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Old Jul 24, 2006, 07:14 PM // 19:14   #1
JR
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Join Date: Nov 2005
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Default Standard GvG Character Builds

Standard GvG Character Builds

I have a huge repository of builds saved in my GWFreaks database, so I figured why not write up a thread of what I would consider the most viable 'balanced builds' for GvG at the moment. This way you can pick one what most suits the composition of your core GvG team.

Or so I originally intended; then I decided it would be much more efficient to simply list seperate character builds, and then list our combinations which form full strong GvG builds. As such I will go through characters classes, listing the builds complete with attributes, runes, suggested weapon sets, and suitable team builds.

Of course these things will eventually be outdated by the metagame, so I will attempt to update this thread constantly and not let it slip into atrophy. To begin with I shall start writing up two classes per day, starting with Warriors and Elementalists. As the days progress I shall edit in more classes to this post, eventually finishing with the proposed build listings.

So, to start this off, the big hitters:

Warriors
(Alternative non-Healing Signet configurations;
- "To The Limit"
- 16 Axe Mastery, 13 Strength and Protectors Strike)


Shock Axe
Warrior/Elementalist

Weapon Set 1:
Weapon: Vampiric Axe of Fortitude
Offhand: Shield (+30hp/-5 (20%))


Weapon Set 2:
Weapon: Ebon Axe of Fortitude
Offhand: Shield (+30hp /-5 (20%))


Suitable for: The Shock Axe Warrior is particularly good at adrenaline spikes, although as a staple Warrior build is still strong in more pressure style builds. Pairs well with any of the other Warriors, even works fairly effectively in two's.

Strength: 9 (8+1)
Axe Mastery: 16 (12+4)
Tactics: 11 (10+1)
Air Magic: 2

- Shock (Air Magic)
- Frenzy (Warrior other)
- Eviscerate [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Bull's Strike (Strength)
- Sprint (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()



Devasting Hammer
Warrior/Monk

Weapon Set 1:
Weapon: Vampiric/Zealous Hammer of Fortitude
Offhand: n/a


Weapon Set 2:
Weapon: Ebon Hammer of Fortitude
Offhand: n/a


Suitable for: This is quite a versatile Hammer Warrior build, being fairly well suited to either a pressure style of play, or spike. Pairs well with any of the Sword or Axe builds.

Strength: 9 (8+1)
Tactics: 11 (10+1)
Hammer Mastery: 16 (12+4)

- Irresistible Blow (Hammer Mastery)
- Frenzy (Warrior other)
- Devastating Hammer [Elite] (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Fierce Blow (Hammer Mastery)
- Rush (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()



Death's Hammer
Warrior/Assassin

Weapon Set 1:
Weapon: Vampiric/Zealous Hammer of Fortitude
Offhand: n/a


Weapon Set 2:
Weapon: Ebon Hammer of Fortitude
Offhand: n/a


Suitable for: Another Warrior build that spikes hard, Death's Charge Backbreaker scares the pants off most people. Downside being the length of time it takes to build adrenaline. Pairs very well with the Shock Axe character for a strong adrenaline spike.

Strength: 9 (8+1)
Tactics: 11 (10+1)
Hammer Mastery: 16 (12+4)
Shadow Arts: 2

- Death's Charge (Shadow Arts)
- Frenzy (Warrior other)
- Backbreaker [Elite] (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Rush (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()



Bull's Charge Sword
Warrior/Necromancer

Weapon Set 1:
Weapon: Vampiric/Zealous Sword of Fortitude
Offhand: Shield (+30hp /-5 (20%))


Weapon Set 2:
Weapon: Ebon Sword of Fortitude
Offhand: Shield (+30hp /-5 (20%))


Suitable for: This Warrior performs best in builds that rely largely on snares, the most obvious example of that being Smite. Keeping kiting targets within the AoE range of the smite with the regular knockdowns. Not what I would consider an optimal build for standard builds in most cases. Plague Touch and Healing Signet does give this character a certain amount of solo capability though. Pairs well with the Devasting Hammer Warrior, in Smite builds.

Strength: 9 (8+1)
Swordsmanship: 16 (12+4)
Tactics: 11 (10+1)

- Plague Touch (Necromancer Other)
- Frenzy (Warrior other)
- Sever Artery (Swordsmanship)
- Gash (Swordsmanship)
- Final Thrust (Swordsmanship)
- Bull's Charge [Elite] (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()



Charge Sword
Warrior/Mesmer

Weapon Set 1:
Weapon: Vampiric Sword of Fortitude
Offhand: Shield (+30hp /-5 (20%))


Weapon Set 2:
Weapon: Ebon Sword of Fortitude
Offhand: Shield (+30hp /-5 (20%))


Suitable for: A great character for team mobility, I am defiantely a lover of "Charge!" in the right situation. Advisable for teams who play to outmanouver and out-strategize their opponent. Pairs well with Shock Axe or Devastating Hammer.

Strength: 7 (6+1)
Swordsmanship: 16 (12+4)
Tactics: 11 (10+1)
Domination Magic: 6

- "Charge!" [Elite] (Tactics)
- Frenzy (Warrior other)
- Sever Artery (Swordsmanship)
- Gash (Swordsmanship)
- Final Thrust (Swordsmanship)
- Hex Breaker (Domination Magic)
- Healing Signet (Tactics)
- Resurrection Signet ()



Dragon Sword
Warrior/Monk

Weapon Set 1:
Weapon: Vampiric Sword of Fortitude
Offhand: Shield (+30hp /-5 (20%))


Weapon Set 2:
Weapon: Ebon Sword of Fortitude
Offhand: Shield (+30hp /-5 (20%))


Suitable for: A definate pressure Warrior. No Final Thrust weakens the ability to spike, but Dragon Slash allows you to spam your adrenaline skills a lot more often. For those who don't know, Final Thrust does not synergize well with Dragon Slash, thus the build not making use of it. Pairs well with Devastating Hammer and Shock Axe.

Strength: 9 (8+1)
Swordsmanship: 16 (12+4)
Tactics: 11 (10+1)

- Frenzy (Warrior other)
- Sever Artery (Swordsmanship)
- Gash (Swordsmanship)
- Sun and Moon Slash (Swordsmanship)
- Dragon Slash [Elite] (Swordsmanship)
- Sprint (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()




Elementalists
For the case of pairing two Elementalists who aren't flag runners, it is usually a good idea to build one with Heal Party, and one with Ward Against Melee, for a little more backline protection. As such that slot is flexible on all of the non-flag running Elementalists. There is also the option of swapping in an Aegis, in the Heal Party/Ward Against Melee slot, moving the now free attribute points into Protection.


Flashbot
Elementalist/Monk

Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Air Focus / (20% recharge on Air Magic) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Air Focus / (20% recharge on Air Magic) / +30hp


Purpose: Fairly standard utility Air Elementalist. Orb and Strike to assist on dropping targets, especially effective in builds that are more spike oriented. Blinding Flash is all round good Warrior hate, especially when put into use by observant players that can predict incoming adrenaline spikes. Gale because it is the best snare in the game, in my opinion. Using it to lock down key targets is absolutely devastating if performed correctly. Draw Conditions to keep your Warriors clean, and Heal Party and Ward Against Melee as obvious utility slots.

Energy Storage: 10 (9+1)
Air Magic: 14 (12+2)
Healing Prayers: 9 / Earth Magic: 9
Protection Prayers: 3

- Lightning Orb (Air Magic)
- Lightning Strike (Air Magic)
- Blinding Flash (Air Magic)
- Gale (Air Magic)
- Heal Party (Healing Prayers) / Ward Against Melee (Earth Magic)
- Draw Conditions (Protection Prayers)
- Ether Prodigy [Elite] (Energy Storage)
- Resurrection Signet ()



Hydro
Elementalist/Monk

Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp


Purpose: Snares, and some mediocre damage on the side. Works well in builds that require heavy anti-kiting, such as Smite or general melee-heavy pressure builds. Not particularly strong in a spike oriented build, although an Ice Spikes headshot is always nice.

Energy Storage: 10 (9+1)
Water Magic: 14 (12+2)
Healing Prayers: 9 / Earth Magic: 9
Protection Prayers: 3

- Frozen Burst (Water Magic)
- Ice Spikes (Water Magic)
- Shard Storm (Water Magic)
- Deep Freeze (Water Magic)
- Heal Party (Healing Prayers) / Ward Against Melee (Earth Magic)
- Draw Conditions (Protection Prayers)
- Ether Prodigy [Elite] (Energy Storage)
- Resurrection Signet ()



Pyro
Elementalist/Monk

Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Fire Focus / (20% recharge on Fire Magic) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Fire Focus / (20% recharge on Fire Magic) / +30hp


Purpose: This Elementalist is designed for huge front-loaded pressure builds. It can pump out a lot of damage, but slow skill recharges mean you may often find yourself just spamming Draw Conditions. It really relies on builds that attempt to steam-roll your opponent with pressure and using the momentum to follow through.

Energy Storage: 10 (9+1)
Fire Magic: 14 (12+2)
Healing Prayers: 9 / Earth Magic: 9
Protection Prayers: 3

- Rodgort's Invocation (Fire Magic)
- Fireball (Fire Magic)
- Incendiary Bonds (Fire Magic)
- Meteor (Fire Magic)
- Heal Party (Healing Prayers) / Ward Against Melee (Earth Magic)
- Draw Conditions (Protection Prayers)
- Ether Prodigy [Elite] (Energy Storage)
- Resurrection Signet ()

Flag Runners:


Air Runner
Elementalist/Monk

Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Air Focus / (20% recharge on Air Magic) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Air Focus / (20% recharge on Air Magic) / +30hp


Purpose: A strong solo character, plugs into virtually any build.

Energy Storage: 9 (8+1)
Air Magic: 14 (12+2)
Healing Prayers: 10
Protection Prayers: 2

- Ether Prodigy [Elite] (Energy Storage)
- Lightning Orb (Air Magic)
- Blinding Flash (Air Magic)
- Gale (Air Magic)
- Windborne Speed (Air Magic)
- Healing Breeze (Healing Prayers)
- Heal Party (Healing Prayers)
- Extinguish (Protection Prayers)



Hydro Flag
Elementalist/Monk

Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp


Purpose: As with the non-flag running Hydro this character is built for snares. Being a flag running character you won't really get the opportunity to use them that often, so it is really for builds that feel they just need that little extra snare ability.

Energy Storage: 10 (9+1)
Water Magic: 14 (12+2)
Healing Prayers: 9
Protection Prayers: 3

- Ether Prodigy [Elite] (Energy Storage)
- Ice Prison (Water Magic)
- Ice Spikes (Water Magic)
- Deep Freeze (Water Magic)
- Armor of Mist (Water Magic)
- Healing Breeze (Healing Prayers)
- Heal Party (Healing Prayers)
- Extinguish (Protection Prayers)



Hybrid Flag
Elementalist/Monk

Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Air Focus / (20% recharge on Water Magic) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Air Focus / (20% recharge on Water Magic) / +30hp


Purpose: My personal favorite. No real damage to speak of, but a very strong solo character. Especially when facing Crip-Shot Rangers and Assassins; the ability to blind, snare and then run away becomes very usefull. The long casts of the snares makes them usually vaunerable for interrupts otherwise. As with the Air flag runner it plugs into just about any build.

Energy Storage: 9 (8+1)
Water Magic: 14 (12+2)
Air Magic: 6 (5+1)
Healing Prayers: 9
Protection Prayers: 2

- Ether Prodigy [Elite] (Energy Storage)
- Blinding Flash (Air Magic)
- Gale (Air Magic)
- Ice Prison (Water Magic)
- Armor of Mist (Water Magic)
- Healing Breeze (Healing Prayers)
- Heal Party (Healing Prayers)
- Extinguish (Protection Prayers)




Mesmers


Illusion Spam
Mesmer/Monk

Weapon Set 1:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Illusion Focus / (20% recharge on Illusion Magic) / +30hp


Weapon Set 2:
Weapon: Inspiration Wand / (20% recharge on Inspiration Magic) / (20% fast cast on Inspiration Magic)
Offhand: Inspiration Focus / (20% recharge on Inspiration Magic) / +30hp


Purpose: A definate degen spammer. Spread round your Illusion hexes to put the opposition under lots of pressure. As a hex based character you really need at least one other hex spammer in the build, otherwise the opposition will have little problem with hex removal. Can either be used with a Resurrection Signet or a hard res.

(With Resurrection Chant)
Fast Casting: 9 (8+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 14 (12+2)
Healing Prayers: 5

(With Resurrection Signet)
Fast Casting: 9 (8+1)
Inspiration Magic: 11 (10+1)
Illusion Magic: 14 (12+2)

- Migraine [Elite] (Illusion Magic)
- Conjure Phantasm (Illusion Magic)
- Images of Remorse (Illusion Magic)
- Illusion of Pain (Illusion Magic) / Draw Conditions (Protection Prayers)
- Power Drain (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Mantra Of Persistance (Inspiration Magic)
- Resurrection Chant (Healing Prayers) / Resurrection Signet ()



Expell Dom
Mesmer/(Elementalist/Monk)

Weapon Set 1:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Domination Focus / (20% recharge on Domination Magic) / +30hp


Weapon Set 2:
Weapon: Inspiration Wand / (20% recharge on Inspiration Magic) / (20% fast cast on Inspiration Magic)
Offhand: Inspiration Focus / (20% recharge on Inspiration Magic) / +30hp


Purpose: Great shut-down character, if the player has good timing. With a perfectly timed Gale/Blackout/Gale chain you can take a key character (such as a Monk) out of the game for 13 seconds, giving your team a window to pressure the other members of the opposition. Shatter Enchantment compliments spikes, aggressively removing enchantments that may otherwise hinder the kill. Expell Hexes is also a very usefull utility skill to help keep your party clean. You can also swap out Gale on this character for a Hard Res, with little problem.

Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Inspiration Magic: 10 (9+1)
Illusion Magic: 3 (2+1)
Air Magic / Healing Prayers: 5

- Expel Hexes [Elite] (Mesmer other)
- Drain Enchantment (Inspiration Magic)
- Shatter Enchantment (Domination Magic)
- Diversion (Domination Magic)
- Blackout (Domination Magic)
- Gale (Air Magic) / Resurrection Chant (Healing Prayers)
- Distortion (Illusion Magic)
- Resurrection Signet ()



Surger
Mesmer/(Monk/Elementalist)

Weapon Set 1:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Domination Focus / (20% recharge on Domination Magic) / +30hp


Weapon Set 2:
Weapon: Inspiration Wand / (20% recharge on Inspiration Magic) / (20% fast cast on Inspiration Magic)
Offhand: Inspiration Focus / (20% recharge on Inspiration Magic) / +30hp


Purpose: A fairly standard energy denial style Mesmer. Works by trying to keep key opposition characters short of energy (particularly Monks), and also has the ability to assist on spikes with the damage from Surge/Shatter/Burn. Carries a 'hard res' in the form of Ressurection Chant, but can be swapped for Gale if it isn't needed.

Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Inspiration Magic: 10 (9+1)
Illusion Magic: 3 (2+1)
Healing Prayers / Air Magic: 5

- Energy Surge [Elite] (Domination Magic)
- Energy Burn (Domination Magic)
- Drain Enchantment (Inspiration Magic)
- Shatter Enchantment (Domination Magic)
- Diversion (Domination Magic)
- Blackout (Domination Magic)
- Distortion (Illusion Magic)
- Resurrection Chant (Healing Prayers) / Gale (Air Magic)



FC Curses
Mesmer/Necromancer

Weapon Set 1:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Curses Focus / (20% recharge on Curses) / +30hp


Weapon Set 2:
Weapon: Inspiration Wand / (20% recharge on Inspiration Magic) / (20% fast cast on Inspiration Magic)
Offhand: Inspiration Focus / (20% recharge on Inspiration Magic) / +30hp


Purpose: Mainly a Warrior shutdown character, with the ability to spam some degen and energy debilitation through Malaise. As with the Illusion Mesmer this character really does need to work in tandem with at least one other hexer, to ensure that the opposition struggles with removal.

Fast Casting: 9 (8+1)
Inspiration Magic: 14 (12+2)
Curses: 10

- Energy Drain [Elite] (Inspiration Magic)
- Faintheartedness (Curses)
- Parasitic Bond (Curses)
- Reckless Haste (Curses)
- Malaise (Curses)
- Price of Failure (Curses)
- Spirit of Failure (Inspiration Magic)
- Resurrection Signet ()




Monks
I shall take the liberty of leaving out weapon sets for the defensive monks, as they are so complicated it really requires a thread entirely of it's own.


B-Light
Monk/Mesmer

Purpose: The second most popular style of Monk to the Boon Prot, relies on the elite 'Blessed Light' to have very regular hex and condition removal with a nice heal. Obviously strong against hex builds, weakness would be the lack of fast solid spike heals. Works well with a Boon Prot, but also has been made to work well in pairs.

Divine Favor: 13 (11+2)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Domination Magic: 1
Inspiration Magic: 9

- Reversal of Fortune (Protection Prayers)
- Gift of Health (Healing Prayers)
- Blessed Light [Elite] (Divine Favor)
- Protective Spirit (Protection Prayers)
- Hex Breaker (Domination Magic)
- Signet of Devotion (Divine Favor)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)



Boon Prot
Monk/Mesmer

Purpose: Easily the most popular style of monk, delivering fast and efficient healing at the cost of a pip of energy regeneration. Also has the benefit of being the most durable, with the ability to self heal/prot.

Divine Favor: 14 (12+2)
Protection Prayers: 10 (9+1)
Inspiration Magic: 9

- Reversal of Fortune (Protection Prayers)
- Guardian (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Mend Condition (Protection Prayers)
- Inspired Hex (Inspiration Magic)
- Contemplation of Purity (Divine Favor)
- Energy Drain [Elite] (Inspiration Magic)
- Divine Boon (Divine Favor)



Word Heal
Monk/Mesmer

Purpose: This style of Monk is not hugely popular at the moment, but does have certain advantages that make it strong in certain metagames. The efficiency of it's staple heal; Word, makes it very strong against energy denial and degen/heavy pressure builds. With pressure making a big comeback I thought it was worth adding to the list.

Divine Favor: 6 (5+1)
Healing Prayers: 14 (12+2)
Inspiration Magic: 9
Illusion Magic: 8

- Word of Healing [Elite] (Healing Prayers)
- Dwayna's Kiss (Healing Prayers)
- Infuse Health (Healing Prayers)
- Healing Touch (Healing Prayers)
- Mend Ailment (Protection Prayers)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Distortion (Illusion Magic)



AoE Smiter
Monk/Mesmer

Purpose: An offensive smiting monk that uses the Air of Enchantment to spam enchantments on melee character to trigger Zealot's Fire. Also has some utility in being able keeping these targets clean to do their job. Hex Breaker is very strong on this character, as Diversion can be a big problem when spamming spells, but it can also be replaced with something like Windborne Speed to buff Melee Characters. When running multiple of these characters it may also be advantageous to drop the points in Divine Favor for Protection Prayers, and chain Aegis.

Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Smiting Focus / (20% recharge on Smiting Prayers) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Smiting Focus / (20% recharge on Smiting Prayers) / +30hp


Divine Favor: 9 (8+1)
Smiting Prayers: 14 (12+2)
Protection Prayers: 9 (8+1)
Inspiration Magic: 7

- Air of Enchantment [Elite] (Protection Prayers)
- Zealot's Fire (Smiting Prayers)
- Reversal of Fortune (Protection Prayers)
- Guardian (Protection Prayers)
- Balthazar's Aura (Smiting Prayers)
- Smite Hex (Smiting Prayers) / Judge's Insight (Smiting Prayers) / Draw Conditions (Protection Prayers)
- Channeling (Inspiration Magic)
- Resurrection Signet ()




Rangers


Distortion Trapper
Ranger/Mesmer

Purpose: A great defensive character with the ability also to pressure opponents, forcing them to regularly clean conditions off their Warriors and heal up minor damage and degen. Does require a lot of positional experience to really pull off effectively, but in the hands of a good player can be very effective. Troll and Distortion also give this guy a decent amount of solo ability, being particularly good at stopping base gank attacks if he can get there first.

Weapon Set 1:
Weapon: +5 Poisoners Recurve Bow of Fortitude
Offhand: n/a


Weapon Set 2:
Staff (any variety) / +30hp / +30hp
Offhand: n/a


Expertise: 14 (12+2)
Wilderness Survival: 15 (12+3)
Illusion Magic: 3

- Apply Poison (Wilderness Survival)
- Spike Trap [Elite] (Wilderness Survival)
- Dust Trap (Wilderness Survival)
- Barbed Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Distortion (Illusion Magic)
- Troll Unguent (Wilderness Survival)
- Resurrection Signet ()



Cripshot
Ranger/Mesmer

Purpose: Arguable the strongest solo character that is viable in GvG. Works well as both a character to harrass the opponents base, protect yours, run flags... Lacks in direct damage, but with interrupts, snares and degen mixed up with a large amount of self defense it is not a good character to face one on one. Also able to apply fairly decent pressure at the flag stand through rapidly spreading poison.

Weapon Set 1:
Weapon: +5 Crippling Recurve Bow of Fortitude
Offhand: n/a


(Flag running character) Weapon Set 2:
Weapon: +5 Poisoners Longbow of Fortitude
Offhand: n/a


(Non flag running character) Weapon Set 2:
Weapon: +5 Poisoners Shortbow of Fortitude
Offhand: n/a


Expertise: 15 (11+4)
Wilderness Survival: 9 (8+1)
Marksmanship: 10 (9+1)
Illusion Magic: 8

- Dodge (Expertise)
- Crippling Shot [Elite] (Marksmanship)
- Savage Shot (Marksmanship)
- Distracting Shot (Expertise)
- Apply Poison (Wilderness Survival)
- Troll Unguent (Wilderness Survival)
- Distortion (Illusion Magic)
- Resurrection Signet ()



Melandrus Ranger
Ranger/Mesmer

Purpose: Like the Cripshot Ranger, another Ranger with a degen component. This build lacks in the self-sustainability area compared to a Cripshot, but makes up for it through the ability to assist rather nicely on spikes with Dual + Savage. Also has two strong interrupts, which when used well can be very effective.

Weapon Set 1:
Weapon: Barbed Recurve Bow of Fortitude
Offhand: n/a


Weapon Set 2:
Weapon: Vampiric Recurve Bow of Fortitude
Offhand: n/a


Expertise: 9 (8+1)
Wilderness Survival: 14 (11+3)
Marksmanship: 12 (10+2)

- Melandru's Arrows [Elite] (Wilderness Survival)
- Dual Shot (Ranger other)
- Savage Shot (Marksmanship)
- Distracting Shot (Expertise)
- Pin Down (Marksmanship)
- Lightning Reflexes (Expertise)
- Troll Unguent (Wilderness Survival)
- Resurrection Signet ()



Thumper
Ranger/Warrior

Purpose: A currently very popular Ranger Melee build. Uses Expertise and Ferocious Strike to pump out energy based Hammer attack skills. Very much a pressure character, with limited spike potential. Particularly strong in pressure builds such as degen, melee heavy builds or the current favorite; Smite.

Weapon Set 1:
Weapon: Zealous Hammer of Fortitude
Offhand: n/a


Weapon Set 2:
Weapon: Ebon Hammer of Fortitude
Offhand: n/a


Expertise: 7 (6+1)
Beast Mastery: 13 (11+2)
Hammer Mastery: 12

- Ferocious Strike [Elite] (Beast Mastery)
- Tiger's Fury (Beast Mastery)
- Hammer Bash (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Comfort Animal (Beast Mastery)
- Charm Animal (Beast Mastery)
- Resurrection Signet ()




Necromancers


Tainted
Necromancer/Mesmer

Purpose: A huge condition degeneration character, spreading disease through the other team. Has been less popular since Factions brought in Extinguish, but is still a very potent character. Well of the Profane is a strong counter against current Smite builds, denying oppenents within the area of enchantments. Definately suitable for very strong pressure builds, such as being particularly popular with thumpers.

Weapon Set 1:
Weapon: +5 Energy Sword / +20% Enchantments
Offhand: Death Focus / (20% recharge on Death Magic) / +30hp


Weapon Set 2:
Weapon: Inspiration Wand / (20% recharge on Inspiration Magic) / (20% fast cast on Inspiration Magic)
Offhand: Inspiration Focus / (20% recharge on Inspiration Magic) / +30hp


Soul Reaping: 9 (8+1)
Death Magic: 14 (12+2)
Inspiration Magic: 10

- Tainted Flesh [Elite] (Death Magic)
- Rotting Flesh (Death Magic)
- Putrid Explosion (Death Magic)
- Well of the Profane (Death Magic)
- Deathly Swarm (Death Magic)
- Power Drain (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
- Resurrection Signet ()



Curses Nec
Necromancer/Monk

Purpose: Pure hex degen and melee shut-down character. Stacking hexes, fuelled by Offering of Blood.

Weapon Set 1:
Weapon: +5 Energy Sword / +30 hp
Offhand: Curses Focus / (20% recharge on Curses) / +30hp


Weapon Set 2:
Weapon: Blood Wand / (20% recharge on Blood Magic) / (20% fast cast on Blood Magic)
Offhand: Blood Focus / (20% recharge on Blood Magic) / +30hp


Curses: 13 (12+1)
Blood Magic: 14 (12+2)
Protection Prayers: 3

- Offering of Blood [Elite] (Blood Magic)
- Price of Failure (Curses)
- Shadow of Fear (Curses)
- Reckless Haste (Curses)
- Parasitic Bond (Curses)
- Faintheartedness (Curses)
- Life Siphon (Blood Magic)
- Resurrection Signet ()



Adren Utility Necro
Necromancer/Monk

Purpose: This is a Necro built for melee heavy builds, buffing allies with enchantments. Also has a large amount of utility, being able to pump team members with Blood Ritual, clear up conditions quickly, and assist on spikes with Lifebane Strike.

Weapon Set 1:
Weapon: +5 Energy Sword / +20% Enchantments
Offhand: Domination Focus / (20% recharge on Blood Magic) / +30hp


Weapon Set 2:
Weapon: +5 Energy Sword / +30hp
Offhand: Blood Focus / (20% recharge on Blood Magic) / +30hp


Soul Reaping: 12 (11+1)
Blood Magic: 14 (12+2)
Protection Prayers: 6

- Offering of Blood [Elite] (Blood Magic)
- Lifebane Strike (Blood Magic)
- Blood Ritual (Blood Magic)
- Order of Pain (Blood Magic)
- Dark Fury (Blood Magic)
- Extinguish (Protection Prayers)
- Draw Conditions (Protection Prayers)
- Resurrection Signet ()

The Full Team Build

So, now you have a list of what I would consider the most common and strongest character builds in GvG, how do you go about making an strong build?

First off, you have to decide how you want to get kills. You may decide that you want to score kills through putting lots of pressure on your opponents backline, giving you a very front-loaded build with a reduced amount of utility and defense. You may decide that you want to score kills through highly concentrated spikes of damage, trying to negate healing with speed. This option puts far less pressure on the opposition, but in most cases has more utility available.

A pressure build may use condition or hex based degen, and/or a heavy melee offense. A spike based build would probably used two spike oriented Warriors, and offensive casters with spells that can assist on the spike such as Lightning Orb, or Shatter Enchantment.

If you chose to go with Warriors, or any class that relies on physical damage, you need ways to keep them clean of conditions. This may mean an Elementalist or Necro with Draw Conditions, or something like giving them Plague Touch. You also need to think about hexes, and how much of a problem they will give your build. If you think you can power straight through them with a crushing offense, that is fine. If you think they may be more of a problem, pick characters that are strong against hexes such as B-Light monks and Expell Mesmers. You need to think of all the things that could give you a problem, and work out how to build counter-measures into your build, without turning it too defensive. For example if you run a condition based degen build then Heal Party on the opposition is going to negate a lot of your damage, as such it is a fairly simple step to put a Distracting Shot Melandru's or Cripshot ranger into your build to take out Heal Parties.

Aswell as offense, you also need to think about how you are going to protect your backline and midline casters. Something like Aegis, Ward Against Melee, a Cripshot Ranger... All are strong options to hate on the opponents melee classes who will be trying to hunt down soft targets.

The trick is finding the balance between offense and defense that works for you. A lot of guilds like the utility and flexibility offered by a 'balanced ' adren spike oriented build, and a lot like a strong crushing offense that gives you quick games. You also generally need to have definate themes in a build; for example hex characters. Putting one hexer in a build is really not going to pressure the opposition, as they will likely have enough hex removal to deal with it. You generally want at least two hexers in order to overpower the oppositions removal, and make the hexes stay on for their full duration. The same principle applies with condition spammers; degen like Disease and Poison work far better when stacked with other conditions, making it harder to remove even when the opposition have strong anti-condition spells such as Extinguish.


For example, two quick builds put together with the character builds given:

Adrenaline spike, with caster assist:
Deaths Charge Hammer
Shock Axe
Flashbot (with Heal Party)
Flashbot (with Ward Against Melee)
Expell Dom (with Ressurection Chant)
B-Light Monk
Boon Prot
Hydro Flagger

A standard pressure oriented build based on condition oriented degen and mass melee:

Pressure:
Bull's Charge Sword
Bull's Charge Sword
Thumper
Cripshot Ranger
Melandru's Ranger
Boon Prot
B-Light
Hydro Flagger






(This thread, as of now is a work in progress. As such mistakes like typos or attribute mess-ups are possible, If you spot one, feel free to post it. Also there is always a certain amount of personal preference that comes into builds and weapon sets, I have tried to be as unbiased as possible but no doubt some people will have alternative preferences. Ritualists and Assassins are not included at this point.)
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Old Jul 24, 2006, 07:33 PM // 19:33   #2
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Sticky?

EDIT:

Quote:
Originally Posted by JR-
Energy Storage: 10 (9+1)
Water Magic: 14 (12+2)
Healing Prayers: 9
Protection Prayers: 3

- Vapor Blade (Water Magic)
- Ice Spikes (Water Magic)
- Shard Storm (Water Magic)
- Deep Freeze (Water Magic)
- Heal Party (Healing Prayers) / Ward Against Melee (Earth Magic)
- Draw Conditions (Protection Prayers)
- Ether Prodigy [Elite] (Energy Storage)
- Resurrection Signet ()
You might want to do the same thing as on the air ele, and do the healing prayers/earth magic thing. Just to prevent confusion.

Last edited by TheOneMephisto; Jul 24, 2006 at 07:44 PM // 19:44..
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Old Jul 24, 2006, 07:36 PM // 19:36   #3
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Basic GoR dom mesmer? E-surgers?
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Old Jul 24, 2006, 07:37 PM // 19:37   #4
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Quote:
Originally Posted by TheOneMephisto
Sticky?
Good idea!

Quote:
Originally Posted by Yanman.be
Basic GoR dom mesmer? E-surgers?
...Will be included when I get round to Mesmers.
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Old Jul 24, 2006, 07:51 PM // 19:51   #5
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Some excellent builds here. I've always been of the opinion that not every GvG warrior needs a Heal Sig, though I try to include at least one heal sig warrior in every build. If you decide not to run a Heal Sig on any of the above warrior builds, here is what I would suggest putting in their place.

Dev Hammer - To The Limit
Death's Hammer - To The Limit
Bull's Sword - Shock
Charge Sword - Bull's Strike
Dragon Sword - Gale. Dragon Slashers are very energy light, so with a Zealous hilt Gale becomes a viable choice.

And while I'm at it, here's a couple builds that probably belong on this list.

Monks

GoH Boon Prot
Monk/Mesmer

Weapon Set 1:
Weapon: +5 Energy Sword of Enchanting
Offhand: Jeweled Chalice (Halves Casting Times and Recharge of Inspiration 20%)

Weapon Set 2:
Weapon: +15e/-1regen Holy Rod
Offhand: +15e/-1regen Divine Symbol

Suitable For: Boon Prots excel in GvG because they combine powerful heals with speed, and they are relatively difficult to shut down. They work better in a split situation than most other monk builds, and a two-boon prot backline can be a powerful force if coordinated properly.

Divine Favor: 13 (11 + 1 + 1)
Healing Prayers: 9 (8 + 1)
Protection Prayers: 9 (8 + 1)
Inspiration Magic: 9

- Reversal of Fortune (Protection Prayers)
- Guardian (Protection Prayers)
- Mend Condition (Protection Prayers)
- Gift Of Health (Healing Prayers)
- Inspired Hex (Inspiration Magic)
- Contemplation of Purity (Divine Favor)
- Energy Drain (Inspiration Magic)
- Divine Boon (Divine Favor)


Word of Healing Monk
Monk/Mesmer

Weapon Set 1:
Weapon: +5 Energy Sword of Enchanting
Offhand: Healing Ankh (Halves Skill Recharge Healing Prayers 20%, Health +30)

Weapon Set 2:
Weapon: +15e/-1regen Holy Rod
Offhand: +15e/-1regen Divine Symbol

Suitable For: Word of Healing monks are strong characters against heavy pressure and degen teams. Most of their heals are very efficent and Infuse can save a spike where a Booned RoF would fail. This sort of monk lacks the speed of a Boon Prot and is easier to shut down, but remains a powerful force in a GvG backline.

Divine Favor: 9 (8 + 1)
Healing Prayers: 13 (11 + 1 + 1)
Protection Prayers: 8 (7 + 1)
Inspiration Magic: 9
Illusion Magic: 3

- Orison of Healing (Healing Prayers)
- Word of Healing (Healing Prayers)
- Ethereal Light (Healing Prayers)
- Infuse Health (Healing Prayers)
- Inspired Hex (Inspiration Magic)
- Mend Ailment (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Distortion (Illusion Magic)
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Old Jul 24, 2006, 08:04 PM // 20:04   #6
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Quote:
Originally Posted by Wasteland Squidget
Some excellent builds here. I've always been of the opinion that not every GvG warrior needs a Heal Sig, though I try to include at least one heal sig warrior in every build. If you decide not to run a Heal Sig on any of the above warrior builds, here is what I would suggest putting in their place.
I did think about the cases in which Healing Signet could be unnecessary, but honestly it wasn't common enough to merit mentioning. The logic being that it is safer to assume the need for a Healing Signet, than not have one and need it. However your suggestions of alternatives are decent and worth noting.

Monk builds I will probably get round to doing tommorow, along with mesmers. A Boon Prot and Word Healer will definately be in there.
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Old Jul 24, 2006, 08:30 PM // 20:30   #7
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Energy Surge mesmer.

Expel Hexes gale dom.

Illusion Mesmer with IoR and Conjure spam.

Crip Shotter.

Oath Shot trapper.

Melandru's Arrows ranger.

RtW Ranger Spiker.

Boon Prot.

WoH Monk.

Blessed Light monk.

AoE Smiter.

Ritual Lord spammer.
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Old Jul 24, 2006, 08:33 PM // 20:33   #8
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Mesmers e-denial :
Used for shutdowning monks and sometimes others characters that bother your team ( like mesmers ). They also have some spike power thanks shatter.


Surger me/mo : 12+1+1 Domination, 2+1 illusion, 8+1 inspiration, 8+1 fast cast, rest healing

Use convert against soul barbs spike.

Energy Surge *
Energy Burn
Diversion
Shatter Enchantment
Drain Enchantment
Distorsion
Draw Conditions
Resurrection Chant


Surger me/mo : 12+1+1 Domination, 2+1 illusion, 8+1 inspiration, 8+1 fast cast, rest healing

Energy Surge *
Energy Burn
Diversion
Shatter Enchantment
Drain Enchantment
Distorsion
Convert Hexes
Resurrection Chant


Surger Me/e : 12+1+1 Domination, 2+1 illusion, 8+1 inspiration, 5 air, rest +1 fast cast

Energy Surge *
Energy Burn
Diversion
Shatter Enchantment
Drain Enchantment
Distorsion
Gale
Resurrection Signet

Gale allows you to kd a monk when you spike another one and kd the warrior when they are gonna spike you, ruining their spike.


The mesmers in gvg can also run Mantra of recovery as elite to make them more versatile or Expell Hexes if your build lacks hex removal.

You can also swap distorsion for Cry of frustration ( anti spike ), Unnatural signet ( against ritualists spirits), Blackout ( shutdowning a monk when you're spiking or resetting the adrenaline of a warrior )
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Old Jul 24, 2006, 08:42 PM // 20:42   #9
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To save more people feeling that they need to inform me of what character builds are used in GvG; the list I have of remaining characters to post:

Mesmer:
Glyph Dom Mesmer
Expell Hexes Mesmer (Gale/Hard Res)
Surge Mesmer (Gale/Hard Res)
Migraine Mesmer
Fast-Cast Curses Mesmer

Monk:
Boon Prot
Secondary Boon Prot
Blessed Light
WoH Healer
AoE Smiter

Ranger:
Distortion Trapper
Crippling Shot Ranger
Melandrus Ranger
Thumper

Necromancer:
Tainted Necro
Anti-Warrior Curses Necro
Degen Necro
Utility Necro

Assassins
Standard AoD/Shock.

Ritualists:
None because I hate them.
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Old Jul 24, 2006, 08:52 PM // 20:52   #10
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Quote:
Originally Posted by Wasteland Squidget
Some excellent builds here. I've always been of the opinion that not every GvG warrior needs a Heal Sig, though I try to include at least one heal sig warrior in every build. If you decide not to run a Heal Sig on any of the above warrior builds, here is what I would suggest putting in their place.
Couldn't have said it better myself. I like to have the one Warrior that can go and split without a monk. The other Warrior should rarely be splitting without a monk as logic would decree.
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Old Jul 24, 2006, 08:52 PM // 20:52   #11
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Quote:
Originally Posted by JR-

Ritualists:
None because I hate them.
Haha.

anyway, quick question, why do most of the wariors have a ebon secondary weapon? I know its something to switch to when not in teh action, but why ebon?
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Old Jul 24, 2006, 08:56 PM // 20:56   #12
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Quote:
Originally Posted by Celab
Haha.

anyway, quick question, why do most of the wariors have a ebon secondary weapon? I know its something to switch to when not in teh action, but why ebon?
You hardly ever see Armor vs. Earth in GvG, as the only real offensive skill you ever see from the Earth line is Obsidian Flame, which is armor ignoring anyway. It could be any other Elemental mod really, as it is just for a switch and to be used against Warriors, but purely for practicalities sake I chose Ebon.
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Old Jul 25, 2006, 04:13 PM // 16:13   #13
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JR, Migraine Mesmers are mesmer with Migraine, Conjure and a 5 scrub interupts. Surely you mean to post an Illusion Mesmer, which concentrates on hex based degen, not "shut down".
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Old Jul 25, 2006, 05:47 PM // 17:47   #14
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Did you mean for all of your elementalists to carry swords?
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Old Jul 25, 2006, 05:47 PM // 17:47   #15
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Quote:
Originally Posted by Vindexus
JR, Migraine Mesmers are mesmer with Migraine, Conjure and a 5 scrub interupts. Surely you mean to post an Illusion Mesmer, which concentrates on hex based degen, not "shut down".
I quite obviously wasn't referring to the tombs scrub Migraine mesmer. I appreciate your clarification though.

Quote:
Originally Posted by ktatroe
Did you mean for all of your elementalists to carry swords?
Yes. Given the huge energy engine, and the need to deal with exhaustion I think it is a small price to pay to use a +5e Sword.
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Old Jul 25, 2006, 06:02 PM // 18:02   #16
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Quote:
Originally Posted by ktatroe
Did you mean for all of your elementalists to carry swords?
Axes with the same mods work also of course.

The point, if you are wondering, is because a +5 energy sword and an offhand gives more total energy than a staff with no dowsides (well, maybe the second mod if you want like a +60 health staff or something).
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Old Jul 25, 2006, 06:28 PM // 18:28   #17
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Quote:
Originally Posted by TheOneMephisto
Axes with the same mods work also of course.

The point, if you are wondering, is because a +5 energy sword and an offhand gives more total energy than a staff with no dowsides (well, maybe the second mod if you want like a +60 health staff or something).
Thanks for the explanation.

BTW, excellent guide. This is exactly what my nooby guild needs to get started in GvG. Hopefully this will keep their minds off of creating their own 'nifty' builds and just take their time to learn the maps and build up some teamwork.

Will look forward to all your updates.
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Old Jul 25, 2006, 06:50 PM // 18:50   #18
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AoD/Shock

Assassin/Elementalist

Weapon Set 1:
Weapon: Zealous Daggers of Fortitude (or Defense)
Offhand: n/a


Weapon Set 2:
Weapon: Ebon Daggers of Fortitude (or Defense)
Offhand: n/a


Suitable for: This Assassin pairs well with Axe or Sword warriors in spikes. Also used to solo NPC's form enemy's base.

Dagger Mastery: 14 (12+1+1)
Critical Strikes: 13 (12+1)
Shadow Arts: 4 (3+1)

-Aura of Displacement ()
-Shock (Air Magic)
-Falling Spider (Dagger Mastery)
-Twisting Fangs (Critical Strikes)
-Caltrops (Shadow Arts)
-Dark Escape (Shadow Arts)
-Shadow Refuge (Shadow Arts)
-Resurrection Signet ()
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Old Jul 25, 2006, 07:05 PM // 19:05   #19
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Guys, we know that JR will post builds, and we can be reasonably sure that he will post the best builds (in his opinion, which is to be respected). I really don't think that we need to post all of these builds until he's finished it, then we can reccoment modifications and other things.
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Old Jul 26, 2006, 12:30 AM // 00:30   #20
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JR, you wouldn't mind if I started basically c/ping some of this stuff in guildwiki would you? Because they need some serious PvP help, especially GvG wise. Of course, you could always do it...
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