/Me
Lightning Thumper: R/W
Blindbot: E/Mo
Prot/Boon Monk: Mo/Me
Blessed Light Monk: Mo/Me
Healing Spirit Spammer: Rt/Mo
----------
Flourish Assassin: A/W
15 Dagger Mastery (11+2+1), 14 Critical Strikes (11+2), 4 Shadow Arts (3+1)
15^50, 15% in stance, or +5e Zealous Daggers of Fortitude
Black Lotus Strike
Twisting Fangs
Golden Phoenix Strike
Blades of Steel
Flourish (E)
Shadow of Haste
Dash
Resurrection Signet
NOTES: The assassin uses the skills in order, BLS > TF > GPS > BoS > Flourish. Shadow of Haste is basically a constant speed boost that mitigates kiting, and Dash can be used at any time to return the Assassin to a safer place.
----------
Hex Spammer: N/Me
10 Soul Reaping (9+1), 11 Curses (10+1), 12 Blood Magic (10+1+1), 7 Illusion Magic
20/20 HCT/HCR Soul Reaping Staff, +5e/+30h
Soul Bind (E)
Parasitic Bond
Life Siphon
Images of Remose
Malaise
Sympathetic Visage
Ancestor's Visage
Resurrection Signet
NOTES: The idea is just to spam hexes all over the place. The Visages are there in the event that the opponent attempts to charge for an adrenal spike; just slap down Visage and the warriors have to start over from scratch.
--------------
Lightning Thumper: R/W
13 Expertise (10+3), 9 Wilderness Survival (8+1), 12 Hammer Mastery
15^50 or 15% in Stance Furious Hammer of Fortitude
Troll Unguent
Lightning Reflexes
Whirling Defense
Apply Poison
Irresistable Blow
Devastating Hammer (E)
On Your Knees!
Resurrection Signet
NOTES: This is pure pressure. The Thumper, using Lightning Reflexes as an IAS/defensive stance, should pressure key targets simply by spamming Irresistable Blow (it works great against a Prot/Boon's typical Guardian) and Devastating Hammer, and using On Your Knees! to maintain Lightning Reflexes and Whirling Defense constantly.
----------
Blindbot: E/Mo
16 Energy Storage (12+4), 11 Air Magic (10+1), 8 Healing Prayers
+5e weapon, 20/20 Air HCT/HSR Focus
Healing Breeze
Heal Party
Windborne Speed
Blinding Flash
Enervating Charge
Air Attunement
Ether Prodigy (E)
Resurrection Signet
NOTES: Flag runner and utility elementalist. Use Blinding Flash and Enervating Charge to either shut down attackers or give monks plenty of conditions to waste their energy on. Windborne Speed is also great for buffing the Lightning Thumper on occasion.
-----------
Healing Spirit Spammer: Rt/Mo
13 Spawning Power, 13 Restoration Magic, 8 Healing Prayers
Vigorous Spirit
Soothing Memories
Vengeful Weapon
Weapon of Warding
Recuperation
Attuned was Songkai (E)
Boon of Creation
Resurrection Signet
NOTES: The purpose of the Healing Spirit Spammer is twofold: first is to cast Vigorous Spirit on the assassins, giving them the enchantment needed for Golden Phoenix Strike. Second is to provide moderate, cheap heals to ward against pressure damage and help the monks conserve their energy somewhat.
----------
The Prot/Boon builds and Blessed Light builds are not shown, because, frankly, everyone knows what they are already. I've illustrated the basic individual strategies, so I'll talk about the team strategy here. I always had the idea that a Flourish assassin using BLS > TF > GPS > BoS could massively outclass a warrior spiker's damage, but I had one problem; my typical Flourish build requires a hex or some other conditional chain for the spike to work. Using Siphon Speed works fine for RA/TA, but in GvG, Siphon Speed would be too obvious, like screaming, "I'm going to spike you!"
To fix that problem, I decided that since the hexed target would obviously be the target of the spike, let's throw in a few decoys by making them all hexed targets. Hence, the N/Me hex spammer can spam stuff like Parasitic Bond, Images of Remorse, Life Siphon, and Soul Bind, with the object of 1) hexing everyone in the enemy team, too much for the monks to remove, and 2) causing some incidental mass degen in the process. Similarly, the thumper works as a pressure attacker, KD'ing key targets and overall putting a drain on the monks' energy.
In the meantime, both Flourish assassins can either coordinate on one target or, better yet, go after separate targets. A Flourish assassin can spike both better and more often than a warrior, and it's much harder to heal two simultaneous spikes than one. With the pressure from the thumper and the hexes on top of the high-speed spiking, the other team should drop pretty fast.
Critique?