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Old May 07, 2006, 09:01 PM // 21:01   #1
Pre-Searing Cadet
 
Join Date: Apr 2006
Guild: The Pond
Profession: W/N
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Question Would this build be viable?

I've been thinking about trying a build like this for the last few days, and finally decided to post it here to find out if it would work or not.

--No name--

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Warrior/Elementalist

Devasating Hammer{Elite}
Crushing Blow
Belly Smash
Warrior's Cunning
Sprint
Frenzy
Shock
Ressurection Signet

16 Hammer Mastery (12+1+3)
10 Strength(9+1)
9 Air Magic
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Warrior/Ranger

Sever Artery
Hamstring
Apply Poison
Bull's Strike
Protector's Strike
Flourish{Elite}
Sprint
Ressurection Signet

16 Swordsmanship(12+1+3)
10 Strength(9+1)
9 Wilderness Survival
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Mesmer/Ranger

Migrane{Elite}
Sympathetic Visage
Soothing Images
Fragility
Phantom Pain
Conjure Phantasm
Edge of Extinction
Ressurection Signet

16 Illusion Magic(12+1+3)
13 Fast Casting(12+1)
0 Beast Mastery
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Mesmer/Elementalist

Power Block{Elite}
Power Spike
Power Leak
Cry of Frustration
Ward Against Melee
Ward Against Foes
Epidemic
Ressurection Signet

16 Domination Magic(12+1+3)
10 Fast Casting(9+1)
9 Earth Magic
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Necromancer/Monk

Blood is Power{Elite}
Shadow Strike
Strip Enchantment
Well of Blood
Mark of Subversion
Heal Party
Ressurection Signet

16 Blood Magic(12+1+3)
10 Soul Reaping(9+1)
9 Healing Prayers
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Elementalist/Mesmer

Echo{Elite}
Meteor Shower
Searing Heat
Fireball
Rodgort's Invocation
Ice Spikes
Fire Attunement
Ressurection Signet

16 Fire Magic(12+1+3)
13 Energy Storage(12+1)
4 Water Magic(3+1)
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The last 2 spots are reserved for monks, and one of them must be the Restore Condition monk (I can't remember the build name...)

Now for the explanation. The Illusion Mesmer uses Fragility on the target the Warrior's are going after. The Warriors then condition the enemy, causing him to take damage from getting the conditions on, and getting them removed (Either through Mend Condition, Martyr, or Restore Condition) Warrior's Cunning is to get through the enemy wards.

After casting Fragility on the warrior target, The Illusion Mesmer goes to an Enemy caster and casts Migrane. The Domination Mesmer uses Power Block when that caster is..casting. If the caster begins to cast other attribute spells, the domination mesmer continues to interuppt.

Incase of an IWAY team, the Illusion Me/R uses EoE to kill of the IWAY team's EoE, bringing the bomb down to about 14 damage a death. And since IWAY teams normally have half a brain, they will not notice the switch.

The Necromancer plays the role of support by dropping WoB and using BiP to fuel energy, while doing some damage with Shadow Strike and Mark of Subversion.

Now, i know this build is horrible, but if you think so too just say "It's horrible" and leave it at that.

Thanks
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Old May 09, 2006, 06:14 AM // 06:14   #2
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Only two monks, no way to hold altars, fragility doesn't do much dmg, Migraine mes>>> fire nuker.

just my opinion
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Old May 09, 2006, 06:35 AM // 06:35   #3
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Seems to me like you just picked out your favorite skills. I'd suggest getting some serious HA experience before engineering a build - I'll leave it at that.
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Old May 09, 2006, 10:33 AM // 10:33   #4
Kep
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Carrying 2 warriors in tombs loses any holding potential, you have next to none anti-warrior skills, changing the blood necro to curses with SS and Faint would work better. keep with 1 sword or axe warrior, and take 2 mesmers which can keep enemy monks shut-down making killing targets easier. whether the mesmers be surging or migraine. take 3 monks, 2 monks cannot hold an altar in any circumstances unless theres secondary healing from other party members. this basically turns it into a normal strong tombs build ^_^
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Old May 09, 2006, 05:26 PM // 17:26   #5
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Thanks for a feedback guys...

At first I thought 3 monks would be nice, but then decided to switch that to an Echo Nuker, because i didn't think it had enough damage. I see that i was wrong on that point.

As for picking my favorite skills, i picked skills that i though would compliment eachother. Like Migrane + Power Block on 2 different mesmers.
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Old May 09, 2006, 05:45 PM // 17:45   #6
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Flourish would suck in that sword war build, why bring devastating? There's no reason to bring that or belly smash... the level 0 eoe? just kill eoe if you want to lower it's damage...also, not enough hexes..they're just gonna holy veil a guy after a hex loaded on him..slowing down your mesmer
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Old May 09, 2006, 06:54 PM // 18:54   #7
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Quote:
Originally Posted by Kep
Carrying 2 warriors in tombs loses any holding potential.
Carrying only one warrior on a balanced team gives your team more holding potential if you load some additional skills onto that character that replaced a warrior to help protect the ghostly (or protect your party so your monks can better focus on the ghostly). However, carrying only one warrior seriously reduces your ability to kill an opposing team or the ghostly hero on the altars.

Running two warriors means you do not end up with two overly defensive builds paired against each other on Underworld or Burial Mounds resulting in a 30 minute matches for a mere 1 or 2 fame. On any of the maps that do not have a fixed time limit (aside from scarred earth), it is extremely rare for a match to last more than 8 minutes. After winning halls though, you pretty much have to give up the altar (unless you are going up against two spike teams) and try to reclaim at the opportune time. Running two warriors balanced is a nice build for gaining fast fame as it matches up well against IWAY, spike, balanced, and degen on 1v1 maps. The build can also win halls, but cannot hold an altar against two teams trying to kill your ghostly for periods beyond one minute. I consider 2 warrior balanced an alternative to IWAY for getting quicker matches and obtaining fame.

For best holding potential, I think spike builds with fertile season and symbiosis are the way to go.
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Old May 09, 2006, 09:03 PM // 21:03   #8
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I just can't see this build working at all. The dmg requires that you be extremely coordinated and even then is incredibly slow. Your hex which you rely so heavy on will be removed by inspired hex and then what? Not only that, your individual build seems to have a lot of useless skills or skills that don't fit. Let me give you a few advice on HoH, there a couple of things to worry about.

1) Be able to survive, this is most important (If you're just beginning, then I would just suggest a standard 3 monk backline SB/Infuse Woh/Hp and Rc prot)

2) Be able to deal dmg or kill things. Dmg in ascen in my opinion comes in 2 forms. You either have to deal enough dmg/apply enough pressure to overwhelm their 3 monks or you'll have to deal spike dmg. Either way, you're gonna need to be able to kill stuffs against a standard 3 monk backline.

3) Be able to hold alter. There are 3 alter maps(broken towers, courtyard, hoh) and you should be prepared for them. you might be able to completely wipe out your opponent's team on courtyard but if they capped and then killed your ghostly and priest. Well...you just lost.

4) Be able to run relic. This comes after all the other 3 since there is only 2 relic run maps and Hoh is not a relic run map (thank god). you'll need someone with a speed skill, but other than that, this mostly comes from experience and coordination. Knowing how to body block or block with spirit. Knowing where the gate switchs are, knowing when your runner is hit with crippled/imagined burden/deep freeze/iron mist/ etc... and then removing that. This is more coordination than a build thing.

Once you have the basics down, then feel free to experiment on more different build.
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