From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
This is a support build designed to be resilient, counter ganks,
gank NPCs and provide healing support/spike assistance when needed.
It can be run in other settings as well with the simple expedient
of substituting a resurrection signet for example.
[edit] Attributes and Skills
[edit] Equipment
- Since it is unlikely that your hands will be empty this is less
important, however a Restoration Staff with double Health mods
doesn't hurt.
- Armour as desired, my setup is with Survivor Insignia, a minor
Restoration rune, minor Channeling rune, 2 runes of Vitae and a
superior Vigor. This results in a very high health total,
especially when holding Generous Was Tsungrai (I believe that it
exceeds 700 with a morale bonus). Radiant Insignia may be a
reasonable alternative, to get more energy available when holding
items.
The role this flagrunner has is to run flags, provide a solid
ganking/counter ganking build, and good support for a ganking
team/counter ganking team via the healing/pressure damage from the
two life stealing weapon skills. Resilient Weapon allows dealing
with degeneration pressure and support at the flagstand, while
Soothing Memories is your efficiency heal for others. When not
carrying a flag, Generous Was Tsungrai serves as your trigger for
efficient use of Soothing Memories and Channeled Strike, while
providing extra health and an efficient heal.
- When running flags, simply use Dash for speed.
- To gank archers/footmen/kinghts/bodyguard your damage will come
from the lifesteals Vengeful Weapon and Weapon of Remedy, simply
interrupt heals with the Disrupting Dagger.
- Countering a ganker or ganker pair will usually involve using
the Generous Was Tsungrai for cheap self heals and a bigger buffer
of health, and the Vengeful Weapon and Weapon of Remedy to heal and
reflect damage. Soothing Memories is also very efficient, and
should be used.
- Resilient Weapon doesn't mix well with the other two weapon
skills, but is a good counter to degeneration based ganking or
pressure on you while running/at the stand. Spreading it around
reduces damage via the armour boost and regenerates your team. When
approaching the flagstand it can be a good skill to use, as it is
unstrippable and you are almost certani to be snared/crippled
etc..., thus it provides +24 AL and 6 pips of regeneration while
your team tries to support your flag push.
- Channeled Strike can serve as a spike assist when at the stand,
or to finish off a ganker.
- As with many running builds, it is advised to call for help
against multiple gankers or to use the NPCs wisely; the build works
very well with even 2 attackers, but is vulnerable to chained
knockdowns.
- Your energy isn't unlimited, in one on one situations you can
likely exclusively use the weapon skills to steal health, then when
the enemy is low use Channeled Strike to finish him, but with
multiple opponents to hold off lean more heavily on the efficient
Generous Was Tsungrai and Soothing Memories until help
arrives.
[edit] Counters
- Diversion, knockdown chains, interrupts (though the fast skills
are tough to interrupt), life stealing enemies (it isn't damage),
hexes and energy denial.
[edit] Variants
- When ganking (especially Guild Lord, where time is crucial) the
pairing of this runner with another player must be considered;
Knockdowns, Blindness, Evasive stances and the like actually reduce
the killing speed, since about 40 DPS can be delivered via the
health steals, but only if the enemy is connecting.
- The interrupt is half range, this takes some adjustment if one
isn't used to it. Archers will heal after triggering two life
steals, so interrupt the troll unguent then.
- Because the build acts to steal health from damagers it
provides the most pressure in small squad settings, and more
distributed pressure in 8v8, where the effects aren't as
noticeable, thus it's effectiveness on a gank/countergank. It still
provides good support in 8v8 however, and in 4v4 play serves as a
decent heal support while adding pressure and contributing to a
spike.