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Terran
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PostSubject: Metal Gear   Tue Feb 15, 2011 5:36 pm








Last edited by The Architect on Sat May 21, 2011 7:12 am; edited 6 times in total
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PostSubject: Re: Metal Gear   Wed Feb 16, 2011 7:24 am

[Snake;OQYTs0IS5xw8XFA9lnBiFwM1AA][Equip;Pk5hnWagkkaikiWXqKhiIRxSjiIBLniyI/SjgiIBrzhiI9E]
[Raiden;OgVCgMzDg+bUOWCCAkhoIcA][Equip;PkpBmWaTkeq4giI9wAjiIBLPirIpSRgiIBrhhiI9EA]
[Meryl;OgajoopMLOAYo7/VcLAGv0XbBA][Equip;PkphQvaI+kqOp1I90Sp1IBLFp1IFXNp1IBrRp1I3DA]
[Fat Man;OAVDMatmS1MKgpBLBiOoBfBCAA][Equip;Pk5hbOJgjSa0jJVRq0g5Irx8i5IBLNi5IvRLg5IBrdh5I9E]
[Mei Ling;OQRDApwUCnskKN93MxIA][Equip;Pk5hbWIgjSaqjCVLqwlyItw0lyIBL/hyIXSvlyIBrzlyI9E]
[Gray Fox;OAOjEyiKJOW7o5krlkcn2DTmJA][Equip;PkpxUPbTkiqIo5I90Mo5IDLro5IvVHo5IDrLo5INFA]
[Otacon;OwUUMw2+G4SvVWaNggE+DtEmA2EA][Equip;Pk5hnegwlSakkjWXqAhzINxIjzIBLbizIvSZgzIBr7mzI9E]
[Naomi;OwIT8SIjz4mCcmrc4l0mcEA][Equip;Pk5hnegwlSakkjWXqAnzILxEnzIBLZizI1S/mzIBrDnzI9E]


Last edited by The Architect on Sat May 21, 2011 7:13 am; edited 1 time in total
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PostSubject: Re: Metal Gear   Mon Mar 07, 2011 2:38 pm

Snake -

Raiden - Keep your  up at all times. Before battle, precast , and use it on  before they get a chance to strip it. Your combo should go like this - . After that, you will lose your arcane echo, and are free to use  and  as needed. As soon as you get  back, do your double  combo again. The damage is brutal and will take down practically anything in no time. Don't hold back when using this build, play offensively. Watch out for  and , change your target if that happens and the opposing Monks will have wasted their expensive prots.

Meryl -

Fat Man -

Mei Ling -

Gray Fox - Even though the focus of this build is to heal,  stacks up a lot of damage over time. Use it as much as you can within safety limits. If energy is a problem, use  as a main heal. + work as your antispike reaction combo. If your team is getting worn down and you need an emergency heal, use  like you would an infuse. Normally, try and focus on  and  for lighter heals, while reserving  for danger zones when an ally is under 50% HP. There are several tricks with your spirit. Firstly, recast  on recharge, fit it in as much as you safely can. Follow it up as soon as possible with a . every 10-15 seconds, you can use another  on it to begin recieving an energy gain. Right before you cast , [spirit syphon] it, then [spirit syphon] the new [empowerment[ again immediately after. You can gain a lot of energy this way. You can gain a lot of energy by looking for enemy spirits as well, and [spirit siphon]ing them also.  and  don't just give you bonuses for your skills, they also buff your armor, health and energy. Try to keep them both up at all times. If you desperately need to do an aoe antispike while  still recharging, it's ok to drop it, but it comes at a cost. You can also do a double  drop for a massive teamwide antispike and give your monks a rest. Try to beat everyone else to resurrecting Monks if you safely can inbetween heals. Cancel/cast by tapping forward if you run out of time and need to antispike before you get them up. If you get them up, you give them 100% energy and give your team a second wind. Use  as needed.

Otacon - This is a fast casting healer. Use  as your antispike,  as a pre-prot and a set and forget heal,  on both monks as a pre-prot if the enemy is using knockdown. Use  to remove important hexes in-between heals. Don't be scared of getting close to your opponent to trigger . It can be combined with  for massive energy gain. When in  mode, be sure you're close to your opponent to get the most ouf of , and spam your 1/4 cast time spells  to get all your energy back to maximum in seconds. When antispiking, there are 2 ways to do it. Due to the hidden 0.75 second aftercast delay to all spells, you will get the fastest heals by casting glimmer twice in a row.  +  will trigger in 1.25 seconds.  +  +  will put a 0.5 second aftercast delay inbetween your 2 s. For a quarter of a second, you will have a weaker heal. It's not much, but during a good spike, it can mean the difference between a save and a death. Play around with the two combos and recognize the timing difference.  +  vs  +  + . Knowing when to go into  mode is key. You can cast it on recharge, or save it until you need to do a big heal spam at low energy. Casting  it on recharge can lead you into wasting a lot of free energy at a critical moment, finding yourself drained later when you need it. Do not let your energy get below 10 without casting divine spirit, and make sure you have a fresh  on first.  requires good decision making to use correctly. You can even use it in your high energy weapon set, then switch back to your main weapon set to get your energy back to full before  ends. This build is strong vs interrupts. Be careful not to get your  caught by .

Naomi - The first thing most players will notice is the lack of , and ask why two Healers instead of a Healer and a Prot? The answer is simple, it works better. People will blindly claim otherwise, but don't listen to them, they have no idea what they're talking about and they're only parroting what someone else told them. People almost always die from a lack of heals, not from a lack of prots or antispike. Single target spike teams are uncommon and weak anyway, and take a long time to spike out your team even if they get their spikes through. AOE spikes like  are what you should be worried about, and having a Monk that can afford to use  on recharge is vital. If you cannot antispike without , then you're just not paying enough attention. Practice your antispike reaction times so that you don't have to think about what you're doing before you antispike. Doing so will reduce your reaction times by at least half a second. Other monks blow all their energy on  and utility skills. Leave the condition removal up to someone else, its a healers primary job to keep everyone alive. Keeping everyone clean is secondary to that. A  prot is all you need for condition removals anyway. A good powerful heal combo is . Follow up any heals with  or  wherever possible. As they are signets, they have no aftercast delay, and hence allow you to lead into your next  faster. You should never run out of energy with this build. When you go into  mode, spam all your energy spells as fast as you can. Remember that  can remove multiple hexes at one time. Make sure that  and  are in recharge to make the most of . With this build, even the harshest energy denial builds cannot stop you from healing. Keep your eye out in case someone uses .
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PostSubject: Re: Metal Gear   

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Metal Gear
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