Build: Draw Breaker
Concept: Block to Draw (Finals or single elim for lols)
Inspired by : Defy Block Way.
Most maps allow for a 3 gate block in not only your front but your back gate or hall ways like isle of the dead. This allows teams to incorporate a 3-3 split block in order to prevent their opponents from gaining entry into their base. The theory with this build is obvious. Block, Stay Alive for 28 minutes, and draw. How can a team after the defy pain, and shadow form nerfs possibly achieve this? Especially given the power of dervishes and mesmers? It seems like only a mad man would try it; however, I am quite confident that a highly underrated elite ability might provide people with the confidence to give it a shot. What kind of sorcery might allow such a feat? My dearest comrades I believe Spell Breaker could allow for this to happen with in combination with other abilities. I tried to create something that could mimic but not be as great as shadow form. But anyway here is the build and criticism welcome.
Spell Breaker is maintainable how?
With 16 divine the ability Divine Aura provides 37% extra enchant duration and with a weapon/staff mod you can get up to 57% duration. At 16 divine Spell breakers duration is 18 seconds + the extra duration gives it a whopping 28 second duration. Yeah, that's great but the recharge is 45 seconds, so what gives? Quickening Zephyr from the ranger reduces the recharge from 45 seconds to 22.5 (But I always assume the worst case scenario and always round UP instead of down), so 23 seconds! This gives you a 5 second window to decide when you cast the ability again.
So Caster's can't do anything to you but what about physical Damage?
Protectors defense is extremely core to this build and it works so well due to the positioning of the 3 person block. The person most left and most right can both use their protectors defense at the same time to not only give it to themselves, but also to provide the middle player with the buff. Once it ends the middle person may use theirs individually to allow the left and right people to gain it from him. It is also maintainable due to Quickening Zephyr. You have a 25% chance to be struck by physical damage from projectiles and melee. In the situation you are hit you have abilities to make up for that damage. (healing signet, signet of devotion) to not only heal yourself but heal an ally who may have been interrupted on a heal or even provide restfull breeze in case of that situation. Though, I doubt it's essential since with zephyr the cooldown with the signets is 2 seconds. Unless interrupted there is not a time you could NOT be using your signets to pump healing since they are always up after each use if you bounce between the two.
Yeah, great but what if Spell Breaker gets interrupted or stripped or disabled?
The ranger in the build provides song of conc which is easily maintained because the ranger has the option to bring any chant or shout to consistently spam signet of aggression, which has a 2.5-3 second cool down with zephyr up. In a sense there isn't a situation in which song of conc shouldn't be nearly or always fulled adren. Meaning when the monks are about to use their spell breaker it can be applied with ease. It is impossible to get interrupted; however, you may be stripped. In the abilities I outlined Signet of disenchantment can be fatal if used correctly. Though, a monk may cover spell breaker it is not impossible for a good mesmer to time his strip. Especially since cancel casting Spell Breaker is not a great option with the increased energy cost with Quickening Zephyr. Tranquility really is a ball buster. You will 100% lose with that ability. That is the best counter to this design unfortunately there is absolutely no way around that. That will pull your enchants much faster than they can be maintained. And in situations where your ally is stripped it is indeed possible for the 8th player position to be another monk who is inside the base who can respond to an yside with an extra copy of spell breaker *or three* depending on his secondary profession. Signet of humility is also counter but isn't going to assure your demise since as previously mentioned the 8th player position can be a monk with extra copies of spell breaker. Though it does make the situation and room for error much more stressful and prone to happening. I will say it is not impossible for a team with Expunge enchantments to break a line of defense. But is also not impossible to defend against. This skill is highly underrated and dangerous. It was the primarily the reason [WM] lost to [EviL] in the GWWC. A team who coordinates correctly with that ability should have no problem in theory eventually breaking a line of defense in a block way formation.
Okay and if you get knock down by say a skill like *shock* or mage hunters or iron palm since these abilities are not block able?
Dolyak signet allows for you to be unKDable for 8 seconds. With Zephyr it only has a 2 second downtime, which gives you little room for error when preparing to use a vital skill like Spell Breaker. Really not much more to say here other than be smart with Dolyak!
Hmm, Energy? Do you even have it?
It is true spell breaker ends up costing 19-20 energy after you consider in QZ's buff. Which is why the ranger could bring 1-3 energy gain abilities for the monk if needed. The ranger is there to provide utility for most situations. He could use Song of Power to give them +4 energy regen until they use an ability or lyric of zeal to give them energy when they use a signet or The power is yours to give +1 regen (although this is not very practical) So, in this situation I don't see a problem with 1 zurrie derv but more than 1 COULD be an issue with this build for energy gain. Although this build has the potential to be equipped for almost every situation since the 8th player slot is open for some but not all maps.
-40 armor when healing signet OUCH?!
No, not really. Assuming you have +15 while under a condition, + 16 tactics shield, +5 armor weapon, + 10 from dolyak you are gauranteed an extra 31-51 armor. If most of your damage is coming from an axe warrior you could spec slash, pierce depending. Unfortunately with dervishes most of this damage will not be able to be specced against. Though, this is where blocking heavily comes in.
What about teleports by enemies? / variations?
First, the monks cannot be teleported on spell like abilities, so that leaves very little options for enemies to use. While shadow walk may be used in that situation it's not practical and only temporary with a small duration. The ranger doesn't need to be in range of the monks or enemies aggro bubbles just earshot range of the monks, so the ranger should never see a situation in which his or her life is on the line unless the enemy uses a teleport on an NPC (Which I think most teams would be idiotic and kill anyways); however, it is worth mentioning the rangers skills are not could, you could bsurge / p to prevent such an issue since it is very rare to see casters with teleports bsurge is the most viable option. but mind you, if this happens you also need the ranger to use song of CONC as well as the ele, And sometimes even though we addressed interrupts it isn't also a bad idea to run dual song of conc rangers either depending on how interrupt heavy teams are or if the map is big and you need conc on both sides or two copies on one side or even 2 spirits one one each side.
2 x ranger conc (to prevent interruptions on both sides or interruption heavy 1 sides or have 2 spirits (maintain))
1 x ranger conc, 1 echo mesmer conc (multiple copies of conc to be used and mobile can also mimicry spell breaker for an emergency 6-8 seconds depending on flux)
1 x ranger conc, 1 bsurge conc(to prevent teleporters from killing zephyr or your ranger or doing lord damage and gives conc)
1 x ranger conc, 1 monk conc or arcane echo / mim (extra copies of SB to build wars teams who run non spell strips / disables)
Still a WIP tips / crits appreciated.