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Old Dec 28, 2006, 03:24 PM // 15:24   #1
Academy Page
 
Join Date: Nov 2005
Guild: arkangels
Profession: R/E
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Default A Very Hexy build

Hex Spike 1

Necromancer/Mesmer
Level: 20

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

Signet of Suffering [Elite] (Curses)
Parasitic Bond (Curses)
Faintheartedness (Curses)
Spirit of Failure (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Mantra of Inscriptions (Inspiration Magic)
Signet of Humility (Inspiration Magic)
Resurrection Signet ()
Hex Spike 2

Necromancer/Mesmer
Level: 20

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

Signet of Suffering [Elite] (Curses)
Malaise (Curses)
Suffering (Curses)
Drain Enchantment (Inspiration Magic)
Spirit of Failure (Inspiration Magic)
Mantra of Inscriptions (Inspiration Magic)
Signet of Humility (Inspiration Magic)
Resurrection Signet ()
BR Spike

Necromancer/Mesmer
Level: 20

Soul Reaping: 9 (8+1)
Blood Magic: 9 (8+1)
Curses: 14 (12+2)
Inspiration Magic: 6

Signet of Suffering [Elite] (Curses)
Malaise (Curses)
Life Siphon (Blood Magic)
Blood Ritual (Blood Magic)
Mantra of Inscriptions (Inspiration Magic)
Revealed Hex (Inspiration Magic)
Inspired Hex (Inspiration Magic)
Resurrection Signet ()
Spike Mesmer 1

Mesmer/Monk
Level: 20

Fast Casting: 10 (9+1)
Inspiration Magic: 10 (9+1)
Domination Magic: 15 (12+3)
Healing Prayers: 3

Mantra of Recovery [Elite] (Fast Casting)
Diversion (Domination Magic)
Energy Burn (Domination Magic)
Signet of Weariness (Domination Magic)
Signet of Humility (Inspiration Magic)
Spiritual Pain (Domination Magic)
Inspired Hex (Inspiration Magic)
Resurrection Chant (Healing Prayers)
Blind Bot

Elementalist/Monk
Level: 20

Energy Storage: 10 (9+1)
Air Magic: 10 (9+1)
Water Magic: 14 (10+4)
Healing Prayers: 3
Protection Prayers: 8

Blinding Surge [Elite] (Air Magic)
Air Attunement (Air Magic)
Teinai's Prison (Water Magic)
Deep Freeze (Water Magic)
Convert Hexes (Protection Prayers)
Aegis (Protection Prayers)
Glyph of Sacrifice (Elementalist other)
Resurrection Chant (Healing Prayers)
ZB monk

Monk/Elementalist
Level: 20

Divine Favor: 10 (9+1)
Healing Prayers: 10 (9+1)
Protection Prayers: 15 (12+3)

Zealous Benediction [Elite] (Protection Prayers)
Mend Ailment (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Gift of Health (Healing Prayers)
Shield of Absorption (Protection Prayers)
Protective Spirit (Protection Prayers)
Glyph of Lesser Energy (Elementalist other)
Aegis (Protection Prayers)
RC Prot

Monk/Elementalist
Level: 20

Divine Favor: 10 (9+1)
Healing Prayers: 10 (9+1)
Protection Prayers: 15 (12+3)

Restore Condition [Elite] (Protection Prayers)
Gift of Health (Healing Prayers)
Mending Touch (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Guardian (Protection Prayers)
Spirit Bond (Protection Prayers)
Glyph of Lesser Energy (Elementalist other)
Aegis (Protection Prayers)
Runner

Mesmer/Assassin
Level: 20

Fast Casting: 6
Domination Magic: 14 (12+2)
Shadow Arts: 11

Dash (Assassin None)
Shadow of Haste (Shadow Arts)
Shadow Refuge (Shadow Arts)
Energy Surge [Elite] (Domination Magic)
Energy Burn (Domination Magic)
Signet of Weariness (Domination Magic)
Spiritual Pain (Domination Magic)
Price of Pride (Domination Magic)



Discuss. Any thoughts and suggestions would be appriciated.

Last edited by taxed; Dec 28, 2006 at 03:28 PM // 15:28..
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Old Dec 29, 2006, 06:13 PM // 18:13   #2
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Join Date: Oct 2005
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Almost every build needs the pressure and burst killing power that at least one melee chaacter with deep wound provides. If a half-decent team is slowly degening to death, they won't stand there and let you win, they'll retreat and crush you at VoD, or perhaps they'll have adequate party healing and just be able to outlast you.

You need to be able to take advantage of pressured monks and low health bars, not just create that situation.

And if this is intended to be a spike, then why not just go gimmick spike and have more fun

Last edited by Manfred; Dec 29, 2006 at 06:18 PM // 18:18..
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Old Dec 29, 2006, 06:18 PM // 18:18   #3
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Join Date: Nov 2005
Guild: arkangels
Profession: R/E
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I hear you, but:

Accumulated pain = Deep wound.
Signet of Suffering x3 = 420 damage.
There is plenty of damage to kill stuff.
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Old Dec 30, 2006, 08:20 AM // 08:20   #4
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Join Date: Jul 2006
Guild: Error Seven Opperators [Call]
Profession: Mo/
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Ok, what I like to do with builds is see what they can do against a current meta build. Lets take a standard 2 w/a, 1 me/e blinder, (which cant really do much with its blind in ur build...) 1 me/mo , a derv, 2 monks, and a mo/e LoD flagger. Ok, lets say the monks arent running divert, but running ZB, and B-light. Ok, well the monks hex control is with veil, which they will be spamming. the LoD will take ez care of ur party wide hex pressure, since u have no warrior to apply anything else... Unfortunately, ur mesmers spike with the necros is not in synergy, because of the necros 2 second cast time on the sig. The other team will gale one of ur spikers every 20 seconds, so u might if ur luky get 2 signets off, with ur spiritual pain x2 (if u got both mes at flag stand). I dont see that this will be as much dmg needed for a spike at all. that signet.... needs something to make it more viable the monk skill which is similar, is not elite and it gives around the same dmg cap on it lol. Are u planning on splitting with this build? I dont think sig of weariness is needed on either mes, put in a utility skill. Im really tired and this post isnt flowing very well. I guess just take it in but dont pay much attention to me, Im wasted

Woops.. I jus remembered something, dont forget diversion on both mesmers... that should help this build a bit, maybe lol. O thoughts are coming back to me.... ok

Heres what u could do, diversion spike both monks (do this when 3rd is away spamming), and when diversion is half way through, have the necros start there signet on the target, and the mesmers will still have time to switch and hit there deep wound skill and S-pain... thoughts gone.. bb

GG

Last edited by necrosfeelyaks; Dec 30, 2006 at 08:24 AM // 08:24..
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Old Dec 30, 2006, 06:46 PM // 18:46   #5
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Why do you assume that everyone will have full hexes on them, with no prot spirit or spirit bond? Seriously, I bet you could design a fun spike build with Non-degen hexes to disable their offense and monks while you spikes with something far better than 420 damage+deep wound
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Old Jan 09, 2007, 07:02 AM // 07:02   #6
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Location: CA
Guild: Scythes of Chaos [SoC], [PNOY] alliance guild forums: http://socguild.cjb.net
Profession: E/
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Since the spikes are not in synergy, I would conclude this to be more of a pressure build.
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Old Jan 09, 2007, 09:16 AM // 09:16   #7
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Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Yesterday we encountered a very strong Soul Barbs spike, hex stacking team. Total shutdown by hexes in advance... and when the spike hits with 2 copies of soul barbs and then all sorts of cheap and fast hexes. Very difficult to defend against.

For extra mayhem: scourge healing put into it, your infuser will curse like hell.

Might work for your build as well...
just an idea...
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Old Jan 09, 2007, 02:22 PM // 14:22   #8
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We've ran this build a few times now, and did win at a reasonable clip. The speed of the hex application easily overwhelms hex removals (one group even had divert hexes, Blessed Light, convert hexes and 2 other hex removal skills that I counted). When the spike goes off, it's killing with about 85% efficiency, which is not bad.

If the team survives the first 2 minutes, we have not lost. (mind you we've only used it about 6 or so times). The energy degen from ether lord + malaise spam is enough to exhaust enemy healers and casters. With the current setup, I can apply Ether lord every 6 or so seconds on key players, putting them to -1 energy degeneration and have it covered by 3-4 hexes almost instantly. Also, we can keep most of the team at close to 10 degen most of the time. After watching a match in observer mode, it was very clear that the monks were completely drained (made spiking painfully easy). and there were several cases that players degened to death, as there was not enough energy to heal them. Remember, with 4 casters dedicated to hex spam, each with reasonable energy management, we are able to pump out (I'm gussing here) about 40-50 hexes per minute here. It's tough to keep up (mind you, we are definately not a top guild and are practicing).

The issue this has is when we need to surpress a gank team.
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