View Full Version : Gvg pressure build
Can you guys help me comment this build.
I made it but as always I tend to look over things, so I'm asking your opinions.
Drop Migraine. You have 3 interrupts... wasted elite slot IMO
If the ranger is a dedicated flagger, a speed boost would be a good thing to bring.
You may want another res sig - but that's personal preference.
Frenzy -> Flurry on the sin. The dmg penalty only applies to the 7-17 part of the dagger, your damage is bonus loaded. +1 crit strike.
Debil Shot is a bit out of place, you have no other energy pressure, so it is a bit of a waste. Storm chaser or Dodge instead... or even dual shot for a spike skill...
For the most part everything looks good to me, but you will have to play the build, see what works, and slowly adjust it over time if you want to keep it.
Some suggestions would be to drop barbed trap for troll. This will hopefully allow you to camp the opposing teams back line easier. You are going to need to do this to stop heal party for your build to work well.
Possibly dropping debil shot for storm chaser. Builds may try to split on you or you may want the ranger to run flags instead of the emo depending on your opponent. Having storm chaser will add some versatility but slightly decrease your offence.
I would drop Signet of Malice and take recall on the assassin.
You might want to reconsider the monk’s skill bar to better combat spike, but that is up to you.
You get more bang for your buck Energy if you have Drain Enchant instead of Inspired. And although I don't agree with Parker about Migraine being a wasted slot, I do think your build can't support it. Migraine can only work against A)offensive casters and b)hexes all over the place. While A almost always happens, B you don't have. See in GvG Migraine just don't work good against Monks, you have to overextend your Mesmer to put the pressure on, etc etc. You would have to give up your Cripshot Ranger(not so bad since you will replace it with something that will make your midline very strong). Signet of Malice is kind of wierd. The Sin's skills give the targets conditions but are meant for a spike so your target is dead and your deep wound is stlll hurting.Take it off for something like return or another res sig.
I think there are enough hexes to get migrane convered and for it to be effective. I have played against Cow when they were using a similar build and they could cover migrane on our monks and it worked all right for them.
I definately agree you should swap frenzy on the sin, without a cancel you are asking to be killed.
In this case i would either take rush as a cancel or somthing, OR take flurry.
You have enough hex cover for migraine to work; however, Migraine will only be a minor nuisance since you only have one copy of it. In GvG you if you are going to take migraine you take 2 of them to disable either both monks or a monk and their support caster. To do this, you could consider taking out the Crip shot and add another migraine mesmer carrying some anti melee dmg skills.
Yes, change inspired to drain enchantment.
Change Frenzy to Flurry
Blurred Vision is a somewhat of a waste. Long recharge and you have blinding flash on the bar. Ice Spikes might be better here for more snares or some form self heal.
Yes Barbed Trap for Troll
Personally, I'm not a fan of Bulls Charge, but when used correctly is can work.
I still think using migraine is not useful. The ranger or mesmers should be able to hit anything .75s or higher consistantly, meaning you allow them to be able to interrupt a .5s skill but the .25s' are still too fast.
So you are spending an elite slot on 3 degen and the ability to interrupt VERY few skills (including the nightfall ones as they are right now there is a total of 11 skills with a .05s cast, and only 3 that are worth even trying to interrupt... except you don't tend to cast migraine on warriors or rangers - for the record distracting shot, savage shot and distracting blow).
Migraine is great if you have warriors with interrupts and it really makes them terrifying when they are on a migrained monk, but that's about it.
Hmmm kk thanks for the tips.
The ranger or mesmers should be able to hit anything .75s or higher consistantly,....
That is the main reason why 1-2 Migraine Mesmers are needed in many builds, because there are too many players that do not know the recharge on keys skills, who to target, or even have the reflexes to accomplish an interrupt on a 1-2 second cast let alone a sub 1 second cast.
This does not apply to all the mesmers and rangers out there, just the large majority of them on guilds below the top 100, some players/posters (for example those in the top 50, highly ranked, and/or well known) would even say top 50.
I would also recommend you drop the Blurred Vision on the E/Mo and drop water down to 1 (with a minor rune) and add in Gale and bumb Air up to 14/16 depending on your max health comfort level.
Your assassin will really need some form of armour buff, otherwise he will drain your monks very fast...
I agree that migraine really isnt' needed - possibly use Edrain or Expel/Martyr depending on how vulnerable you are to conditions. Powerblock could be useful, or something to lockdown casters ( necro hexes are very powerful against physical damage characters, but nigh useless against casters ). Your mesmer also needs distortion, as you will not get the hardrez off without getting interrupted if you dont take it. I'd suggest dropping Migraine for Edrain and Insp Hex or Pdrain for distortion
You need lightning reflexes, or some stance that gives you an evade (not distortion) to overextend to interrupt the Hparty spammer. Distortion will drain you too fast, and you really need to be able to catch up with him... Drop barbed trap for that (imo) you have a lot of warrior hate, and you really need to shut down the anti-degen skills
Thats all i can think of now
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