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Old Feb 28, 2011, 02:51 PM // 14:51   #1
Desert Nomad
 
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Default FA: Shadowform Gater

Provides a strong build capable of easely killing the gates, Juggernaut and Architect solo. If the Kurdicks are kind enough to let you in the green door, you can finish the game in less then 1 minute.

Me\A
Attributes:
Fast Casting: 5+1
Domination Magic: 11+1+3
Deadly Arts: 4
Shadow Arts: 12

Archane Echo
Chaos Storm
Wastrel's Worry
Wastrel's Demise
Augury of Death
Shadowform
Dark Escape
Open Slot

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Usage:
When game starts, go for the left gate. Kurzicks usually run for amber on the right one, so it will remain relatively unprotected. At the first game, check your team if there are any good gaters. If there is an elementalist, let him take the first gate and hopefully he will rush the secound one too. Use Wastrel's Worry and Demise to help him out.

If there are no gaters, start off killing the first gate using Echo then Chaos Storm, then adding a little damage with Wastrel's Demise, should kill them quickly.

If there is nobody on the secound gate either, just proceed to use Shadow Form, run in and kill the gate guards using Waestrel's Worry and Demise, target a necromancer since they do not have the ability to cast and enchantment spells on themselves. Wastrel's will deal full damage because of the enemy's inability to stop it due to Shadowform.

When you get to the green gate, you need to look a bit on the situation. The ideal situation is that youre alone by the gate, and Shadow Form is not on cooldown. If that is the situation, run relatively close to the gate, cast shadowform and move in behind the mesmers. So that the juggernaut moves close to you, cast Archane Echo and then Chaos Storm on the mesmer in the middle. Then proceed to target the juggernaut and use Waestrel's Worry and Demise on him, and follow up with Augury of Death for Deep Wound. Congratulations, in most cases this means the green gate is open about 1 minute in to the game.

If Shadowform is on cooldown however, use Wastrel's Worry and Demise to kill the juggernaut and wait for cooldown to be over. The Juggernaut uses very few skills so Wastrels will be dealing a lot of damage! If Chaos Storm is on cooldown while Shadowform is not, cast a single Chaos Storm on the mesmer in the middle. And proceed to kill with Wastrel's Worry and Demise, do however not try to echo the Chaos Storm unless there are others attacking the gate or shadowform is up. As you are guaranteed to be interrupted and knocked down for 3 secounds. As long as you only use Wastrel's on the mesmers, they will not use any skills on you apart from Mind Whack, which will be completely harmless. And they should go down fast

But, there is allso a third outcome. And that is getting lucky at the green gate! If you got there fast enough the enemy's will be carrying in the amber. And to do so they need to open the gate, run up thru the gate and cast Shadowform. Proceed to use Archane Echo, Chaos Storm, Wastrel's Worry, Wastrel's Demise, and Augury of Death on the Architect. Reapplying Wastrels Worry and Demise as needed! If there are no healers around, CONGRATULATIONS! You just killed the Architect in under 1 minute and finished the game!

Proceed to write HAHAHAHAHAHAHAHAHAHAHA, HAHAHAHHAHAHAHAHA, HAHAHAHAhAHAHAHAHA, in the allchat while your teammates go "WTF?".

-Yuri Jahad
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Old Feb 28, 2011, 03:35 PM // 15:35   #2
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Seems like this situation counts on the entire Kurzick team to not even be there...
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Old Feb 28, 2011, 03:40 PM // 15:40   #3
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Fallen, true but as he states the green gate is required to be left open. but lets be honest any kurzicks stupid enough to do that deserve to lose in 1 minute
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Old Feb 28, 2011, 03:41 PM // 15:41   #4
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I have run a similar build there without SF and it completely depends on the fact that there are no heals on the gate. If you get lucky and they have no one there.....
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Old Feb 28, 2011, 04:05 PM // 16:05   #5
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Originally Posted by Armed Silon View Post
Fallen, true but as he states the green gate is required to be left open. but lets be honest any kurzicks stupid enough to do that deserve to lose in 1 minute
Never stated that, I stated that it's a possible to sneak past the gate at times and end the game before green gate is even done. And if mobs at green gate is up, then your toolset allows you to kill them too. Most of the time even when healers are present

Quote:
Seems like this situation counts on the entire Kurzick team to not even be there...
This build revolves around not really caring about the kurzick at all yes. And at times you need to simply cast echo and suicide on gate, thats okey. Because thats what youre supposed to do, an example today (one of many) is that between the two purple gates you had two assassins and ranger still allive (NPC ones) and then a grenth dervish, hammer warr and elementalist fighting. I use Dark Escape, run past them, in to range on the two necromancers and elementalist on secound purple gate. Echo Chaos Storm on gate, 1 Waestrel's Demise, they finally catch up to me and kill me. Gate is down, im running in to get green.

Or at green gate, two NPC warriors spawned. Use Dark Escape and run past them, in the stairs there are a couple of players. Cant recall what classes but 1 was attacking another player and 1 was attacking me. I go down to 100 HP, cast shadowform, run in behind the mesmers and elementalist and juggernaut. 2x Chaos Storm, Wastrel's, green gate down.

Or, full Kurzick team standing in the middle and Juggernaut + 3 mobs standing behind. I can either cast Dark Escape and kill Juggernaut with Wastrels, or I can use Wastrel's or Shadowform + Chaos storm and kill mesmers+ele.

Someone runs in to be ready to repair green gate. I sneak past with them, cast shadowform when inside the door. 100 HP left, kill Architect solo.

Quote:
I have run a similar build there without SF and it completely depends on the fact that there are no heals on the gate. If you get lucky and they have no one there.....
Heals hurt all builds, but because of shadowform Wastrel's is far more likely to do full damage because the mesmers cant hit you and stop it, a full combination of 2x Chaos Storms and both Wastrel's on the third gate can usually kill a mob even if it's healed fully out by a single healer, and you allso have the added effect of deep wound. There are very similar builds out there but this one capitalizes on the guaranteed full damage Wastrel's Worry does VS NPC mesmers and necromancers.

Actually, the worst thing you can come up against is a ritualist though. Vengeful weapon is very painful

Anyhow, it is extremely rare that more then one mob survives at a gate. Practically nonexistant. And if one mob survives you just gotta rely on your teammates to help you get it
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Old Feb 28, 2011, 04:28 PM // 16:28   #6
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Most of the time there will be monk healing the NPCs on both gates and if you push hard and get to green gate they will be there to heal architect.
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Old Feb 28, 2011, 04:35 PM // 16:35   #7
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Originally Posted by Swingline View Post
Most of the time there will be monk healing the NPCs on both gates and if you push hard and get to green gate they will be there to heal architect.
That's somewhat correct, because often even if you kill the green gate. The mobs in the middle will be alive, and the Turtles will have arrived at the inner gates. In that case, monks will stay in middle and at the sides healing there while you get a free shot at architect.

And while this build has the ability to totally disregard the existance of your own teammates and solo the architect. That doesnt mean it cant support your own team in killing stuff, youre not at all good at killing players.

I cant even count the amount of times we've had both Turtles at the inner doors while i've ran down and killed the Green Gate or Architect. Often with 3-4 players trying to stop me but unable to do jack shit

I'd say thats a pretty darn good contribution to the sucess of your team, no?

I agree, monks healing NPC's is an incredibly powerfull tactic in Aspenwood. But it isent a bigger problem for this build then any other Aspenwood build, actually it's less of a problem. Most of your attacks disregard prot spirit as they individually deal less damage (exception of worry), and youre very often so far in to the backlines that monks dont expect the gates to go down. And often, if monks see 3-4 other players attacking you they go to heal something else instead. They dont expect you do be unkillable for 15 secounds and mop up

Your first thought when the inner gates go down is to fight at the gates with the NPC's there, you rarely start protecting the next gate uintill the current one is down no?

In Aspenwood with this build I win way more then I loose. And it allmost never happens that the team wins without me having taken the Architect down to like 20% HP or even killed him completely, because im allways the first one there and I deal the most damage.

Last edited by Gabs88; Feb 28, 2011 at 04:41 PM // 16:41..
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Old Feb 28, 2011, 05:15 PM // 17:15   #8
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The fact of the matter is it relies to heavily on the kurzicks ignoring you. There will always most likely be someone at the green gate and they wont just sit there and let you do what you want. All you will become is target numero uno the rest of the match and they will camp the gate.
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Old Feb 28, 2011, 05:26 PM // 17:26   #9
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Originally Posted by Swingline View Post
The fact of the matter is it relies to heavily on the kurzicks ignoring you. There will always most likely be someone at the green gate and they wont just sit there and let you do what you want. All you will become is target numero uno the rest of the match and they will camp the gate.
If they do, then thats a good thing! Is it not? It means theyre not on the rest of the map guarding the other gates or killint turtles?

And do the math with me, 2x Chaos Storm 25 damage per tick lasts 10 secounds, 50 DPS. Wastrel's Worry, 33 DPS, Wastrel's Demise, 30 DPS. Thats the optimal, 100-123 DPS + Deep wound easely maintainable over 10 secounds and armor ignoring.

And Dark Escape or Shadowform easely keeps me alive for that long.

I suggest you actually try the build, cause youre making up problems that arent there. Yeah, sometimes people become overaware of my existance. For instance if you kill Gunther in >1 minute and take him down to 5% in >1 minute the next round. Monks are gonna be on the defencive pretty bad yes, and that happens. But tell, how many builds out there are actually so strong that the monks dont even dare to leave the inner gate alone while most of the other gates are up?

And when that happens, you still have the rest of the team.
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Old Feb 28, 2011, 06:00 PM // 18:00   #10
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Originally Posted by Gabs88 View Post
If they do, then thats a good thing! Is it not? It means theyre not on the rest of the map guarding the other gates or killint turtles?

And do the math with me, 2x Chaos Storm 25 damage per tick lasts 10 secounds, 50 DPS. Wastrel's Worry, 33 DPS, Wastrel's Demise, 30 DPS. Thats the optimal, 100-123 DPS + Deep wound easely maintainable over 10 secounds and armor ignoring.

And Dark Escape or Shadowform easely keeps me alive for that long.

I suggest you actually try the build, cause youre making up problems that arent there. Yeah, sometimes people become overaware of my existance. For instance if you kill Gunther in >1 minute and take him down to 5% in >1 minute the next round. Monks are gonna be on the defencive pretty bad yes, and that happens. But tell, how many builds out there are actually so strong that the monks dont even dare to leave the inner gate alone while most of the other gates are up?

And when that happens, you still have the rest of the team.
I got 3 words for you bro... Shield of Absorption. I just ran your build and could not get passed the first gate bc a monk is sitting behind it doing what a prot monk does best. Once the turtle broke the gate he fell back and did it again. 9 time out of 10 payers will watch the gate or if they have 2 monks just camp the hell out of it healing/proting the NPC. One other thing that made me lol was the fact you think shadowform is some all powerful spell. Want to guess what happened when I walked up to the green gate all alone? Signet of Disruption goes strait through shadowform and it just ends the spike with its tail bewtween its legs.
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Old Feb 28, 2011, 06:03 PM // 18:03   #11
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And I know how much faction you get for a 1 minute win. Do you? Have you ever done one?

And I know this much, I've never once been interrupted by the mesmers while in shadowform. Not once, so youre obviously doing something wrong
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Old Feb 28, 2011, 06:16 PM // 18:16   #12
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I do think shadow form needs more serious attention on mesmers in JQ and FA. The invulnerability buys you time to kill NPCs when you can't count on monk support, and after it ends you will respawn from death but the NPCs won't. The elites you are giving up for shadowform frankly aren't that great as far as NPC nuking either.
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Old Feb 28, 2011, 07:42 PM // 19:42   #13
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Originally Posted by Gabs88 View Post
And I know how much faction you get for a 1 minute win. Do you? Have you ever done one?

And I know this much, I've never once been interrupted by the mesmers while in shadowform. Not once, so youre obviously doing something wrong
AoE, untargeted skills, and signets go through Shadowform. It's not a bad build but it is a gimmick.

It's more a matter of personal preference, but I prefer a more traditional GoR mesmer with a slice of Gale on the side for non-Illusion in Aspenwood. It can get the job done by just a little team coordination to take gates down against better monks. What do you do against a monk that SoA's?
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Old Feb 28, 2011, 08:01 PM // 20:01   #14
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AoE, untargeted skills, and signets go through Shadowform. It's not a bad build but it is a gimmick.

It's more a matter of personal preference, but I prefer a more traditional GoR mesmer with a slice of Gale on the side for non-Illusion in Aspenwood. It can get the job done by just a little team coordination to take gates down against better monks. What do you do against a monk that SoA's?
Shielding hands is a bigger problem really. SoA you just burn thru, most of the time the deep wound gets the last mob down. Shielding hands however quite correctly reduces the damage by too much to be handled. I tried bringing enchantment removal but it didnt help noticeably and energy management was off (thers 1 utility slot). But even if a monk decides to protect one mob, youre still gonna be able to kill the two other mobs with a near 100% gurantee. Cant recall ever having more then one mob standing left

You can then either trust your team to kill the last mob and help out there (Wastel's Worry + Demise + Deep wound while someone else is attacking mob does wonders most of the time) or go to other gate.

What I do need to ask is how that is a problem with this build compared to any other Aspenwood build?

It allmost sounds like you guys expect one build to solve all the worlds problems when it's one out of 8 characters in there. It wont, but you wont be finding any other builds winning the game more often either. So whats the big deal?

It's not an overstatement when I say that 9 out of 10 wins I've had the last couple of days playing this. Has been due to me doing 70%++ of the damage done to Gunther or soloing him. It's FANTASTIC vs Aspenwood creeps. There isent a single mob in there it cant solo if unprotected, and it can usually do a shitload of damage vs protected mobs too.
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Old Feb 28, 2011, 09:11 PM // 21:11   #15
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Originally Posted by Gabs88 View Post

What I do need to ask is how that is a problem with this build compared to any other Aspenwood build?
i dont know how long you been reading posts here, but you need to realize that there is a significant amount of people that think only their builds are worth a damn

after reading your build and walk thru, it does sound feasible, but i am not one to test it cuz i do not PvP (nor do i play sins). and it seems that everyone is skipping over the part that yes this build is based upon YOUR playing it and the circumstances that YOU happen to have at the time.

i did do FA a few times with my ranger and found that IF the proper situations occur, the architect can be found unguarded by players, tho it was a lil rare.

and yes from what i see after a few runs of you doing this it could cause more prot monks to be at or near the green gate

untested by me, but i do understand the theory behind it, and grats
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Old Feb 28, 2011, 09:31 PM // 21:31   #16
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Me as a kurzick mesmer because I got tired of SF nukers in FA. Throw on a low energy set use signet of disenchantment you=screwed.
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Old Feb 28, 2011, 09:59 PM // 21:59   #17
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I would love to see a video of this in action. You should look into that.
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Old Feb 28, 2011, 10:15 PM // 22:15   #18
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Me as a kurzick mesmer because I got tired of SF nukers in FA. Throw on a low energy set use signet of disenchantment you=screwed.
Yes, but in 50+++ games that has not happened even once, SF has NEVER been removed. Neither has it happened that someone has removed SF using touch skills, in other words. Those skills dont see play

There's allways one skill or two that can royally screw over a build ^^ Would really suck to meet you

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I would love to see a video of this in action. You should look into that.
I havent actually ever made a video. But I thought about it, might put up one.

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Originally Posted by Rites View Post
after reading your build and walk thru, it does sound feasible, but i am not one to test it cuz i do not PvP (nor do i play sins). and it seems that everyone is skipping over the part that yes this build is based upon YOUR playing it and the circumstances that YOU happen to have at the time.
You allways have to adapt your playstyle according to the situation. The writeup on usage is however adapted to the usual way a Aspenwood game starts. Sometimes you have someone nuking the left side mine alone. Ignore him and go for guards, sometimes you dont have someone else taking down gates fast. DIY, sometimes you do, save skills.

Things like that are allways the same, that allways the same ignores Kurzicks allways running Amber at the start. There's allways 2-3-4 people opening that gate. And mind you, "people" cant stop you at all. 4 guys hitting you when shadowform is up does at worst tickle. The only thing that stops you if you get all the way in the door at once is a healer, in short, the only thing that stops this build realiably. Is a healer. But even then, you do good damage do you not?

Some things however stays the same with this build at any given time, you should only be using heavy nukes on door mobs (chaos storm). You are incredibly good vs juggernaut. And you should be ignoring opposing players for the most part. Though again, sometimes inflicting a deep wound on someone or pressuring monks to cast more frequently is a very good thing.
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Old Mar 02, 2011, 02:19 AM // 02:19   #19
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I've been running this for a while. I noticed gate guards couldn't cast, thus setting off WW 100% of the time. It's really the best build.

I don't run arcane echo or escape. i replace those with death's charge, shatter enchant and empathy for the empty slot. The gates are VERY simple. even with a monk there....9/10 the gate will fall. The tric kis to spam wastrel's on all 3 NPC at the gate, not just one NPC.

Assuming luxons have a monk or two, you can still spike the gatekeepers if you can time it right before a monk can heal it. The only downfall to this build is gunthar. Since wastrel's does the damage, and he yells a lot...he removes them before real damage sets in. That's why i bring empathy Shame is another good replacement.

The build is good enough to kill everything easily except for gunthar.

I've tested this enough times to know that ...it works. it works almost too well.
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Old Mar 02, 2011, 02:47 AM // 02:47   #20
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Originally Posted by Gabs88 View Post
There's allways one skill or two that can royally screw over a build ^^ Would really suck to meet you
Haha true but luckily I don't step foot in FA anymore haven't been in since august(ish) so no need to worry about meeting me.
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