AB Team - Bash and Burn

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default AB Team - Bash and Burn

Post by Rehwyn on Sun 16 Nov - 9:36

Introduction

While the CwD Rit team can be fun, it requires a lot of coordination to pull off and excludes people from coming that aren't a Rit or Monk. So, here's another AB team build that works very well, can cap shrines very fast, and also can dominate most player groups. Overall, it's a more flexible team, but is slightly less specialized.

The Builds

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 or  are also good choices (check updated skills on Wiki). If one of these is taken, replace  with .  is there for if you use  and need to chase someone down, but  is on cooldown.

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Blank skill is an optional, largely because 2 s is redundant since it's really only there for NPCs on shrines. I suggest a decent nuke, such as  or  to finish off a low-health target. Alternatively,  can be used as a damage+knockdown but be aware that anyone with a move-speed increase can avoid Meteor.

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Other condition/hex removal can be used it preferred. If more spike protection is needed,  can replace . Also, you can drop Divine Favor to 8+1 and raise Tactics to 10 if you prefer; this makes it last 6 seconds and allows you to get +16 armor from a Tactics Shield.

Mouse over the class icons to see attributes and suggested skill runes.

How It Works

The team can ideally cap and hold up to 4 shrines by itself, depending on the map. The Hammer Warrior is your "tank"; he focuses on snaring and knocking down priority targets (most likely the healer). The Eles use their AoE nukes to quickly decimate the snared enemies. The Monk keeps people alive.

Savannah/Searing Heat -> Rodgort's Invocation will kill most people if both Eles use it on the target the warrior is focusing on. It's important that the Eles do not use Savannah Heat or Searing Heat until the warrior is ready to snare/kd people or else they will simply move away in most cases. Flame Djinn's Haste can be used to finish off adjacent low-health people as well as increase movement speed. Meteor Shower is almost entirely there as an opener vs the NPCs on a Shrine. The 5s cast and 3s delay before damage makes it nearly useless vs other players, unless you somehow cast it without them noticing (such as on a huge mob while you stand back).

Make Haste is maintained on the Monk both to give him an unstrippable 33% speed increase and to fuel Soldier's Defense. Weapon of Warding is used on whoever is taking a lot of physical damage (most likely the Monk).

Gear Suggestions

All should have full Survivor's Insignias except the Warrior, who should use Stonefist Insignia on his hand/feet and Survivor's Insignias everywhere else. Aside from already noted runes, one Rune of Superior Vigor and the rest Runes of Vitae.

As far as weapons, I suggest several sets.

For Warrior,
Set 1: (Main Set) Vampiric Hammer of Fortitude w/ "Strength and Honor"
Set 2: (Off Set) Sundering Hammer of Fortitude w/ "Strength and Honor"
Set 3: (Elem Set) Elemental (Shocking/Fiery/Ebon/Icy) Hammer of Fortitude w/ "Strength and Honor"
Set 4: (Defensive Set) Furious Spear of Fortitude and Shield (Strength) of Fortitude w/ +10 Armor vs Slashing (or damage of choice)

Main Set is what you use most of the time while fighting; it generally has the highest damage potential. Sundering is for when not in combat (to prevent health degen) or if you aren't hitting enough to regain health from Vampiric (high block, blinded, hexed, etc). Elemental Set is for fighting other high-armor vs Physical targets (Warriors). Defensive Set is for if you're taking a beating and need to fall back OR for building some adrenaline before engaging by chucking your spear OR for keeping adrenaline up if you're getting kited (again by chucking your spear).

For Eles,

Set 1: (Main Set) Fire Wand of Memory w/ "Aptitude not Attitude" and a Fire Focus of Aptitude w/ "Master of My Domain"
Set 2: (Defensive) Spear/Sword/Axe of +30 HP with "I Have The Power!" and Shield (Command if Haster) of +30 HP with +10 AR vs Slashing (or damage of your choice)
Set 3: (High Energy) Fire Wand of Memory w/ "Seize The Day" and Fire Focus of Aptitude w/ "Live For Today"
Set 4: (Enchanting) Adept Fire Staff of Enchanting w/ "Aptitude not Attitude"

Main Set is for general spellcasting. Defensive for if you're taking a lot of damage (use a Command shield if you're the SH Haster for full +16 armor bonus). High Energy set for if you need just a bit more energy to finish someone off or to fall back; always immediately switch back to Main Set after casting a spell on High Energy set, since your energy regen is lower while on it. Enchanting is for using Fire Attunement and Flame Djinn's Haste (so they'll last 20% longer).

For Monks,
Set 1: (Heal Set) Protection Wand of Memory w/ "Aptitude not Attitude" and Protection Focus of Aptitude w/ "Master of My Domain"
Set 2: (Prot Set) Adept Protection Staff of Enchanting w/ "Aptitude not Attitude"
Set 3: (Defensive) Spear/Sword/Axe of +30 HP with "I Have The Power!" and Shield (Tactics) of +30 HP with +10 AR vs Slashing (or damage of your choice)
Set 4: (High Energy) Protection Wand of Memory w/ "Seize The Day" and Protection Focus of Aptitude w/ "Live For Today"

Heal Set is for casting ZB, Mend Condition and Mending Touch. Prot Set for SoA and Guardian. RoF and Holy Veil can be cast on either set with the same general effect. Whenever you aren't casting, switch to your defensive set; stay on it if you're actively taking damage (unless you need energy). If you're low on energy and REALLY need to cast something, quickly switch to High Energy, cast the spell, and switch back to you other set. You don't want to stay on High Energy long because it has -2 Energy regen.

Conclusion

While I have not run this exact team build yet, Funky, Para, Animus, and I ran a similar version in AB tonight with pretty good success. I'm pretty sure we won every single 4v4 encounter and capping shrines was very fast. We didn't have Weapon of Warding however, so our defense was a bit weaker. I'd really love to try this team out; burning things is fun (though I can actually play any of the above builds). Wink

-Jonathan

NOTE: I can give more detailed tips on how to play each build in later posts if desired.


Last edited by Rehwyn on Mon 17 Nov - 8:20; edited 1 time in total
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default Re: AB Team - Bash and Burn

Post by Rehwyn on Sun 16 Nov - 19:50

Variants Builds

CripShot Ranger

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This build can be used in place of one of the Eles to provide a more balanced team with a bit less offensive power but with more Condition pressure and Interrupts. Basically, you spam Crippling Shot so that stuff can't get away from your Hammer Warriors or out of your AoE. Crippling Shot can be used offensively to keep stuff from fleeing or defensively on enemy warriors/dervishes/sins to help your team kite them.

Use D-Shot and Savage Shot on key spells not just on their monk, but on their offensive spellcasters too (Mesmer, Ele, etc). Interrupting a Backfire, Diversion, Visions of Regret, Meteor Shower, Savannah Heat, etc can go a long way in keeping your team alive and is considerably easier than interrupting a 3/4s Word of Healing or Zealous Benediction. Apply Poison should be maintained because it is applied after Cripple, making it a cover condition; also, you can change targets frequently to spread poison around the enemy team. Use Hunter's Shot on moving or kd'd foes for even more condition pressure and as additional damage during a Warrior's KD spike. Mending Touch is for removing conditions from yourself or from your monk when they need help (such as if they get Dazed). Natural Stride is both for blocking and move speed; use it before Apply Poison or Troll Unguent if facing another physical interrupter.

Suggested Bows:
Set 1: Crippling Recurve Bow of Fortitude w/ "Strength and Honor"
Set 2: Poisonous Recurve Bow of Fortitude w/ "Strength and Honor" (for stationary targets/spreading degen)
Set 3: Vampiric Flatbow of Fortitude w/ "Strength and Honor" (for picking off NPCs at shrines)
Set 4: +5 Energy/+30 health Spear and -20% Cripple duration/+30 health Shield (for defense)

Splinter Nuker

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A slightly more offensive Ele, often used with the CripShot build above to make up for the lack of the second Ele. Plays effectively the same, aside from using Splinter Weapon and Ancestor's Rage on your Warrior.

Same weapon sets as previously mentioned.

NS Monk

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A standard Natural Stride build used when the Ele(s) do not run Make Haste.

Same weapon sets as above.

P-Block Mesmer

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Like the CripShot Ranger, this build can replace one of the eles. It provides significant caster shutdown and hex pressure.

Power Block takes advantage of the fact that there are many single-attribute spellcasters in AB (fire eles, dom mesmers, etc) that love to start an engagement with big, slow-casting spells and then conveniently forget you have Power Block the next time they encounter you. P-Block a Fire Ele or Dom Mesmer and they're nearly worthless for the next 14 seconds. P-Block is very expensive energy-wise, so don't try to interrupt fast-casting spells (like most monk spells) unless you know you can get it or there are no better targets in the area. Backfire is useful both on other offensive spellcasters or the enemy monk. Empathy is an optional skill, but is very useful on all the warriors and assassins in AB. Shame is to be cast on enemy monks when your Warrior and Ele are spiking/kd'ing someone; Diversion can be used instead if you prefer a skill that is useful on non-healers as well. Cry of Frustration is another optional skill, but the AoE interrupt is very nice sometimes in AB because of the large groups of players and NPCs. Power Drain is there for energy management and as a backup to P-Block. Drain Enchantment is for additional energy-management; try to get important or long-recharging enchants with it, such as monk protections or ele attunements.

For weapons,
Set 1: 40/40 Domination Set
Set 2: 40/40 Inspiration Set (for Drain Enchantment)
Set 3: (Defensive) Spear +5 energy/+30 HP and Shield (+30 HP, +10 AR vs Slashing etc)

VoR Mesmer

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Another mesmer option focused less on interrupting and more on hex pressure.

VoR is useful on anyone, but is particularly nasty to people that use skills frequently such as Assassins, SF Eles, and Monks. Wastrel's Worry, when combined with VoR, guarantees armor-ignoring damage. If they use a skill, VoR hurts them; if they don't, Wastrel's Worry does instead. Other skills are used the same as in the P-Block build.

Same weapons as P-Block build.

Conclusion

The overall team is rather flexible, as you can see from the many variant builds. The key point is to look for skills that will complement your teammates, both by increasing their effectiveness and by reducing their weaknesses. Once you've done this and your teammates know how to work best with you, victory shall come swiftly and easily. Wink

-Jonathan
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