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Old Mar 06, 2006, 03:01 AM // 03:01   #1
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Default Criticize this GvG Build Please (Offense+Flagrunner)

W/E

Air : 5
Strength : 9+1
Swordmanship : 12+4
Tactics: 8+1

Res Sig
Sever Artery
Gash
Galrath Slash
Final Thrust
Healing Signet
Charge *
Shock

W/R

Strength 8+2
Axe 12+3
Tactics 9+1
Bm 7

Res Sig
Tigers Fury
Eviscerate *
Executioners Strike
Bulls Strike
Endure Pain
Rush
Healing Signet

E/Mo

Air 12+4
Energy Storage 9+1
Healing prayers 9
Prot prayers 3

Blinding Flash
WindBorne Speed
Mend Ailment
Heal Party
Lightning Orb
Enervating Charge
Ether Prodigy *
Res Sig

E/N

Earth 12+4
E Storage 11+1
Blood 6

Wards Against Foes
Wards Against Melee
Obsidian Flame
EarthQuake
Glyph of Energy *
Blood Ritual
Strip Enchantment
Res Sig

Necro/Monk

Curse 12+4
Blood 9+1
Soul Reaping 9+1
Protection 3

Martyr*
Shadow of Fear
Rend Enchantments
Blood Ritual
Convert Hex
Parasitic Bond
Malaise
Ressurect

Mesmer/Monk

Domination 12+4
Inspiration 9+1
FastCast 9+1

Signet of Weariness
Energy Surge *
Energy Burn
Mantra of Signets
Diversion
Inspired Hex
Shatter Enchantments
Ressurect

2x standard boon prots here
----

all in theory guys..

if Over-All Offense Weak? can it endure heavy hex builds? energy Denial? Melee? Spike Even? Can it Split? is it a balanced offense/defense frontline?

Will The Flagrunner Be able to Run Flags? Will the Earth Ele be able to do its job despite 2 exhaustion spells?

discuss
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Old Mar 06, 2006, 05:00 AM // 05:00   #2
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Your casters (besides your Flagger) have serious energy management issues.
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Old Mar 06, 2006, 05:54 AM // 05:54   #3
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For the W/E I would go with:

Swordsmanship 12+1+3
Tactics 9+1
Strength 9+1

Charge {e}
Frenzy
Healing Signet
Rez Signet
Sever
Galrath Slash
Final Thrust
Distracting Blow

W/R

Axe Mastery 12+1+3
Strength 9+1
Beast Mastery 9

Eviscerate {e}
Executioner's Strike
Axe Rake
Disrupting Blow
Tiger's Fury
Sprint
Rez Sig
Blank/Attack Skill


My guild runs this and I'll post it because I am not very familiar with running builds.


E/Mo - Flag Runner
Air Magic: 15 (11+4)
Energy Storage: 11 (10+1)
Healing Prayers: 10

485 Health, +30 Health, +20% Enchantment
1- Lightning Orb (Air Magic)
2- Blinding Flash (Air Magic)
3- Windborne Speed (Air Magic)
4- Ether Prodigy [E] (Elementalist General)
5- Mend Ailment (Protection Prayers)
6- Healing Breeze (Healing Prayers)
7- Heal Party (Healing Prayers)
8- Holy Veil (Monk General)

*Sometimes we throw Healing Seed in in place of Holy Veil as snarers are less common than Crippleshot or E/mo's.


E/Mes Warder


Rez Signet
Ward Against Melee
Ward Against Foes
Glyph of Energy
Obs Flame
Earthquake
Inspired Hex
Inspired Enchantment/Drain Enchantment/Channeling any energy manegement really.

Quote:
Necro/Monk

Curse 12+4
Blood 9+1
Soul Reaping 9+1
Protection 3

Martyr*
Shadow of Fear
Rend Enchantments
Blood Ritual
Convert Hex
Parasitic Bond
Malaise
Ressurect
I think you are trying to fit too many different abilities into your build. Your best bet is to go and focus on a few things rather than so many.
You have E-denial, Hex removal, Hard Rez, Conditional control, Battery, and Anti-War/Ranger combined into one build. So rethink what you want and come back.

For E-denial my guild uses this one currently

Me/Mo - Domination Rezmer
Fast cast 14 (12+1+1)
Domination 14 (12+2)
Protection 3
1- Mind Wrack
2- Energy Surge
3- Energy Burn
4- Signet of weariness
5- Shame
6- Guilt
7- Diversion
8- Rebirth (or any hard rez)/rez Sig

* #8 is a matter of personal opinion

Then you have your boon prots
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Old Mar 06, 2006, 06:02 AM // 06:02   #4
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Quote:
Originally Posted by tomcruisejr
W/E

Air : 5
Strength : 9+1
Swordmanship : 12+4
Tactics: 8+1

Res Sig
Sever Artery
Gash
Galrath Slash
Final Thrust
Healing Signet
Charge *
Shock
Why do you have 5 air? You can put more points into strength or tactics if you take those useless points out. Shock doesnt change based on air attributes. Speaking of shock, it isnt the most effective skill in gvg. The only reason it was ever used to begin with was tombs because it was a skill interupt that penetrated spellbreaker. It is basically a less effective gale at this point. Either take a huge risk and sub in gale or drop the ele portion of the character altogether. Other things worth noting are that you have no attack speed buffs (frenzy, tigers fury, etc). They are not completely necessary, but are great to have, especially since you have the ability to drop shock. If you do decide to bring frenzy, you are going to need a stance to cancel it out, namely sprint. four attack skills is a bit much, as three is usually all you need, so dropping one wont do you much harm.

Quote:
Originally Posted by tomcruisejr
W/R

Strength 8+2
Axe 12+3
Tactics 9+1
Bm 7

Res Sig
Tigers Fury
Eviscerate *
Executioners Strike
Bulls Charge
Endure Pain
Rush
Healing Signet
Ill assume you meant Bulls Strike. Bulls Charge is an elite. Other than that, your skills arent my personal preferences, but you covered all of the bases.

Quote:
Originally Posted by tomcruisejr
E/Mo

Air 12+4
Energy Storage 9+1
Healing prayers 9
Prot prayers 3

Blinding Flash
WindBorne Speed
Mend Ailment
Heal Party
Lightning Orb
Enervating Charge
Ether Prodigy *
Res Sig
Draw conditions for the warriors on an E/Mo is always great. Mend ailment wasn't the best for that situation ever before the update and should be out of the question with the added recharge. Im assuming the windborn is to help kiting? Well thats alright, but I would suggest Gale, as it still works wonders situationally on an ele and you dont have any other snares in the build.

Quote:
Originally Posted by tomcruisejr
E/N

Earth 12+4
E Storage 11+1
Blood 6

Wards Against Foes
Wards Against Melee
Obsidian Flame
EarthQuake
Glyph of Energy *
Blood Ritual
Strip Enchantment
Res Sig
Unless you absolutely NEED the blood rit (which you generally dont need two of because its spammable), I would suggest taking out strip ench and blood rit in favor of some energy management. Glyph of lesser energy and drain enchant (perhaps if you still want the enchant removal). Earthquake in GvG... I don't entirely see the point of. Especially not with the high energy maintenance of the build and the exhaustion.

Quote:
Originally Posted by tomcruisejr
Necro/Monk

Curse 12+4
Blood 9+1
Soul Reaping 9+1
Protection 3

Martyr*
Shadow of Fear
Rend Enchantments
Blood Ritual
Convert Hex
Parasitic Bond
Malaise
Ressurect
Martyr is a fantastic skill. It really is. And its great to have in any build. Unfortunately, its not always the easiest skill to fit in. I think this is one of those times. This character could certainly go for some offering of blood. It would give him the ability to spam and use blood rit at will (which means you would no longer need two). If you do so, using life siphon instead of parasitic bond also becomes a great play. The air ele then becomes your primary condition removal and counter. Draw conditions for the warriors and other crucial conditions, and heal party spam to counter the degen from poison or disease. Also, one mesmer with fast cast resurrect should do you just fine. Have the necro equip a res sig.

Quote:
Originally Posted by tomcruisejr
Mesmer/Monk

Domination 12+4
Inspiration 9+1
FastCast 9+1

Signet of Weariness
Energy Surge *
Energy Burn
Mantra of Signets
Diversion
Inspired Hex
Shatter Enchantments
Ressurect
This mesmer build would be fine if it wasnt for that mantra of signets that is glaring out at me. That will kill his energy and possibly not grant him the ability to cast shatter enchant when needed. Drain enchant may be your best friend in that spot right there.

Quote:
Originally Posted by tomcruisejr
2x standard boon prots here
You may even use one to two healers if you like here. You have plenty of defense with ward against foes and melee, plus blinding flash and enervating. That is to say, if your entire team uses them. It will cut down on you split potential, and that is the biggest drawback of healers at the moment.


Quote:
Originally Posted by tomcruisejr
all in theory guys..

if Over-All Offense Weak? can it endure heavy hex builds? energy Denial? Melee? Spike Even? Can it Split? is it a balanced offense/defense frontline?

Will The Flagrunner Be able to Run Flags? Will the Earth Ele be able to do its job despite 2 exhaustion spells?

discuss
The offense looks to be strong, with heavy pressure due to warriors, edenial, and hexes. It can easily spike with two warriors, two eles, and shatter enchant. The defense is great with the two eles and some necro hexes if used properly. You didnt entirely specify a flagrunner, but now that I look at it, the air ele had windborn speed. If the air ele is the runner then there will definetely be some problems and I really hope you are going to tell me that you are going to have another character run flags. Get back to me on the flag runner, but other than that, it looks solid.
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Old Mar 06, 2006, 06:53 AM // 06:53   #5
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This is a bad copy of the 2 warrior, 2 ele, 1 me, 1 Necro builds from last season.

And all the questions you asked us, what were you doing last season what was your guild doing? you should have atleast observed lots builds like this by the top100.
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Old Mar 06, 2006, 03:26 PM // 15:26   #6
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now that boon prots have taken a blow, there is a good chance that teams will revert back to a three monk backline, meaning no fear of split teams (not sure about that yet, we'll have to see).
if that is the case, i think your warrior should carry fertile season to counter the immenent return of spike builds.
also, you cant say "ordinary boon prots", since there is no such thing anymore. give a way for them to last, or throw in another monk...
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Old Mar 06, 2006, 06:11 PM // 18:11   #7
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My favorite axe warrior

Evsicerate*
Axe Rake
Executioner's Strike
Frenzy
Res Sig
Rush
Bull's Strike

Then for the last slot you could put in Healing Signet or Distracting Blow or w/e else you want.
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Old Mar 06, 2006, 09:19 PM // 21:19   #8
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I find it humorous how many people seem to randomly be spouting predictions about guilds returning to 3-monk backlines. Does observer mode show this in any way at all?
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Old Mar 06, 2006, 09:22 PM // 21:22   #9
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Quote:
Originally Posted by Greedy Gus
I find it humorous how many people seem to randomly be spouting predictions about guilds returning to 3-monk backlines. Does observer mode show this in any way at all?
Obs Mode isn't really an accurate indication as of right now because the ladder season hasn't started yet.
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Old Mar 06, 2006, 09:23 PM // 21:23   #10
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Quote:
Originally Posted by mortalis doleo
now that boon prots have taken a blow, there is a good chance that teams will revert back to a three monk backline, meaning no fear of split teams (not sure about that yet, we'll have to see).
if that is the case, i think your warrior should carry fertile season to counter the immenent return of spike builds.
also, you cant say "ordinary boon prots", since there is no such thing anymore. give a way for them to last, or throw in another monk...
I really doubt people are going to go back to three monk backlines just because they have to use MoR or EDrain instead of OoB.
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Old Mar 06, 2006, 11:17 PM // 23:17   #11
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Quote:
Originally Posted by Vindexus
My favorite axe warrior

Evsicerate*
Axe Rake
Executioner's Strike
Frenzy
Res Sig
Rush
Bull's Strike

Then for the last slot you could put in Healing Signet or Distracting Blow or w/e else you want.
Take penetrating instead of Axe rake. And Korean signet > *

Your build also needs a blood rit or something...
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Old Mar 07, 2006, 12:15 AM // 00:15   #12
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Quote:
Originally Posted by Rukmedes
Take penetrating instead of Axe rake. And Korean signet > *

Your build also needs a blood rit or something...
Why not Axe Rake it deals damage and gives cripple to the target and acts as a cover to deep wound from Eviscerate. Blood rit has no place in the build really.


My favorite Wars are the standard TF Axe Warriors

Eviscerate {e}
Executioner's Strike
Axe Rake
Disrupting Blow
Tiger's Fury
Sprint
Penetrating/Bulls Strike
Rez Sig
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Old Mar 07, 2006, 02:51 AM // 02:51   #13
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thanks for the replies guys. appreciated.

<3
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Old Mar 07, 2006, 07:22 AM // 07:22   #14
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this prolly a championship build, cannot be beat even if u rage how can i criticize?
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Old Mar 07, 2006, 09:16 AM // 09:16   #15
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Quote:
Originally Posted by Guillaume De Sonoma
Why not Axe Rake it deals damage and gives cripple to the target and acts as a cover to deep wound from Eviscerate.
Penetrating is fairly low adrenaline, and does very respectable damage, especially against high AL targets. It is a better adren spike skill than Axe Rake, which is far lower damage, and just applies a condition. And your adren spikes are what should be killing people.
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