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Old Mar 26, 2007, 03:21 AM // 03:21   #1
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Default Tri warrior build

3 W/Mo Mo/E

The point of this build is to use purge and mending touch on all three warriors + natural warrior defenses to have both offense and decent defense while together and a good ability to split in almost anyway necessary.

W/Mo 1# (player) Steady stance

Strength 3+1(4)
hammer Mastery 12+1(13)
Tactics 12+1+1(15)

Drunken blow
Desperation blow
Distracting blow
Steady stance
Hammer Bash
Mending Touch
Healing signet
Purge

Gear: strength rune can be removed . must have a minimum of 13 tactics for fear me -4 energy breakpoint. Use stone skin gloves. Use lieutenants insignia on feet/boots

W/Mo 2# Koss YAA Sword/ main splitter

Strength 3+1(4)
Swordsmanship 12+1(13)
Tactics 12+1+1(14)

Barbarous strike
Gash
Final thrust
“Your all alone!”
Disciplined stance
Mending touch
Healing signet
Purge

Gear: make sure you have a 33% to cripple mod on Koss’s sword. Also the runes are not exact and mostly personal preference.



W/Mo 3# Goren Axe split/ pressure assist/cripple.

Strength 3+1(4)
Axe Mastery 12+1(13)
Tactics 12+1+1(14)

Eviscerate{E}
Axe Rake
Executionaers stike
Sprint
Disciplined stance
Mending touch
Healing signet
Purge Signet

Gear: I prefer 33% cripple mod on axe.

Mo/E

Divine favor 9+1 (10)
Protection prayers 12+1+2(15)
9 air magic

Shielding hands
Shield of absorption
guardian
Gift of Health
Shield of regeneration
Dismiss condition
Holy veil or other hex removal
Glyph of lesser energy


Gear: your usually Hp GvG type gear. If you wish to shorten the duration of SoR by a second then you can sacrifice the major rune. For weapon I use spear with 20% enchant and +5 energy inscription.

Strategy:

General:
1. Don’t fight stupid. Pretty simple but hard to do. don’t ever fight in a situation where you know you’ll get beat. Run and cap and play defensive until he makes a mistake or you gain some form of advantageous split.
2. Attempt to distract. If you can bottleneck his party on stairs or a doorway and not feel very pressured by his damage do so. If you can force a fight in the middle of nowhereland and you have a shrine advantage do it. The reason this works so well is the running AI of heroes, in other words there isn’t one. You can easily kill a monk when its trying to go to a flagged shrine. so usually he’ll try and fight and move slowly towards the shrine while you gain points.
3. Micro your heroes. Force them to cast stances, prots, stop early purges and use them to get hex stacks when you need. Force you monk to kite. Also you must have your controls set up to where you can have easy access to your heroes skill bars at all times and monitor whether they needs hex removal or not. Its also handy to know when you monk needs daze taken off. If your having trouble configuring your HUD then try this.
http://img208.imageshack.us/my.php?image=gw185nx7.jpg

What You can roll and what to be careful with

This build is pretty good in a number of ways. Firstly it has a big amount of resistance to physical and elemental dmg and a good amount of resilience to hexes with three purges. Its almost impossible to lose straight fights against Searing flames builds. But Against N/Rt holding builds you cannot engage in long fights at the stand. Also you have to be careful with heavy enchant removal( assault enchant assassins is the only case I’ve ever met and a grenths melonni hasn’t the slightest idea how to pressure.) disenchantment (spirit) can be killed fairly quickly.

Shrine capping

The build splits very easily; you can cover the three minor shrines and forget the center for most games. And on some maps it’s suggested that you go for protecting the three shrines and ignore the center while defended. Depending on what you see coming out of the gate you’ll learn to base your capping patterns on that.

Builds that need particular tactics to fight.

Vs. 3 defensive assn. usually 2N/Rt Rt
avoid a straight fight. The necromancers will bog you down with hexes and although you’ll be able to survive for a while it’s quickly becomes a losing fight when the assassin comes, It’s hard to hold up against the pressure. So heres what you have to do. cap two shrines that are next to each other on a map. And then either place a warrior on each shrine while you hold the third with the monk and merc at your side. Depending on the proximity the center shrine to the outlying shrines. Then shut down the assassin by tailing him as he tries to leave the safety of the center and ganking him as he rezzes. Depending on whether your opponent has fought this type of fight before he’ll quickly move all of his guys and go straight for a outlying shrine. DON’T fight him. Let him get the shrine and you and the monk dance around the edge of the shrine out of range of the spirits keeping his attention on you. He’ll realize that your capping the center with you other two guys and move again. When he does this don’t resist. Let him take the center again and recap the outlying shrine. if he splits it just lets you win. The two separate members of his teams are fairly weak when split. And the chances of scoring a kill increase quite a bit.

In the case that this is a dual monk team with no spirits your a lot safer. With a big drop in damage you can usually out pressure and KD the monks, use the YAA to keep the assassin busy when the assn caps, in the case that the assassin is able to take out the YAA try going yourself with the merc or on the cannon shrine simply play a running game and try to gank monks while they move.

Heavy melee pack hunters thumpers.
This barely warrants mention but be aware that you must watch your monk carefully. Force her to keep SoR on herself and cast absorption spells as necessary, make sure you are in range for mending touch if daze is put on you monk. You don’t have to worry too much about daze as your warriors will put a lot of priority on using mending touch on everyone but them selves.

Tri savanna heat.
This much AoE is too much for your monk to heal all of you at once. SO send 2 warriors away to gank and cap while you and the monk stay there. Force the monk to keep absorption and SoR on both of you and you will find that you can tank almost anything they put out. They will see easy kills but usually if you watch your monk well they will be unable to get one. The tri elementalist guy will attempt to get to your splitting warriors and roll them send them away and concede the shrine to the elementalist team. Once they split ( if they split) then you have them. The dmg gets reduced extremely and with your KD you can shut down at least one character in a split group.

so try it out and discuss.

EDIT: changed Goren to Axe warrior, and the player to hammer. The steady stance build puts out enough adrenaline to continually KD and shut down at least one character. Also Fear me is usually meant for Team builds. HB is not an arena that requires or even rewards streamlined team builds. The shield also helps Goren stay alive and makes of for lack of intelligence.

Last edited by unmatchedfury; Mar 27, 2007 at 02:08 AM // 02:08..
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Old Mar 26, 2007, 10:25 PM // 22:25   #2
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In the screenshot you posted of your interface, I noticed that Tahlkora has RoF and not Prot Spirit as listed in her skill list... so I was just wondering which one was more recent, and which one you find better fit for this build at the current state.
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Old Mar 27, 2007, 02:18 AM // 02:18   #3
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Quote:
Originally Posted by Soldat
In the screenshot you posted of your interface, I noticed that Tahlkora has RoF and not Prot Spirit as listed in her skill list... so I was just wondering which one was more recent, and which one you find better fit for this build at the current state.
made some skill changes to the monk. Changed the player steady stance to a hammer for the KD and its worsk ALOT better than Fear Me.

also made a few notes on how to deal with AoE heavy Teams.
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Old Mar 27, 2007, 02:42 AM // 02:42   #4
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Well, I did get around to trying out your original build earlier, and while it got wins fine enough... it just seemed a little slow to me. I'll have to try the new version with the player hammer and see if that makes it any faster. I usually run split-pressure builds myself, so am used to rolling in 4-5 minutes. Good job on the build though, and keep 'em coming.
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Old Mar 27, 2007, 07:17 AM // 07:17   #5
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People actually use this forum?

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Old Mar 27, 2007, 11:04 AM // 11:04   #6
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Bordom really. what else do i have to do in computer class =/

Quote:
Well, I did get around to trying out your original build earlier, and while it got wins fine enough... it just seemed a little slow to me. I'll have to try the new version with the player hammer and see if that makes it any faster. I usually run split-pressure builds myself, so am used to rolling in 4-5 minutes. Good job on the build though, and keep 'em coming.
it is slower than other builds such as pack hunters, AoE / Ele ( the fastest rollers of nubs imo.) But its resistant to the damage of those builds while containing lots of split versitility. The main reason i use this build is becaue it alows you to split anywhere anytime. Your two offensive heros have farily good pressure while also haveing block,condition removal,hex removal, and self heal.

and trust me the hammer steady stance is MUCH better than the fear me. locking the other two warriors on one monk and yourself on the other will break down almost any defense. due to one monk being constantly KDed. It also helps you defend you monk by KDing other melee that are chasing her. IT also helps out loads with toucher builds. they can't touch you much if they're on the ground. And you'll get a Huge amount of lucky interupts with KD as well.
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Old Oct 26, 2007, 05:27 PM // 17:27   #7
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Pretty interesting concept and i had been kicking around a similar idea of 3 warriors myslef. Problems i see is that i dont think a single one of your warriors could beat a hero with mystic regeneration, or heal as one. As the main point of the build is to divide up 2v1v1 it just seems like your warriors should be able to outcap most heroes.

As i said i have been thinking of a similar concept and the main problem i see is that a truly self dependent hero would need to rip enchantments (mystic regen is highly used) have a good self heal, and hopfully be able to lose conditions and or hexes.

Your idea of purge signet seems good, although a warrior monk has no enchant removal, and self healing is to weak to beat out mystic regen i would bet. Of course swapping warrior secondary to ranger would make it much more self reliant in my opinion, but still no enchant removal.

Hard to decide what the heroes should run.
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Old Jan 09, 2008, 10:05 PM // 22:05   #8
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instead of overloading with mending touch and purge signet you should highly consider rending touch that way you can deal with the stupid mystic regeneration tankers and other grief builds...
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