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Old Sep 13, 2006, 05:19 AM // 05:19   #1
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Default Check List for new build's strength.

We all know that sometimes it is better to make your own build than to feed off of someone else's builds. This can be a good place to start when you have a rough draft of a build.

1. What am I making this for?

You need to go in with some notion of where you plan on using this build. You don't bring a res signet to Fort Aspenwood because you don't have much use for it. You don't bring nearly as many self heals to GvG as you would to the random arena.


2. What are the obvious advantages?


This is basically what does your build offer that is unique? Part of making a new build is to find a skill set that is not already in use or to add on to one. What you have to look at is what your build will be rather strong at. Sort of like a thumper is really good at pestering people that use guardian.


3. What are the obvious weaknesses?

What does your build do that isn't so great. An example of this would be if your build has no way to defeat guardian or this build doesn't do very well against people who kite. Those are the kind of things you have to think about.

4. How easy is it to shut down?

I put this one in its own catigory because you can have a good build that doesn't quite work when there is a shutdown mesmer around. One reason I do not like the touch ranger is the simple fact that it is a rather fragile build. If you lose just about any skill the build does not work. Some arenas you can get away with this, but against more experienced players this can be exploited. Another case is where you have a long chain of skills that require each and everone one to be used. If one skill in that chain missed or is defeated, you can be a sitting duck. Then there is also the case where an enemy can use your build to his advantage. Such as a monk using a ton of conditions to heal a person with Mend Aliment.

5. How is the builds longevity?

While it may be tempting to put certain skills on your bar, you do have to look at two factors which are energy cost and recast. An example of one build that has some of these problems is the point blank ele builds. While these attacks can be powerful, they have a long recast time. During this time you are a sitting duck. Another issue can be energy management. A monk who uses divine boon should also have another source of energy; or else, he is will quickly run out.
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Old Sep 13, 2006, 06:06 AM // 06:06   #2
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Nice. How about

6. How difficult is it to play?

A build may sacrifice tactical awareness by being overly complicated. Having to watch multiple targets can be a tough learning curve.
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Old Sep 13, 2006, 06:35 AM // 06:35   #3
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What about:

7. Does the build have skills to manipulate the mechanisms of the game?

If you're playing in a GvG, do you have a way to run the flag? If it's an HA build, do you have some way of inturrupting their Hero, or a something to help you hold the altar?
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Old Sep 13, 2006, 08:03 AM // 08:03   #4
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Are you talking about single character builds LoyalSoldier ? The points Shiggy and nightrunner posted seem to be more relevant to GW PvP, as that is a team game at all levels.
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Old Sep 13, 2006, 08:22 AM // 08:22   #5
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Quite simply:

1 - Do you have the pressure, shutdown or spike to actually get kills against even very defensive builds based on the meta?

2 - Do you have the defense to not take deaths from heavy pressure, shutdown or spike based on the meta?


If you can get kills faster than you take deaths, then you are off to a good start. Then you can move on to more advanced points:

3 - Can you actually play the desired gametype effectively? (Do you have a flagger / Can you hold an altar etc...)

4 - Do you have players that fit the necassary roles well?

And so on... all important points, but negated by how strong the you are on the first two; It doesn't matter if you don't have suitable players when running ridiculously strong builds, as it doesn't matter if you do have the players when running ridiculously weak builds. You get the point.
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Old Sep 13, 2006, 08:23 AM // 08:23   #6
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Quote:
Originally Posted by fallot
Are you talking about single character builds LoyalSoldier ? The points Shiggy and nightrunner posted seem to be more relevant to GW PvP, as that is a team game at all levels.
PvP; but PvP games have individual builds too, so it can be intepreted both ways, IMO. I'm thinking an eighth question for single-character creations:

8. Are some roles of this character redundant?
Are some roles of this character redundant? For example, when you construct a Prodigy elementalist in a GvG build that has another Prodigy elementalist with Heal Party in it, you might want to opt for Ward against Melee instead of Heal Party.
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Old Sep 13, 2006, 08:31 AM // 08:31   #7
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Quote:
Originally Posted by LightningHell
PvP; but PvP games have individual builds too, so it can be intepreted both ways, IMO. I'm thinking an eighth question for single-character creations:

8. Are some roles of this character redundant?
Are some roles of this character redundant? For example, when you construct a Prodigy elementalist in a GvG build that has another Prodigy elementalist with Heal Party in it, you might want to opt for Ward against Melee instead of Heal Party.
two copies of heal party are awesome.
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Old Sep 13, 2006, 08:39 AM // 08:39   #8
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Quote:
Originally Posted by Thom Bangalter
two copies of heal party are awesome.
I know, I stick 2 copies of Heal Party in my GvG build, too. But if you already have a copy, you might contemplate taking Ward against Melee instead.
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Old Sep 13, 2006, 10:05 PM // 22:05   #9
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Quote:
Originally Posted by fallot
Are you talking about single character builds LoyalSoldier ? The points Shiggy and nightrunner posted seem to be more relevant to GW PvP, as that is a team game at all levels.
Can be used both ways.
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