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Old Jul 01, 2007, 04:37 PM // 16:37   #1
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Default New Guild, looking for a Simple team build...

My guild is planning to start playing guild vs guild battles.

I'm looking for a simple and straightforward team build that is easy to organise, seeing as I've never lead a gvg team and most of our players have never played gvg before. What I hope will happen is that eventually we can move onto a more experienced build once everyone has the basics covered

Any help would be greatly appreciated
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Old Jul 01, 2007, 04:46 PM // 16:46   #2
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hexway

12345
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Old Jul 01, 2007, 05:45 PM // 17:45   #3
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Look on observer mode for top guilds and pick one that you feel is easiest to run.
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Old Jul 02, 2007, 02:21 PM // 14:21   #4
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on the assumption you have alreadt HA'd before:

use team builder.

try making up your own builds to start and find out what doesnt work. the standard set up is:
2 melee, 3 midline, 2 monks + a flagger
melee have to deal good pressure. have at least one warrior. other can be a war, derv or possibley a sin for splitting.
midline have to deal damage and stop it as well. mesmers can help shutdown the casters who are most in your way, mostly monks but can also be blindbots etc. necros use curses to shutdown their casters and then cause good degen. eles can do a lot; snare, blind + use wards defensivley and still have the capability to deal good damage through air or fire. rangers using BA or BHA are a common choice as it allows for a simple but effective split. paras are my favourite here as they buff the entire stand team, and still give great DPS(i am biased towards them as they are my favourite class). monks have mostly been RC and LoD/infuse for last few months, but just make sure they both have RoF+Holy Veil. The runner needs to have good healing capabilities,be fast, plus the utility to defend the base well enough by himself.

thats way too short to be of much use. there are some much better guides out there giving hints. since you are new i think it would be better to make your own builds that fail, so you can learn what not to do. copy paste hexway will not teach you how to gvg, playing and loosing will teach you much more. dont worry if your rating falls down to like 980 or less to start with, it will be better for you in the long term if you have a solid team playing together and loosing imo.

look around these forums there are some good guides(better than what i just wrote) but they arent 100% up to date so take em with a pinch of salt
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Old Jul 02, 2007, 03:45 PM // 15:45   #5
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Conjure war, Conjure war, BA ranger, MoR mesmer, Water/Bsurge ele, LoD, RC, SoR water runner.

If you just want to win, Melandru Derv, Conjure cripslash, BA ranger/Panic mesmer, Migraine, Reapers, LoD, RC, SoR water runner

I prefer the version with the ranger cause it's a lot more splittable.
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Old Jul 02, 2007, 07:04 PM // 19:04   #6
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Thanks for the help.

After watching some high end gvgs and reading the advice, I think I'll run

2 criplash conjure or 1 criplash 1 Shadow Prison
Migrane Mesmer
BA ranger
Blinding Surger
RC/SoD monk
LOD/Infuser
SoR Flag Runner

It looks like that build can deal a reasonable amount of pressure that isn't too difficult to organise.
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Old Jul 02, 2007, 07:15 PM // 19:15   #7
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Bad choice. With the migraine, you either run it with one or two more hexers, or don't run a midline hexer. If you want to keep that basic setup, a MoR mesmer would be better, if you want hexes, drop the Blinding Surge for a Necro hexer.
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Old Jul 02, 2007, 07:58 PM // 19:58   #8
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People still run Shadow Prison warriors? Didn't that die already?
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Old Jul 02, 2007, 08:19 PM // 20:19   #9
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also its a bad choice to run 2 crip slashs imo. mostly as i want i still like shock axes.
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Old Jul 02, 2007, 09:05 PM // 21:05   #10
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2 cripslash conjure is useless, better 1 cripslash, 1 eviscerate, both with conjure and shock.

One migraine hexer sucks, most teams carry more than enough hexremoval to render him absolutely useless. a MoR or hexeater vortex mesmer would be better. some nice pleaks, timed diversions/shame can realy hurt a backline.
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Old Jul 02, 2007, 11:12 PM // 23:12   #11
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Eviscerate
Executioner's Strike
Bull's Strike
Shock
Distracting Blow
Frenzy
Rush
Resurrection Signet

Best warrior bar ever.
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Old Jul 03, 2007, 11:34 AM // 11:34   #12
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agreed ^_^

perhaps for the sake of survivability and being able to split you might need to drop d blow for a healsig, but that depends on your whole team.
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Old Jul 03, 2007, 02:21 PM // 14:21   #13
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Going with a build focusing more towards having tuffer (harder to kill) targets is a good way to get started. Paragons, rangers and Warriors for maybe (4) spots then slip in a Messemer or BSurger.

Skeleton

(2) Warriors
(1) Ranger
(1) Paragon
(1) Mess
(2) Monks
(1) flagger of choice

Mess will be one of the prime targets as always and your only midliner that is soft so you and your monks have less softies to deal with

If you go like this

(2) W
(1) Me
(1) E
(1) E

then you have alot of softies to watch...now its arguable that using the softies early will push you to learn to deal with the added pressure faster, but in some cases with new guilds depending on the people starting with alot of softies can result in being consumed by the pressure and turn into a lack of confidence. If you have hard targets then you can withstand battles longer, push harder and live easier while doing it and gain some confidence. Then slowly work in more softies.....in general those softies give you power to do things so you want to work them in eventually.

Just keep in mind if you build "hard" that means you also build with alot of "attackers" and blinds are going to be big against you so bring an off monk Draw. Many Necro hexes will mess with you hard also, so bulk remover should be considered. Expel Hexes on a Para is popular, or slip in a Convert or Purge or both.

Another avenue you can try is this

(2) W
(1) Me
(1) R
(1) Rit (weapon build to buff warriors and also help the backline with a draw, hard rez, Weapon of Warding as well as Warmonger and Splinter. This is also a good place to maybe drop in a Convert Hex for hex builds) The Weapon Rit is a softy, but he has weapon of Warding which helps him to help the monks keep him up so it sort of cancels him out as a "softy" if played adequately.

Build your guys to be self reliant up front so they can try and split. Warriors with Heal Sigs, maybe Mend touch, or at least have the Ranger with it and make sure they know to help the Warriors when needed.

Doesnt matter how good you are at splitting just freaking do it and take the bumps and brusies that come with it. Any time you cant take them on head to head split the Ranger solo and see what he can do....then make moves from there like maybe send a Warrior, and then go to the Flagger as the 3rd. Dont just break down immediately and send all 3. It is best if the people learn how to do solo and work from there, sometimes you need to do solo and any good solo player can do well at team splitting. Also dont always go Ranger first to split, you may need him to get on some Elly like a Water Elly, besides its good to get your Warriors some solo split time also. Change it up and dont be afraid to loose now to gain exp for later.

Good basic (2) W setup that provides variable splitting is a YAA and Cripple build. The Shock axe is fine also, but those YAA and Cripslash skills are very nice solo. If your going to send them solo they need removals.....Sig of Malice is fine or Mend Touch and there are others.

You need a target caller and a strat caller (this can be one guy but he needs help). Follow them into the fiery pits of hell do or die and then discuss how it goes and learn from it, but dont argue or disagree just follow. There will be times where there is time to discuss during battle, but in a great deal of the game if you get into mid-game discussions people will simply die or not die (the opp) while you wade thru the bullcrap.

Plan to have a tuff time, expect it and learn from it and stay positive but NEVER discredit yourself or anyone else. Just because you might be rank 900 and the opposition is rank 100 doesnt mean anything. On any given day anyone can beat anyone as long as they play well and simply beleive its possible. Shut down any negative talk right away.....one guy sighing due to a map or team can kill your team, dont allow it and work at stopping it.
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Old Jul 03, 2007, 05:52 PM // 17:52   #14
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If your guys are mostly new to gvg, you should stay away from relatively complex stuff like dedicated splits and mesmer pressure. My suggestion:

1. Shock Axe...as Farin posted
2. Earth Shaker Hammer (go observe Pally)
3. Blinding Surge ele w/melee ward
4. Shatterstone ele w/ Aegis (also blurred vision and frozen burst)
5. Crippling shot ranger
6. SoR ice flagger

This is an old [Meh] build.

Warriors apply general pressure while building adrenaline, eles keep the enemy offense busy with blinds and snares. One of the warriors calls spikes, and the eles spike with lightning orb and shatterstone. The spike is huge damage, so without pre-prot and/or a good infuse, targets will drop. Ideally, there is a spike at least every 10 seconds. If done right, the enemy monks won't be able to keep up with the spike pressure.
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Old Jul 03, 2007, 08:27 PM // 20:27   #15
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People here are putting "complicated" balanced builds. Which is exactly the opposing of what you asked for.

If you want to run something straightforward and effective, I can only advize you Rus Corp's [RUS] build. It is very straightforward, very effective, and teaches you the basics of retreating. It consists of:

1) W/E - Hammer, earthshaker, hammerbash, shock.
2) W/mo (sometimes also take E) hammer - Devastating, Heavy, healsig, holy veil.
3) D/X - Avatar of melandru dervish with wearying strike.
4) Ranger/monk - broadhead arrow ranger. (can drop res sig for purge sig)
5) E/mo - mindblast elementalist with aegis and glyphsac reschant
6) E/mo - mindblast elementalist with aegis and flame djinns haste for flag running.
7) Mo/A - Rc prot with return
8) Mo/A - lodinfuser with return


Just put a hammerwarrior on each opponent monk, while the dervish hits stuff and calls spike. The damage is insane and more than once you will ROLL people.

If the opponent splits you can send a warrior, elementalist, ranger and/or monk back.
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Old Jul 04, 2007, 07:36 AM // 07:36   #16
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Do something simple.
1) W/E - Evis
2) W/E - Conjure Crip/Melandru Derv
3) R/Mo - BA Ranger
4) Me/Mo or P/Me - MoR Diversion/Expel Para
5) E/mo - BS with draw and convert
6) E/mo - SoR/Water Snare Flag-runner
7) Mo/E or Mo/A - RC/SoD Monk
8) Mo/E or Mo/A - LoD/Infuse

Have the monks run what they are comfortable with. If they can return well, go Mo/A. If they are rather "new" go Mo/E for GoLE and Aegis-chain (if you can manage) Standard front-line is two Wars (not the same) and or 1 War and 1 Derv. if you are new to GvG I don't suggest you run a sin split at all. If you don't feel comfortable with your front-line have them go W/Mo for split-ability (Mending Touch ofc). Have the BA ranger bring the standard bar, unless you put someone who can handle focus swapping for purge sig. BS with the normal Utils, make sure you assign him to draw a certain position otherwise your team is going to panic (usually front-line and the RC). The MoR mes is easier to start with (For a mes , especially if your team is not running a hex oriented build. Do the Expel if you don't think anyone can handle a mes. Very easy build to run. Finally, have some one who knows where they are going as flagger, otherwise you'll see a lot of random action . Very basic team-build. If you have a good caller, some decent monks, and a mid-line that isn't total "Teh sux" then you should do just fine.
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Old Jul 04, 2007, 01:36 PM // 13:36   #17
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Just run Imbooway. 8 Dervishes with Imbue Health. You can't lose.



Alternatively, just run the same defensive build that so many are using.

2 Wars (mixed weapons)
BA ranger
MoR Mes
Bsurge warder
SoR water runner
Mo/E SoD or RC
Mo/(Me, A, W) LoD
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Old Jul 05, 2007, 10:16 AM // 10:16   #18
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A warrior without healsig is like a fish without a bike
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