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All Call Friday, August 6'th |
Lords of the Dead cooked up another
template to test out at this Friday's all-call. With last all-calls
monkey business build, we decided to try out a more balanced group with
a twist.
2 Monk/Mesmer -- healing:12+1, Divine 10, Inspiration 8 Orison Of Healing Remove Hex or Mend Condition Blessed Signet Divine Boon Essance Bond Energy Drain Necro/Monk -- Backup Healer, Biper, and Minion Raiser Soul Reaping 9, Healing 9, Blood 9, Death 9 Blood is power Animate Bone Horror Heal Other Heal Area Death Nova Orison Of Healing Dark Bond Well of Blood Super Snare Elm -- Ice 12 Energy 8 Nature Rituals 8 Marksmenship (leftover) Pin down Ice Spikes Ice Spikes Maelstorm Muddy Terrian Water Attunement Deep Freeze Conjure Frost Super Aoe Fire Mage -- Fire 11+1 Energy Storage 8, Earth 10 insperation (left overs) Firestorm Incindery bonds Meteor Storm Eurption Maelstorm Mark of Rodgort Flare Energy Drain 2 Ranger/Warriors -- Sword or Axe 12; Survival 10; tactics 8 Galraths Slash Or Penitrating blow 100 Blades or Disrupting Chop Final Strike or Executioner's Strike Troll Unguent Defy Pain Apply Poison Spike Trap Bonetti's Defense or Defensive Stance (if Axe) 1 Necro/Warrior --- Sword or Axe 12; Soul Reaping 8; Curse 10 Galraths Slash Or Penitrating blow Final Strike or Executioner's Strike Chilbane Barbs Weaken Armor Mark of Pain Lingering Curse Parasite bond
This build went 1-3 in the all-call tonight. Some major issues with the
build was lack of damage output on warrior based classes. When faced
with warrior heavy opponents, this build didn't have the healing
capacity to compensate for the amount of damage being done.
Furthermore, the lack of mesmer hex's really hurt our abilities to take
out enemy healers, or atleast slow their healing capacities. |