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Old Dec 06, 2006, 06:48 AM // 06:48   #1
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Default Drunken Thumpers Build

The following build is based on the adrn & energy return coming from the Warrion steady stance + self enflicting KD + foe unconditionl KD.
The Build consist of 2 such warriors (small variation) + Monk + Ranger thumper.
The Ranger job is to make life misrable to the other team's monk while the Worriors make life misrable & short for the other chars.
The W delivers a KD every 2-3 blow which is insane rate. And he pick ardn
faster than any other W around. Also with the high tactics each Blow delivers
huge damage + condition. The W need to know to switch targets. Any cater that can cause blind has to be dealt by the W/N. Any runner needs to be picked up by the W/A or R/W.
As for the monk, you may want to change it to glimmering mark.

Comments anyone ?

W/A:

Tactics: 12 + 2
Hammer: 11 + 1 + 2
Strength: 7

Steady Stance (Tactics) {elite}
Desparation Blow (Tactics)
Drunken Blow (Tactics)
Hammer Bash (Hammer)
Counter Blow (Hammer)
Healing Signet (Tactics)
Dash (A)
Res

W/N:

Tactics: 12 + 2
Hammer: 11 + 1 + 2
Strength: 7

Steady Stance (Tactics) {elite}
Desparation Blow (Tactics)
Drunken Blow (Tactics)
Hammer Bash (Hammer)
Counter Blow (Hammer)
Healing Signet (Tactics)
Plague Touch (N)
Res

Monk:
BL monk

R/W:

Hammer: 12
Beast: 10 + 1 + 2
Expertise: 8 + 1

Rampage as one (Beast) {elite}
Irresistible Blow (Hammer)
Hammer Bash (Hammer)
Crushing Blow (Hammer)
Disrupting Lunge (Beast)
Comfort Aminal (Beast)
Charm Animal (Beast)
Res
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Old Dec 06, 2006, 09:02 AM // 09:02   #2
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your RaO is making me laugh and ill be surprised if he can actually kill anything. (no Bestial Mauling)

running 3 melees suck; most teams run at least a blindbot, making the thumper and the w/a useless, BL doesnt run draw, so your doomed. heavy hexes will own you as well.

get a caster in there!
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Old Dec 06, 2006, 09:19 AM // 09:19   #3
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Quote:
Originally Posted by Mokone
your RaO is making me laugh and ill be surprised if he can actually kill anything. (no Bestial Mauling)
Your monk will not laugh long facing this thumper. You can change disrupting to mauling. I find it a matter of preference. Anyways a monk facing this thumper mean someone is going to die and soon, the monk can choose (him or another party member).

Quote:
Originally Posted by Mokone
running 3 melees suck; most teams run at least a blindbot, making the thumper and the w/a useless, BL doesnt run draw, so your doomed. heavy hexes will own you as well.

get a caster in there!
That is why one W is W/A and one W/N. to reduce the need of the monk to remove blind.
And yes, this build can switch the R/W to earth/light ele, which tops a pure light ele. You can use an e-den mes with expel- hex for dealing with heavy hex.
heavy hex will cause trouble to this build. The thing is, any one of the three thumpers can take out any caster fast. Even a heavy hex build cannot shut down 3 thumpers => gg. But it is going to be hard.
The same apply to 3 rit + monk group, how do you handle them ? or any other gimmick build.

Last edited by red orc; Dec 06, 2006 at 09:27 AM // 09:27..
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Old Dec 06, 2006, 10:17 AM // 10:17   #4
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Wards of melee & stability will kill this build. Which are both somewhat common in TA.
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Old Dec 06, 2006, 03:04 PM // 15:04   #5
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you dont blind the W/N. one problem solved (next time just read, i never said blind the W/N) - you only go for the thumper and the w/a.

my monk = myself, thats why i laugh at it. GG. that RaO sucks without Bestial, only nubs should lose to that.

Quote:
The thing is, any one of the three thumpers can take out any caster fast.
i dont think so.

Quote:
Even a heavy hex build cannot shut down 3 thumpers
Spoil Victor + Reapers, o rly?

Quote:
The same apply to 3 rit + monk group, how do you handle them ? or any other gimmick build.
never faced such a retarded group, so i cant tell.

at least get a divert hexes monk instead of crappy bl, it will make life a lot easier.

Last edited by moko; Dec 06, 2006 at 03:10 PM // 15:10..
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Old Dec 06, 2006, 05:41 PM // 17:41   #6
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Quote:
Comments anyone ?
Yep. Bad build. Almost no hexe removal, poor condition removal. No warrior hate. No caster shutdown.

Ward of melee= game over.
Blindbot= game over.
Hex build= game over.

...
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Old Dec 06, 2006, 06:04 PM // 18:04   #7
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Quote:
Originally Posted by bashar pvp
Yep. Bad build. Almost no hexe removal, poor condition removal. No warrior hate. No caster shutdown.

Ward of melee= game over.
Blindbot= game over.
Hex build= game over.

...
/signed

However, I can tell you how to make it better. Switch the warrior's attributes to 16 hammer, 13 tactics, and 3 (or 4 if you want a minor rune) strength. Switch out counter blow on each for fear me and spam it to no end around anyone using skills that blind, hex, or wards (i.e. around their anti-melee and you will typically e-deny their monk with the AoE from fear me). Use signet of malice instead of dash/plauge touch. Use a superior beast mastery rune on the thumper. Use divert hexes instead of blessed light on the monk.

Wow, just those minor alterations and the build is 10 times better than it was. Still has weaknesses, but is much more solid now.
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Old Dec 07, 2006, 07:42 AM // 07:42   #8
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Quote:
Originally Posted by Divineshadows
/signed

However, I can tell you how to make it better. Switch the warrior's attributes to 16 hammer, 13 tactics, and 3 (or 4 if you want a minor rune) strength. Switch out counter blow on each for fear me and spam it to no end around anyone using skills that blind, hex, or wards (i.e. around their anti-melee and you will typically e-deny their monk with the AoE from fear me). Use signet of malice instead of dash/plauge touch. Use a superior beast mastery rune on the thumper. Use divert hexes instead of blessed light on the monk.

Wow, just those minor alterations and the build is 10 times better than it was. Still has weaknesses, but is much more solid now.
Thanx, it indeed looks much better.
Will give it a go in TA and see how it goes.

Last night, I played it in HA vs some groups of earth warders and fire spammers. It rolled them like charm. Playing vs warders gives you the control when you strike. So if you play them a little, letting them spend some exast points in obsidian and shower, which only pumps your adrn, while you're protected by your monk, they are done. Then they roll very nicely.

btw When I play TA/RA monk i play bonder with divert hex, but that is cause I'm not a master at monking. I find it easyer .
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Old Jan 02, 2007, 09:32 PM // 21:32   #9
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Hmmm... Not sure what to comment on that build. Only thing.... 3 melee guys... Bad idea to have 3 melee guys. The only exception to that rule is in PvE and this isn't PvE.....

Btw... What's wrong with using the Linebacker build? It's not something you see everyday and it can be a nasty surprise for the other team if you had two supporters in the backline.

Or I may just be blabbing on here about things I don't know.
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Old Jan 02, 2007, 09:49 PM // 21:49   #10
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Quote:
Originally Posted by Treck
Only thing.... 3 melee guys... Bad idea to have 3 melee guys. The only exception to that rule is in PvE and this isn't PvE.....
Having faced a team with 3 W/E all using steady stance, drunken blow, desparation blow, fear me, hammer bash, and shock, I can tell you that 3 melee guys can work in TA at the moment using this completely broken skill combination. Their monk used assassin secondary for speed buffs and mobility and draw conditions to keep the 3 warriors clean. Between the continous knockdowns and fear me spam, your offense and your defense get shutdown to the point where you don't get to do very much except run while crippled trying to survive and hiding your energy swapping up only briefly for each cast but adding a delay to every spell you cast. Wards aren't that great of a counter, because they can simply put two warriors on your warder (while the 3rd attacks some other priority target) training and knocklocking to the point where you are very unlikely to actually get a ward of stability down and without the ward of stability good luck getting ward v melee.

Like searing flames, the steady stance warriors aren't all that threatening by themself, but when you have multiple copies of the same template....

In fact, the only things I can see beating that build are teams with

- 2 blinding surge mesmers each with gale to keep the monk shutdown from drawing blind.

- heavy hex using long lasting hex based snares and lots of degen hexes as you constantly run away from them. Though, this build is very weak against good balanced teams.
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Old Jan 03, 2007, 12:45 AM // 00:45   #11
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O when did that happen? Sounds like a team I don't want to go up against....

I suppose I look like a fool now, huh? But in my opinion, until you have some extremely good melee guys working together... 3 melee guys isn't just viable. But there are exceptions to that like the team you just mentioned.

Oh! BTW, who won that fight? Your team or the other team? I'm guessing your team fought bravely but didin't win.
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Old Jan 03, 2007, 10:16 AM // 10:16   #12
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i faced this build sometimes to. both times i was playing as blindbot. first time they all were w/D with sctyhes to spread the conditions and they get us on a bridge and bodyblocking us from getting out we lost. second time we played in the open and we spread out very well. it isnt that hard to shutdown their pressure with one blindbot. just spam bsurge then enervating on next and spread out to dont let your energy denied. and they have no speed boost so kiting shuts this people down to
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Old Jan 03, 2007, 04:15 PM // 16:15   #13
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Quote:
Originally Posted by Treck
Oh! BTW, who won that fight? Your team or the other team? I'm guessing your team fought bravely but didin't win.
We lost after about 5.5 to 6 minutes. Got a few kills, but they really started to train our paragon and prevent the angelic bonds from being put up by constant knockdown. We were running my experimental build using an angelic bond paragon (with go for the eyes, anthem of flame, shield of absorption, and purge signet), a read the wind punishing shot interrupter, a rampage thumper, and a ZB monk.
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