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Old Jul 23, 2005, 08:46 AM // 08:46   #1
Pre-Searing Cadet
 
Join Date: Jun 2005
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Default High Damage Team Arena Build

Classes needed

E/Me
E/Mo OR Shutdowm Mesmer OR Quick Shot R/E
N/Mo
Mo/Me

Role - E/Me

The E/Me will use these skills:

Glyph of Lesser Energy, Mark of Rodgort, Mind Burn, Immolate, Incendiary Bonds, Conjure Phantasm, Res Signet, Fire Attunement

The skills will be used in that order, since mark of rodgort costs 25 energy glyph of lesser energy is used first costing only 10 energy and with fire attunement it will only cost about 6 energy.

Once you have hexed the target with mark of rodgort that target will be set on fire for 3 seconds each time you use fire magic. Use immolate and incendiary bonds then finish off with conjure phantasm.

The whole idea behind this is to keep your enemy on fire constantly so that the target will have -10 health degen. Even targets with mending or Healing Breeze will have a hard time countering it.

Stats will be

15-16 Fire Magic
10-11 Energy Storage,
9-10 Illusion Magic

The E/Mo will use healing skills and Balthazar's Aura, Zealot's Fire and will mainly smite off the Necromancer playing smiter and secondary healer.

N/Mo

Skill will be:

Touch of Agony, Dark Pact, Life Siphon, Blood Renewal, Dark Aura, Demonic Flesh, Blood Ritual, Aura of The Lich.

With Dark Aura @ Death lvl 16 each time you sacrifice life with Touch of Agony and Dark Pact you sacrifice only 5% because of Aura of The Lich and Dark Aura will deal about 55 damage to anyone adjacent to you each time you sacrifice life.

Dark Pact and Touch of Agony on average will do about 50 damage + 55 Damage from Dark Aura and you are doing well over 100 damage each time you use ToA and DP.

Recharge time for Touch of Agony and Dark Pact is also about 2 seconds and if used in sequence you can do about 100 damage per second. With an E/Mo smiting on the Necro with Balthazar's Aura and Zealots Fire you can increase this to about 150 damage per second

Demonic Flesh will add to your health about 180 although Aura of The Lich halves your health and reduces all damage and healing by half the benefit is still there.

The great thing about Aura of the Lich is also that you can use Blood Renewal without so much of a penalty. The cost of 17% life sacrifice is now about 8.5% and you gain health regen of +3 for 10 seconds. When Blood Renewal Ends you gain about 180 health which is after 10 seconds of casting it.

Aura of The Lich will also heal you for 250+ health after about 50-60 seconds. keeping you alive while still being able to sacrifice health.

Stats for the Necromancer are:

Blood 13
Death 16
Soul Reaping 4

The Monk will heal and use word of healing as well as mesmer skills to help with casting and energy.

Optionally I like running a quick shot R/E with a fiery short bow for some really fast killing.

Skills of the R/E if you choose to run it are:

Fiery PvP short bow of Marksmanship
Fire Damage 15-28
Damage +15% while health is above 50%
Marksmanship +1 20% chance while using skills

Fiery PvP recurve bow of Marksmanship
Fire Damage 15-28
Damage +15% while health is above 50%
Marksmanship +1 20% chance while using skills

Favorable Winds, Winnowing, Kindle arrows, Conjure Flame, Quick Shot, Lightning Reflexes, Troll Ungeant, Res Signet.

Favorable + Winnowing = +10 Damage
Kindle + Conjure Flame = +30 Damage

Quick Shot - Shoot an arrow 2 times as fast
Lightning Reflexes - 75% chance to evade attacks and attack 33% faster.


Stats for the Ranger are:

Fire Magic 7-9
Expertise 5-7
Wilderness 14
Marksmanship 15

Using 1 superior rune of vigor and 1 superior marksmanship rune and 1 superior wilderness rune.

First lay down spirits close to targets, then use conjure flame and kindle arrows.

Shoot off 1 arrow then activate lighning reflexes and use Quick Shot after your normal attack. Quick Shot will instantly be activated and your re-load time should have been about .3 seconds.

the pattern for quick shot is...

Attack->Lightning Reflexes->Quick Shot->Attack->Quick Shot->Attack->Quick Shot = 7-8 seconds = Dead Target.

Also optionally you can get a shutdown mesmer to drain eles and monks.

The only possible counters for this are probably echo obsidian flame eles, fertile season, and a monk with mend ailment and remove hex.

Most teams however will be unprepared for this.

With a team build similar to this I won Arenas and Team Arenas 29 times in a row.

Goodluck and Have fun!

Mana Sama X
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Old Jul 23, 2005, 09:16 AM // 09:16   #2
Wilds Pathfinder
 
Join Date: May 2005
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Team arena records mean absolutely nothing. Don't bother to use them when trying to justify if something is good or not cause it doesn't matter.

What first came to mind is that your ranger setup is god awful.

Quote:
Favorable Winds, Winnowing, Kindle arrows, Conjure Flame, Quick Shot, Lightning Reflexes, Troll Ungeant, Res Signet.
The spirits are okay but you may find that enemy teams seem to have 2 war+ranger at a minimum and sometimes that's the whole team.

Kindle/conjure/qs are fine.

Lightning Reflexes blows. Look at the recharge/benefit. See that it sucks? Now go choose Tigers Fury which is an all around better skill.

Troll Unguent in a team build is just asking to be flamed. It's not random arenas, you aren't running off alone (hopefully), you don't need a very bad healing skill. Not much point here.

Quickening Zephyr is a must in a QS build.

Quote:
Fire Magic 7-9 Expertise 5-7 Wilderness 14 Marksmanship 15
You're running into problems here. Balancing 4 (5 with TF/BM) attributes with Ranger is hard.

For one thing, this is a quickshot ranger. I,e a spike ranger who is going to blow his energy extremely fast. If you want to even get out your spike you need 13 expertise min, 14 if you want more for TF, no iffs or buts. 12 Marks is good. As going above 12 reduces benefit but does up your critical hit you should try to do so if you can but not at the expense of expertise. Expertise ALWAYS comes first. Also note that Kindle arrows will make your weapon fire based so you can afford the zealous upgrade which will allow you to spike longer.

note: I am not sure which is the better Quickshot Ranger: Tigers Fury or Serpents Quickness. TF will drain your energy faster, much faster, while SQ has a downtime where it won't be up and I'm not sure whether TF actually helps much and how effective SQ is with QZ. However, in your downtime you can keep TF up for still okay damage even without QS. As they can't stack, you're going to have to choose.

If you go with Tigers Fury, take 3+1 beastmastery. You're going to need to find the proper balance between Fire and Wilderness. Conjure damage is always good but so is kindle/sq effect making it a tougher decision.
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Old Jul 23, 2005, 10:53 AM // 10:53   #3
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Quote:
Originally Posted by Mana Sama X
Classes needed
Role - E/Me

The E/Me will use these skills:

Glyph of Lesser Energy, Mark of Rodgort, Mind Burn, Immolate, Incendiary Bonds, Conjure Phantasm, Res Signet, Fire Attunement

The skills will be used in that order, since mark of rodgort costs 25 energy glyph of lesser energy is used first costing only 10 energy and with fire attunement it will only cost about 6 energy.

Once you have hexed the target with mark of rodgort that target will be set on fire for 3 seconds each time you use fire magic. Use immolate and incendiary bonds then finish off with conjure phantasm.

The whole idea behind this is to keep your enemy on fire constantly so that the target will have -10 health degen. Even targets with mending or Healing Breeze will have a hard time countering it.
Degen is nice, but having the redundancy of mind burn and immolate with mark of rodgort is kinda strange. Incendiary is nice for hitting more than one target with on fire, but it also seems kinda strange to have. Flare with mark of rodgort is, in effect, recreating immolate with a projectile. I realize you are trying to achieve a synergy with the ranger, but it makes some sense to focus the ele around the harder hitting fire spells and allow the ranger to spec enough in fire to have rodgort burn for 2 seconds, keeping a constant burn on the target considering the rate of fire and flight time of the arrows. Covering rodgort with the phantasm is a nice idea though. With the E/me combination, you could also stand to take advantage of the stance that avoids interuption or spell copying abilities from the mesmer to work around the longer recast times that fire suffers from, instead of working around the redundancy setup with the burning condition.

Last edited by Phades; Jul 23, 2005 at 10:56 AM // 10:56..
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Old Jul 23, 2005, 07:45 PM // 19:45   #4
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I forgot to add for the E/Me to use Arcane Echo and Echo the Mind Burn.

So the correct sequence is...

Glyph Of Energy -> Mark of Rodgort -> Arcane Echo -> Mind Burn -> Immolate/Flare -> Incendiary Bonds -> Conjure Phantasm -> Echoed Mind Burn = constantly set on fire

At fire lvl 16 Mark of Rodgort will burn the enemy for 3 SECONDS not 2. This is plenty of time to cast another Immolate or Incendiary Bond.

While we are at it... Mind burn will deal about 60 damage and if you have more energy than the target you deal another 60 damage and the enemy is set ON FIRE FOR 7 SECONDS.

Immolate will do about 55 damage and burn for 3 seconds while Incendiary Bond will do the same thing AFTER 3 seconds. So really it is a chain reaction.
Right after immolate ends the 3 second burning period icendiary bonds will take over for another 3 seconds.

Immmolate 3 Secs + Incendiary Bonds 3 Secs = 6 Seconds + 3 Seconds Mark of Rodgort = 9 Seconds

Also why use Lightning Reflexes over Tiger's Fury?

Lightning Reflexes uses EXPERTISE while Tiger's Fury uses BEAST MASTERY.

Its true that Lightning Reflexes has a 60 second recharge time but that is a skill that is related to expertise and beast mastery is a skill that does not complement the ranger at all for this build.

All of your other skills will be expensive when if you use lightning reflexes which is why you have to be very selective about when to use lightning reflexes.

Id rather not spend points on beast mastery if I use tiger's fury at all even though its cool down time is around 20 seconds all of my other skills will be expensive. IF you are not running conjure flame then I would say go for it, but in this case no because you need points in fire magic for conjure to be any good.

With reflexes and expertise 5-7

Cost for skills will be about 25-30% less energy and it is for this reason that I use reflexes over tigers fury to still get the benefit of 33% faster fire rate.

Expertise @ lvl 12+ is nice but there would be alot of damage loss if you reconfigure your skills to allocate that attribute. It could be doable if you were not using conjure flame and then you could invest points into expertise alot more.

But once again the whole point about this build is to deal damage fast even if expertise is 5-7 it will help by decreasing costs to about 25-30% which is not bad.
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Old Jul 23, 2005, 08:57 PM // 20:57   #5
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The point is, if the ranger is shooting the target with mark of rodgort on it, he will succumb to the burning damage. The condition would be reapplied on every hit. This makes using skills with the on fire condition redundant and unneccacary.
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Old Jul 23, 2005, 11:49 PM // 23:49   #6
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Quote:
Originally Posted by Phades
The point is, if the ranger is shooting the target with mark of rodgort on it, he will succumb to the burning damage. The condition would be reapplied on every hit. This makes using skills with the on fire condition redundant and unneccacary.
Put MoR on your ranger's target and shoot your fire stuff at someone else
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Old Jul 23, 2005, 11:55 PM // 23:55   #7
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Quote:
Originally Posted by Mana Sama X
At fire lvl 16 Mark of Rodgort will burn the enemy for 3 SECONDS not 2. This is plenty of time to cast another Immolate or Incendiary Bond.

Not to mention its easier and cheaper too just use a Fire Wand or Bow if you just want the degen.
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Old Jul 24, 2005, 12:00 PM // 12:00   #8
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Quote:
Originally Posted by Neo-LD
Put MoR on your ranger's target and shoot your fire stuff at someone else
Yeah, but excluding mind burn, he is doing around fireball damage with the hit plus burn and no perks like knockdown or large area of effect. It would seem to make more sense to use mark in tandem with things that dont produce the burning effect themselves. Also, as i stated earlier the ranger is also speced in fire and could easily have the team weilding 2 mark of rodgorts, instead of one, while using the other fire spells with other additional perks. Or the ranger could change his lineup slightly to include some skill recharge + skills and use incidiary arrows and retain the on fire condition and have interuption as well. Couldnt use practiced stance with it, without a mesmer secondary and another ranger, but whatever, its getting too dilluted at this point.
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