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Old Oct 12, 2006, 01:11 AM // 01:11   #1
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Default TFA's GvG build.

Im thinking of switching hammer to axe warrior at the moment but here is the site. http://www.gwshack.us/35898

The build is pretty much teamwork all put out together. When facing an enemy monk, the mesmers have a hard task to do. Blackout the monks but have to watch out for warriors and rangers and such. Activating distortion helps them fullfill that part, and also to avoid warrior trains. The mesmers have cry of frustration for a good reason. Not only to interrupt, but to counter Spikes such as FoC and Ranger spikes. They also are good at keeping enemy monks at bay with shatter and drain enchantment. The warriors have an amazing job. When we spike, their our total offense. the hammer warrior chases everyone he can get his hands on, and not always going after monks. With the devastating hammer combo, thats a total damage output of around 250 health. Deaths Charge is also to confuse enemies, as well as a sudden spike on an enemy. The sword warrior is tricky. Me and my friends thought if a warrior could use distortion or was it a big risk. Beating North American Gaming Associate changed our mind and we have been using it ever since. With the Distortion, and frenzy, that leaves room for charge, which is REALLY effective as a warrior Train. The Final Thrust combo also leaves ALOT of damage right there. Distortion is also key to avoiding ranger spikes when he must go after monks, leaving the enemy team at bay. Our Sword warrior does switch to a zealous sword while attacking. The Assassin is a base ganker. He is supposed to kill all the NPCs at enemy base, and also puts on three conditions for more pressure. He uses caltrops to punish a running enemy. The Crippleshot is our flagger beleive it or not, because we have made great use of distortion in our past GvGs. Hes also build for pressure, and will trap the tower to slow down enemies. Now the question was, where do we get an idea to use traps? We always hated trappers, but barbed trap was unique to us. We got the idea from Dei Victorae from our trusted friend Death Met. The Two Monks are there for healing so what is there to explain!
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Old Oct 12, 2006, 01:23 AM // 01:23   #2
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Proper use of gwshack please?
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Old Oct 12, 2006, 02:14 AM // 02:14   #3
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Sorry about that, let me fix it
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Old Oct 12, 2006, 03:32 AM // 03:32   #4
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Didn't give attribute. Please fix before JR rages.


You have disgustingly little condition and hex removals, you won't have a hope in hell of getting a spike though in the face of a blindbot or a trapper, hell, even a cripshots going to make you want to rage. Same with any hexes. Now, on top of that, you don't have a heal party. That's one essential part of every build. Third, you're geared almost completely for spike, due to the mesmers and the DC hammer, but you're splitting and have a charge sword warrior. You sin has both the shadow of haste/dash combo and AoD...? You monks will die so fast to edenial you won't live to produce pressure. Honeslty, it's a build with lots of ok character builds, but no cohesion.

You'd have to change the whole thing around and edit alot of skillbars for it to work. Sorry if my tone was negitive, but this build has a long way to go.
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Old Oct 12, 2006, 05:41 AM // 05:41   #5
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Let's break this in pieces.

The monks.
They have no emanagement apart from edrain and sig of devotion. You might think that's enough, but you put distortion on them. Distort a spike of 2 warriors and you can easily lose 12 energy, which is crucial, especially for a bprot. Also, WHERE is the condition removal? In a semi-condition based metagame (saying semi because condition rangers are popular, though it's not the full metagame), it's crucial. Added to that, there's NO relievement for the monks. It's arguable that the two mesmers provide relievement as you can kill the enemy faster, but I'm talking about direct relievement. There's no defensive character apart from the monks, and you'll die VERY fast to pressure and semi-pressure.
I won't go into the runner as it's standard and I suck at rating runners.
The mesmers look ok, though I prefer to give them hex-removal so the BL isn't the only way of getting rid of hexes. Also, CoF to counter FoC? FoC spike hasn't been played for like, ages.
I prefer Bull's Charge on the sword warrior, though Charge could work as well, since it's good for moving as a group. Don't know enough on hammers, but it looks good.
The sin has to split off and kill npcs. If they send someone back (inevitable, most of the time it's their runner) you're dead. Why? There's NO self-heal. Yes, it could work since it's split, but he's supposed to be alone, and without self-heal you'll die very fast.

And please make proper use of gwShack. Enter attributes etc.
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Old Oct 12, 2006, 02:10 PM // 14:10   #6
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Suggestions:

1) For the wars, if you want to adrenal spike more often (which you do), I'd suggest putting To the Limit! on the Hammer war and Dragon Slash on the sword war.

I'd also recommend putting a copy of Shields Up! on one of the wars, probably the sword war, as he should be able to manage the energy better.


2) The mesmers look OK for the most part, but one of them should really bring a hard res. I would recommend Ressurrect, but Res. Chant can work OK too. Also, one of them needs to bring Draw Conditions to keep your warriors clean, and the other needs to bring a Purge Signet for hex removal. Maybe drop Shatter on one guy and Cry on the other, as you don't necessarily need two copies of these skills.

3) You don't necessarily need a Res Sig on the Assassin, but you do need a self-heal. Also, you don't need Shadow of Haste or Dash if you've got AoD, although Dark Escape might be useful.

4) Since you don't have much in terms of monk defense, I'd suggest switching the Cripshot to an Oath Shot trapper. Make sure to bring Distracting and Debilitating, as well as Dust and Barbed. Note that you could put the Shields Up! on this guy rather than the sword war if you chose to do so, and it might even be a better place to put it since this guy will have Oath Shot.
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Old Oct 12, 2006, 02:11 PM // 14:11   #7
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Your warriors make me hurt. Your sin makes me laugh.

I do like the idea of your mesmer...but you have two copies, which is not needed tbh. One copy of that mes is plenty.

You have 0 condition removal, 0 hex removal. And tbh, I never have been and never will be a fan of distortion on a monk. Just dont like it.
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Old Oct 12, 2006, 02:19 PM // 14:19   #8
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I'd suggest a different cancel for frenzy on that charge warriors >.< I really hope you had distortion on there as a frenzy cancel, but what would probably be better would be like, oh I dunno, Sprint?
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Old Oct 12, 2006, 04:28 PM // 16:28   #9
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Hammer is pretty good but since this isnt really a spike build, Id switch Deaths Charge for Hammer Bash. On the sword, Ill take a guess to venture you meant Hex Breaker instead of Distortion. In that case thats a pretty decent sword.

Put hard res on one of your mesmers. Self Heal on the Sin.
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Old Oct 12, 2006, 08:48 PM // 20:48   #10
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Quote:
Originally Posted by Legendary Shiz
Your warriors make me hurt. Your sin makes me laugh.

I do like the idea of your mesmer...but you have two copies, which is not needed tbh. One copy of that mes is plenty.

You have 0 condition removal, 0 hex removal. And tbh, I never have been and never will be a fan of distortion on a monk. Just dont like it.
Just to note, BL is hex/condition removal, though it needs much more.

And I believe the cripshot is supposed to be the flagger.
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Old Oct 14, 2006, 04:17 AM // 04:17   #11
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sory my friends gave me their old monk builds so the monks are messed up sorry, also the crippleshot is the flagrunner. Does anyone have a suggestion for another mesmer build though?
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Old Oct 14, 2006, 03:51 PM // 15:51   #12
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Have Gale instead of CoF on one, give the other, draw conditions and ressurection chant. Make your sin a flagstand emo/secondary runner, and make your CS the runner, unless vs spike, in which case make him at the stand to dshot/savage spikes. Make your sword have tigers stance and Shock instead of frenzy and distortion.
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