Blackvenom Thicket/Repel build:
https://www.ranaldsgift.com/18/333233/26,8,3,3/29,5,3,1/3,2,1/4,7,4/1,7,1
She has so much CC it’s ridiculous. She’s like a caster tank/support. I DO NOT THINK THE CC BUILD NEEDS NERFING IN ANY WAY.(adding this in in case anyone gets the wrong idea)
If you time your pushes with a 2-3 hit combo, you can always have Repel up, which is an insane amount of CC.
It combos extremely well with the Wall, because you can spam push enemies onto it for Stagger damage advantage and then Shrapnel. In corridors and on Patrols, you can turn the wall at the side of them, so that it Staggers the entire density, and puts Shrapnel on it, after hyper stacking them all with Repel, or baiting standing attacks.
The amount of safety, Stagger advantage, Shrapnel, and potential for saving people in tight situations is crazy. I saved 2 teammates from being overrun while 30-40 ft away by walling at them.
If you play this build on the current event, you’ll see how ridiculous it can be.
It has really high synergy with any Wiz. We even had Unchained do 90k damage using the new staff, as you can wall enemies into the fire and use Repel to push them into it.
One of the best things you can do with the wall is completely block off high density and push out of a low density area. It removes all of the pressure from certain situations.
I played this build yesterday for hours and had a lot of success in the event. Surviving in some pretty dumb situations too.
Suggested changes:
Change the 10 Second Ult Talent to do something else, as the damage boosting from the Shrapnel Ult is what makes it work, but the 10 Second Ult would actually cause you to be overrun. Making it wider, allowing you to attack through it and boosting melee attacks through it could all work (this would make it extremely good vs Patrols.
Maybe even a proximity damage boost to teammates would be a good idea too, similar to the Beastman flag. I would say a heal/damage reduction, but the issue with it is that Bloodvenom works because it enables your teammates to do more damage, while Ironbark ONLY enables positional benefits.
The problem:
This build is only really useful on higher difficulty content, e.g. Cata weekly, or Deeds. Below that, you may as well run the OP DPS build.
It can require coordination and knowledge of the game, e.g. your teammate not Bombing for Shrapnel because you’ve got you wall up at the Boss, and it’s about to expire. Your teammates knowing to bait standing attacks next to the wall to make sure enemies are given the Shrapnel debuff and Staggered.
You should play this build if you’re willing to drop green circles and enable someone else to get green circles.
Oh, and on topic:
Moonbow’s ability to maintain Hunter is insane. My main is HM/SoTT, and for those it’s like playing on easy mode.
You can actually play health on kill for HM, as you have Hunter/5-25% Crit. This build really pops off on higher density.