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Old Jun 15, 2006, 08:33 AM // 08:33   #21
Jungle Guide
 
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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On guildwars.com their is an article about build making from Johnathan Sharp.

http://www.guildwars.com/competitive.../gvgbasics.php

I think that he did a good job with the article and was very good about showing how well utility can be worked into builds.
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Old Jun 16, 2006, 03:50 PM // 15:50   #22
Academy Page
 
Join Date: Mar 2006
Guild: Black Sun Templars
Profession: W/R
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I agree with Thom.

To help clairify on things you might want to do in the match,

Split Teams,
Gank Team,
Spike Team,
Dual Spike Team,
Mass Hex/Degen Team,
Shutdown/stop,
Pressure,

Pick one, perhaps 2 of them. Then for offensive, put in the skills that can pull these off. Then defensive, think about what you would need to face all of these. Somethings are just obvious, like having a 2 monk backline with atleast one more class capable of healing. I've run some very unothadox builds with some very good players on various test guilds, and weird can work, as long as you pick a direction you want to go in, and have a plan to deal with the 1 build that can take you out....and god knows, there is always one.
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Old Jun 17, 2006, 09:00 AM // 09:00   #23
Krytan Explorer
 
Join Date: Jun 2006
Guild: Commence Aggro [BaMf]
Profession: Mo/E
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What all of the top posts are really saying is this: watch the top GvG battles. They do an awesome job of coordination, spikes, pressure, degen, condition spraying, e-denial, what have you. In this case, plagerism is key. This is how you should pay attention to GvG battles: pick a certain character (monk, warrior, mesmer, whatever) and study how they focus in their surroundings, situations, and jos.

Then, once you have done your research, create your own build, may it be balanced, spike, whatever, and have your guild practice it. An...okay place is in HA, but that place is swarming with FotMs so I wouldn't recommend it. Try hosting an UNRANKED battle and test it out. If there are any noticible glitches or faults in the build, fix it and try again. Practice makes perfect.

If possible, toy around with combos that you yourself want to invent, not an already tested one, as those are too obvious. Obviousness leads to direct counters.... which is disasterous to anybody. Believe me, facing a team that will be bewildered by your build will be intimidating to them, which is my next tip:

Intimidation could go both ways. If you are afraid that a good guild will bash you to oblivion, then you will fail due to your nerves. However, if you have a new build and they see it, they will think, ''Oh Noes, they have a new build. It might be invincible and there is no way we can stop it!'' You want them to think that.

Balanced groups 90% of the time come out on top of spikes. So, start off there. A balanced group usually and most likely consists of:

1) Pressure
2)Condition spamming
3)Energy Denial
4) Snares
5) Shutdowns
6)Flagrunners
7) sorted out 2 teams of four people to render spike groups( always have at least one monk in each group)

8)Non-Monk Support(most likely from a hybrid class such as a necro, mesmer, or commonly, an elementalist)

9)Corpse Control(which means exploiting a corpse before the other team takes advantage of it)

10)Adrenal-spike warriors( at least one or two, depends on build)
11) MONKS, which are crucial to EVERY build, no matter what(at least two monks, preferably boon/prots)

12)NPC killers( to handle those annoying NPCs that put a damper to your team but are very fragile)


This is way more than possible to do, fitting everything in there. There are many approaches to balanced builds, may they leave or add something, but it all depends on how well the members can adapt to their roles. If there is anything I have missed, please add to it as when I wrote this, I was tiiiiiiiiiirrrrrrrrrrrreeeeeeedddddddddddd.......Z ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ ZZZZZZZZZZZZZZZZ

WHOA!!, dozed off.

Anyway, good luck on making your build!
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