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Old Mar 11, 2007, 02:36 PM // 14:36   #1
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Lightbulb Check my GvG balanced build..

http://gwshack.us/c7733

just want to make note that in split up

Stationery team:
1- Earth shaker
2- B Surger
3- Supporter
4- Prot 2

Split up team:
1- Harrier Warrior
2- Shutdown mesmer (not need it always)
2-Prot 1

Flag Runner:
Snare Ele

That will be all, thanks in advance for your review.
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Old Mar 11, 2007, 03:50 PM // 15:50   #2
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Your warriors are very energy heavy. The second one I like, but the first one not really. You really don't have the energy to use Aftershock effectively. Grasping Earth can work, but there are better options imo.

Power Block isn't as strong as people say it is. In most cases you'll disable half of someone's bar with it every 20 seconds. Just look at your own bars. Mantra of Recovery, on the other hand, would be an extremely nice elite on that bar. EP/DD under MoR is A LOT of Energy Denial (and energy management as well), and Diversion under MoR is great as well. Backfire also isn't really a good choise. You haven't really got enough hexes in the build to make it stick. If you put in Power Drain there and Mantra of Recovery as elite you've got a pretty sexy mesmer bar. One other thing I'd like is Remove Hex instead of Inspired Hex since you don't really need the energy management, and under MoRm Remove Hex is a lot of hex removal.

I really don't like the second mesmer at all. Lightning Javelin/Bolt are poor skill choices, and so is Energy Tap. The only thing it really does exept Blinding is interrupting a spell every 25 seconds, removing an enchantment every 30 seconds and removing a hex every 20 seconds. That's not really worth a character. If you want a Bsurge mesmer, the best thing I can think of is turn it into a copy of the first mesmer (the one described above), with Bsurge as elite.

On the runner, you can switch out Ice Spikes and Shard storm for Freezing Gust. It's a better snare, and it frees up a skill slot for Mending Touch (which you definitely want on a runner)
I'm not really sure about the paragon. It looks like decent support but I won't comment on it now.
You have all your hex removal off your monks. I've never tried it, but it could work.

Divine Intervention is a pretty bad skill. You should switch it for Mending Touch. Shield of Absorption and Guardian more or less fulfill the same role. You should switch one of them (which one is personal preference) for Gift of Health, since monks without a direct heal kinda suck.

On the second monk, you have Watchful Healing. I don't no why. Protective Spirit there imo.

Splitting up your monks isn't a good idea in this build. If you want to split, send back your ele and one of the warriors with a Healing Sig on it. Your first monk will get pwned without the second one since he doesn't have a self heal.
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Old Mar 11, 2007, 08:12 PM // 20:12   #3
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KD/AS is probably worse than a conventional hammer warrior.

Quote:
Originally Posted by Thomas.knbk
Power Block isn't as strong as people say it is. In most cases you'll disable half of someone's bar with it every 20 seconds. Just look at your own bars. Mantra of Recovery, on the other hand, would be an extremely nice elite on that bar. EP/DD under MoR is A LOT of Energy Denial (and energy management as well), and Diversion under MoR is great as well. Backfire also isn't really a good choise. You haven't really got enough hexes in the build to make it stick. If you put in Power Drain there and Mantra of Recovery as elite you've got a pretty sexy mesmer bar. One other thing I'd like is Remove Hex instead of Inspired Hex since you don't really need the energy management, and under MoRm Remove Hex is a lot of hex removal.
Seconded.

Quote:
Originally Posted by Thomas.knbk
I really don't like the second mesmer at all. Lightning Javelin/Bolt are poor skill choices, and so is Energy Tap. The only thing it really does exept Blinding is interrupting a spell every 25 seconds, removing an enchantment every 30 seconds and removing a hex every 20 seconds. That's not really worth a character. If you want a Bsurge mesmer, the best thing I can think of is turn it into a copy of the first mesmer (the one described above), with Bsurge as elite.
Bsurge/Gale/GoLE/shame/diversion/shatter/eburn/ressig, possibly?

Quote:
Originally Posted by Thomas.knbk
On the runner, you can switch out Ice Spikes and Shard storm for Freezing Gust. It's a better snare, and it frees up a skill slot for Mending Touch (which you definitely want on a runner)
Seconded. I also don't think that you need three e-management skills.
I'm personally inclined towards Blurred Vision.

Quote:
Originally Posted by Thomas.knbk
I'm not really sure about the paragon. It looks like decent support but I won't comment on it now.
I really dislike that paragon. Mending Refrain is strong, but the remainder of the bar really looks like a waste of a character.

I'd personally have Holy Veil on both monks.
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Old Mar 12, 2007, 09:09 AM // 09:09   #4
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Quote:
Originally Posted by Thomas.knbk
Your warriors are very energy heavy. The second one I like, but the first one not really. You really don't have the energy to use Aftershock effectively. Grasping Earth can work, but there are better options imo.
With all do respect Thomas I find grasping earth one of most suitable skill for warrior if he is gona go as W/E for many reasons:
1-hammer warrior mostly go through foes lines, in other words he keep circling between casters or other warriors that keep bothering his monks from time to time and this gives him ability to snare at least 1 target.
2-Clamping foes due to snare ele and with conjunction of grasping earth make the other team slower and not effective as they should be especially monks
3-It's cheap hex and fast casted.
4-Randomly this hex can cover dangerous hexes from our mesmers that can burden them a lot or vice versa (target has mesmer hex removed from him but he still snared and getting beaten in his face).

I'm sure previous hammer build was science fiction to apply in proper GvG but I saw a lot of scary dmg numbers when you play it but I agree with you he was gona ran out of energy in some way.

About second warrior : i like this build it works very effectively tbh

Quote:
Power Block isn't as strong as people say it is. In most cases you'll disable half of someone's bar with it every 20 seconds. Just look at your own bars. Mantra of Recovery, on the other hand, would be an extremely nice elite on that bar. EP/DD under MoR is A LOT of Energy Denial (and energy management as well), and Diversion under MoR is great as well. Backfire also isn't really a good choise. You haven't really got enough hexes in the build to make it stick. If you put in Power Drain there and Mantra of Recovery as elite you've got a pretty sexy mesmer bar. One other thing I'd like is Remove Hex instead of Inspired Hex since you don't really need the energy management, and under MoRm Remove Hex is a lot of hex removal.
i agree totally with you about that but what about [skill]Arcane Languor[/skill],imo it's one of the most scariest elite skills in mesmer's skills, is it possible to fit it in first mesmer bar ?!

Quote:
I really don't like the second mesmer at all. Lightning Javelin/Bolt are poor skill choices, and so is Energy Tap. The only thing it really does exept Blinding is interrupting a spell every 25 seconds, removing an enchantment every 30 seconds and removing a hex every 20 seconds. That's not really worth a character. If you want a Bsurge mesmer, the best thing I can think of is turn it into a copy of the first mesmer (the one described above), with Bsurge as elite.
I was going to make him fast casting dmg spells with variety of skills to make him full of energy but may be you are right, i agree.

Quote:
On the runner, you can switch out Ice Spikes and Shard storm for Freezing Gust. It's a better snare, and it frees up a skill slot for Mending Touch (which you definitely want on a runner)
I agree..

Quote:
I'm not really sure about the paragon. It looks like decent support but I won't comment on it now.
You have all your hex removal off your monks. I've never tried it, but it could work.
It release some stress from monks imo, monks can works more effectivelly with focusing on prot. against heavy spikes and heavy pressure melees supported by dangerous hexes making the decision of pressuring monks with melee +hexes is not an option since the foe team is facing 4 players (2 prot monks + shut down mesmer + supporter paragon) working side by side to remove hexes fast asap and protecting team from melee pressure.

Quote:
Divine Intervention is a pretty bad skill. You should switch it for Mending Touch. Shield of Absorption and Guardian more or less fulfill the same role. You should switch one of them (which one is personal preference) for Gift of Health, since monks without a direct heal kinda suck.
I agree..

Quote:
On the second monk, you have Watchful Healing. I don't no why. Protective Spirit there imo.
I changed it to GoH.

Quote:
Splitting up your monks isn't a good idea in this build. If you want to split, send back your ele and one of the warriors with a Healing Sig on it. Your first monk will get pwned without the second one since he doesn't have a self heal.
i don't know where to fit healing sig in harrier warrior

Thanks Thomas for your review
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Old Mar 12, 2007, 09:39 AM // 09:39   #5
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arcane langor is pretty terrible. It'll just get removed. And exhaustion isn't that dangerous a mechanic to actually inflict. You can just focus swap and ignore it.

All the bars seem pretty gimped, I'm not going to lie--the motivation paragon in particular is largely terrible. I'd rather see cruel spear to add additional pressure at the stand, plus you can always throw in stand your ground for extra defense.

Quote:
Originally Posted by tehlemming
Bsurge/Gale/GoLE/shame/diversion/shatter/eburn/ressig, possibly?
probably.

Freezing gust on the runner is amazing. I don't understand why he needs both prodigy and GoLE, to be honest. AND WATER ATTUNEMENT. It's going to be stripped--by the same person who cast it. GG?

Here's a water ele bar with prodigy: prodigy/blurred/f gust/deep freeze/armor of mist/healing breeze/mending touch/heal party. Sure he's kind of gimped, but most runner bars are. You also have a superior on your runner, which makes no sense to me. 14 water/9 healing is the best breakpoint for a runner with party.

<3 grasping earth. </3 aftershock.

Hopefully the original build gets cleaned up so I can contibute more--it's late here and I want to go to bed
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Old Mar 12, 2007, 12:37 PM // 12:37   #6
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Quote:
Originally Posted by zakaria
what about [skill]Arcane Languor[/skill],imo it's one of the most scariest elite skills in mesmer's skills, is it possible to fit it in first mesmer bar ?!
It's like a diversion... that doesn't do jack to you until you cast through it four times...

I'd play it because the icon is lol though.
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Old Mar 12, 2007, 01:13 PM // 13:13   #7
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Quote:
Originally Posted by Thom Bangalter
arcane langor is pretty terrible. It'll just get removed. And exhaustion isn't that dangerous a mechanic to actually inflict. You can just focus swap and ignore it.
I may disagree with you Thom here, see..diversion and arcane languor works same way and they are more than superb together.
While diversion catching vital spammed skills and send them to oblivion for 56 sec arcane languor can also catch monk spamming RoF or mending touch or ZB and sometimes can catch caster spammed 2-3 spells before he notice he is hexed with AL, excessive usage of AL with EP/DD it may lower maximum energy below zero. Sync diversion and arcane languor on both enemy monks can shut down them for 6 or 7 sec that enough to spike one of them or anyone else.

Quote:
All the bars seem pretty gimped, I'm not going to lie--the motivation paragon in particular is largely terrible. I'd rather see cruel spear to add additional pressure at the stand, plus you can always throw in stand your ground for extra defense.
I totally disagree with you about paragon's build as from his name that I gave he is just supporting his team, stand your ground is totally NO imo for 4 reasons:
1- it's expensive skill and its long recharge make it not worth slot to be used.
2- how many times you see your casters on hold not kiting or even your melee players aren't running behind kiting foes ?!!!
3- if I'll gona give armor bonus to my team I'll try to put "WY" not "SYG"
"WY" > "SYG" imo
5-if your were referring "SYG" for VoD I agree with you it shines in this condition but imo it doesn't worth slot to wait for VoD.

I made some modification to attribute points allocation on paragon, since that most of the time just 5 or 6 affected by his shouts ( 1 war + 2 mes+ 2 monks) he just need 10 points in his leadership. I know it doesn't worth to spend 10 points in spear mastery but remember he is just supporter, I 'll switch mending refrain for swift javelin (Aegis enchantment condition)
I can't take cruel spear instead of divert hexes, if shut down mesmer is dead -->GG for the other team.

Quote:
Freezing gust on the runner is amazing. I don't understand why he needs both prodigy and GoLE, to be honest. AND WATER ATTUNEMENT. It's going to be stripped--by the same person who cast it. GG?

Here's a water ele bar with prodigy: prodigy/blurred/f gust/deep freeze/armor of mist/healing breeze/mending touch/heal party. Sure he's kind of gimped, but most runner bars are.
I agree with you i changed as suggested.

Quote:
You also have a superior on your runner, which makes no sense to me. 14 water/9 healing is the best breakpoint for a runner with party.
it's just major rune and +1 attr from headgear no superiors have been used on this team build.

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Hopefully the original build gets cleaned up so I can contibute more--it's late here and I want to go to bed
http://gwshack.us/40b96
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Old Mar 12, 2007, 10:14 PM // 22:14   #8
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those monk bars need fixing. if you have an rc you don't need mt on the zb, and guardian and shielding hands aren't that good in my opinion. I'd probably drop both for veil, or a veil and a purge, or a veil and SoA.

if you run across a hex build, how is the paragon going to manage to use divert when it's just going to get signet of humility on him over and over? not to mention he's on 2 pips of regen and has a fairly low pool.
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Old Mar 13, 2007, 02:34 AM // 02:34   #9
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Quote:
Originally Posted by zakaria
Okay, yikes. I have things to say about everything.

Starting with the PARAGON:

#1 - Why use Swift Javelin when you have an Aegis Chain going? I'd go with Spear of Lightning instead.

#2 - Put Divert Hexes on your (formerly) RC Monk so that he can actually take off 3 hexes a pop with it and change the Paragon's Elite ability to "It's Just A Flesh Wound". Now you've got both your condition and hex removal much more efficiently.

#3 - Song of Concentration?? Totally out of place. Switch his secondary to Warrior and give him "Watch Yourself". Mending Refrain is better than Purifying Finale also.

#4 - Not really any point in having 15 motivation. 12 Leadership, 12 Spear Mastery, 11 Motivation, and 7 Tactics would probably be best.

#5 - Leader's Zeal simply isn't needed with the other changes. Put in Aggressive Refrain instead - that skill is basically mandatory on a Paragon.

Mantra of Recovery MESMER:

-You want more in Fast Casting to keep the Matra activated more often and churn out spells even faster. Drop points in Domination to compensate.

B-Surge MESMER:

#1 - You don't need to put 12 points into Air; especialy because you have 3 Domination spells and no attribute points in Domination. I don't think you did that intentionally but obviously it won't work. I suggest a spec of 13 Domination, 10 Inspiration, 9 Fast Casting, and 8 Air.

#2 - Ether Phantom/Drain Delusions just isn't needed on this character. Go with Mind Wrack and Glyph of Lesser Energy instead. You also have no enchantment removal at all in the build so I'd go with FEEDBACK instead of Guilt (that skill doesn't work very well in reality anyway).

Divert Hexes (formerly RC) MONK:

#1 - Switch out Mending Touch for Dismiss condition. Grasping Earth over Guardian wouldn't be a bad choice either. The enemy monks will be too busy dealing with Mesmer hexes and your own Warrior's Grasping Earth to remove Grasping Earth off of their own melee allies very often.

#2 - I suggest attributes of 12 Protection, 12 Healing, and 11 Divine Favor. Don't forget to put the spare point in Earth Magic if you end up using Grasping Earth.

ZB/Infuse MONK:

#1 - Gift of Health just doesn't fit in with this bar. Use Holy Veil instead.

#2 - Dismiss Condition over Mending Touch and also Shield of Absorption (or Spirit Bond/Prot Spirit) over Shielding Hands.

#3 - I like attributes of 14 Prot, 13 Divine Favor, 3 Healing. Load up BIG time on Health Bonuses for your armor.

Hammer WARRIOR:

#1 - I don't see the need for Wild Blow. Hammer Bash, Healing Signet, Bull's Strike, Distracting Blow, or Enraging Charge would all be better.

#2 - You definitely don't need 11 points in Earth Magic. 6 at most.

Dragon Slash WARRIOR:

#1 - I suggest attributes of 14 Sword, 10 Wind Prayers, and 9 Strength.

#2 - Most definitely take Rush over Harrier's Haste. You want to be Frenzy as much as possible to take advantage of your foes being snared. That means not only spending the energy to do so, but also having a cancel stance that will constantly be open.

Water RUNNER:

- Drop your energy storage by 1 point to raise Healing and Protection by 1 point. You also probably don't need the Major Water Rune.

--------------

Hope that helped!

~Z
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Old Mar 13, 2007, 03:48 AM // 03:48   #10
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rc+mend touch is the meta, sillyhead.
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Old Mar 13, 2007, 04:03 AM // 04:03   #11
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In my very humble opinion blurred vision and freezing gust do not work terribly well together I'd go with Ice prison.

Also, on a paragon, expel hexes > divert hexes (by a country mile). But that's an aside, in this build I'd go with most of Zur's suggestions rather than that quick patch job suggestion
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Old Mar 13, 2007, 04:06 AM // 04:06   #12
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Thom, are you ignoring me in-game right now? I am very disappointed!

And sad.



~Z
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Old Mar 13, 2007, 05:13 AM // 05:13   #13
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AS isn't worth bringing. Aftercast + energy heaviness.

A single copy of Ether Phantom won't do jack, nor will Backfire, or Drain Delusions. Power Block isn't that good to begin with, and nor is Arcane Languor. While spells such as Diversion have an immediate effect and handicap, you need your target to cast at least 3 times for it to have any imminent effect, within that timeframe.

The Divert on the Paragon is random (and the Paragon won't be able to use it fully anyway). You removed Mending Refrain???

Mending Touch on ZB unneeded...need to go eat now.
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Old Mar 13, 2007, 08:08 AM // 08:08   #14
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Thom, are you ignoring me in-game right now? I am very disappointed!

And sad.
yes. Wait, no. I just went to order a pizza, because they are delicious.

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In my very humble opinion blurred vision and freezing gust do not work terribly well together I'd go with Ice prison.
They synergize...poorly together. I think the way to go is probably blurred/freezing/ice spikes, and drop the deep freeze. If you happen to catch both warriors with blurred that's pretty nice, and you can snare both of them if they train, and use gust when you need to snare a monk, or you only have one warrior under blurred and want to shut down the other. F Gust is just too good not to run on a water bar.

I would just make the paragon not suck, or drop him for an air ele with convert. Because at the moment he's garbage. Here's a bar to consider:

Orb/strike/air attunement/blinding surge/gole/convert hexes/rez sig. Then you have a good ranged damage dealer that isn't gimped.
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Old Mar 13, 2007, 09:58 AM // 09:58   #15
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Power Block isn't that good to begin with
I don't know why people are saying Power Block sucks. In a metagame where most teams carry dual Aegis on their Monks... hit the prot monk and off you go ;D
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Old Mar 13, 2007, 05:00 PM // 17:00   #16
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Quote:
Originally Posted by Kabale
I don't know why people are saying Power Block sucks. In a metagame where most teams carry dual Aegis on their Monks... hit the prot monk and off you go ;D
The thing is, MoR+diversion is stupid good. buried by diversion as opposed to blacking someone out for 14 seconds. It's a tough call, really.

Though beyond the prot monks, you can shut down the water ele pissing your team off, or the air ele going pew pew, or the necro throwing hexes at you, or powerblock the mesmer's diversion and make him gimped for a whole game.

I think power block is a bit more difficult to micro as opposed to MoR+diversion, but having at least one MoR guy on your team is like having two mesmers anyway.
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Old Mar 13, 2007, 06:01 PM // 18:01   #17
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http://gwshack.us/48e26

Much prettier.

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Old Mar 13, 2007, 09:00 PM // 21:00   #18
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Did they nerf frozen burst? Get frozen burst -,-

As for the mesmers I prefer something like:

Me/E

Mantra of recovery [e]
Diversion
Lyssas Balance/Shame (if you keep aegis)
Grasping Earth
Gale
Resurrection Signet
Power Return
Glyph of Lesser Energy

Me/Mo

Mantra of Inscriptions
Diversion
Signet of Disenchantment
Purge Signet
Signet of Judgement [e]
Resurrection Chant
Signet of Humility
Unnatural Signet

I don't see the point in mind wrack with only a single copy of EP/DD and whatever you expect shame to give you.

Remove hex is m-k, good under MOR, but purge signet under high MOI is overall more useful. When you're facing any midtohigh-hex team even under MOR remove hex is going to be taking up too much of your time (and still won't impact greatly). All it's great at is low-hex teams like dual diversion, to which just apply veil. A clean wipe around every 10s is a lot more efficient and at least damages stackers.

I like the harriers grasp D-Slash War, but the newer grasping War still looks dodgy. The main thing about running two mesmers and a paragon is hard split options get narrowed quick, since mesmers/paragons can do little but stand really far back/defend behind a line of NPCs to survive. At least 1 of your warriors should be flexible enough to tell him to sod off to the enemy base, or help the water ele defend yours. (i.e. mending touch)

I don't see why the paragon doesn't have a deep wound. Command and get gfte/vicious for zeal+mending refrain/watch yourself... or drop '...flesh wound' for a manly elite... like cruel spear -.- Motivation has been passed around enough to just give up, mending refrain/zeal are OK but TBH a paragon is better employed beating peoples faces in. If you want defence throw in an air ele with attunement and gole who might be able to churn out a decent amount of blind, as opposed to 0.7pips-ish of energy and some mild background healing.

Last edited by rii; Mar 13, 2007 at 09:03 PM // 21:03..
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Old Mar 14, 2007, 01:54 AM // 01:54   #19
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Quote:
Originally Posted by rii
I don't see the point in mind wrack with only a single copy of EP/DD and whatever you expect shame to give you.
Uhhh...EP/DD when under Mantra of Recovery is actually 4+ negative pips of regen on your target. Without even taking Shame into consideration, Mind Wrack is worthwhile here.

Quote:
Originally Posted by rii
I don't see why the paragon doesn't have a deep wound. Command and get gfte/vicious for zeal+mending refrain/watch yourself... or drop '...flesh wound' for a manly elite... like cruel spear -.-
Oh, but he DOES.

The original poster wanted the Paragon to have defensive support. I think it's the best build possible for what was called for. He still contributes solid DPS - constant 25% IAS with 12-spec spear, Anthem of Flame, spreads bleeding, and will usually have the energy to use Spear of Lightning on recharge.

Quote:
Originally Posted by rii
I like the harriers grasp D-Slash War, but the newer grasping War still looks dodgy. The main thing about running two mesmers and a paragon is hard split options get narrowed quick, since mesmers/paragons can do little but stand really far back/defend behind a line of NPCs to survive. At least 1 of your warriors should be flexible enough to tell him to sod off to the enemy base, or help the water ele defend yours. (i.e. mending touch).
This build simply does not have a realistic solo offensive split. For a defensive split, however, it performs fine. You can quite easily send one of your monks back to help the Elem when needed, because of having Blinding Surge and the Paragon in your main group. If you want to try and actually kill the ganker, the Hammer Warrior + Elem works too. His Healing Signet plus the Elem's support is enough to ensure that he survives.

~Z
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Old Mar 14, 2007, 09:13 AM // 09:13   #20
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I still believe that removing hexes + healing + prot doesn't have to be always monks job, spreading these jobs on multi utility players give them power to sustain heavy pressure, focusing on certain tasks. This is like having 4 monks in your team as soon as the other team finds that spamming monks with hexes doesn't make them burn single point of energy to remove them because this is someone's else job and they are focused on protecting the team, I think the enemy team will find they aren't dangerous that much if they find that. MAdRisKy remind me with better option than divert hexes. I changed it to expel hexes.

Also I don't know why all of you finds SoC isn't worth slot in paragon's bar since he is protecting 4 casters but meh, I removed it.., added "Go for the eyes", vicious attack.

@ Zuranthium, by adding "It's just a flesh wound."you are wasting one of the monk's slots with dismiss condition imo, it's spammable shout that can turn off monks with their dismiss condition most of the time except when they are removing DW from him.

[skill]Dismiss Condition[/skill] > [skill]"It's just a flesh wound."[/skill]
[skill]Restore Condition[/skill] >>> [skill]"It's just a flesh wound."[/skill] beats it hands down imo..

- For the B-Surge I removed Guilt for Ether Lord, using focus swapping and you will have scary e-denial imo.
- Added res chant to MoR mesmer.
- Added Ice Spikes to snare ele.
- Added healing signet and changed attributes to hammer warrior.
- Added rush and changed attribute to harrier warrior.
- Added SoA and GE for the RC prot.
- Added SoA, DC, Holy Veil and changed attributes to ZB/Infuser.

My last edited build http://gwshack.us/ba19b
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