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PostSubject: Deldrimor Dwarves   Sat Feb 26, 2011 6:20 pm






Last edited by The Architect on Fri Mar 04, 2011 3:23 am; edited 3 times in total
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PostSubject: Re: Deldrimor Dwarves   Sat Feb 26, 2011 6:20 pm

[Killroy Stonekin;OgajkkpMbOn7AsrYALAGvY3WBA][Equip;Pk5hQvWH+kaojJVPqOp1IB7Sp1I9EFp1IFXNp1IBrRp1I3D]
[Orozar Highstone;OAOj4whjIPYsqt30tS9dcLkkLA][Equip;Pk5hbmgmjSa2oEVPqYo0I90co0IBLto0ItVXo0IBrbo0IDL]
[Jalis Ironhammer;OgajkkpMbOn7AsrYALAGvY3WBA][Equip;Pk5hQvWH+kaojJVPqOp1IB7Sp1I9EFp1IFXNp1IBrRp1I3D]
[Ural Highstone;OAOj4whjIPYsqt30tS9dcLkkLA][Equip;Pk5hbmgmjSa2oEVPqYo0I90co0IBLto0ItVXo0IBrbo0IDL]
[Brechnar Ironhammer;OgOjkyqJbOBYp7AWAUdxugXVCA][Equip;PkphQXYH+kqepyI90ipyIBLFpyIFXdpyIBrhpyI3DA]
[Great Dwarf;OAOjEyiKJOW7o5krlkcn2DTmJA][Equip;PkpxUvaTkiqIo1I90Mo1IDLro1IvVHo1IDrLo1INFA]
[High Priest Alkar;OwAS0YITeRbENg3NlEdRfP2E][Equip;Pk5hnWgwlSakkiWXqAnyIHxEnyIBLZiyI1S/myIBrDnyI9E]
[Ogden Stonehealer;OwAS0YITeRbENg3NlEdRfP2E][Equip;Pk5hnWgwlSakkiWXqAnyIHxEnyIBLZiyI1S/myIBrDnyI9E]
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PostSubject: Re: Deldrimor Dwarves   Tue Mar 01, 2011 2:23 pm

Orozar buffs Killroy. Ural buffs Jalis. Brechnar does what he does best, takes one for the team and does a Killroy better than Killroy. Great Dwarf, Alkar and Ogden do their thing to keep everyone alive and clean. This team build focusses on quickly synchronizing and alternating between two modes with each other, paying attention to your allies cues.

Killroy and Jalis - The idea is to pre-cast  then , charge up your adrenalin, then do . Both  and  need an enchantment. Notice that the order of enchantments is important. If you tear them down in the right order, you lose  then . If you start your teardown with , you add burning to your spike. If you end your teardown with , both  and  get the adrenalin bonus and recharge faster. Your target will recover from knockdown right before  hits, meaning that they will most likely try to kite and pull a critical hit to finish them off. Try and give a 2-3 second buffer before you attack your new target, so that your Ritualist buddy can set up

Orozar and Ural - Their job is to stay mostly on the Dervish they are buffing. Use  to help them charge up, then watch for their spike. Once their dervish goes in for a spike, immediately cast  on his target, then  and  on him. You will have to press t to target the enemy for , then click your Dervish buddy to apply  and . Once the Dervish combo is completed, finish with a new . Try to keep  on your dervish buddy at all times. If you can spare it, throw a spare on Brechnar. Use  as an antispike, and for someone who is about to die. Try and use  on your Dervish buddy only. Sparing it for your monks only when they need it. Leave the rest up to Brechnar. This build requires you to be fast to respond to your Dervish buddy's cues.

Brechnar Ironhammer -

Great Dwarf - 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.

Alkar and Ogden - The first thing most players will notice is the lack of infuse, 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. For fast single target antispikes, you have 6 players who can protect against it with skills ranging from 1/4 to 1 second cast times, for example   /  and  item drops. It's more than enough. Single target spike teams are usually weak anyway, and take a long time to spike out your team even if they get their spikes through. But you will have 3 s to recover from slow spikes like that anyway, which is also more than enough. Most teaks don't die from 500+ damage spikes anyway, they die from being worn down, from not having enough healing output. 200+ spikes will get kills after a team is worn down. With 2 strong AOE healers and a backup healer with a strong AOE heal, you not only stand against strong pressure, but you're also strong against AOE spikes, like  teams. 2 s,  and will soak up a lot of AOE damage. Remember that  can remove multiple hexes at one time. Make sure that  and  are in recharge to make the most of .
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