Build Thread

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  2. 7 months ago

    Instead of theorising I decided to test this in a scrim yesterday.

    I played Xinrae's with resilient, shadow, glyph and windbourne speed.
    I thought the build did work alright considering I'm super rusty on backline and specially on ritualist. We played against a necro balanced with a ranger pushing for me alot and imo thanks to xinrae's and weapon of shadow I did not shut down as often I would have with warding. Still did a few times ofcourse, but that's your life of a rit :)

    Wanding the ranger / frontline when you have weapon of shadow is great to get life spirit up or glyph. It was also great to push flags through. I did try once to resilient the flagger, weapon of shadow myself and blind the guy trying to snare our flag, which worked alright.

    In the end it's suicide in general to play a rit vs nec bala and imo weapon of shadow would work much better vs pain train builds or physical builds with paragons or something. Still wasn't too bad.

  3. @Ra ; Instead of theorising I decided to test this in a scrim yesterday.

    I played Xinrae's with resilient, shadow, glyph and windbourne speed.
    I thought the build did work alright considering I'm super rusty on backline and specially on ritualist. We played against a necro balanced with a ranger pushing for me alot and imo thanks to xinrae's and weapon of shadow I did not shut down as often I would have with warding. Still did a few times ofcourse, but that's your life of a rit :)

    Wanding the ranger / frontline when you have weapon of shadow is great to get life spirit up or glyph. It was also great to push flags through. I did try once to resilient the flagger, weapon of shadow myself and blind the guy trying to snare our flag, which worked alright.

    In the end it's suicide in general to play a rit vs nec bala and imo weapon of shadow would work much better vs pain train builds or physical builds with paragons or something. Still wasn't too bad.

    I don't think it would be so bad if a lot of builds weren't caster dominated and if interrupts weren't as frequent / no consequence if missed. Also if the recharge wasn't so long. It's also hard to run when most professions can remove their own conditions (harriers, mend touch). It also doesn't help vs aggression. Too many con's tbh.

  4. I think that smite mes is really good, especially in this flux. Been telling my guild to run it but I don't think they're intrigued !

  5. 104 damage from scourge is pretty decent and still hurts through spirit bond.

  6. Has to be a smite monk in order to deal 104 instead of 67 damage (>50%difference). Shutdown can't be worked around with fast cast anyway as you still have 1 second casting time and any real mes will be able to make you cry. Add judge's insight so your warriors solo spike Smoki those sup rune frenzy victim warriors.

  7. @Ra ; Instead of theorising I decided to test this in a scrim yesterday.

    I played Xinrae's with resilient, shadow, glyph and windbourne speed.
    I thought the build did work alright considering I'm super rusty on backline and specially on ritualist. We played against a necro balanced with a ranger pushing for me alot and imo thanks to xinrae's and weapon of shadow I did not shut down as often I would have with warding. Still did a few times ofcourse, but that's your life of a rit :)

    Wanding the ranger / frontline when you have weapon of shadow is great to get life spirit up or glyph. It was also great to push flags through. I did try once to resilient the flagger, weapon of shadow myself and blind the guy trying to snare our flag, which worked alright.

    In the end it's suicide in general to play a rit vs nec bala and imo weapon of shadow would work much better vs pain train builds or physical builds with paragons or something. Still wasn't too bad.

    Bestest rt build for mentally challenged persons (required skill input & effectiveness akin to edrain inspiration maze build and a. insight cripple grenth):
    Xinrae/Remedy weap, vengeful weap, wielder's remedy, blind was mingson, e-phantom, drain delusions, and 1 more i cant remember.

  8. @Ra ; Instead of theorising I decided to test this in a scrim yesterday.

    I played Xinrae's with resilient, shadow, glyph and windbourne speed.
    I thought the build did work alright considering I'm super rusty on backline and specially on ritualist. We played against a necro balanced with a ranger pushing for me alot and imo thanks to xinrae's and weapon of shadow I did not shut down as often I would have with warding. Still did a few times ofcourse, but that's your life of a rit :)

    Wanding the ranger / frontline when you have weapon of shadow is great to get life spirit up or glyph. It was also great to push flags through. I did try once to resilient the flagger, weapon of shadow myself and blind the guy trying to snare our flag, which worked alright.

    In the end it's suicide in general to play a rit vs nec bala and imo weapon of shadow would work much better vs pain train builds or physical builds with paragons or something. Still wasn't too bad.

    How is energy with that. I guess making extensive use of Xinraes isn't possible? Thats like spamming wielders - something a rit cant afford in 8v8 - possibly not even with SC.

  9. But I have to make the impression I might run a flag Karla...

    The energy is fine. It is actually easier than when you'd usually play Xinrae's with 2 spirits as rt/a.
    With Xinrae's and glyph you have more 5e skills to fake out a ranger and shadow sync perfectly with it.
    I didn't play the Rit well so I guess the blinds weren't very annoying for the frontline, but that I could get my party heals up reliably was already a bonus.

    In the end it still isn't worth it to play rit vs nec bala.

  10. Edited 7 months ago by Jaguary

    @Ra ; Do curse necro's (mesmers) still have a place in the game/meta?

    The community is small and there are still tons of builds that have not been tried yet, at least not by the current community. Also you have 90% of the community with severe dislike of running things that don't already get run.

    60 armor is an issue (and undertaker's is still 60 upon the first hit, and, that sucks), however necros do have surviveability elsewhere, even on curses. Parasitic bond can give you >100hp every 5 seconds after a 20s delay. With careful positioning it's no problem staying alive until this can start to effect you. Insidious Parasite is good too, but in my opinion not worth taking in GvG because of its energy cost and selfishness of the skill, when you already have faintheartedness. Another problem with curses is energy management. Most people have never run masochism (even before it got nerfed), so I'm not sure if it's even worth mentioning, but it's difficult to use in combination with curses. You could use angorodon's with foul feast and plague sending though. I believe there are stronger options than glyph, but glyph is easy. There's also inspiration but I never had great success with that. Personally, I like masochism. It gives you the most energy if it's not stripped and it's already in the necro skillset. You can cover it cheaply with blood renewal which has good synergy with it and is an excellent cover ench. But then you're looking at a wider attribute spread than pretty much everyone is comfortable with without runes on an already low armor character.

    The main problem with running a curses necro in GvG is that you have 3 monks at main team each with a hex removal every 12 seconds. Viable curses skills have a cooldown of 5 to 10 seconds. I'm sure most people already understand this, but the idea of course with running hexes is to overload the enemy monk's abilities to remove them. A single curses necro in GvG is going to be absolutely useless. I will say though that before the shift to keeping 3 monks at stand, it was viable to run a single curses necro at stand and still have 3-4 main hexes stick at stand at a given moment consistently by using masochism in combination with glyph of lesser. That was, however, before SoS necro became meta. Skills that removed a single enchant were not a problem as blood renewal is a nice cover enchant.

    Soul Bind is potentially extremely strong in 8v8. It has a very low cooldown. The problem with it is energy management and the other problems mentioned above. Faintheartedness, and defile defenses are excellent skills conditional upon them sticking. Like I mentioned, without any other hexes in the team they will get removed and just be fodder for cure hex. However, the inherent imbalance with hexway was never fixed in the game. Which is that after you overload the enemy team's hex removal, they become much more powerful than they are normally.

    I'm sure curses is viable. If I could find people willing to run builds that as far as we know haven't been run before I would try it.

    Glyph of renewal mesmer is also able to put something like 1.5-2x more hexes on an enemy team than a single monk can remove. Illusion mesmers are also good. In the right setting curses would be more than just viable it would actually be really good. Curses is unique because of the duration of the hexes is much longer than any other hexes in the game. The longer they last without being removed the more effective they are, and of course they would suck if thrown into any of the current common team builds, because they depend on lasting a long time for them to be worth taking them.

  11. Edited 7 months ago by Jaguary

    So I took like a 2-3 year break and came back ~over a year ago, and everyone had stopped running ritualists, and keeping 3 monks at stand and running flags on damage 80-100% of the time depending on the team.

    I want to explain why I think that is stupid, but first I will explain that I fully understand the reasoning and intentions of doing it. I guess I shouldn't say stupid, but sub-optimal. I can see how it's better than keeping a rit at stand and running on a damage. =D Obviously. There are better options though.

    I understand that you need 3 healers at main team, because of the ele & derv updates. Believe me, I remember stalemating with 5 damage and 2 monks at stand with each team, and I thought that was much better gameplay than the current balance after the updates.

    The point of builds on flaggers ever since ether prodigy heal party runner was to do stuff for your team from a distance. Damage does nothing for your team except while you're at stand (and stopping running to cast).

    You could take out a damage for a hybrid healer, and run flags on a regular runner. I would run a Xinrae's weapon rit at stand, and a regular old rit runner as runner. You would get more heals this way and more damage. You would get more damage because the Xinrae's rit will be at stand doing damage for like 4 times as much time as the necro would be. I understand that life siphon & bleeding last a long time at full duration but I don't think they stick for longer than 15 seconds maximum unless you're sitting at stand overloading hex removal for some period of time.

    I would love to get more data as precisely as possible to compare these two options, but I don't have it. Following is speculation and you can help me correct the numbers and we can get a realistic comparison. It takes about 1 minute and 5 seconds to run a flag on most maps. This gives about 50 seconds where a Xinrae's rit is doing damage while a necro isn't.

    I'm not a master ritualist, so I'm not saying my idea for the stand rit is optimal, and of course in any case there are other options. But what I would run would be: (1) Xinrae's, (2) Vengeful, (3) Wielder's Remedy, (4) Renewing Memories, (5) Soothing Memories, (6) Protective was Kaoli, (7) Energetic was Lee Sa, (8) (I usually take either warding or resilient on this bar but I would try other things with this team structure).

    This is pretty heavy on the heal side. You could run other builds at stand, but I think ritualist would be the only option for the hybrid healer at stand. I also think Xinrae's and Vengeful would outdamage over 1 minute against a necro at 20-25 seconds. Again I'd love to get precise data on this and I think that's not hard to calculate (how long exactly does a necro spend at stand, and how long it takes to run a flag -- also have to consider that a rit runner spends much less time stopping to cast in order to have his intended effect).

    Again, I think you'd have more healing and more damage with this structure.

    Obviously while the runner is there you would put xinrae's and vengeful on frontline down, and warding & resil on backline up.

  12. Lets talk about a build of Warrior / Dervish / Ranger / Mesmer / Ritualist / Backline with a Ritualist, which I guess what you were thinking about?

    With this you would have the basic structure of 2 Melees + Mesmer, which pretty much all not full split builds have.
    It has a good amount of shutdown and if played well can take down 2 Monks with some luck and missplays on the other side.
    Lets add a Ranger and your Rit to it and also go against 3 Monks instead of just 2.
    The 3. Monk on the other side will be more useful to the mainteam, than your Ranger and Rit together as they provide pretty much nothing to spikes and the bit of pressure applied from it will be easily healed by Shieldguardians and Healing Bursts alone.

    So the 1. problem already would be if your build has enough damage to even kill 3 Monks in mainteam.

    That was a bit if theorycrafting and people might or might not agree with me on that one, but there is one problem with it that probably stands above all the others and that is Lord Damage.

    A standard Necro Balanced is one of the best 28minute builds in the game.
    5 Front (2Melees, Mesmer, 2 Monks) / 3 Back (Ranger, Necro, Monk)

    Your team would look something like this if the games go to Lord Damage
    5 Front (2Melees, Mesmer, Prot, Runner) / 3 Back (Ranger, Rit, Fuse) and you could change it to send your Weapon Rit together with your fuse to the enemy base and instead defend with Prot + Runner, which would lead to the question if Fuse + Weapon Rit can stay alive somehow, while also giving up on killing the enemy in your own base.

    Long story short. Playing with a Rit Runner already gives you a pretty big disadvantage at 28 and imo the only way of playing with it is to run something extremely aggressive and trying to kill as fast as possible, instead of packing more defensive stuff into your build as a compensation for the Ritualist.

    Playing Weapon Rit and Runner Rit also makes handling splits a lot more difficult just do add a bit more^^

    Only way for Ritualists to make a comeback imo is if people get bored by playing Monks and make like a pact to all run Ritualists.

  13. Edited 7 months ago by Jaguary

    @LittleYoshi The 3. Monk on the other side will be more useful to the mainteam, than your Ranger and Rit together as they provide pretty much nothing to spikes and the bit of pressure applied from it will be easily healed by Shieldguardians and Healing Bursts alone.

    Well, yeah 3 monks heal more than 2 monks and a rit. But also the 2nd rit is going to be dropping pots & spirits. So really, the answer is, I don't know. I think you're just speculating, and so am I. We just don't have the data because it is hard to calculate how much healing 1 monk does, as well as hard to calculate how much healing those two rits would do, with respect to time.

    But essentially the more appropriate question is not if 1 rit outheals 1 monk, but if 2 rits outheal one monk while one runs flags, as well as if 1 rit at stand out-damages one necro running flags.

    @LittleYoshi So the 1. problem already would be if your build has enough damage to even kill 3 Monks in mainteam.

    The more precise question is if the rit at stand does more damage with respect to time than the necro who is running flags all game.

    @LittleYoshi That was a bit if theorycrafting and people might or might not agree with me on that one, but there is one problem with it that probably stands above all the others and that is Lord Damage.

    A standard Necro Balanced is one of the best 28minute builds in the game.
    5 Front (2Melees, Mesmer, 2 Monks) / 3 Back (Ranger, Necro, Monk)

    Your team would look something like this if the games go to Lord Damage
    5 Front (2Melees, Mesmer, Prot, Runner) / 3 Back (Ranger, Rit, Fuse) and you could change it to send your Weapon Rit together with your fuse to the enemy base and instead defend with Prot + Runner, which would lead to the question if Fuse + Weapon Rit can stay alive somehow, while also giving up on killing the enemy in your own base.

    I think it would be preferable to send the stand rit to the enemy guild lord, because with the nature of Xinrae's, does well against guild base NPCs. I agree, the healer monk would have the most synergy with the Xinrae's rit, however, it does depend wholly on the situation. Healers should follow damage in correct proportion. But in the situation you described, where 1 ranger & 1 necro would be defending on the opposing team, I agree that sending the Xinrae's & Healing Monk to split, and Flagger & Prot to base would be appropriate. And I think that would work well. Correct me if I'm wrong, but I think the best skills to use on the Guild Lord if you need to keep him alive would be Infuse, RC, Shielding Hands, and Resilient Weapon. You asked if the Infuse & Xinrae's could stay alive against NPCs, and I think Ranger, and Necro. I think they'd have no problem. We also should ask if the Prot & Flagger Rit could stay alive against a mesmer, and 2 frontlines. Yes I think they'd be well equipped to do so as well.

    @LittleYoshi Long story short. Playing with a Rit Runner already gives you a pretty big disadvantage at 28 and imo the only way of playing with it is to run something extremely aggressive and trying to kill as fast as possible, instead of packing more defensive stuff into your build as a compensation for the Ritualist.

    Well, as I said in the post you're responding to, the disadvantages come when you keep the traditional #8 rit at stand, or send him against a split. The Xinrae's build for comparison is by nature pretty defensive, in that it punishes people for attacking, removes conditions (burning, crippled, etc.) with a 1/4s cast. It would be easy to modify the build to send the Xinrae's to defend against the split, where the Rit flagger is simply built for running flags better so than anything else.

    Again, it seems to me that keeping a Xinrae's rit at stand would provide more damage than a necro running flags. I see you question whether it would provide as much heal as three monks. Of course not. Xinrae's does not heal for as much as a monk does. It doesn't heal for as much as smiter's boon did back in the day. If you play Xinrae's extensively for example in Random Arenas (or anywhere extensively) you can get a good grasp of how much healing it does compared to a standard monk, and I would say it is about between 0.75 and 0.8 the amount of healing as a monk. Admittedly that is estimation, however I think I'm in a good spot to make the estimation and I don't think I'm biased. Also since that rit is also taking protective was Kaoli, you will get party heals making up for HB & SG to some extent. The question then is whether a #8 rit dropping pots & spirits does 0.25 or more the amount of healing of one monk, with respect to time, and I think the answer is yes. I would say it's easily more than 0.3, 0.4, or even much more, because you also include weapons and heals when he is at stand, the weapons last for 10 seconds. For the record, I'm imagining a Spirit Channeling runner as that is what I have the most experience with.

    @LittleYoshi Playing Weapon Rit and Runner Rit also makes handling splits a lot more difficult just do add a bit more^^

    The problem with splitting is you only have 4 dedicated damage. Honestly it seems silly to take 4 healers & 4 damage, but it just seems even sillier to run flags on a damage that does nothing for team the entire game in 80%+ situations, which are the choices given to us by ANet's last updates.

    I think it would make splitting defensively easier, as the flagger can drop pots to effect everyone (splitters if they are compass range), and so can the stand rit. The stand rit can defend quite effectively against splits as he is both healing NPCs and damaging the enemies with the same button-presses, making it easy to do. Xinrae's is effective against elementalists because it limits damage to 5% of total HP, also. Effective against rangers because of the 1/4 cast times & condition removals.

  14. @Jaguary Effective against rangers because of the 1/4 cast times & condition removals

    Condition removal?

    My quick thoughts about stand rit. Really fun bars to play, similar to rit runner... as long as you are not getting trained out by a derv and ranger. Rits have a bad energy management and you will very quickly become a useless character. Spamming Xinraes alone is very good in RA but won't get you anywhere in a GvG match.

  15. Well if you need energy management maybe next month you could flux a D/Rt and use Eremite's Zeal for main team emgmt (just need 3 enemies in earshot to max out). Then you can use imbue for a big heal and you might even be able to successfully cast Life at least once vs a camping Ranger ;)
    OgijEyrG7OTsMm00+OOHm0XDMA
    -image-
    I haven't tested the above build- I personally think rits are weaker (vs wastrels backfire etc) but if you want to play them maybe something like this might work better nowadays.

    Last month I had fun with something like this in Fort Aspenwood (might be more fun with two of these in GvG :) )
    OgajgwrIrONDvx3w+KACHsX6LA
    -image-

  16. Edited 7 months ago by Jaguary

    @Hamstorm Condition removal?

    My quick thoughts about stand rit. Really fun bars to play, similar to rit runner... as long as you are not getting trained out by a derv and ranger. Rits have a bad energy management and you will very quickly become a useless character. Spamming Xinraes alone is very good in RA but won't get you anywhere in a GvG match.

    Yeah I use wielder's remedy.

    Yeah I totally agree with you about E-management on Xinrae's. That's why I use Renewing Memories, and Energetic Was Lee Sa. It is sustainable (read: spammable) with that. Most peeople when they use Xinraes, go into Channeling. I just go full restoration & spawning power, purely for the energy management. You can also go inspiration.

    This is what I was thinking: (1) Xinrae's, (2) Vengeful, (3) Wielder's Remedy, (4) Renewing Memories, (5) Soothing Memories, (6) Protective was Kaoli, (7) Energetic was Lee Sa, (8) Weapon of Warding

    @tdrone well the only point would be if you could do more damage with a hybrid healer at stand than a necro would while running flags, I think.

  17. Edited 7 months ago by Jaguary

    I think I found a new boon prot build. I know that sounds presumptuous of me to say, but I'll get to this later. I think it's better than the one usually used.

    The build is:
    (1) Shielding Hands, (2) Dismiss Condition, (3) Reversal of Fortune, (4) Deny Hexes, (5) Offering of Blood, (6) Divine Boon, (7) Blood Renewal, (8) Guardian.

    10 Blood Magic, 12 Divine Favor, 12 Protection Prayers.
    40 40 Blood, Enchant Staff, Blood High Energy.

    The way it is different from the Boon Prot build usually used are these two things:

    • Blood of Renewal, instead of the usual Divine Spirit
    • 10 Blood Magic instead of 8.

    Notes on Playing:
    - Always Switch to 40 40 blood to cast Offering of Blood.

    Personally, I find the build decidedly better than the more often-used version. I think blood renewal is superior to Divine Spirit because it's a cheap self heal to counteract the sacrifice of Offering of Blood. And it acts as an excellent cover enchantment for Divine Boon. Not only did a shattered Divine Spirit turn the skill into a complete waste of 10 energy. But strips on your Divine Boon are a major problem in the more commonly used version of Boon prot.

    Again, I know it sounds presumptuous for me to say I found something that hasn't been tried before. But consider these things:

    • Boon prot has been nerfed 4 times I believe. So most people stopped using it.
    • Blood Renewal used to cost 5 energy, so it sucked.

    I think it's viable for all forms of PvP. The build is definitely better than WoH Hybrid in some situations. I would say the WoH hybrid bar is more versatile overall. The Build has not been tested in 8v8, however, blood necros with strip enchantment are much more common in GvG and this is an issue for the build.

    Anyways, I've been using it for about 4 months now. At first I tried it with 8 blood magic and it was noticeably inferior to a WoH hybrid, but was fun when bored. With March's Flux (Hidden Talent, +2 to secondary profession attributes), the build was a lot of fun to play. After that flux was over, I tried it with 10 blood, and it seems roughly equal to a WoH hybrid, I would say WoH Hybrid is not noticeably better except after months of play and the difference is very slight, overall, and of course situational.

    Compared to a WoH Hybrid, this Boon Prot build...:

    • Handles steady pressure better
    • Has better energy
    • Handles Self Pressure Worse (since it doesn't have a stance, you need to preguardian and vigilantly keep blood renewal up as much as possible. it handles pressure fine at first but the sacrifices are hard to manage under sustained pressure.)
    • Handles Burst Damage Worse (you can't pour energy into a target to keep them alive, with spirit bond, guardian, and woh, for example)

    For note, my WoH Hybrid bar is: Woh, Patient, Sig of Rejuv, Cure Hex, Guardian, Spirit Bond (Switchable), Draw, Optional (B-Stance, Veil, Some Other Stance, or Shielding Hands)

  18. 6 months ago

    I've only played once this month and only saw 1 stream yesterday. I was wondering what the monk meta is in this flux.

    I've seen a rof flagger and was wondering what it's build is. I don't really see the use in rof on a flagger bar. I'd guess you could drop either Heal Burst or Patient for it and I don't see the benefits for either. First because a flagger should stay in the back and shouldn't get rupted on his elite by pleak. Heal burst heals for 150 hp and additional party healing which is a nice thing to have, while rof can heal/prevent a maximum of 152 damage when used in its full potential (depending how many prot prayers you're using).
    Then you could also use it to replace patient spirit. It could be good, because you won't overwrite the patient spirit from your heal monk. However, the heal from rof is alot less reliable and in a meta with so many physicals there is a big chance you won't get the optimal heal from rof.
    You could also take rof to drop your elite to spam more other skills. Rof vs heal burst has its advantage that it's a 1/4 cast and you could catch spikes with it. It would also allow you to spam more prot spirits and spirit bonds. However you should ask yourself what you want your flagger to do. Is he on mainteam to catch spikes, like your other 2 monks (doesn't seem very energy efficient) or do you want to use a flagger more as a savekeeper for soft targets and a guardian for your backline? That means more spams of SB and PS would be key. Too bad that in this flux the meta seems to be to have 2 dom mesmers with shatter, which means using the +1 e-regen to spam more SB and PS kind of useless.
    Imo key in this meta is in keepeing your allies clean. Help your backline with casting by removing the shames instantly and remove mind wracks around the team. The spikes in this meta aren't that good. You can catch them with Heal Burst, however about all the time it is shatter enchantment which forces the kills combined with mindwrack.

  19. I've also seen very little diversity in builds this month, while many different builds are playable. I guess because only Vk is playing actively of the top guilds. And most other teams just follow around, because they think Vk got the best build, because they're winning games.

    Since I probably won't play much I will just throw in a few builds in here for inspiration.

    Last year we played deb shot rangers [Flux] with dual eburn and mindwracks which was pretty fun:
    http://memorial.redeemer.biz/memorial/match/402/

    Because of the no-elite bonus of +2 to every attribute most ele's will get free +armor if they take the correct insignia's, which gave me the idea to make an earth ele build with glyph of swiftness.
    [1 – E/D Unnamed paw·ned² character;OgpAMe1VRrIWQfpFpCpP]
    You could drop the snares for other skills, but I like these snares for the maps in the rotation. I'd like to see a combination of this ele with a forceful hammer warrior, however most prots probably won't enjoy it ;)

    You could also play a poison ranger (I know it sounds stupid with the +2 regen). You could play it like the frenchies do and don't use it on mainteam, but use it to split. The current meta looks weak vs a split and they will probably have to send a monk back versus a buffed ranger with self-heal.
    [3 – R/Mo Unnamed paw·ned² character;OgMAM/afjq5xMbu15VED]

    Finally I've made a Scythe warrior, just because they do big damage. And using a scythe with frenzy and bulls strike looks pretty cool. Have to watch out for the mindwrack mesmers though!
    [2 – W/D Unnamed paw·ned² character;OQoAQZbVicfMFlbaF/ECA]

  20. sync

    11 May 2017 Member

    @Ra ; I've also seen very little diversity in builds this month, while many different builds are playable. I guess because only Vk is playing actively of the top guilds. And most other teams just follow around, because they think Vk got the best build, because they're winning games.

    That's not even true, we have played more than usual also. I don't think many of Vk's builds have been that good tbh, like their stubborness to run water ele in spike build etc.

    I agree some split could work but it means you need main team that can survive if they just ignore the split and try to roll over you with all this raw dmg that's been around lately.

  21. @sync That's not even true, we have played more than usual also. I don't think many of Vk's builds have been that good tbh, like their stubborness to run water ele in spike build etc.

    I agree some split could work but it means you need main team that can survive if they just ignore the split and try to roll over you with all this raw dmg that's been around lately.

    I guess, but I haven't watched everything around. But you guys do play similar builds, right?

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