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 Counter to Dual ele / Hexes

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Reed



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Join date : 2009-07-16

PostSubject: Counter to Dual ele / Hexes   Sat Aug 28, 2010 6:53 am

This build assumes that dual ele is meta which apparently it is.

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Basically you have 7 enchant removes 5 of which are direct removes, so attunements and moi should stay down. Can keep warriors clean from hexes and essence/divert bsurge if they have it, meaning warriors should be able to perma attack stuff, while they find it hard to spike cos of so many stances. Also strong vs hexgays...
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Obsi
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PostSubject: Re: Counter to Dual ele / Hexes   Sat Aug 28, 2010 10:16 am

I like it. With so much hex removal on the warriors they can reak havoc, however I'd replace the MoR with an ESurge for the extra initial damage and just use GoE in combination with WaM to counter the loss of the skill recharge from MoR.
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Reed



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PostSubject: Re: Counter to Dual ele / Hexes   Sat Aug 28, 2010 11:11 am

that can be done quite easily tbh i prefer WaM with esurge since is easier on energy, not tried with Glyph of essence on the bar too though... when i used it before was running it with ranger and para so i used

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with 14 dom, 9 fast cast, 6 insp, 9 earth magic

So could run with complicate over pleak but with essence might want less fast cast and more insp for better emanage Smile
But i love the idea for Glyph of essence and diversion on bsurge, HeV on water ele, pleak on monks, etc...

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1 – W/E Shockaxe Pain
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2 – W/E Shockaxe Pain
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3 – Me/E Esurge Ward
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4 – Me/Rt HEV Block
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5 – Me/Rt HEV Block
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6 – Rt/A WoR Escape
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7 – Mo/W SoD
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8 – Mo/A WoH Bond
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having 8 earth magic will mean that cant use a 40/40 earth, unless you make sure you always have 5 energy on it still so can gole etc... id suggest having a low set 23e for essence diversion, then an earth set 33e, dom 40/40 42e, then either a sheild set or a 40/40 insp set, depends if you happy with having 10e from weap + offhand on the low set or want 13armour :p


Last edited by Reed on Sat Aug 28, 2010 3:29 pm; edited 1 time in total
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PostSubject: Re: Counter to Dual ele / Hexes   Sat Aug 28, 2010 12:20 pm

I'd prefer cry over complicate purely for the additional damage. It's a simple thing to change but it'll make a bit of difference and additional pressure if you're rupting casually. WaM with GoE is really strong since it can be kept up so much longer (haven't checked figures but it's almost 100%(?))

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Something like that could also work instead of one of the HeV mesmers, especially without a draw for blinds.
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Reed



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PostSubject: Re: Counter to Dual ele / Hexes   Sat Aug 28, 2010 3:34 pm

Don't think you would need any more hex remove with deny hexes removing 2, cure hex, and 2 HeV, and if you glyph of essence / divert blind or just complicate it, then they have limited blind use (you can complicate it on recharge or just divert it), if take cry would want to divert it as much as possible which with glyph of essence can be done easily if they dont watch your glyphs, meaning you won't really need smite condition. And judges insight would be nice i guess for armour pen and holy damage to limit sheild sets effectiveness, but it isnt worth the attrib spread to go over the other skills imo... 3 diversions is amazingly gay xD
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