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Old Mar 09, 2007, 05:02 AM // 05:02   #1
Krytan Explorer
 
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Unmatched Necroway, work in progress

This is my not so original invention in which I abuse not one but 2 overpowered main attributes.

(You)
Gank Necromancer
N/Mo

14 soul reaping for reapers mark Breakpoint.
15 curses.
6 into healing prayers ( or more depending on what rune you used for curses. Looking
to improve this part but now clue how to get a decent self heal.)
Parasitic bond.
Insidious Parasite
Suffering
Faintheartedness
Reaper’s Mark{E}
Restful Breeze
Purge Conditions
Purge Signet

Use: Parasitic and suffering are covers hexes, Insidious and Fainthearted are melee shutdown with faint acting as extra degeneration on casters. Reaper’s is your spam-able degeneration elite. Use as often as possible. This build can shutdown and survive against every ganker I’ve come up against. This is chosen as the ganker simply because of the commonness of Assassin Gankers. It is designed to either counter these assassins or provide hex pressure ate center. Restful breeze provides a decent self heal while Your hexes are doing there work on an opponent and also while your running. Can be used on your ranger spirit spammer because of the length it takes for it to cast spirits.

Charging Strike Warrior
W/Mo
11 Strength
12 Swordsmanship
13 Tactics
Note : these attributes are my preference and are variable

Disrupting Blow
Barbarous Slice
Gash
Sun and Moon Slash( Or final on preference)
Charging Strike
Mending Touch
Healing Signet
Purge

Use: This Guy is mainly used to cap shrines when its better for you to stay center shrine with your mercenary. He can also provide Extra hex removal with purge and some pressure. He can Move at 33% 100% of the time and can get to almost any shrine on the map and stalemate until the rest of your party gets there or simply sit until You’ve won.
The only AI issues he has are using purge to quickly. And not using mending touch on himself for poison and bleeding Unless you are in range to force him to do so. He will remove blind from himself perfectly fine. Thinking of replacing with hammer war but not sure how he’d handle the skills.


Defensive Necromancer
N/Rt

Weapon Of Remedy {E}
Vengeful Weapon
Mend Body And Soul
Spirit Light
Transfer Spirit
Protective was Kaolai
Recovery
Life

Use: One of this things I really find effective in the this Build. With vengeful remedy weapon spam assn attacks are mostly stopped altogether, these two weapons also act well as pre-prot. Considering that 4-5 spirits will almost always be up, (See Below) Mend body and soul removes 4-5 conditions making it very powerful against conditions.
Transfer spirit is almost always usable and between soul reaping and the nearby spirits its infuse on crack, and usable on self. Protective was kaolai provide much needed AoE heals. Spirit light is heal other on yourself for 5 energy and recover cuts all condition duration on team members in the area in half. This makes the team extremely resilient to any kind of condition spam.

Ranger spirit Spammer
R/Rt

12 communing
16 Expertise

Pain
Shadowsong
Dissonance
Disenchant
Wanderlust
Shelter
Union
Displacement

Use: I should think Its fairly obvious. This is the battery for the necromancer team. Due to high expertise this ranger can spam more spirits than Razah Ever Could. Wanderlust and dissonance single-handedly stop Elementalist advances on shrines while also being a pain in the arse for assns. Disenchant is useful for all kinds of enchant strip and make it much harder to heal for dual monk teams. The defensive trio have little real use beside providing 7 Prot spirit triggers, Block, and union as a little healing hands for about 10-15 seconds. They can many times make the difference when against a physical damage team however.

General strategy:

Note: tie-breaker shrine is the cannon or mercenary shrine with which you break ties at the center of the map.

Send healer and spammer to capture center always. Send offensive to capture a low priority shrine and you go for the high priority “tie-breaker” shrine. Once the three are captured either let the Warrior go to center to hold or move all three to engage at “tie-breaker shrine,(This happens quite often as all four of the opposing team move in a bid to get the tie-breaker shrine right to of the starting gate.)

or move Warrior to help you at “tie-breaker shrine” The warrior can generally take care of himself and help you score a kill. Or scare away your ganker opponent.

From here it is a process of covering your bases and moving your forces where they are needed to hold as many shrines as possible.

If at any time you have succeeding in killing 3 members of the opposing team( in which case you’ll probably win anyway) move and set up right outside the door of the shrine. Or between their rez shrine and the most important shrine. This will almost ensure kills if he waypoints past you and with full spirits up you’ll most likely be able to stall him or score kills if he fights you directly.

Vs. Specific Strategies.

Standard Holding 2Mo/? 1Rt/?(spammer) 1A/?(ganker )

This build is quite common as of the Early March Patch. Expect to see it often.
You Hex ganker can counter 99.9% of assassin gankers. Use this to your advantage and force one on one confrontation with their assn ganker. Very often they will make the mistake of continuing to send their assassin against you instead of a monk that could simply stalemate you. Should they send a monk to stalemate controlling the NPC shrine to break this is IMPERITIVE! You must make sure that your ganker is not bogged down into uselessness trying to kill a monk at any given shrine. Do whatever you have to, even if it means losing the center for a moment to gain control of the NPC or cannon shrine.
( IN the case of the Cannon shrine keep your offensive a little ways off from the center, out of range but able to move in and cap if necessary. )
IF they try to out fight you in the center Your defensive characters can hold long enough for you to capture the “tie-breaker” shrine and then you can return and score kills and overload the other team with hexes. ( even 2 purges is not enough to stop the amount of hexes you can put out with the amount of spirit deaths occurring.)


Dual Elementalist
Mo/? 2xE/? A/?

It is imperative that you split at first in the case of this match up. Also you must monitor your ranger carefully, waypointing forcing a spirit cast and then waypointing again. If you do not then your ranger will stack the spirits for easy kills. (This also applies to any team with the letter “D” on their health-bars.) After spirit and capturing as many shrines as possible. ( the weakness of dual Ele teams is that they cannot split, force them to split and they will lose) since you’ve accomplished this ( forcing them to split in a bad way, holding and pressuring them down is quite easy.

Hex Teams
These com in a variety, often N/Mo are used with the payer playing a mesmer.

Use your own purge often. And send out your offensive to capture or move you team as a whole in this match up. Often this build lacks a solid ganker and can be easy to out split and with your spirits and aoe you can out pressure them as well. Focus on keeping the Healer free of hex stacks and for use of protective was kaolai for party heals often. Use life just as much should you party be in the same area. Generally purge by itself will take the sting out of pure hex builds. And having an assassin along only gives your ganker a target to shut down and an extra squishy. Dual Purge helps a good bit with hexing teams. Also using your warriors purge for him will maximize its efficiency and its suggested that you monitor all of you team for hex stacks as trade of purge uses.

Tri Ranger /W or /P teams
These are tough to fight against if they have good hex removal. Lucky for you as soon as your spirit machine starts going you can generally make hexes almost as big a problem as if they didn’t. Because these teams have a hard time splitting its suggested that you use it t you advantage. At first you’ll probably have the losing side of this. You spirit spammer and healer at the center are going to get hammered and probably die. So you have got to force a split. If they do not split then camp your 2 defensive heroes in your base until you can capture the mercenary shrine. Once they move of to prevent your capture then go to take over the shrine. Once they split which ever team comes for you necromancer will not be able to stand against the anti melee degen hexes. Don’t be too disappointed if you get rolled out of the gate. That’s what all melee and dervish teams can do. Once you get going you can usually come back.

Build still in progress. Would like suggestions and input.
-discuss =D

EDIT: removed offensive necromancer due to AI issues and lack of ability to split. HE simple would not spam damage skills like the healing necromancer does so well. Replaced with warrior.

Last edited by unmatchedfury; Mar 11, 2007 at 10:38 PM // 22:38..
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Old Mar 09, 2007, 05:42 AM // 05:42   #2
Jungle Guide
 
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You actualy managed to create the character named YOU?

You cannot equip two elites (spitefull spirit and reapers mark). Healing breeze at 3 is not going to do much for you.
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Old Mar 09, 2007, 05:51 AM // 05:51   #3
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Yeah, 2 elites there. What you could probably take is N/Me and use conjure phantasm for the degen, and as for healing, let Parasitic bond heal you when it either; ends, or is removed from foe. That should heal you pretty well, especially if you spam it to as many foes as you can.
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Old Mar 09, 2007, 12:31 PM // 12:31   #4
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Ment Insidous PArisite. thats what happens when i try and think at midnight.
Replaced HB with restful Breeze.

Fixed
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Old Jun 20, 2007, 04:05 AM // 04:05   #5
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An experienced player will split vs that.

pretty sure your warrior will lose to a R/p with only healing sig/mending touch

Im guessing your S.Spammer will have oath shot?
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Old Jun 20, 2007, 08:25 AM // 08:25   #6
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Umm, look at the post date? Ranger SS cant even power a necro anymore.
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Old Jun 20, 2007, 12:36 PM // 12:36   #7
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Quote:
Originally Posted by FoxBat
Umm, look at the post date? Ranger SS cant even power a necro anymore.
perhaps im missing something, but with that many spirits dieing at diffrent times...
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Old Jun 20, 2007, 04:39 PM // 16:39   #8
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Quote:
Originally Posted by Teh [prefession]-zorz
perhaps im missing something, but with that many spirits dieing at diffrent times...
For each point of Soul Reaping, you gain 1 Energy whenever a creature near you dies. You may only gain Energy in this way 3 times every 15 seconds. Spirits only provide you with Energy if they are under your control.
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