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Time required to set up a good group builds and all

 
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Kyle
Site Admin


Joined: 20 Aug 2007
Posts: 26
Location: Da U.P. Eh?

PostPosted: Sun Mar 16, 2008 3:41 am    Post subject: Time required to set up a good group builds and all Reply with quote

I've noticed that it generally takes quite some time for us to organize a group. For this reason, I would suggest, that some balanced team builds, easily adjusted in case somebody doesn't have something, be placed on this forum. (I.E. the build code, and the armor set code that goes along with it).

With this implemented, certain members would be more capable of having said skills unlocked, and ready to go if need be. This would save much time during setup, and would allow us to get a game going.

Just a suggestion from not always having a lot of playtime, and wanting to go out and lose, more than not going out at all.
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Shaper of the Night
Guild Leader


Joined: 31 Oct 2007
Posts: 26
Location: Stratford Ontario Canada

PostPosted: Sun Mar 16, 2008 5:27 am    Post subject: Reply with quote

by right we had started to set everything up around 8 that day, i was beginning to dig through the builds and finding what skills people should need for the different positions.

After we hammer out some different things we can hope to see a bit of an improvement in our success.
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Eleazaros
Guild Leader


Joined: 29 Oct 2007
Posts: 12

PostPosted: Tue Mar 18, 2008 11:52 pm    Post subject: Reply with quote

I'm set and ready to help anyone cap skills they need if necessary.
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Kyle
Site Admin


Joined: 20 Aug 2007
Posts: 26
Location: Da U.P. Eh?

PostPosted: Thu Mar 20, 2008 4:30 pm    Post subject: Reply with quote

I think we just have to know which skills people will need. Like a list of general skills for certain classes. I.E.

monk should have: Word of Healing, Dismiss Condition...glyph of whatever
ritualist should have: Grasping was Kurong, Destructive was glaive, Death Pact Signet.
warrior should have: xxx
mesmer should have: xxx

these are just examples, but it would give us an idea of which skill we should have unlocked for that certain character. (and they don't have to just primaries either)

This would give us quicker reroll times, if people had these certain skills on for example, their favorite char.
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Shaper of the Night
Guild Leader


Joined: 31 Oct 2007
Posts: 26
Location: Stratford Ontario Canada

PostPosted: Thu Mar 20, 2008 8:21 pm    Post subject: Reply with quote

for the generalized Balance that we've been running we should have

2 SH eles. the bars should look something like this:
OgVDIjyMPkViRvQXsEQG4CBA
Savannah Heat(elite), Searing Heat, Rodgort Invacation, Fireball, HexBreaker/Echo, Glyph of lesser energy, Fire Attunement and Res sig

1 Backline support/Snare ele:
OghkkoLLjGGz7wsSNQGxCoRGL5C
Ward against Harm, Freezing gust, Frozen Burst, Glyph of lesser energy, Ward against Foes, Water attunement, Weapon of Warding, Flesh of my flesh/Death pact signet

2 Shock axes:
OQYTgmIL5QqQlqnjpa9nCA
Eviserate, executioner's strike, Disrupting Chop, shock, bull strike, Frenzy, Rush and Res sig

1 Psychic Distraction mesmer:
OQBTAQBP0pDWEUBegZQFIDIAA
Psychic Distraction, shatter enchantment, Energy burn, Diversion, Shame, Inspire enchantment, Power drain and a hard or soft res

The remaining two slots are left for the monks which can be changed but are generally left as a Healers Boon or Word of Healing Infuser and a RC Prot monk
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