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Old Jan 06, 2006, 11:32 PM // 23:32   #1
JR
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Join Date: Nov 2005
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Default Versatile Pressure Build

Versatile Pressure Build
Credited to: Me, and former [Bani] members for testing.
Type: GvG - Full 8 Man Team

This was originally the set of premade suggestions I posted here, which was put together so it could be ran as a build or as seperate characters. We ran it on [Bani] and found it fairly effective. Since then I have refined it and made it more of a solid build, and had some good success with it.

This is a burst damage style build, the basic concept is you pick a target and hit it untill it dies or is too heavily enchanted. Then you pick a new target. Overwhelming the enemy monks with high output and making them burn themselves out early. The warrior will build on targets, and when he has full adrenaline will call who he is about to taget and that target will be drained and then slammed. If the target doesn't drop within about 5 seconds, the warrior will move off and build adren again for a new target.

The build has plenty of enchantment removal, so even against bond/barrier teams you should have an edge. It is however fairly important to be dropping offensive characters on the other team pretty fast, which you should be able to do with the large amount of damage at your disposal.

This build does require a fairly high level of coordination and understanding, so I wouldn't reccomend it for guilds that are fairly new to GvG.

Anyway, here's how it looks:

Boon Prot
This Monk uses booned protection spells for fast and efficient healing. Holy Veil and Smite Hex for hex removal for your team, and Mend Ailment for conditions.

Offering of Blood for keeping your energy levels up during combat.


Monk/Necromancer

Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Divine Favor: 16 (12+4) / 14 (12+2)
Protection Prayers: 9 (8+1)
Blood Magic: 10

- Protective Spirit (Protection Prayers)
- Holy Veil (Monk other)
- Mend Ailment (Protection Prayers)
- Divine Boon (Divine Favor)
- Reversal of Fortune (Protection Prayers)
- Guardian (Protection Prayers)
- Smite Hex (Smiting Prayers)
- Offering of Blood [Elite] (Blood Magic)


Healer Monk
This monk uses Infuse Health for massive very fast heals, against spike damage. Holy Veil and Smite Hex for hex removal for your team, and Mend Ailment for conditions.

Offering of Blood for energy management.


Monk/Necromancer

Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Divine Favor: 9 (8+1)
Healing Prayers: 14 (12+2)
Blood Magic: 10

- Heal Other (Healing Prayers)
- Orison of Healing (Healing Prayers)
- Infuse Health (Healing Prayers)
- Healing Touch (Healing Prayers)
- Mend Ailment (Protection Prayers)
- Holy Veil (Monk other)
- Smite Hex (Smiting Prayers)
- Offering of Blood [Elite]


Gale Axe
This Warrior uses Gale to interrupt and snare opponents, with powerfull axe attacks for high DPS. Endure pain allows you to overextend slightly to finish off targets should you need to, but against spike teams save it for if you are targetted.

Warrior/Elementalist

Zelous Axe of Defence and Air Focus
Vampiric Axe of Fortitude and Air Focus

Strength: 10 (9+1)
Axe Mastery: 16 (12+4)
Air Magic: 9

- Resurrection Signet ()
- Gale (Air Magic)
- Frenzy (Warrior Other)
- Penetrating Blow (Axe Mastery)
- Eviscerate [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Sprint (Strength)
- Endure Pain (Strength)


Air Convert
This character is capable of large amounts of damage very quickly through powerfull Air Magic spells. Using Ether Prodigy to keep energy levels manageable, pump out the offensive skills on target. This character also has Ward Against Foes. This is to be used if you hit a warrior heavy team, for your backline to kite through.

This character also packs Convert Hexes, to deal with huge hex stacking.


Elementalist/Monk

Air Staff (+30/+30 Health)
+15 Energy Wand / 20% Air Rechage Focus
+30 Wand and Focus set.
Empty Slot

Energy Storage: 11 (10+1)
Air Magic: 16 (12+4)
Earth Magic: 9 (8+1)

- Resurrection Signet ()
- Ether Prodigy [Elite] (Energy Storage)
- Lightning Orb (Air Magic)
- Lightning Strike (Air Magic)
- Enervating Charge (Air Magic)
- Glyph of Lesser (Elementalist Other)
- Ward Against Foes (Earth Magic)
- Convert Hexes (Protection Prayers)


Domination Mesmer
This character is used to take energy away from opponent casters, whilst causing some fairly nasty damage and disruption.

This character has Martyr to deal with trappers, disease or other spread conditions. It also has Rebirth, a hard res to save on Ressurection Signets wherever possible.

This character will assist on-target with Shatter Enchant when neccasary, but will mainly be off target on a monk.


Mesmer/Monk

Domination Staff (+30/+30 Health)
+15 Energy Wand / 20% Domination Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Domination Magic: 16 (12+4)
Fast Casting: 9 (8+1)
Inspiration Magic: 11 (10+1)

- Rebirth (Protection Prayers)
- Diversion (Domination Magic)
- Wastrels Worry (Domination Magic)
- Shame (Domination Magic)
- Shatter Enchantment (Domination Magic)
- Inspired Hex (Inspiration Magic)
- Distortion (Illusion Magic)
- Martyr [Elite] (Monk Other)


Resolve Trapper
This trapper uses Mantra of Resolve in order to plant traps offensively without being interrupted. Against warrior heavy teams this character will act more defensively, trapping around the backline casters.

Primarily an anti-warrior class, although the damage and degen from the traps is going to put a lot of pressure on any team.


Ranger/Mesmer

Staff (+5 Energy/+30 Health)
Staff (+5/+5 Defence)

Expertise: 11 (10+1)
Wilderness Survival: 16 (12+4)
Inspiration Magic: 8
Illusion Magic: 3

- Resurrection Signet ()
- Mantra of Resolve (Inspiration Magic)
- Barbed Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Dust Trap (Wilderness Survival)
- Spike Trap [Elite] (Wilderness Survival)
- Distortion (Illusion Magic)
- Drain Enchantment (Inspiration)


Blood Nuker
This character uses Blood Magic to steal life from opponents, whilst assisting party members (primarily Monks) who are short of energy with Blood Ritual.

This character also uses Heal Party to assist monks in dealing with large amounts of spread damage such as heavy hex degen/condition teams.


Necromancer/Monk

Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Blood Magic: 16 (12+4)
Soul Reaping: 9 (8+1)
Healing Prayers: 10

- Resurrection Signet ()
- Shadow Strike (Blood Magic)
- Dark Pact (Blood Magic)
- Vampiric Gaze (Blood Magic)
- Strip Enchantment (Blood Magic)
- Blood Ritual (Blood Magic)
- Heal Party (Healing Prayers)
- Offering of Blood [Elite] (Blood Magic)


Flag Runner

This character is entirely self-reliant, built to solo enemy flag runners, and bring flags to the stand with speed.

Ranger/Monk

Zelous Recurve Bow of Defence
Vampiric Short Bow of Fortitude

Expertise: 12 (11+1)
Wilderness Survival: 10 (9+1)
Marksmanship: 13 (10+3)
Protection Prayers: 3

- Troll Unguent (Wilderness Survival)
- Crippling Shot [Elite] (Marksmanship)
- Apply Poison (Wilderness Survival)
- Dodge (Expertise)
- Distracting Shot (Expertise)
- Storm Chaser (Wilderness Survival)
- Divine Boon (Divine Favor)
- Contemplation of Purity (Divine Favor)

Last edited by JR-; Jan 06, 2006 at 11:38 PM // 23:38..
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