Build:Me/W Blackout Blade

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • Poor defense.
  • Very vulnerable to spells.

Contents

The Blackout Blade, is about locking down a target for a considerable length of time as you hack it to bits while holding a certain degree of flexibility.

[edit] Attributes and Skills

MesmerWarriorMesmer / Warrior Attribute Rank
Domination Magic 12 + 2 +1
Swordsmanship 12
Fast Casting 3 + 1
Guilt

Guilt

Echo

Echo

Blackout

Blackout

Hamstring

Hamstring

Wild Blow

Wild Blow

Empathy

Empathy

Hex Breaker

Hex Breaker

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Savant's Armor because you’re going to be in a stance.
  • Crippling Sword of Defense to lengthen your crippling duration and to gain more defense from attacks. You don’t have a lot of protection. Be sure to select the sword that allows 15% damage while in a stance, as combined with Hex Breaker, you’ll constantly be in one.
  • An accompaning Mesmer off-hand equipment for Domination.
  • A second equipment set, using a wand. You can use this to bluff. Run into battle with your wand out while switching to your sword when you get close to your target.

[edit] Usage

  • Below is a list of the powers you’ll be using and how you should use them. A brief explanation of what you’ll be doing is as follows; You’ll be using a combo. Hamstring your target, using Wild Blow as you need to end defensive stances, quickly followed by casting Echo and then Blackout. Proceed to cut up your target as needed.
  • Guilt: This is used to get some energy back as you’ll be hurting for it sooner or later. The good thing about Guilt is that it has a 30 second recharge timer, the same recharge time as Echo which will give you two chances to use it, before and after. Time it well. You can try using it just before you begin your blackout combo, with the hope that Guilt will pay off your upcoming hamstring. And upon suggestions on who you should cast it on, cast it on the elementalist. They can instantly blind you or cause knockdown from spells. Your Hex Breaker will protect you from the mesmers and the necromancers.
  • Echo: Use echo in conjunction with your other skills, notably empathy and blackout, according to the situation at hand.
  • Blackout: Use blackout in conjunction with echo for a 6 second shutdown, five seconds for you, followed by an automatic following 6 second shutdown using your echo’d blackout. Since Blackout has a 12 second recharge, you can continue to cycle these back and forth, shutting down your target totally. Blackout is also useful in interrupting skills, interrupting assassin combos, and resetting a warriors rage.
  • Hamstring: Hamstring is used primarily on your target so they can’t run away. It has to be timed very carefully, as if this isn’t on your target, your combo is going to be disrupted and trying to blackout a runner isn’t going to work very well. If you’re using it on a monk, wait till they’re in the process of already casting a spell, then use it, and quickly follow up with echo and then blackout for your recycling combo.
  • Wild Blow: Since you’re going to have your rage reset constantly due to blackout, Wild Blows rage resetting pitfall means nothing to you. You get to score a critical hit and it cannot be evaded nor blocked, while also ending your targets stance. This is useful against R/N touch rangers who will attempt to run away or dodge your attacks, or other defensive stances that hold a chance to block your hamstring and screwing up your entire combo. It may also be used defensively, ending high-damage output stances.
  • Empathy: You first begin by gauging the situation. Are there any monks on the opposing team? Any R/N? It’ll be your call. If not, then the opposing team might consist of up to three, even four, people who rely upon attacking to do damage. Warriors, assassins, and rangers. You Echo Empathy and slap them on as fast as you can, causing the opposing team to suffer a silly amount of damage if they want to attack. If there are monks on the team after all or some more important target, slap on empathy on an attacker as you get relatively near the monk. If the monk already isn’t in the middle of casting a spell, it’ll try to remove the hex giving you a window of opportunity to use your blackout combo. If not, great. They’ll be damaging themselves without a monk to heal them.
  • Hex Breaker: Hex Breaker is both used as a defensive measure and an offensive measure to improve your overall damage while using your 15% stance sword. Note, a lot of hexes naturally are aimed at messing with melee. They might hinder your movement, slow your attack rate, make you miss your hamstring which starts up your combo. Hex Breaker is pretty important, very cheap, and long lasting. It is also a free action, so to speak, with no casting time as it is a stance. Why is this important? Because you can quickly throw Hex Breaker back up between Blackout castings in case it falls.

[edit] Counters

  • Being blinded or having your movement hindered in anyway, such as crippling or a hex, will cause you problems in keeping up with your target and or making sure the Hamstring connects or keeping the chain combo casting. Even a well timed knockdown will possibly grant your target, such as a monk, a moment of respite and a chance to get off a casting to remove their cripple effect. However, most Mesmer / Warrior builds are expected to be the classic illusionary weapon build. This’ll give you a slight edge as the other team will underestimate your capability at shutting down a target, and by then, it’s possibly too late for them.
  • Can you get close to your target to Hamstring and Blackout? No? Well, you have to get close. People who start running before you Hamstring or do whatever they can to stay away from you is going to just cause more delay and deny you your combo, as Blackout is a touch skill. You need to get close to them.
  • You’re going to be hurting for energy. Hamstring, followed by echo, followed by several successive blackouts will most likely drain your energy pool to the end once the combo has exhausted and you’ve cast your last blackout. You should be able to fire off a handful of them taking your energy regeneration into account, nearing at about half a minute of shutdown.
  • It’s unlikely you alone slashing with your sword at a running, even if crippled, monk is going to kill the target. You might come close but you’ll need someone else assisting you in putting damage down.
  • You’re not the beefiest cow in the pasture. Sure, you have relatively nice HP from only using one Major at -35 HP and your +50 HP Vigor, and 75 total armor, but even with Hex Breaker, Hamstring to slow down chasing warriors, Wild Blow to end high damage stances, Empathy to make people think twice before attacking, and Blackout to deny people dangerous powers, you still aren’t able to heal yourself nor can you dodge attacks. Also, due to your dangerous nature against monks be prepared to be the Primary Target if the other team is smart.
  • Plague Touch and running away is a viable option. Plague Touch has a reasonably fast casting time and it'll grant them a chance to run away if crippled.
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