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Old Oct 18, 2006, 12:00 AM // 00:00   #1
Ascalonian Squire
 
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Join Date: Oct 2006
Location: Uk
Guild: Exsurgo
Profession: R/Me
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Default Updated build By Jupiter

After posting the last thread about a gvg build, ive decided to update my build after some advice. Please let me know how this looks compared to my last effort.

W/E Axe

12+4 Axe
9+1 Tactics
9+2 Strength

Bull Strike
Sprint
Eviscerate (elite)
Axe Rake
Executioners strike
To The Limit
Heal Sig
Rez sig

W/E Sword

12+4 Sword
9+1 Tactics
9+2 Strength

Sever Artery
Bull Strike
Final Thrust*
Charge (elite)
Gash*
To The Limit
Heal Sig
Rez Sig

Me/N

Fast 10+1*
Dom 11+4*
Insp 10+1

Drain Enchanment*
Diversion
Signet Of Disruption*
Energy Burn*
Power Drain*
Chaos Storm*
E-Surge (elite)*
Rez Sig

E/Me*

Earth 11+4
Energy 10+1
Inspiration 10

Ward Against Foes
Ward Against Melee
Ward of Stability
Expell Hexes (elite)
Aura Of Restoration
Power Drain
Aftershock
Rez sig

R/mo

Expertise 11+2*
Marksman 10+4
Wilderness 10+1*

Distracting Shot
Crippling Shot* (elite)
Savage Shot
Apply Poison
Hunters shot*
Troll Ugent
Throw Dirt
Rez Sig

E/Mo

Energy 10+1
Water 10+4
Healing 9
Protection 7

Ether Prodigy (elite)
Armor of mist
Ice prison
Ice Spear
Deep Freeze*
Extinguish*
Heal Party
Healing Breeze*

Mo/Me

Divine 12+4
8+2 Protection
10 Inspiration

Rof
Guardian
Divine Boon
Comtemp Of Purity
Sig Of Devotion
Mend Aliment
Inspiried Hex
Energy Drain (elite)

Mo/Me

9+1 Heal
8+2 Protection
10+4 Divine

Blessed Light (elite)
Sig Of Devotion
Protective Spirit
Gift of heath
Mend Condition
Heavons Delight
Drain Enchantment
Inspired Hex

All fields with * have been edited after advice

Last edited by Jupiter Exsurgo; Oct 20, 2006 at 12:16 PM // 12:16.. Reason: Advice on build
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Old Oct 18, 2006, 12:17 AM // 00:17   #2
Frost Gate Guardian
 
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Guild: Xxx The Final Thrust Xxx
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Your axe warrior, doesnt have any secondary skills ;p But that doesnt really matter, I would recommend taking off either axe rake, or to the limit and put in plague touch since u dont have a shock in there.

Your sword warrior doesnt have a deep wound, so i would take galrath out for gash.


Your Me/N would do better in TA, He is the only character throwing hexes around so they would just get removed. If warriors scare you, i reccomend running a warder w/blinding flash in his place

Your R/Mo... uh yea... not so much... extinguish? I couldnt argue with the skill since its good, but on a ranger? i dont know about that. Second rangers arent really that good at doing damage so i would swap melandrus shot for crip shot, or since you already have warrior hate from the warder, i would make him a trapper.

Why the assasin? just curious, doesnt have a base ganking build really, and assasins still arent extremely useful at the flagstand, so i recommend taking himout for a Surger, or a Smiter or some kind of added damage, maybe even a hammer war (linebacker if you're still scared of wars).

I'm guessing your E/Mo is the runner. That build i dont think would work too well, but i suppose it could get the job done, unless you run against a crip shot (you have no blind for him). I recommend dropping swirling aura (although i admit i dont know what it does off the top of my head) for blinding flash. Drop purge conditions for another snare. Drop Rez Sig (you are a runner) for healing breeze, and you stil get ur ice spear (although im not sure that its really worth it). The only reason i see to have purge conditions is for the "You're All Alone!" shout, but that isnt for another couple weeks, although im sure it would come in handy for those nasty guys.
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Old Oct 18, 2006, 06:27 AM // 06:27   #3
Ascalonian Squire
 
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Thanks for your imput mate. Firstly, i like your point with the mesmer, prehaps id be better off having a warder like you suggested and that would mean my hexes wouldnt be removed and the build more than likey would become more effective. With the ranger, hes not built for dam, hes an interupter, so im not looking for him to take anyone down, just shut down the enemys casters. With extinguish, i wanted to get the skill in there and ended up with him been the only choice (any suggestions). TBH I Like the way i have my warriors, to the limit helps with the adren, maybe i will add deep wound though to the sword warrior although the axe has it, i'll think on that. I chose the assassin coz he can deal alot of dam fast by linking the skills, you might be right however and again i'll try it out and maybe think about changing him to another kind of dam dealer. Swirling aura is a kind of whirling defense only lasts longer, but im not a flag runner so im not that great on their builds.

Thx for your suggestions and more are welcome.
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Old Oct 18, 2006, 01:34 PM // 13:34   #4
Lion's Arch Merchant
 
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Guild: Valkyrie Einherjar
Profession: Mo/
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I'll try to minimize any actual changes to your build, suggesting minor ones rather than major.

Your mesmer is running backfire and guilt (and diversion - which is good), without any other hexes. These are just going to be inspired hex fodder. I'm not a huge fan of warders, but you can probably come up with any number of possible sets there. If you want to keep him, at least put Parasitic Bond as a cover hex, and replace backfire, guilt, and hex breaker (still general rule of thumb is only one hexer is too light).

Drop the extinguish on the ranger. Put it on the flag runner. You can just swap it with Purge Conditions for your condition removal at the stand, although that will bea pain on your ranger. The resulting higher points in expertise (put them there, you really want higher expertise) will help make that not so bad. A cripshot would probably be better here in my opinion, but although that somewhat depends on how effective your offense is at the moment. Ideally I think the crippling and poison spread would combine with interupts to make a busy but more effective ranger. Not to mention Apply Poison could replace Throw Dirt which is quite weak really.

With only two warriors, I much prefer deep wound on both, so gash it would be. Especially on a Dragon Slash warrior who can then spam deep wound (especially if you keep the Melandru's Arrows archer around).

The Assassin seems a bit weak to me in this build. Not entirely sure of the point there. More damage at the flagstand? Why not just add another warrior with Shields Up? A small bit of general preference on strategy might help to explain some of the other choices.

Runner should bring Deep Freeze, its the best water elementalist spell out there, and Swirling Aura needs to go anyways.
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Old Oct 19, 2006, 02:39 PM // 14:39   #5
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thanks guys, ive edited the build after the advice, whats your thoughts now?
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Old Oct 19, 2006, 07:41 PM // 19:41   #6
Krytan Explorer
 
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Dragon slash + Final Thrust= you need a slap

put sun+moon slash in

TTl is also not really needed as you have Dragon slash, i'd slap plague touch in there as missing a dslash can really hurt your adren.

The Me/N isnt using his secondary so stick res chant on him. Energy tap and signet of disruption arent great and chaos storm is godawful. Diversion is a lovely skill but as mentioned you have too few hexes to make it worthwhile.

consider:
blackout
power drain
shatter enchantment
signet of weariness
cry of frustration
distortion (would require a new attrib spread)

Monks have decent bars but are using both a major and a superior. There are plenty of threads on this so i won't go to great length to explain it but. a superior rune on a monk is a large risk, many (most?) decided against taking it

you are running a superior... AND a major. Please change to all minors now.

not much time left so i'm going to list some skills i would strongly reconsider:

Aura of restoration...ever
Hunter's shot
throw dirt
Heaven's delight
Aftershock with no knockdown
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Old Oct 19, 2006, 09:19 PM // 21:19   #7
über těk-nĭsh'ən
 
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when making a gvg build, you should always try to overload one aspect of its game play. for example, you can focus primarily on conditions, or hexes, or defense, etc.

basically, you want to have something in your build that can overpower your opponent's defense in that area. for example, a hex degen build should have so many hexes that the opponents cannot remove them all. the same applies to every build, even the so-called "balanced" build: they can overload damage.

basically, without incorporating this "overload" principle into your build, you will have problems killing.
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Old Oct 20, 2006, 11:32 AM // 11:32   #8
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Thx both of you for your comments, ill review the skills that you recomend to be changed. About the last post, if you overload in one area, arnt you taking away the "balanced" aspect.

Last edited by Jupiter Exsurgo; Oct 20, 2006 at 11:32 AM // 11:32.. Reason: type error
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Old Oct 20, 2006, 02:56 PM // 14:56   #9
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not at all, because even a balanced build overload one aspect of the gvg game: damage. the coordinated spike of a balanced team is quite scary.
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