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Old Jun 25, 2006, 01:47 PM // 13:47   #1
Academy Page
 
Join Date: Sep 2005
Guild: Xen of Onslaught
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Default Hodge Podge Build

I came up with this a couple of days ago, but my guild would rather run triple smite or soul barbs spike right now so I decided to share it with everyone.


Botox
Warrior/Elementalist
Level: 20
Strength: 11 (10+1)
Axe Mastery: 16 (12+4)
Air Magic: 8
Frenzy (Warrior other)[/color]
Sprint (Strength)[/color]
Shock (Air Magic)[/color]
Bull's Strike (Strength)[/color]
Eviscerate [Elite] (Axe Mastery)[/color]
Executioner's Strike (Axe Mastery)[/color]
Endure Pain (Strength)[/color]
Resurrection Signet ()[/color]

Hex Hater
Warrior/Mesmer
Level: 20
Strength: 13 (12+1)
Swordsmanship: 16 (12+4)
Expel Hexes [Elite] (Mesmer other)[/color]
Sprint (Strength)[/color]
Frenzy (Warrior other)[/color]
Bull's Strike (Strength)[/color]
Galrath Slash (Swordsmanship)[/color]
Final Thrust (Swordsmanship)[/color]
Endure Pain (Strength)[/color]
Resurrection Signet ()[/color]

Clean Smite
Monk/Mesmer
Level: 20
Divine Favor: 10 (9+1)
Smiting Prayers: 16 (12+4)
Protection Prayers: 10 (9+1)
Illusion Magic: 3
Zealot's Fire (Smiting Prayers)[/color]
Air of Enchantment [Elite] (Protection Prayers)[/color]
Reversal of Fortune (Protection Prayers)[/color]
Guardian (Protection Prayers)[/color]
Balthazar's Aura (Smiting Prayers)[/color]
Draw Conditions (Protection Prayers)[/color]
Distortion (Illusion Magic)[/color]
Resurrect (Monk other)[/color]

Hexy Mez II
Mesmer/Assassin
Level: 20
Fast Casting: 16 (12+4)
Domination Magic: 6 (5+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 5 (4+1)
Deadly Arts: 7
Recurring Insecurity [Elite] (Illusion Magic)[/color]
Siphon Speed (Deadly Arts)[/color]
Accumulated Pain (Illusion Magic)[/color]
Enduring Toxin (Deadly Arts)[/color]
Wastrel's Worry (Domination Magic)[/color]
Spirit of Failure (Inspiration Magic)[/color]
Drain Enchantment (Inspiration Magic)[/color]
Resurrection Signet ()[/color]

Hexy Necro
Necromancer/Elementalist
Level: 20
Soul Reaping: 10 (9+1)
Curses: 16 (12+4)
Blood Magic: 10 (9+1)
Water Magic: 3
Glyph of Concentration (Elementalist other)[/color]
Soul Barbs (Curses)[/color]
Defile Flesh (Curses)[/color]
Shard Storm (Water Magic)[/color]
Faintheartedness (Curses)[/color]
Parasitic Bond (Curses)[/color]
Offering of Blood [Elite] (Blood Magic)[/color]
Resurrection Signet ()[/color]

Gift Healer
Monk/Mesmer
Level: 20
Divine Favor: 15 (11+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
Divine Boon (Divine Favor)[/color]
Reversal of Fortune (Protection Prayers)[/color]
Gift of Health (Healing Prayers)[/color]
Protective Spirit (Protection Prayers)[/color]
Mend Condition (Protection Prayers)[/color]
Contemplation of Purity (Divine Favor)[/color]
Inspired Hex (Inspiration Magic)[/color]
Mantra of Recall [Elite] (Inspiration Magic)[/color]

E drain II
Monk/Mesmer
Level: 20
Divine Favor: 15 (11+4)
Healing Prayers: 8 (7+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
Illusion Magic: 4
Divine Boon (Divine Favor)[/color]
Reversal of Fortune (Protection Prayers)[/color]
Dwayna's Kiss (Healing Prayers)[/color]
Mend Condition (Protection Prayers)[/color]
Revealed Hex (Inspiration Magic)[/color]
Inspired Hex (Inspiration Magic)[/color]
Distortion (Illusion Magic)[/color]
Energy Drain [Elite] (Inspiration Magic)[/color]

Slo Runner
Elementalist/Monk
Level: 20
Energy Storage: 9 (8+1)
Water Magic: 14 (10+4)
Air Magic: 9 (8+1)
Healing Prayers: 10
Protection Prayers: 2
Ice Spikes (Water Magic)[/color]
Deep Freeze (Water Magic)[/color]
Blinding Flash (Air Magic)[/color]
Ether Prodigy [Elite] (Energy Storage)[/color]
Extinguish (Protection Prayers)[/color]
Healing Breeze (Healing Prayers)[/color]
Heal Party (Healing Prayers)[/color]
Windborne Speed (Air Magic)[/color]



A quick guide to how this build works. The warriors are pretty standard, targeting soft targets and applying pressure with the smite monk keeping them free of conditions and added extra damage. The necro and mesmer will target on physical damage type and use their anti-attack hexes, then they will target another physical damage dealer and spike with sb/ri combo. Both monks are hybrid boon prots to deal with shadow shroud and a sb/ri spike team, while still being effective against balanced teams.

The few times that we did try this build, it worked extremely well.

Last edited by wren e; Jul 10, 2006 at 05:05 PM // 17:05..
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Old Jun 25, 2006, 01:58 PM // 13:58   #2
JR
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Quote:
Originally Posted by wren e
I came up with this a couple of days ago, but my guild would rather run triple smite or soul barbs spike right now so I decided to share it with everyone.
So you are trying to run both at once? Haha.

I don't honestly think this build is as effective as either Triple Smite or SB/RI spike. You don't have the hexes to really carry through the SB, and one smiter can be dealt with through enchant removal quite easily.

Nice idea, though.
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Old Jun 25, 2006, 03:38 PM // 15:38   #3
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Saw Te use something very similar last night. They only used it in one match, which they lost, but it looked promiseing to say the least. I have a few minor skill issues, so I guess I'll throw those out.

One warrior should have Healing Signet, if just to help out the runner at times he's in need. Whichever one you're not going to smite off of should take it.

You don't have any "global"(for lack of a better word, things like taint or agies) enchantments, so takeing ZF without a cover seems a bit risky. Most teams are pretty heavy on enchant removal with triple smite running around.

The flag runner doesn't have deep freeze, which most people praise as one of the best ele spells, not to mention the best water spell. Why didn't you bring it? Long cast time, too much energy for it and Blinding flash? I'm interested to know.

But yeah, looks really good to me, and you've had good experiances, right? I like the whole necro/mes side spike thing.

Btw, good job on the monks. Those look really interesting.

Last edited by DieInBasra; Jun 25, 2006 at 03:41 PM // 15:41..
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Old Jun 25, 2006, 05:13 PM // 17:13   #4
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Guild: Xen of Onslaught
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DieInBasra you ask some good questions, I'll answer them in order with my thoughts.

About a warrior taking heal sig over endure. The reason I choose to go with endure on both warriors is for a couple of reasons. While I do recognize that heal sig is a great self heal for warriors especially when seperated from monk support, for the current metagame I feel that endure works better as long as the warriors stay with the monks. If the runner needs help, or there is a split, it breaks down to offensive team 2 warriors, smiter, monk with the defensive team being the necro, mesmer, and the other monk. That at least is how we worked it out when running this and it worked well.

About the smiter and not having any global enchants or cover for ZF. There really wasn't any room to put any in. Plus in my experience, having aegis on the smiter becomes pretty energy intensive over time. While aoe is great at preserving your energy so that you always have it, if you run out of energy, its gone until natural regen brings it back. About the cover enchantment for ZF, I wasn't too worried about it. ZF recharges in 30 secs even if it is removed, it should be available to reapply again shortly (unless it gets drained immediatly). But if the warriors are following a priority of targets that go memsers, necros, elementalist first, then monks, then everything else, this should either 1. kill soft targets and youdon't have to worry about getting your enchants removed, or 2. the targets are busy kiting to limit damage and cannot do as they wish (the more likely of the two except agaisnt bad teams)

About deep freeze, while most people think of it as a great skill, I just don't like it cause of the casting time on it. 3 seconds is just asking to get interrupted or knocked down. Plus, by going with a air/water runner, I am more flexible with how I can help the team out and against other runners 1v1. While this flag runner will not kill another it can shutdown/slow them enough so that I can cap the flag stand and get away alive (the most important part)

Hope that answers your questions, and to JR the SB spike on this build has been tested and used in a couple of GvG's, and it does have enough hexes to takedown targets, its just a little slower than a whole team doing it, but with the warriors applying pressure, you have that little extra time that is needed to kill targets.
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Old Jun 25, 2006, 11:50 PM // 23:50   #5
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Quote:
Originally Posted by wren e
Slo Runner

Elementalist/Monk
Level: 20
Energy Storage: 9 (8+1)
Water Magic: 14 (10+4)
Air Magic: 9 (8+1)
Healing Prayers: 10
Protection Prayers: 2

Shard Storm
Ice Spikes
Blinding Flash
Gale
Ether Prodigy
Healing Breeze
Heal Party
Windborne Speed
I agree that you should just go pure air with deep freeze. The beaty of deep freeze is that the duration is not linked to the attribute. This means that you can put your attributes and max or close to max out other things, while still having a great snare. If you're worried about interrupts, there are counters. The ninja esc button always helps, along with walls for ranger interrupts. Also, just staying out of range of the offending mesmers or blinding the ranger or warrior always works.
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Old Jul 10, 2006, 05:10 PM // 17:10   #6
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I have updated the build somewhat since the last time I posted here. The main change was switching out the hammer warrior I had before for a sword warrior with expel. While expel does not see much use against a team that has few hexes, against hex heavy teams, this skill is invaluable. I also changed one or two skills on the runner to make it more effecient.

As a side note, this build has been used more often in GvG and when running it, we have won most of the matches we have played. The few losses that we have had where due to lag/error 7 and once we where just simple out played. GG
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