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Old Jan 02, 2007, 09:09 AM // 09:09   #1
Krytan Explorer
 
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Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Default HA advice

Hi, Im new to HA but I think its really cool although I havent tried it yet.
Im just wondering if anyone would like to "coach" me on it. Give me build tips, things to watch out for, standard requirements etc.

I also have a build that I think might work, but since ive never been in HA, im not sure. Maybe it wont work at all. Advice and feedback is much needed.

(if you have gwfreaks just input the codes)
Weak Way

Stoner1

Elementalist/Mesmer
Level: 20

Energy Storage: 14 (12+2)
Earth Magic: 16 (12+4)

- Sandstorm [Elite] (Earth Magic)
- Obsidian Flame (Earth Magic)
- Stoning (Earth Magic)
- Glowstone (Earth Magic)
- Ash Blast (Earth Magic)
- Earth Attunement (Earth Magic)
- Aura of Restoration (Energy Storage)
- Resurrection Signet ()

AWJSCzwDXdbsK6z9wUBtQAA

Stoner2

Elementalist/Mesmer
Level: 20

Energy Storage: 12 (10+2)
Earth Magic: 15 (11+4)
Inspiration Magic: 10

- Sandstorm [Elite] (Earth Magic)
- Obsidian Flame (Earth Magic)
- Stoning (Earth Magic)
- Glowstone (Earth Magic)
- Aftershock (Earth Magic)
- Earth Attunement (Earth Magic)
- Aura of Restoration (Energy Storage)
- Resurrection Signet ()

AWNSyOoM6wV3Gri+srIVQLEAA

Stoner3

Elementalist/Assassin
Level: 20

Energy Storage: 12 (10+2)
Air Magic: 11 (10+1)
Fire Magic: 1
Earth Magic: 15 (11+4)

- Obsidian Flame (Earth Magic)
- Enervating Charge (Air Magic)
- Stoning (Earth Magic)
- Aftershock (Earth Magic)
- Storm Djinn's Haste (Air Magic)
- Dash (Assassin None)
- Elemental Attunement [Elite] (Energy Storage)
- Aura of Restoration (Energy Storage)

A2RiSksIKjObDwxqwVoVngkCaB

Ether Leech4

Mesmer/Monk
Level: 20

Fast Casting: 14 (10+4)
Inspiration Magic: 14 (11+3)
Domination Magic: 11 (10+1)
Healing Prayers: 1

- Ether Phantom (Inspiration Magic)
- Drain Delusions (Inspiration Magic)
- Energy Burn (Domination Magic)
- Diversion (Domination Magic)
- Signet of Humility (Inspiration Magic)
- Mantra of Recovery [Elite] (Fast Casting)
- Remove Hex (Monk other)
- Resurrection Chant (Healing Prayers)

A1QSTMsCKgO/0cqKwD4DaAtE0I

Guardian5

Monk/Mesmer
Level: 20

Divine Favor: 4 (3+1)
Protection Prayers: 16 (12+4)
Inspiration Magic: 12

- Zealous Benediction [Elite] (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Pacifism (Protection Prayers)
- Signet of Humility (Inspiration Magic)
- Dismiss Condition (Protection Prayers)
- Revealed Hex (Inspiration Magic)
- Inspired Enchantment (Inspiration Magic)

ATNC08wD8cpnJ1DEiPYTnBrAA

HP ele6

Elementalist/Monk
Level: 20

Energy Storage: 14 (10+4)
Air Magic: 12 (10+2)
Healing Prayers: 11

- Enervating Charge (Air Magic)
- Lightning Orb (Air Magic)
- Heal Other (Healing Prayers)
- Infuse Health (Healing Prayers)
- Heal Party (Healing Prayers)
- Ether Prodigy [Elite] (Energy Storage)
- Glyph of Sacrifice (Elementalist other)
- Restore Life (Healing Prayers)

A2MCi2sM6AOKHeESyHRWoM0JA

Stoner 1 and 2 deal most of the damage, #1 with blind and #2 with AS. #3 is the flag runner and the back up "weakener". All 3 have Stoning for KD. KD's interupt and disable foes for a couple of seconds. This build does revolve around spreading weakness around so if it is removed, then you get trouble. Monks will be the main source of weakness removal, to counter this, the build has a strong mesmer. theres a reson why its called a leech. 2 signets of humility keep the second monk slowed (via Guiardian5's signet) and blind, weakness and pacifism can keep attackers slowed for sometime. The mesmer is the main resser and hex remover too. The monk removes enchants prior to a spike and takes care of main healing and condition removal, and is the secondary hex remover. The last ele is the main caller, he puts weakness on just before the KD, and then 3x Obi spike, 1xenergy burn and 1x Lightning orb. (spike only used on squishies). The last ele also has an emergency res and spike recovery. he is also the mass healer with HP.

I have no idea how this build compares to others, but I made it to counter every HA build I know.
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Old Jan 02, 2007, 07:20 PM // 19:20   #2
Wilds Pathfinder
 
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Always nice to see new folks with interest in HA.

Just from my own experience, I can tell you that you'll need to focus more on the defensive in order to string productive HA runs together. 1 monk and a heal party E/Mo won't be keeping your team alive at all, especially in a 2v1 altar holding situation. A good start would be to make 2 proper monks; 1 heal, 1 prot. Drop pacifism on your current monk. Both monks will need channeling, from the inspiration line.

Ether Prodigy + Heal Party is less efficient in a 6v6 situation, and a little more suited to GvG. Perhaps you can fit your healer with Light of Deliverance instead, and change this ele around a bit. Perhaps Blinding Surge?

Since your build is ele heavy, I would also recommend incorporating wards. They will work wonders in keeping your backline alive, and ward of foes is almost a must-have for relic runs.

With 2 proper monks, wards, and hopefully a little blind from your ele's, you'll at least have a fighting chance. There are other things to get into such as altar holding, ghostly interrupting, altar capping, etc. But I think if you're just starting out, you'd do well to at least start with the basics listed above.
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Old Jan 02, 2007, 08:34 PM // 20:34   #3
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you dont need a flag runner for HA, but as mentioned already you do need two monks. with ele heavy dmg, an obsidian spike seems nice here, and one ele should be gale for a proper knockdown. often gale can be used to interupt the other teams ghost from capping.
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Old Jan 02, 2007, 09:32 PM // 21:32   #4
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And ill suggest looking into your rune useage. IMO Minors all the way as +75 health > 2 or 3 extra points you get from using superiors. If you are using superiors, use only one and dont add in a major rune too. Dropping your health too low is a bad move!
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Old Jan 03, 2007, 04:09 AM // 04:09   #5
Krytan Explorer
 
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ty for the feedback! I think ill add another monk and wards first to see how it goes.

And do you think the weakness thing is a good idea? Using weakness to trigger blind, KD and energy?

Oh and can the ghostly hero be blinded, weakened etc?

Last edited by Hyprodimus Prime; Jan 03, 2007 at 05:13 AM // 05:13..
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Old Jan 03, 2007, 06:54 AM // 06:54   #6
Wilds Pathfinder
 
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Minor vs. Superior runes are a matter of preference, especially in HA where the spike is no longer as prominant as GvG.

The Ghostly is susceptable to whatever conditions and hexes you choose to put on him, though he's not enough of a threat to bother keeping blind or weakness on. He will annoy you with the occasional distracting shot, and does some random damage. That's about it.
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Old Jan 03, 2007, 08:56 AM // 08:56   #7
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Revised. And how do I save/make a build on gwShack?

Gazer1

Necromancer/Elementalist
Level: 20

Soul Reaping: 11 (10+1)
Blood Magic: 15 (11+4)
Curses: 1
Earth Magic: 10

- Oppressive gaze (Blood Magic)
- Jaundiced Gaze (Blood Magic)
- Stoning (Earth Magic)
- Ash Blast (Earth Magic)
- Offering of Blood [Elite] (Blood Magic)
- Ward Against Melee (Earth Magic)
- Glyph of Lesser Energy (Elementalist other)
- Resurrection Signet ()

Gazer2

Necromancer/Elementalist
Level: 20

Soul Reaping: 11 (10+1)
Blood Magic: 15 (11+4)
Curses: 1
Earth Magic: 10

- Oppressive gaze (Blood Magic)
- Jaundiced Gaze (Blood Magic)
- Stoning (Earth Magic)
- Ash Blast (Earth Magic)
- Offering of Blood [Elite] (Blood Magic)
- Ward Against Elements (Earth Magic)
- Glyph of Lesser Energy (Elementalist other)
- Resurrection Signet ()

Gazer3

Necromancer/Elementalist
Level: 20

Soul Reaping: 11 (10+1)
Blood Magic: 15 (11+4)
Curses: 11 (10+1)
Death Magic: 1

- Oppressive gaze (Blood Magic)
- Jaundiced Gaze (Blood Magic)
- Lifebane Strike (Blood Magic)
- Offering of Blood [Elite] (Blood Magic)
- Enfeebling Blood (Curses)
- Rip Enchantment (Curses)
- Glyph of Lesser Energy (Elementalist other)
- Resurrection Signet ()

Ether Leech4

Mesmer/Monk
Level: 20

Fast Casting: 14 (10+4)
Inspiration Magic: 14 (11+3)
Domination Magic: 11 (10+1)
Healing Prayers: 1

- Ether Phantom (Inspiration Magic)
- Drain Delusions (Inspiration Magic)
- Energy Burn (Domination Magic)
- Diversion (Domination Magic)
- Signet of Humility (Inspiration Magic)
- Mantra of Recovery [Elite] (Fast Casting)
- Remove Hex (Monk other)
- Resurrection Chant (Healing Prayers)

Guardian5

Monk/Mesmer
Level: 20

Divine Favor: 12 (10+2)
Healing Prayers: 15 (11+4)
Protection Prayers: 1
Inspiration Magic: 10

- Orison of Healing (Healing Prayers)
- Ethereal Light (Healing Prayers)
- Infuse Health (Healing Prayers)
- Signet of Humility (Inspiration Magic)
- Inspired Hex (Inspiration Magic)
- Inspired Enchantment (Inspiration Magic)
- Channeling (Inspiration Magic)
- Healer's Boon [Elite] (Divine Favor)

Monk Caller6

Monk/Elementalist
Level: 20

Divine Favor: 2 (1+1)
Healing Prayers: 11 (10+1)
Protection Prayers: 15 (11+4)
Air Magic: 10

- Zealous Benediction [Elite] (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Gift of Health (Healing Prayers)
- Dismiss Condition (Protection Prayers)
- Enervating Charge (Air Magic)
- Glyph of Sacrifice (Elementalist other)
- Restore Life (Healing Prayers)

I tried to reduce enchants as much as posible. Main damage comes from gazers, who also have wards. It still uses weakness as its conduit to damage, conditions and KD. Is this any better? Its basically just a spin off of a blood spike team.
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Old Jan 07, 2007, 08:41 PM // 20:41   #8
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I personally dont think monks should have inspired enchantments cuz too much nr and grenith dervishes.
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