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Old Nov 12, 2007, 09:59 PM // 21:59   #1
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Default Alliance Battle - builds and build discussion

So we have a RA thread, why not a AB one? here you can post the build you find works great in AB. There is some rules of course. As said Nurse:

Quote:
RULES
1) Post AB builds here, and here only.
2) This thread is only for builds and builds discussion , no offtopic allowed!
3) Don't post griefing builds ( saccing, running, tanking )
4) Preferably include attributes ( plus runes ) and at least one weapon set in the build you're posting.
5) We will watch this thread carefully.
On 5) I guess they will lol. thanks to Mokone for allowing me to create the thread. And to whoever moved it to the right section.


I will start with some warrior builds I use, here we go.

W/E shock axe

[skill]Eviscerate[/skill][skill]Executioner's strike[/skill][skill]agonizing chop[/skill][skill]shock[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]conjure lightning[/skill][skill]bull's strike[/skill]
Template code: OQYTg0IK5RqAV2rMlzhWpb8TAA
Axe: 12+1+1
Strength: 8+1
Air: 10

Use a 15 while enchanted, lightning, 30hp axe. I usually switch to an air staff with a 20% enchant on it to cast conjure. I like having either a 20% less cripple or blind shield (tho blind is rarer in AB). You can have a +10 vs percing, since there is a hundred sins out there. (ZOMG I R NARUTO).

Play this build with a healer in your team. Otherwise, you'll be just useless.
It's pretty basic, but when played right it's devastating.
You could drop conjure, take a vamp axe, and take heal sig, but... No you don't want to, conjure is just too nice to be dropped.


W/D Rending Executioner

[skill]Eviscerate[/skill][skill]Executioner's strike[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]natural healing[/skill][skill]harrier's haste[/skill][skill]rending touch[/skill]
Template code: OQojEhSsqOSFoCT5noVqv+X0NA

Axe: 12+1+1
Strength: 8+1
Wind: 10

15^50, sundering/vamp, 30hp on set one, zealous on set 2. shield 20% cripple.

This is Thomas.knbk's variant, works great, you can split if needed (you shouldn't but...). Take out natural healing for agonizing chop if youtrust your monk.


W/A "YAA Ganker"

[skill]"you're all alone!"[/skill][skill]sever artery[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]signet of malice[/skill][skill]frenzy[/skill][skill]healing signet[/skill][skill]dash[/skill]
Template code: OQcTENKX3hw6XAMBGtyEMAwABA

Sword: 12+1+1
Strength: 6+1
Tactics: 11+1

Either vamp sword, or cripple, as you prefer. Cripple/blind shield.

Woot GvG gank build! works great in AB also. Swap final thrust for sun&moon if you want, same with heal sig, if you got a monk you can trust take bull's strike.
TheOneMephisto proposes to change signet of malice for mending touch, and dash for enraging. I'd not rely on enraging to cancel frenzy tho.

W/X Charging fury

[skill]charging strike[/skill][skill]dismember[/skill][skill]executioner's strike[/skill][skill]agonizing chop[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]Healing signet[/skill]
Template code: OQATERJX1pvGVgK7VmiWBAEAAA

Axe:12+1+1
Strength: 8+1
Tactics: 10+1

Zealous axe. Mendatory. 20%cripple/blind/+10 piercing shield as usual.

Last slot is either mending touch if you want to be more self sufficinet, or rending touch if you want to screw up the E/D tanking half you team (with your team bashing him with no sucess). If you go with mending touch, lower tactics by one and bump prot.
When you engage a shrine, do not use any skill at first, let charging strike's bonus apply on your first hit. I really wish that charging strike's bonus triggered even on skill usage.

As you can see I like axes . I know they are all pretty much the same, but the play style differs.

Post yours!

Last edited by Turbobusa; Nov 13, 2007 at 08:38 AM // 08:38..
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Old Nov 12, 2007, 10:03 PM // 22:03   #2
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Why do we need this when we have an AB section? Isn't that where AB builds usually go?

But to stay on topic, mend touch >>>>>> sig malice. I'd probably go mend touch/enraging on that last guy.
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Old Nov 12, 2007, 11:52 PM // 23:52   #3
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I added your suggestion.
I've been playing with a water ele recently, he was using something like that:

E/X "Me too please, find me a name"

[skill]shatterstone[/skill][skill]freezing gust[/skill][skill]glyph of restoration[/skill][skill]glyph of lesser energy[/skill][skill]Water attunement[/skill][skill]Maelstrom[/skill][skill]Armor of mist[/skill]
Glowing Ice
Template code: OgBCsMzUKDkoZFYFyA0w1g7A

Water: 12+1+1
Energy storage: 12+1

20% enchant, 5 while enchanted staff, whatever mod last, like 30hp would do. You can take a +1(20%) swap.
Template code: to be added

In fact he was using deep freeze instead of freezing gust. Since I'm not into mobbing, I find deep freeze's use to be limited. You could replace freezing gust by ice spikes to keep NPCs in maelstrom.

Last edited by Turbobusa; Nov 13, 2007 at 12:09 AM // 00:09..
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Old Nov 13, 2007, 07:32 AM // 07:32   #4
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Nice thread, me likes. AB is rather unique, and when I take time to build for it I always end up taking funny skills I wouldn't use in another place. My rule of thumb is: AB is about speed.

Quote:
Originally Posted by TheOneMephisto
Why do we need this when we have an AB section? Isn't that where AB builds usually go?

But to stay on topic, mend touch >>>>>> sig malice. I'd probably go mend touch/enraging on that last guy.
No, dash is godly in AB, when you have the 'battle rage' shrine bonus you have an almost permanent speed buff. Virtually noone will be able to catch up with you.

Quote:
Originally Posted by Turbobusa
W/D "I need a build name please find me one"
'Rending Executioner' comes in mind.


Anyways, here's my builds I often use:

Curses Necro
Soul Reaping: 9+1
Curses: 12+1+1
Shadow Arts: rest

[skill]Corrupt Enchantment[/skill][skill]Insidious Parasite[/skill][skill]Reckless Haste[/skill][skill]Price of Failure[/skill][skill]Parasitic Bond[/skill][skill]Feigned Neutrality[/skill][skill]Signet of Lost Souls[/skill][skill]Dash[/skill]

Works best with a fast recharge weapon set, though one should always bring a shield as well. Everything that's enchanted will hate you. And of course there is something in it agains melee in general and assa-lol-sins in particular. Soul reaping will take care of the rest, it's always crowded in ab

Hammer Warrior
Strength: 8+1
Tactics: 10+1
Hammer Mastery: 12+1+1

[skill]Earth Shaker[/skill][skill]Pulverizing Smash[/skill][skill]Bull's Strike[/skill][skill]Enraging Charge[/skill][skill]Frenzy[/skill][skill]Signet of Malice[/skill][skill]Healing Signet[/skill][skill]Dash[/skill]

Earth Shaker might seem a little clunky (why not run dev hammer, i hear you think), but it owns the caster shrines so the team doesn't get hurt too much. If you must, divastating hammer->crushing blow also works in the first two slots. Gear is a matter of taste, I carry a furious hammer, an elemental hammer, a vamp hammer and sundering hammer, all with extra HP.

Air Ele
Earth Prayers: 8
Energy Storage: 10+1
Air Magic: 12+1+1

[skill]Blinding Surge[/skill][skill]Shell Shock[/skill][skill]Enervating Charge[/skill][skill]Lightning Orb[/skill][skill]Glyph of Lesser Energy[/skill][skill]Mystic regeneration[/skill][skill]Storm Djinn's Haste[/skill][skill]Air Attunement[/skill]

I use a shield and a +5 energy +20% enchant spear as my standard weapon set. Eles have a good speed boost in their own attribute line, so you might want to swap mystic regen for [wiki]convert hexes[/wiki] or another off monk removal skill when you have a monk along..

Monk
Wilderness Survival: 9
Divine Favor: 9+1
Protection Prayers: 12+1+1

[skill]Reversal of Fortune[/skill][skill]Guardian[/skill][skill]Shield of absorption[/skill][skill]Shielding Hands[/skill][skill]Zealous Benediction[/skill][skill]Dismiss Condition[/skill][skill]Holy Veil[/skill][skill]Natural Stride[/skill]

Let's not get started about monk weapon gear, that's overdoing it a bit. A totem axe(+5 ene +20% enchant duration) and a shield will do as standard set. Natural stride is pretty nifty bar compression.


Now why do I feel so tempted to post my old W/Mo build? :P

Last edited by bungusmaximus; Nov 13, 2007 at 08:55 AM // 08:55..
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Old Nov 13, 2007, 08:27 AM // 08:27   #5
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I run this ele on Saltspray mostly:

[skill]Air Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Blinding Surge[/skill][skill]Lightning Orb[/skill][skill]Enervating Charge[/skill][skill]Gale[/skill][skill]Storm Djinn's Haste[/skill][skill]Hex Breaker[/skill]

Sub in Shell Shock or whatever for Enervating Charge if that's your preference.

BA Ranger:

[skill]Distracting Shot[/skill][skill]Savage Shot[/skill][skill]Apply Poison[/skill][skill]Burning Arrow[/skill][skill]Pin Down[/skill][skill]Mending Touch[/skill][skill]Troll Unguent[/skill][skill]Natural Stride[/skill]

I play a monk similar to the one bungusmaximus posted; Nat Stride on a monk is pretty fun

Can solo any shrine (just bring a longbow); very self-sufficient if you have an idiot pug.
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Old Nov 13, 2007, 08:53 AM // 08:53   #6
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Mo/A Talkative Hybrid

[skill]word of healing[/skill][skill]guardian[/skill][skill]dismiss condition[/skill][skill]reversal of fortune[/skill][skill]spirit bond[/skill][skill]dark escape[/skill][skill]mending touch[/skill]
Cure Hex
Template code: OwcU04XCxfNaEByme6PT0iNw8KA

Healing: 12+1+1
Prot: 9+1
Divine: 8+1
Shadow:5

I bring a 20/20 healing wand and a +10vs piercing shield, a 20/20 focus, and an emergency staff (that is, 15/-1).

"talkative", because you spam WoH, lol. I wanted to try to replace dismiss by draw, still need to be tested. I've had WoH diverted 1-2 times, by preprotting you can still keep the bars up. But that assume that you kept dismiss conditions...

Last edited by Turbobusa; Nov 13, 2007 at 09:17 AM // 09:17..
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Old Nov 13, 2007, 08:21 PM // 20:21   #7
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cripshot ranger
14 exp, 10 marks, 10 wild, 3 prot
crippling shot
sloth hunter's shot/screaming shot/hunter's shot
savage shot
distracting shot
mending touch
troll unguent
apply poison
natural stride

invincible ranger
same stats as above
sloth hunter's shot/screaming shot
holy veil
savage shot
distracting shot
mending touch
troll unguent/restful breeze
apply poison
escape

omgwtfhax two elites!
14 exp, 10 marks, 10 wild
crippling shot/burning arrow (you'll need one of each)
arcane mimicry
savage shot
distracting shot
antidote signet
troll unguent
apply poison
natural stride

AB rangerspike
3x cripshots with sloth hunter's shot, 1x burning arrow with holy veil instead of pin down. why 3 cripshots? well, it's because burning does not stack on a spike.

have fun pewpewpewing.
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Old Nov 14, 2007, 08:40 AM // 08:40   #8
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Onos. An AB sector for builds.

Here is my part for this post.
Physical Classes
Caster Classes

have fun in AB.
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Old Nov 14, 2007, 11:26 AM // 11:26   #9
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Quote:
Originally Posted by Lorinda
Onos. An AB sector for builds.

Here is my part for this post.
Physical Classes
Caster Classes

have fun in AB.
Wow, that's a lot of builds, someone top that ^^

I can't comment on all of them, there's just too much. 1 thing struck me though. Frenzied defense is baed on a monk to begin with, but with all the eles running around in AB it will get you buttered up and pan-fried. Don't use it, it's baed.
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Old Nov 14, 2007, 12:06 PM // 12:06   #10
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Quote:
Originally Posted by bungusmaximus
Wow, that's a lot of builds, someone top that ^^

I can't comment on all of them, there's just too much. 1 thing struck me though. Frenzied defense is baed on a monk to begin with, but with all the eles running around in AB it will get you buttered up and pan-fried. Don't use it, it's baed.
Its a lot of builds yes. thats 2 months work.

@ frenzy defense, my friend how monks offen likes it a lot.
Ofcourse ìts a gamble. If you meet a decent team your toast.
But its a good defense against wammo's and the normal SP sin without Exposed.
Ill agree on the point that an ele can just pan frie and bake you alive.
WTB prot spirit then
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Old Nov 14, 2007, 12:32 PM // 12:32   #11
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Lone Ganksman:

Skills:
[skill]"You're all Alone!"[/skill][skill]Dismember[/skill][skill]Executioner's Strike[/skill][skill]Swift Chop[/skill][skill]Signet of Malice[/skill][skill]Healing Signet[/skill][skill]Shadow Walk[/skill][skill]Dash[/skill]

Attributes:
Axe - 14
Tactics - 13
Strength - Remainder
(Will try to update these attributes as they are not correct because I have to access to GW atm)

Weapons:
It does not really matter, an axe and a tactics shield.

Usage:
Select a target, Shadow walk to that target, YAA!, attack attack attack, when you've built up enough adrenaline use you attack skills, if they block use swift chop to deal a deep would and some damage through their blocking, if you get into trouble use dash to cancel shadow walk and this will return you to a point of relative safety where you can use healing signet to heal yourself.


Critical Barrager:

Skills:
[skill]Barrage[/skill] skill->Volley<-skill [skill]Sharpen Daggers[/skill][skill]Critical Eye[/skill][skill]Way of Perfection[/skill] skill->Way of the Master<-skill [skill]Shadow Refuge[/skill][skill]Critical Defenses[/skill]

Attributes:
Marksmanship - 12
Critical Strikes - 13
Shadow Arts - 9
(Again I will change these but these are a rough guide)

Weapons:
Barbed Recurve Bow of Fortitude (or enchanting)
Barbed Flatbow of Fortitude (or enchanting)
Barbed Shortbow of Fortitude (or enchanting)

Usage:
Use Critical eye, Way of perfection and way of the master before you enter a fight, you could also use sharpen daggers to spread bleeding among foes. shadow refuge is your heal and use critical defenses if you get attacked, remeber to keep attacking while its up so it stays up longer. You could replace Critica defenses with dash if you want. Basically spam Barrage and Volley at foes, this build can easily solo any shrine except the monk shrines . Use recurve bow normaly, shortbow in close range situatons and your flabow when shooting stationary foes from range.

Enjoy, as I said I will try and fix attributes some time.

~A Leprechaun~

Last edited by A Leprechaun; Nov 14, 2007 at 02:08 PM // 14:08..
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Old Nov 14, 2007, 02:37 PM // 14:37   #12
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Why use both barrage and volley? I mean barrage recharges fast enough to keep firing.

@frenzied defense... I'd use guardian, and preprot. This way you skill slot is both for you and your team mates
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Old Nov 14, 2007, 02:41 PM // 14:41   #13
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Why use critical barragers at all in AB? it's like capitalizing what rangers are worst at (AoE damage), and forgetting what rangers are best at (Interrupting). And since it's A/*, why no speed buff? If the objective is capping shrines you better be quick about it.

Lone ganksman needs more Bull's Strike, AB is a movement game, making people not move is win. Especially crippled players have the tendency to try and limp away nonetheless, Bull's Strike will ruthlessly punish that. It you replace swift chop you still have 3 conditions left to fuel signet of malice. Hint: Signet doesn't only work on conditions you inflicted yourself.

Last edited by bungusmaximus; Nov 14, 2007 at 03:07 PM // 15:07..
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Old Nov 14, 2007, 03:00 PM // 15:00   #14
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Yeah anyway unless you'ree mobbing, barrage won't be the most effective elite you can get. It works tho.
Cripshot slows your foe by 50%, in big areas like AB ones its huge, and taking down 3-4 ennemies can easily turn the match to your advantage.
I see no reason to not run that.
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Old Nov 14, 2007, 03:26 PM // 15:26   #15
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Barrage works great especially against shrines + AoE bleed = win, I have not tryed without volley, not sure if you could use barrage continuously but will test it. I have played other ranger builds a lot in AB (BA mostly) but this one is far better at capping shrines and destroying mobs which so often form in AB, also MM + Barrager = no minions. I did have a speed buff but found critical defenses much more handy. In the lone ganksman build, if I used bulls strike instead of swift chop then I would be helpless against blockers, which are so prevalent in AB.

~A Leprechaun~
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Old Nov 14, 2007, 03:38 PM // 15:38   #16
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There is a lot more running away/around in AB then blockers.
Most of the blockers are sins with some what odd builds and touchers. Your better of leaving those.
Also bull's is better with YAA when people try to kite. Since they are crippled it will take a lot longer to get to the desired point.

@ Frenzy Defense.
Gaurdian is a good option too. But its just a build a friend likes to run in AB.
Its a very big collection of a lot of builds we tried out or made up.
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Old Nov 14, 2007, 10:09 PM // 22:09   #17
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Blockers get owned by target switching. Bash one of his teammates instead until the block wears of and switch back to person A to kill him. Tactics save skill slots. Can't KD someone with tactics though.
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Old Nov 15, 2007, 12:27 AM // 00:27   #18
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Quote:
Originally Posted by A Leprechaun
Barrage works great especially against shrines + AoE bleed = win, I have not tryed without volley, not sure if you could use barrage continuously but will test it.
You can. Its the cornerstone of Barrage's popularity for the past two and a half years. Volley is slowing down your Barrage spam.
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Old Nov 15, 2007, 03:20 PM // 15:20   #19
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E/A Agressive Starburster

Fire Magic: 12+1+3
Energy Storage: 9+1
Shadow Arts: 9

[skill]Flame Djinn's haste[/skill][skill]Star burst[/skill][skill]Phoenix[/skill][skill]Lava Font[/skill][skill]Fire Attunement[/skill][skill]Aura of Restoration[/skill][skill]Dark Escape[/skill][skill]Death's Charge[/skill]
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Old Nov 15, 2007, 05:41 PM // 17:41   #20
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Quote:
Originally Posted by bungusmaximus
Monk
Wilderness Survival: 9
Divine Favor: 9+1
Protection Prayers: 12+1+1

[skill]Reversal of Fortune[/skill][skill]Guardian[/skill][skill]Shield of absorption[/skill][skill]Shielding Hands[/skill][skill]Zealous Benediction[/skill][skill]Dismiss Condition[/skill][skill]Holy Veil[/skill][skill]Natural Stride[/skill]

Let's not get started about monk weapon gear, that's overdoing it a bit. A totem axe(+5 ene +20% enchant duration) and a shield will do as standard set. Natural stride is pretty nifty bar compression.


Now why do I feel so tempted to post my old W/Mo build? :P
Personally I would change Shielding Hands for Spirit Bond. That Ele shrine spikes hard on squishies :P
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