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Old Aug 07, 2006, 01:14 AM // 01:14   #1
Lion's Arch Merchant
 
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The guild that Im making this for is expierenced in HA but hasn't done as much as Gvg as some people so . . negetives on this build ?

http://gwshack.us/0b4b2

I was thinking bout the Sin and switching it out for a Crip-shot but,sins do nice enough out of dmg to spike a monk themself while the rest of the team is spiking out the other monk would that tatic work ? Would it cause the monks to panic?
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Old Aug 07, 2006, 02:31 AM // 02:31   #2
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Looks solid.

I would drop draw conditions on the mesmer for shatter enchantment, and rez sig on the assassin for shock (assuming he's ganking).

Edit : Uh, just noticed the weird BL monk. If you want a healer, use Word of Healing, if you want Blessed Light go with a prot/DF build. Healing Whisper is bad because of positioning imo.

Last edited by Lord Dark Genie; Aug 07, 2006 at 02:37 AM // 02:37..
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Old Aug 07, 2006, 04:13 AM // 04:13   #3
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Mmm alright the sin is staying on with the team MOST of the time good point about the Blessed Light Ill change that around.I usaully just run Boon Prots in GvG but Ive recently noticed the usefulness of Blessed Light but yeah Ill respost it with changes.
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Old Aug 11, 2006, 12:45 PM // 12:45   #4
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Hm, some attribute points would be nice
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Old Aug 11, 2006, 03:28 PM // 15:28   #5
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For the Air Elementalist:
- You already have expel hexes, take the smite hex off and replace with a second Heal Party.
- Choose only 1 ward, replace the other with Gale. This character having 2 wards is overkill, Gale can be used offensively or defensively especially for attempting to force a boost.

I would spec for a 14 second ward, and try for at least a 50 heal party.

For the Mesmer:
- You already have draw on your e/mo, you can replace his draw with an inspired hex for some extra energy.
- It could also be left in case of a split situation BUT MAKE SURE THESE GUYS ARE ON OPPOSITE SPLITS.
- It has also been suggested that another enchant strip would not hurt.

For the Assassin:
- Assassins are not a class meant to pressure teams in an 8on8 situation, their class (armor and skillset) are not particulary suited for that. Instead take this guys res sig off and give him a suitable secondary (mes for distortion, ele for shock, whatever) so he can be more effective in base ganking and stalling flag runners.
- Penetrating a base and killing flag runners is where the assassin gets its name and reputation.

For the Water Ele (Flag Runner):
- Take out healing breeze and either include blurred vision, or more preferably spec into air for blinding flash.
- Take out shard storm for Ice Spikes (shard storm is like the worst snare ever, seeing as it can be dodged fairly easily). Ice Spikes meanwhile can land anytime you get in range to cast.

This guy will get dominated by any base ganking attempt because he can not defend himself from cripshot rangers or assassins in the slightest (even a warrior could probably own this guy no problem), because the majority of their damage is range independent (arrows or teleports).

Warrior nitpicking:
I would probably take out distracting blow for bulls strike on the axe warrior, the double knockdown snares are very useful for training defensive targets. The hammer warrior seems to be lacking the best hammer skill ever (Irresistible Blow), maybe using Dev/Crushing/IB/Heavy(or Bash) would be more suitable, unless this build is meant to be a pure spike. You could even use the Backbreaker/Crushing/IB/Bulls Strike/Heal Sig/Frenzy/Rush/Res Sig that is very powerful.
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