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Old Jan 16, 2006, 02:10 PM // 14:10   #41
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Yea just spiteful pets O.o
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Old Jan 16, 2006, 02:21 PM // 14:21   #42
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Personally, I found that a bonder isnt your best bet vs IWAY. What with Natures Renewal getting dropped, you may end up with a bonder trying desperatly to maintain the bonds, and possibly getting stuck at that 0 energy regeneration, 2 life bonds up, his Blessed Signet distracted and him desperately trying to get his energy back.

In my opinion, an active Prot Monk that focuses only on spamming Restore Conditions, Aegis, and Protective Spirit would work far better. Possibly Guardian, if only to ensure an important spell such as Aegis or Healing Seed goes uninterupted (if you try to spam Guardian, you will run out of energy, which you need to spam Restore Conditions, something i feel is far more important).

Just a suggestion on the Prot monk.

If you have a bonder, you'll have 2 people on your team checking out each of the trappers until they drop the nature's, in which case you do either: 1. Gale the trapper... 2. Kill the spirit a.s.a.p. 3. move back out of range.

All it takes is coordination. If your team can't deal with a Nature's...well then you've lost...

I do agree there's risks (well of profane being the biggest), so you need to be experienced in order to do it right... all it takes is practise, and I think I've had enough practise considering the 200+ IWAY teams I've faced as bonder -.-
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Old Jan 16, 2006, 02:23 PM // 14:23   #43
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Haha, SS the pets. I am an IWAYer and from m experience in HoH the teams that beat us (though very lucky a few) are always balanced builds. Well one was a fire spike that got lucky in our backline. -_- Anyways a 3 monk team (if good) can usually defeat IWAY and still be able to beat other teams, because having an anti-IWAY team is admitting that you are there to kill only IWAY and not do anything important. So my recommended build is something along these lines -

3 monks (2 Heal, 1 Prot and no bonder)
1 W/E Shock Warrior I think is what it was
1 Mesmer of some kind E-Surge I think
2 Interup/Trap rangers
The last spot was a Necro of some kind. A BiP might be good to have or a damage dealer. I can't remember what usually is used here, Necro doing something. Maybe an Ele also I just don't remember.

This is a build that can defeat IWAY and other teams as well. If used properly ofcourse.
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Old Jan 17, 2006, 08:34 AM // 08:34   #44
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personally I think its a mistake to target the necros or the spirits specifically. kill them if you come across them, but you cant overextend your warriors hunting them down. Just play your normal game and above all keep moving, trying to find those spots on the map that arent covered by spirits. If you stand still you will take damage, its what warriors love more than anything else - a static target so they can easily build adrenaline. kite through wards and kill them like any other team, its really not that big a deal. Use your standard anti-warrior skills that any team has.
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Old Jan 18, 2006, 04:01 AM // 04:01   #45
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Originally Posted by Patrograd
personally I think its a mistake to target the necros or the spirits specifically. kill them if you come across them, but you cant overextend your warriors hunting them down. Just play your normal game and above all keep moving, trying to find those spots on the map that arent covered by spirits. If you stand still you will take damage, its what warriors love more than anything else - a static target so they can easily build adrenaline. kite through wards and kill them like any other team, its really not that big a deal. Use your standard anti-warrior skills that any team has.
hmmm,so ur saying,dont go for spirits...so if natures renewal drops,and frozen soil drops...dont go for them?last time i checked renewal makes each enchantment have a -2 regen...and that gives a monk a harder time,especially if he has to keep on casting blessed signet...and since he has no time to heal,theri goes ur team,and if fs is dropped,well ur screwed...and i agree with sergio,ive been in an anti-iway build,(completely forgout our build,only did one my whole life,ever since beta of gw)and a random build,we say a mesmer,a ranger,a ele,a warrior,and etc. their was no timing,no "GO FOR -------"it was just random,and they still owend us,cause we were anti-iway,couldnt do anything...and for the spirit,its very stupid of the trappers,to drop fs,and nr in the same spot...i owned a spike team,cause of that,all u need is deathly swarm(minion factory group,had it just for dmg dealing)...
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Old Jan 18, 2006, 10:30 PM // 22:30   #46
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Originally Posted by SuperJ24
now your probably thinking, well conditions are easy removed. and your right. but on a well casted eB you can spread that weakness to more than just the rangers and that prot monk has 10 seconds to get it off everyone you hit with it before you can cast it again.
erh you forget 1 thing most ranger spike groups runs martyr. And if you got a wise bonder hell use Martyr 1 second before the rangers attack the target (if martyr is recharged) and the good thing about martyr is that its also 10 second recharge. So that will solve the ailment problem for the ranger spike group. But the hexes idea is good. But vs 4 ranger spike group youll need to get more then 1 cuz most of the time 3 rangers can be enough aswell (in good spikes teams that is). But still some nice ideas vs ranger spike groups. But i wouldnt rely on the ailments dude thats just wrong.

Last edited by Zeldawind; Jan 18, 2006 at 10:33 PM // 22:33..
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Old Jan 19, 2006, 06:37 AM // 06:37   #47
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Quote:
Originally Posted by Kabale
Yea just spiteful pets O.o
a warrior standing stiill for for 21 second is a LOT.

I expect curse necro stop damage from warrior not kill them , if he do is nice extra.
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Old Jan 19, 2006, 07:00 AM // 07:00   #48
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Originally Posted by lishi
a warrior standing stiill for for 21 second is a LOT.

I expect curse necro stop damage from warrior not kill them , if he do is nice extra.
Yes these two spells is easily enough to cover all 4 warriors all the time with either 1. Warrior stoping attacking with SS is actually nice thing. But Curse necro on his own isnt quite enough, a trapper with soil too and you should be safe vs iway.

General rule of thumb for a balanced team is take 2 characters for IWAY defence

Ps. Use frozen Soil before the fight starts, They will definately die before you do

Last edited by tafy69; Jan 19, 2006 at 07:04 AM // 07:04..
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Old Jan 31, 2006, 05:08 AM // 05:08   #49
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one comment i feel i needed to make about this all.

some of you seem to have the idea that i posted a build in the original post.
this is incorrect. i simply posted some skills some people tend to overlook.
add in 1-3 of these skills to your team build and you will be good to go....only if you can use them right tho. i would suggest to bring skills that compliment each other to get maximum effect out of them.

as for marytr and ranger spike teams, just come prepaired if your going with the weakness idea. just bringing weakness alone is going half the mile, to go the complete mile, you can bring in signet of humility on your mesmer, as this skill is very usefull against allmost all builds out there. so its not like your loosing out by bringing it.

a decent balanced build i can think of off the top of my head would go something like this.


Ranger

apply poison
crippling shot
savage shot
distracting shot
barbed trap
dust trap
flame trap
rez sig

Necro

spitefull spirit (cause tainted is no good against casting teams for the most part)
enfeebling blood
parasidic bond (my favorite cover hex in the game)
necrotic traversal or consume corpse
well of suffering
spinal shivers
suffering
rez sig

Elementalist / mesmer secondary

fire attun
mind burn
encendiary bonds (spelling)
fireball
immolate
meteor shower
drain enchant
rez sig

Mesmer

mantra of inscriptions
signet of humility
energy burn
energy surge
signet of weariness
inspired hex
drain enchant or shatter enchant
rez sig

Warrior / Ele
basic shock tropper
be sure to bring "shock" and "aftershock"
extra energy offhand items for extra weapon slots
these guys can deal high amounts of damage with or without adn buildup.

how does this go up against your average iway.

the ranger would basicly be trapping near your backline and spreading poison around, the only interupting needed here is on rez sigs by the enemy.

necros job would be spitefull spirit, necrotic trav., enfeebling blood, well of suffering, all of these skills are aoe effect and will make a huge difference in the outcome vs single target skills with no aoe effect.

eles job is to find the biggest cluster and just "nuke" it. simple brainless allmost build here.

mesmers job will be the aoe energy denial, not that it will do much, but it may come in handy, one place it will come in handy is on those pesky trappers, a trapper with no energy is a useless trapper.

warriors job, well he really isnt as effective as the rest of the team here, just be sure to "shock" anyone trying to rez if you can. also unload on a necro if it gets in range.


now vs ranger spike teams with this same build.....

mesmser sticks to enemy prot monk, keeping his elite locked down as much as possible. this will help out the team huge. while keeping his elite locked down, denial as much of his energy as you can. simple if you ask me.

necro keeps enfeebling blood maintained on the rangers at all times, spreading hexes all over the field to add pressure for the enemy monks.
corpse control is not a biggy here, since the only thing that should be falling is the enemy group.

the ele and the warrior will be working together against the spikers, combo the skills incendiary and fireball together the same way you would lightning surge + lightning orb at the same time the warrior could either be unloading adn skills or 'shock" "aftershock" this would be considered a mini spike, and it can down a half lifed target.

last but not least, the diverse ranger..... his main roll here is to shutdown 1 of the spikers, he finds the worst spiker on the team and uses distracting shot on that spikers "duel shot", be sure to use distracting and not savage on that duel shot, cause your savage shot is to be used on their "read the wind" you want to be sure to give duel shot a nice 25 second recharge! after this is accomplished, move on to another ranger and try the same thing over on their next "spike" attemt. after a few times, you will notice that those spikers are having a really bad day by now. also in the mist of all this, your really pissing them off with all that poison and crippling you have been laying on your targets. no need for your traps here really, use them if you have time and energy for them, but if facing a fast acting spike team, just interupt their duels if possible.

now how does this team face a balanced team....

well its simple, all of the skills on each of the characters exept for enfeebling blood are usefull in allmost all other situations you may come accross.

in no way shape or form are you now a total anti iway team or anti ranger spike team. you are a really balanced build that is prepaired for "most" types of builds.

you have your interupts
you have your aoe damage
you have your fair share of hexes
you have your fair share of conditions
you have decent energy control/denial
you have corpse control
you have "snare" but only one form of it really unless you count in warriors crippling also
you have your basic monks or however you want them to be
you have your "mini" spike skills
you have your "piss you off" skills
you have great defense vs iway and ranger spike
you have alot of diversity in damage vs any team.

im sure there are alot of things to be changed and mixed around to make this even better, but thats your job to decide whats right for your teams.

in no way shape or form am i saying use this build here, its just merely an example that i could think of and still be balanced to fit vs any team if played properly. but at the same time, really giving you an edge vs those FoTM ranger spikers and iway groups.

enjoy, also it really sux that there are talks about nerfing iway, becuse iway isnt the problem really, its the teams facing them just coming unprepaired, no matter how good they are.

it all boils down to this, no matter how good you and your team is, if you dont come in with a plan, then you stand a much greater chance of failure than you would if you did have a plan vs any team.

i have been in alot of rank 9+ groups that thought they were just too good to loose to rank 2 iway teams and got slaughtered because they just had too much ego and rejected the idea of taking different counter skills in along with their build.
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Old Jan 31, 2006, 07:21 PM // 19:21   #50
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How about this build for beating an IWAY group..........

IWAY

Just be tactically better than the opposing IWAY group.

Simple
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Old Jan 31, 2006, 07:59 PM // 19:59   #51
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Since when is Frezny and Anti-Iway Skill?
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Old Feb 01, 2006, 02:11 AM // 02:11   #52
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Quote:
Originally Posted by Scown-dog
Since when is Frezny and Anti-Iway Skill?
hehe your the first to recognize this, that was the secret joke in the posting that i was hoping ppl would catch on too.
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Old Feb 01, 2006, 02:18 AM // 02:18   #53
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Originally Posted by SuperJ24
hehe your the first to recognize this, that was the secret joke in the posting that i was hoping ppl would catch on too.
lol figures
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Old Feb 01, 2006, 01:08 PM // 13:08   #54
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iways still not a skilled build, but very effective. Thanks for the ideas to stop it guys
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Old Feb 03, 2006, 02:00 AM // 02:00   #55
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hehe i used a weird necro build the other day in tombs for fun. it worked pretty good against iway.

N/Mo 16 Curses 9 Soul Reaping 9 Prot
Martyr
Plague Sending
Mend Ailment
Shadow of Fear
Enfeeble Blood
Desecrate Enchantments
Guardian
Res sig
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