After a long Hiatus, Coldfront All-Call reviews are back!
After last All-calls signet build, LotD decided to try out a few
new'ish skills that have been implimented. The "Ward" line of skills
are elementalist based skills that created Areas of Effect, that if
your party members stay in that area, they gain certain benefits. I'll
explain in further detail below. 2 Elm/mes [12+1 Ice; 8 Storage; 10 Inspiration] - Ice Spikes; Blank; Maelstorm, Deep Freeze, Frozen Burst; Energy Tap; Elemental Protection; Mantra of Frost
1 Elm/Necro [12+1 Ice; 8 Storage; 10 Curse] - Ice Spikes; Blank; Maelstorm, Deep Freeze, Frozen Burst; Rend Blessing; Defile Flesh; Spinal Shivers.
1 Elm/Mes [12+1 Earth; 8 Storage; 10 Inspiration] - Ward
Vs Melee; Ward Vs Elements; Obsidian Flame; Crystal Wave; Strone
Daggers; Energy Tap; Elemental Protection; Mantra of Frost
1 Monk/Ranger[12 Nature Lore; 10 divine; 8 Marksmenship] - Blessed Signet, Blank, Blank, Succor, Greater Conflageration, Blizzard, Energizing Winds, Quickening Zephyr
Healing Setup 1 Monk/Mes [12+1 healing; 12+1(Hat) Divine;] - Orison of Healing; Word of Healing; Mend Ailment; Blessed signet; Remove hex; Mending; Divine Boon; Restore Life;
1 Monk/Mes [10 Protection 12+1(hat) Divine; 8 Inspiration] - Mend
Ailment; Mend Injury; Reversal of Fortune; Divine Intervention; Divine
Boon; Protective Spirit; Divine Spirit; Mantra of Frost
1 Necro/Monk (Bipper) [10 healing 9+1 soul reaping; 6 blood; 10 death] - Blood is power; Blood Ritual; Heal Area; Well of Blood; Animate bone Minion; Restore Life; Death Nova; Taste Of Death
The idea behind this build revovled around the spell "Ward versus
Melee" While inside the ward its impossible for a character to be hit
for more than 12 points in melee damage. While inside all our
elementalists would focus fire Ice Spikes, Deep Freeze, and Maelstrom.
We also ran our usual healer build with a protection healer, a bipper,
and a damage healer. While absolutly perfection in theory,
in practice this build was absolutly useless. It was practically
impossible to kill us inside of the wards, but we just didn't have the
damage output that we needed to kill our enemies. Our first match was
against a crew of all rangers using toungebiter. Of all the builds we
could have faced with an all caster group, we face a Silencing group of
rangers that have + resistance to ICE SPELLS. Heh, classic. The second
group we faced was the typical warrior heavy build, and while they
couldn't kill us, we couldn't kill them, so it ended in a 30 minute
draw. |