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Old Sep 19, 2006, 03:18 PM // 15:18   #1
Lion's Arch Merchant
 
Join Date: Nov 2005
Location: Germany
Guild: Force of Arms [FoA]
Profession: Mo/
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Default My first GvG build

Hi, my guild is getting into GvG and right now we are trying to come up with a build to use. This is the build that I came up with Link. Can you tell me what you think about it and how I could go about improving it.

Edit, took out the thumper and added a Flashbot/Warder. I'm not sure if having two wards is overkill, I also included draw conditions to this character. I took out guardian and replaced it with gift of health. I like energy drain a lot so I think i will keep that as the elite. New link http://gwshack.us/50356

Last edited by S!carius; Sep 19, 2006 at 04:11 PM // 16:11..
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Old Sep 19, 2006, 03:31 PM // 15:31   #2
JR
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Join Date: Nov 2005
Profession: W/
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Decent build, only a single hard critique; I would strongly suggest dropping Blackout or Diversion for Draw Conditions on the Surger. Keeping your Warriors clean is going to be a serious pain against condition spam otherwise.

The other slightly more subtle yet critical flaw I see in the build is little defense for your backline. If you have monks who pre-kite like pros and you can score kills quickly with the high melee pressure, then it could work. However against good teams I think lack of any serious off-monk damage mitigation is going to cost you dearly.

As such I would suggest dropping the Thumper for something like an Ele with wards, a Cripshot Ranger, or a Trapper.
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Old Sep 19, 2006, 03:57 PM // 15:57   #3
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yep, condition removal is a major weakness. you only got three in the entire build, two of which cost 10 energy, and one is often not with the team due to flagrunning.

another small (yet critical) problem is your boon prot. the with the nerf to divine boon and subsequent overload of enchant strips, that monk will probably find himself without divine boon for much of the match. unless your boon prot is really good, it might be a good idea to add a backup strong heal, like Gift of Health in place of Guardian. it's also a good idea for one monk to use Protective Spirit, and the other use Spirit Bond.

another possible boon prot variant, if you are feeling adventurous, is this one:

div =11+1+1
prot = 8+1
heal = 8+1
ins = 9
dom = 1

Drain Enchantment
Divine Boon
Reversal Of Fortune
Gift of Health
Restore Condition {e}
Protective Spirit/Spirit Bond
Inspired Hex
Hex Breaker

leave Divine Boon off unless you really need it, and you shouldn't have energy problems. it will solve the condition problems without sacrificing skills for Draw Conditions, but will require a pretty good player to pull off in a GvG battle.
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Old Sep 19, 2006, 04:30 PM // 16:30   #4
Ascalonian Squire
 
Join Date: Jun 2006
Guild: Adrenaline Syndicate
Profession: W/A
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It looks like a really good balanced build. I only have minor suggestions for the 2 Eles. With so many teams relying on physical damage, using your 2 Eles to chain Aegis is a good idea. On the Warder, you could remove a point from Earth and Energy to Protection, and switch Flash for Aegis. On the Runner, it's a bit tricky considering you want Air and Water. I'd suggest taking Air out of the picture, losing Gale and Flash. That way you can take Aegis, Deep Freeze, and switch out Ice Prison for Ice Spikes. You can notice the difference in how much damage is prevented with dual Aegis.

*EDIT* Just realized that if you switched Aegis for Flash on the Warder, that would leave you with no blind. Big deal vs Rangers. You may want to switch Gale or Ward Against Foes. Dual Gales are nice, and so is a WardvFoes.

Last edited by Shiggidyshwa; Sep 19, 2006 at 04:33 PM // 16:33..
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