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Old Sep 07, 2006, 07:23 AM // 07:23   #1
Ascalonian Squire
 
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Default Awkward Idea for a Build

Bunny Slicer

Ranger/Warrior
Level: 20

Expertise: 10 (8+2)
Beast Mastery: 13 (10+3)
Swordsmanship: 12

- Tiger's Fury (Beast Mastery)
All your non-attack skills are disabled for 5 seconds. For 10 seconds, you attack 33% faster.
Energy:6 Cast:0 Recharge:10

- Sever Artery (Swordsmanship)
If this attack hits, the opponent begins Bleeding for 21 seconds, losing Health over time.
Adrenaline:4

- Gash (Swordsmanship)
If this attack hits a Bleeding foe, you strike for 17 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 17 seconds.
Adrenaline:7

- Final Thrust (Swordsmanship)
Lose all adrenaline. If Final Thrust hits, you deal 32 more damage. This damage is doubled if your target was below 50% Health.
Adrenaline:10

- Brutal Strike (Beast Mastery)
Your animal companion attempts a Brutal Strike that deals +31 damage. If that attack strikes a foe whose Health is below 50%, that foe takes an additional +31 damage.
Energy:10 Cast:0 Recharge:5

- Enraged Lunge [Elite] (Beast Mastery)
Your animal companion attempts an Enraged Lunge that deals +20 damage (maximum bonus 80) for each recharging Beast Mastery skill.
Energy:5 Cast:0 Recharge:5

- Comfort Animal (Beast Mastery)
You heal your animal companion for 93 points. If your companion is dead, it is resurrected with 52% Health.
Energy:6 Cast:1 Recharge:1

- Charm Animal (Beast Mastery)
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
Energy:6 Cast:10 Recharge:0


Desc:
Sheer ability to maintain high damage per second, and ability to keep it while changing targets. I posted this build as a single character in a different thread, but for anyone who missed it, a summary is that I basically looked at a hammer thumper's integral use of the pet and wanted to see how I could do something similar using the sword.


Petless Thumper

Ranger/Warrior
Level: 20

Expertise: 12 (8+4)
Tactics: 10
Hammer Mastery: 12

- Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:2.6 Cast:0 Recharge:4

- Rush (Strength)
For 8..18 seconds, you move 25% faster.
Adrenaline:4

- Forceful Blow [Elite] (Hammer Mastery)
If Forceful Blow hits, you strike for +34 damage. and your target is Weakened for 17 seconds. If it is "evaded" you are knocked down
Adrenaline:5

- Auspicious Blow (Hammer Mastery)
If Auspicious Blow hits, you strike for +17 damage. If it hits a foe suffering from Weakness you gain 7 Energy.
Adrenaline:8

- Heavy Blow (Hammer Mastery)
Lose all adrenaline. If this attack hits a foe suffering from Weakness, that foe is knocked down and you strike for +24 damage.
Adrenaline:6

- Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds.
Energy:2.6 Cast:0 Recharge:10

- Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 24 damage. Irresistible Blow cannot be "evaded."
Energy:2.6 Cast:0 Recharge:4

- Healing Signet (Tactics)
You gain 115 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Desc:
An experiment in use of Expertise to create a thumper that doesn't rely on a pet for energy management. Using frenzy instead of Tiger's Fury certainly has its drawbacks, but I think that the lower energy cost combined with auspicious blow will help make up for this. My hypothesis is that it won't perform as well as the 'standard' thumper, though.

Midline Dom and Earth

Mesmer/Elementalist
Level: 20

Fast Casting: 12 (10+2)
Domination Magic: 13 (10+3)
Inspiration Magic: 8 (7+1)
Earth Magic: 9

- Mantra of Recovery [Elite] (Fast Casting)
For 17 seconds, Spells you cast recharge 50% faster.
Energy:10 Cast:0 Recharge:20

- Shame (Domination Magic)
For 9 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal 13 Energy from that foe.
Energy:10 Cast:1.24 Recharge:30

- Guilt (Domination Magic)
For 9 seconds, the next time target foe casts a Spell that targets a foe, the Spell fails and you steal 13 Energy from that foe.
Energy:5 Cast:1.24 Recharge:30

- Energy Tap (Inspiration Magic)
Target foe loses 6 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1.86 Recharge:25

- Ward Against Foes (Earth Magic)
You create a Ward Against Foes at your current location. For 15 seconds, non-Spirit foes in this area move 50% slower.
Energy:15 Cast:0.62 Recharge:20

- Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 15 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:0.62 Recharge:20

- Ward of Stability (Earth Magic)
Create a Ward of Stability at your current location. For 19 seconds, non-Spirit allies in the area cannot be knocked down.
Energy:10 Cast:0.62 Recharge:30

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Desc:
Makes use of fast casting to be mobile ward engine--it would be ridiculous to try keeping up all three wards at once, but there is a time and place for everything. The rest consists of energy management--guilt and shame will hurt casting efforts while draining energy, whereas energy tap can pop off whenever.


Snare Ele

Elementalist/Monk
Level: 20

Energy Storage: 11 (8+3)
Water Magic: 10 (9+1)
Air Magic: 12 (10+2)
Healing Prayers: 8
Protection Prayers: 5

- Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 16 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5

- Heal Party (Healing Prayers)
Heal entire party for 50 points.
Energy:15 Cast:2 Recharge:2

- Extinguish (Protection Prayers)
Spell. Remove one condition from each party member. Party members relieved of Burning are healed for 40 Health.
Energy:15 Cast:0.25 Recharge:10

- Blinding Flash (Air Magic)
Target foe is Blinded for 9 seconds.
Energy:15 Cast:0.75 Recharge:4

- Windborne Speed (Air Magic)
For 10 seconds, target ally moves 33% faster.
Energy:10 Cast:1 Recharge:5

- Ice Spikes (Water Magic)
Target and adjacent foes are struck for 60 cold damage and move 66% slower for 5 seconds.
Energy:15 Cast:2 Recharge:15

- Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 60 cold damage, and for 10 seconds, they move 66% slower.
Energy:25 Cast:3 Recharge:15

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Desc:
Pretty generic looking, as it isn't too far from a flashbot. Can snare and add to a warrior spike, but flag running and party support spells are where it's at.


Denial Hex Mes

Mesmer/Monk
Level: 20

Fast Casting: 9 (8+1)
Inspiration Magic: 13 (11+2)
Illusion Magic: 14 (11+3)

- Distortion (Illusion Magic)
For 5 Seconds, you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 1 Energy or Distortion ends.
Energy:5 Cast:0 Recharge:5

- Mantra of Persistence (Inspiration Magic)
For 30 seconds, any Illusion Magic Hex you cast lasts 89% longer.
Energy:15 Cast:0 Recharge:15

- Conjure Phantasm (Illusion Magic)
For 13 seconds, target foe experiences Health degeneration of 5.
Energy:10 Cast:0.71 Recharge:5

- Images of Remorse (Illusion Magic)
For 10 seconds, target foe suffers -4 Health degeneration. If that foe was attacking, that foe takes 50 damage.
Energy:5 Cast:1.42 Recharge:5

- Energy Drain [Elite] (Inspiration Magic)
Target foe loses 9 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:0.71 Recharge:25

- Energy Tap (Inspiration Magic)
Target foe loses 7 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:2.13 Recharge:25

- Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 13 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:0.71 Recharge:0

- Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:4.26 Recharge:5

Desc:
Distortion for defense, with Mantra of Persistence for long degens with conjure phantasm and images of remorse. The low recharges allow these hexes to be spread across players fairly easily. Drain, tap, and inspired hex provide energy management with ressurrect providing the team with a hard res.

Dom Mesmer

Mesmer/Monk
Level: 20

Fast Casting: 11 (10+1)
Domination Magic: 14 (11+3)
Inspiration Magic: 12 (10+2)

- Mantra of Recovery [Elite] (Fast Casting)
For 16 seconds, Spells you cast recharge 50% faster.
Energy:10 Cast:0 Recharge:20

- Blackout (Domination Magic)
For 6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Energy:10 Cast:0.65 Recharge:12

- Diversion (Domination Magic)
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.
Energy:10 Cast:1.95 Recharge:10

- Shatter Enchantment (Domination Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage.
Energy:15 Cast:0.65 Recharge:25

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 20 Energy.
Energy:10 Cast:0.65 Recharge:25

- Guilt (Domination Magic)
For 10 seconds, the next time target foe casts a Spell that targets a foe, the Spell fails and you steal 13 Energy from that foe.
Energy:5 Cast:1.3 Recharge:30

- Shame (Domination Magic)
For 10 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal 13 Energy from that foe.
Energy:10 Cast:1.3 Recharge:30

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Desc:
Another fast caster, this time with shutdown in mind--blackout and diversion for skill disabling, shatter/drain to remove enchants, and another set of guilt/shame for denial purposes.

Blessed Intervention

Monk/Mesmer
Level: 20

Divine Favor: 14 (12+2)
Healing Prayers: 13 (10+3)
Inspiration Magic: 8

- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 67 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

- Blessed Light [Elite] (Divine Favor)
Heal target ally for 108 Health and remove one Condition and one Hex. This is an elite skill.
Energy:10 Cast:0.75 Recharge:5

- Gift of Health (Healing Prayers)
All of your other Healing Prayers skills are disables for 6 seconds. Target other ally is healed for 132 Health.
Energy:5 Cast:0.75 Recharge:5

- Signet of Devotion (Divine Favor)
Heal target ally for 94 points.
Energy:0 Cast:2 Recharge:5

- Divine Intervention (Divine Favor)
For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 226 points.
Energy:5 Cast:0.25 Recharge:30

- Divine Spirit (Divine Favor)
For 13 seconds, Monk Spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.)
Energy:10 Cast:0.25 Recharge:60

- Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

- Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Desc:

Given Blesssed of Light and Gift of health, boon wasn't far off. Devotion sig gives free heals with Divine Intervention serving as a buffer spell if neceesary. Inspired/Revealed hex provide energy management and extra removal, and in the case that it's really thin Divine Spirit can relieve some energy concerns.

Boon Prot

Monk/Mesmer
Level: 20

Divine Favor: 12 (10+2)
Protection Prayers: 14 (11+3)
Inspiration Magic: 10

- Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 61 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

- Guardian (Protection Prayers)
For 5 seconds, target ally has a 48% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

- Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 76.
Energy:5 Cast:0.25 Recharge:2

- Protective Spirit (Protection Prayers)
For 22 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5

- Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 66 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5

- Shielding Hands (Protection Prayers)
For 10 seconds, damage received by target ally is reduced by 17.
Energy:5 Cast:0.25 Recharge:25

- Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 65 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10

- Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20

Desc:
More or less speaks for itself...


Here's what I see, right now:

Strengths:

damage/pressure coming from the warriors.

utility/defense from the Me/E and the E/Mo.

energy denial from the mesmers, followed by enchant/hex stripping and shutdown.

party support from the ele against degen/conditions

Weaknesses:

I'm pretty sure that the Blessed Light monk is too flimsy. I tried experimenting with different forms of defense and I couldn't find anything that was satisfactory. I'll have to look at it again another time when my head is more clear.

Degen aside, direct damage seems thin--the two warriors deal the vast majority of direct damage, with a shatter enchant and ice snares being available otherwise.

I'm not too experienced with judging splits, but I don't get the feeling that I could split this very well, if the need to do so arose.


And...that's it for now, as it is late and I neeeed sleep. Thoughts? Comments?
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Old Sep 07, 2006, 04:46 PM // 16:46   #2
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Quote:
Originally Posted by Kyune
Degen aside, direct damage seems thin--the two warriors deal the vast majority of direct damage, with a shatter enchant and ice snares being available otherwise.
What warriors? Those ranger bars are disgustingly bad. The sword ranger appears to have nice spiking potential if you can get brutal strike, enraged lunge, and final thrust to all land in a short period of time. However, unlike a thumper, this bar does not have knockdowns so it is not anywhere close in its ability to disrupt as a thumper can. In addition, this sword ranger is not able to knockdown opposing warriors that rotate onto it like a thumper has the option of doing. This makes the ranger even more exposed in the frontlines than the tradition thumper build. Lastly, the opposition could choose to DP your pet making it very easy to continuously kill your pet each time you rez it. This means they can effectively prevent you from ever getting the adrenaline for final thrust. OR you could leave your pet dead making you a very gimped sword warrior.

The petless R/W with a hammer is so inferior to a hammer warrior that it should be self evident, but I can guarentee that this character will continuously blow up.
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Old Sep 07, 2006, 05:03 PM // 17:03   #3
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bunny slicer spike team!
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Old Sep 07, 2006, 09:12 PM // 21:12   #4
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Quote:
Originally Posted by Divineshadows
The sword ranger appears to have nice spiking potential if you can get brutal strike, enraged lunge, and final thrust to all land in a short period of time. However, unlike a thumper, this bar does not have knockdowns so it is not anywhere close in its ability to disrupt as a thumper can. In addition, this sword ranger is not able to knockdown opposing warriors that rotate onto it like a thumper has the option of doing. This makes the ranger even more exposed in the frontlines than the tradition thumper build. Lastly, the opposition could choose to DP your pet making it very easy to continuously kill your pet each time you rez it. This means they can effectively prevent you from ever getting the adrenaline for final thrust. OR you could leave your pet dead making you a very gimped sword warrior.
Points taken, particularly the pet getting DP'd out--I had forgotten about that change.

Warrior/Elementalist
Level: 20

Strength: 9 (8+1)
Axe Mastery: 16 (12+4)
Tactics: 11 (10+1)
Air Magic: 2

- "Coward!" [Elite] (Warrior other)
- Shock (Air Magic)
- Frenzy (Warrior other)
- Rush (Strength)
- Dismember (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Furious Axe (Axe Mastery)
- Healing Signet (Tactics)

Coward works on any moving foe, like bull's strike. Going into frenzy after coward can land two to three hits before the target is fully able to move, leaving time to shock and then continue beating on the target. Dismember, Executioner's, and Furious make up the damage spike. Evisc is the definitive axe spiking skill, but "Coward!" provides another knockdown to the build. Bull's Strike does serve a smiliar purpose, but "Coward!" has range and doesn't clash with the exhaustion caused by shock.

Quote:
Originally Posted by Divineshadows
The petless R/W with a hammer is so inferior to a hammer warrior that it should be self evident, but I can guarentee that this character will continuously blow up.
I'll take your word for it, as I don't have the experience to intelligently talk about the subject. So, I propose this as an alternative:

Warrior/Assassin
Level: 20

Strength: 11 (10+1)
Tactics: 9 (8+1)
Hammer Mastery: 16 (12+4)

- Frenzy (Warrior other)
- Rush (Strength)
- Devestating Hammer [Elite] (Hammer Mastery)
- Fierce Blow (Hammer Mastery)
- Heavy Blow (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Healing Signet (Tactics)

Two knockdowns and a decent spike in the process. I'm a bit torn between Devestating and Forceful, and in the same frame of mind, heavy blow and hammer bash. But this is certainly more solid than the petless thumper.
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Old Sep 07, 2006, 09:36 PM // 21:36   #5
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You may also want a res signet in there somewhere... you know, in case your people die n stuff?

yeah.
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Old Sep 08, 2006, 02:19 PM // 14:19   #6
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Hmm..this brings up a question then, what's considered an "acceptable" spike length for a warrior, and what kind of things are okay to give up to achieve that?
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Old Sep 08, 2006, 08:23 PM // 20:23   #7
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Two (possibly three) attacks under Frenzy is a fairly standard time-slot to go by. Time any spike assists to all hit at the time Eviscerate or another Deep Wound skill hits, or in general when the Warriors *start* unloading their adrenaline. be very careful, though, as if the assists (Orbs, Shatter Enchants, ESurges, etc) hit before the Deep Wound, youre losing a nice chunk of your spike damage, and their monks will be alerted to the spike. If thye come too late, your warriors may not have enough damage to kill, and the spike will be saved. TIming the entire spike within 1/2 second (not as hard as it seems, but does take coordination on th epart of the team) is generally enough, if you have a Gale or Blackout it can be mroe along the lines of 2-3 to be effective.
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