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Old Apr 05, 2006, 05:27 PM // 17:27   #1
JR
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Default FnlD's Defensive Build

This build is designed to counter the current Surge/Burn trend.

Basicly it is very defensive, with the E/Mos on support heal it should be possible to power through E-denial being focused on your monks. With the trapper and the Blinding-Flash bot you have plenty of Warrior hate to keep your backline fairly safe. Two Gales and a Blackout on the trapper for spike disruption, or disabling monks during adren spikes. Water Ele snaring targets/opposing Warriors as usual. It is also very strong against degen builds, with three Ether Prodigy fueled copies of Heal Party.

Warriors will build up adrenaline, and then both adren spike a called target. The caller will also decide if they want the Water Ele to snare the target. The Air Ele can assist with a Lightning Orb, and if possible the trapper can Black-Out one of the opposing monks given enough warning. The Air Ele is also in charge of drawing conditions from the warriors.

The Trapper and Water Ele can both be shifted from snaring/trapping offensively (on targets, or just where it will cause most chaos) or defensively (around/on any warriors harrasing the backline) as you need.


IMO_Water
Elementalist/Monk

Energy Storage: 10 (9+1)
Water Magic: 15 (11+4)
Air Magic: 5 (4+1)
Healing Prayers: 10

- Ether Prodigy [Elite] (Energy Storage)
- Deep Freeze (Water Magic)
- Ice Spikes (Water Magic)
- Shard Storm (Water Magic)
- Gale (Air Magic)
- Heal Other (Healing Prayers)
- Heal Party (Healing Prayers)
- Resurrection Signet ()


IMO_Sword

Warrior/Necromancer

Strength: 10
Swordsmanship: 12
Tactics: 9 (8+1)

- Sever Artery (Swordsmanship)
- Gash (Swordsmanship)
- Final Thrust (Swordsmanship)
- Frenzy (Warrior other)
- Resurrection Signet ()
- Distracting Blow (Warrior other)
- "Charge!" [Elite] (Tactics)
- Sprint (Strength)


IMO_Axe
Warrior/Necromancer

Strength: 13 (12+1)
Axe Mastery: 16 (12+4)

- Eviscerate [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Penetrating Blow (Axe Mastery)
- Frenzy (Warrior other)
- Resurrection Signet ()
- Distracting Blow (Warrior other)
- Rush (Strength)
- Bull's Strike (Strength)


IMO_Air
Elementalist/Monk

Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Healing Prayers: 10

- Ether Prodigy [Elite] (Energy Storage)
- Lightning Orb (Air Magic)
- Blinding Flash (Air Magic)
- Gale (Air Magic)
- Draw Conditions (Protection Prayers)
- Heal Party (Healing Prayers)
- Heal Other (Healing Prayers)
- Resurrection Signet ()


IMO_Trapper
Ranger/Mesmer

Expertise: 13 (10+3)
Wilderness Survival: 12 (10+2)
Domination Magic: 5
Inspiration Magic: 9

- Spike Trap [Elite] (Wilderness Survival)
- Dust Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Barbed Trap (Wilderness Survival)
- Resurrection Signet ()
- Blackout (Domination Magic)
- Mantra of Resolve (Inspiration Magic)
- Power Drain (Inspiration Magic)



IMO_Word
Monk/Mesmer

Divine Favor: 10 (9+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 9
Illusion Magic: 3

- Word of Healing [Elite] (Healing Prayers)
- Orison of Healing (Healing Prayers)
- Infuse Health (Healing Prayers)
- Healing Touch (Healing Prayers)
- Mend Condition (Protection Prayers)
- Drain Enchantment (Inspiration Magic)
- Inspired Hex (Inspiration Magic)
- Distortion (Illusion Magic)


IMO_BoonProt
Monk/Mesmer

Divine Favor: 16 (12+4)
Protection Prayers: 10 (9+1)
Inspiration Magic: 9

- Reversal of Fortune (Protection Prayers)
- Mend Condition (Protection Prayers)
- Guardian (Protection Prayers)[/color]
- Contemplation of Purity (Divine Favor)
- Protective Spirit (Protection Prayers)
- Drain Enchantment (Inspiration Magic)
- Divine Boon (Divine Favor)
- Energy Drain [Elite] (Inspiration Magic)


IMO_AirRunner

Elementalist/Monk

Energy Storage: 11 (10+1)
Air Magic: 13 (11+2)
Healing Prayers: 10

- Ether Prodigy [Elite] (Energy Storage)
- Blinding Flash (Air Magic)
- Lightning Orb (Air Magic)
- Enervating Charge (Air Magic)
- Windborne Speed (Air Magic)
- Gale (Air Magic)
- Healing Breeze (Healing Prayers)
- Heal Party (Healing Prayers)
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Old Apr 05, 2006, 05:33 PM // 17:33   #2
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This build is actually called IMO Thugz.
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Old Apr 05, 2006, 05:39 PM // 17:39   #3
JR
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Named after an infamous battle rap of mine, no less.
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Old Apr 05, 2006, 06:42 PM // 18:42   #4
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I can see how that counters the 2 warrior part of the fotm, but how does that in any way counter the swarms of e deny?

You have two monks, neither have signet of devotion, and there is no blood ritual. Help me understand.
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Old Apr 05, 2006, 07:00 PM // 19:00   #5
ump
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Quote:
Originally Posted by Phelann
I can see how that counters the 2 warrior part of the fotm, but how does that in any way counter the swarms of e deny?

You have two monks, neither have signet of devotion, and there is no blood ritual. Help me understand.
I thought he already explained. If the two opposing edenial mesmers train on the monks, there is enough healing from the two elementalists to survive long enough. Edenial on the elementalist is kind of useless because they have a ton of energy regeneration with Ether Prodigy, plus it lets the monks free to keep the team alive. As far as dealing with warriors, you have a trapper to protect the back line causing all kinds of conditions if the enemy warriors try to go on the offensive. Plus there is Blinding Flash on one of the elementalists and water snares on the other mostly for warriors.
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Old Apr 05, 2006, 07:08 PM // 19:08   #6
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rush is total crap and distracting blow is ok but i can think of many other skills id rather see there.
4 out of 10, for rush, not enough hex removal, and heavy reliance on dual heal party(which is nothing new.)

Last edited by reboot; Apr 05, 2006 at 07:15 PM // 19:15..
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Old Apr 05, 2006, 07:15 PM // 19:15   #7
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Quote:
Originally Posted by reboot
rush is total crap .
Lol

why?
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Old Apr 05, 2006, 07:17 PM // 19:17   #8
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Quote:
Originally Posted by Phelann
I can see how that counters the 2 warrior part of the fotm, but how does that in any way counter the swarms of e deny?

You have two monks, neither have signet of devotion, and there is no blood ritual. Help me understand.
There are 3 E/Mo who have healing skills -- heal other, heal party, and healing breeze (though this one is usually for self healing when flag running). Each has prodigy which makes them difficult to e-deny. When the monks have been burned horribly the eles can pick up the slack (though the cast time on heal other is longer than Reversal of Fortune and Infuse so time compacted damage will still kill).

Hex removal is light in this build, but with that much distributed healing the plan is to power through the hexes. Enchantment removal is also light and with it being only on the monks, I would think they would have to press forward quite a bit to remove a key enchantment. A pre-emptive prot spirit on your target or a well timed Aegis seems like it would be the biggest hurdles for this build.

Once the opposition starts to kite your warriors, I can see the trapping causing a lot of chaos. Also, the trapper can nearly solo wipe a team at their rez point.

On the rush/sprint debate, remember that this build is trying to counter the surge/burn trend. Guess what happens when those mesmers see you frenzy -- you get hit with double damaging surge and/or burn and probably mind wrack too. Ouch; must switch out of frenzy. Doh, brought sprint instead of rush; gg. Other reason for having rush on the axe warrior is to save energy for the 3 energy skills -- frenzy, bull's strike, and distracting blow. Charge is not quite as energy intensive as bull's strike, so perhaps this is part of the reason that FnlD selected sprint on the sword warrior. Also, it is nice to be able to have a warrior that can deliver the flag to the stand at times with higher armor value.

Just noticed -- why is the sword attribute at 12?

Last edited by Divineshadows; Apr 05, 2006 at 07:55 PM // 19:55..
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Old Apr 05, 2006, 07:18 PM // 19:18   #9
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Quote:
Originally Posted by reboot
rush is total crap
It's far better than Sprint in battle, because Rush recharges faster and lasts longer than Sprint.
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Old Apr 05, 2006, 07:21 PM // 19:21   #10
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Quote:
Originally Posted by Patrograd
Lol

why?
why does every stupid question here start with a lol.

it slows your adrenalin chain when you use it, you need addrenaline to use it, blacked out warriors lose all addrenalin, and becuase you can easily afford to use sprint.
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Old Apr 05, 2006, 07:54 PM // 19:54   #11
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Quote:
Originally Posted by reboot
it slows your adrenalin chain when you use it
What slows your adrenaline chain down more is not having a speed buff when you're chasing after someone, or not being able to switch out of Frenzy when you're being targeted.

Quote:
you need addrenaline to use it
As opposed to needing energy from a Warrior's already meager energy supply.

Quote:
blacked out warriors lose all addrenalin
So what? It's not like you're going to need a speed buff right after you've been Blackouted.

Quote:
and becuase you can easily afford to use sprint.
If Warriors didn't have to bring any energy skills at all, then maybe. But with Distracting Blow, Frenzy, and Bull's Charge, it's much easier on a Warrior's energy pool if you didn't toss yet another energy-based skill on top of it.


If Rush is crap, perhaps you should warn the top guilds before they go into the next Championship. We can't have them bringing trash skills like Rush all over again, it would be horrible and give people wrong impressions.
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Old Apr 05, 2006, 09:01 PM // 21:01   #12
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Quote:
Originally Posted by Savio
What slows your adrenaline chain down more is not having a speed buff when you're chasing after someone, or not being able to switch out of Frenzy when you're being targeted.


As opposed to needing energy from a Warrior's already meager energy supply.


So what? It's not like you're going to need a speed buff right after you've been Blackouted.


If Warriors didn't have to bring any energy skills at all, then maybe. But with Distracting Blow, Frenzy, and Bull's Charge, it's much easier on a Warrior's energy pool if you didn't toss yet another energy-based skill on top of it.


If Rush is crap, perhaps you should warn the top guilds before they go into the next Championship. We can't have them bringing trash skills like Rush all over again, it would be horrible and give people wrong impressions.
take a look at the sword warrior, it has distract, charge, sprint, and frenzy so if you were a good warrior, or not misinformed, you would know how many energy skills you can handle you never know when you will need a speed buff, not having a speed buff is not an option I supposed you are not smart enough to realize i mean take sprint not rush when i say rush is crap( i didn't suggest you go in with 7, i can see i have to spell things out very clearly when dealing with the newbies here), and if you have energy problems as a warrior you use a zealous mod or focus swap.

you will be able to count the number of warriors with rush instead of sprint on one hand in the playoffs, if you see one, ill be surprised and it certianly wont be on this build here,

once again JR i wish you would not promote crap skills/builds and thereby confuse noobies, its not really funny.

Last edited by reboot; Apr 05, 2006 at 09:10 PM // 21:10..
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Old Apr 05, 2006, 09:06 PM // 21:06   #13
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What's wrong with Rush again?
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Old Apr 05, 2006, 09:12 PM // 21:12   #14
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Quote:
Originally Posted by reboot
take a look at the sword warrior, it has distract, charge, sprint, and frenzy so if you were a good warrior, or not misinformed, you would know how many energy skills you can handle you never know when you will need a speed buff, not having a speed buff is not an option I supposed you are not smart enough to realize i mean take sprint not rush when i say rush is crap( i didn't suggest you go in with 7, i can see i have to spell things out very clearly when dealing with the newbies here), and if you have energy problems as a warrior you use a zealous mod or focus swap.

you will be able to count the number of warriors with rush instead of sprint on one hand in the playoffs, if you see one, ill be surprised and it certianly wont be on this build here,

once again JR i wish you would not promote crap skills/builds and thereby confuse noobies, its not really funny.
You can't just tell someone they are wrong and then not explain how or why they might be wrong. But in this case there is nothing wrong with using Rush.
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Old Apr 05, 2006, 09:14 PM // 21:14   #15
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Originally Posted by Ensign
What's wrong with Rush again?
you know, and please explaine why this build has one hex removal while your at it.
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Old Apr 05, 2006, 09:35 PM // 21:35   #16
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Quote:
Originally Posted by reboot
you know, and please explaine why this build has one hex removal while your at it.
Because quite simply, hexes have not been a problem for us over the last couple of weeks. As I said, this build was designed in part to counter the Surge/Burn trend. Not hex builds, which are rare to non-existant these days. The Inspired is there to quickly remove key hexes as they come up. This is however a bit rare for us, in our more recent build we do run two hex removals.

Maybe if you actually GvG'd at all, you would know this.

As for the thing about Rush: I disagree that it is a bad skill, it is excellent. It should have been Sprint on the Axe warrior though, that was a mess up in translation I think. It certainly isn't the rubbish you seem to think it is though.
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Old Apr 05, 2006, 09:46 PM // 21:46   #17
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explain**

dont change subject until you can explain why rush is a crap skill in this build, i can understand you hating rush if the warrior has no energy req. skills, but rush goes well in this build, with 3 other energy skills, and rush being 4 adrenaline, its not too bad.. now why?

well you complain about a mesmer blacking you out.. its easier e deny a warrior then to black one out, especially with 4 energy skills, rush does last longer and recharge faster. to be honest if a mesmer blacks you out with frenzy by the time blackout is done so will frenzy

true, you can highlight whats wrong with rush, but ever skill does has its downside. rush isnt available at the start of gvg, if you dont wand you will lose rush.

sprint, it costs energy, it takes alot longer to recharge, meaning less possible frenzys, and it doesnt last as long..
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Old Apr 05, 2006, 09:50 PM // 21:50   #18
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What sort of results have you guys been getting with this?

I'm generally not a fan of defensive builds, prefering the "prevention through 0 health" policy towards threats, and I dont think we've ever seriously tried this kind of heavy heal type build so I'm genuinely interested, as dual surge is certainly a brutal pain for whichever kind of build you run.
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Old Apr 05, 2006, 09:59 PM // 21:59   #19
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Quote:
Originally Posted by Patrograd
What sort of results have you guys been getting with this?

I'm generally not a fan of defensive builds, prefering the "prevention through 0 health" policy towards threats, and I dont think we've ever seriously tried this kind of heavy heal type build so I'm genuinely interested, as dual surge is certainly a brutal pain for whichever kind of build you run.
Good results actually, or I wouldn't have posted it up.

It is probably by far the most consistant build we have run in a little while, it is solid and simple enough that losses are probably largely down to mistakes in play rather than build conflictions. At the same time, it isn't going to rock anybody in 4 minutes. The main reason I posted it, is I feel it's a fairly good build for guilds who are just getting to grips with GvG to try.

It doesn't quite match our playstyle though, so we are going to change up fairly soon. Again.
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Old Apr 05, 2006, 10:44 PM // 22:44   #20
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Rush doesn't slow adrenaline gain. You only have to use it when necessary. It is an almost always available speed buff in combat. This means it is almost always available as a stance cancel also.

Rush+Bull's Strike when a target tries to kite. Rush works very well when you have an energy based attack to use when you catch the kiting opponent.
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