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Old Mar 14, 2008, 05:57 AM // 05:57   #1
Krytan Explorer
 
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Join Date: Jun 2007
Location: The Desert
Guild: Legions of Engalion [自由]
Profession: Mo/W
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Default Trin's GVG Team

oki, so i don;t pretend to be an ubergvgpro or anything like that. however, i like to spend most of my time theorising and looking at skills, designing builds, etc etc. so, here it is.... Please feel free to make comments and suggestions. It is kind of designed around playing low ranked / unrated gvg battles. however, i do realise i am missing wards, but some of the blocking can easily be thrown onto the monks with perhaps an aegis on one of them? or the mesmer could be modded to play fast cast ward against melee or ward against harm.

anyway, here she is;;;

GVG / HA build
--------------

Spike / Pressure

1 Warrior/ frontline or Melandru Derv W/E Axe
1 Paragon - Spike/ Party assist
1 Turret Ranger - Spike & Pressure
1 Mesmer e-Shutdown
1 Necro Support - Conditions / Hex / Heal
1 Flag Runner: A/D Grenth Sin
2 Monks - RC and WoH or Glimmer


W/x - Magehunter Hammer Warrior. Frontline / Line backer
--------------------------------

Magehunters Smash (e)
Crushing Blow
Hammer Bash
Bull's Strike
Flail
Rush
Enraging Charge
Rez



Turret Ranger - Pressure / SPike / Interrupt defence
-------------

Read the Wind
Prepared Shot
Sundering Attack
Penetrating Attack
Lightning Reflex
..Interrupt
Mending Touch
Rez


P/W - Coward Para
-----------------------------
Viscious Attack
Spear of Lightnin
Coward (e)
For Great Justice
Anthem of Flame
Go for the Eyes
Aggressive Refrain
Rez Sig





Me/X - Energy Denial
-----------------------------

Panic (e)
Shatter Enchantment
Auspicious Incantation
Ether Phantom
Drain Delusions
Shame
Diversion
Rez




N/Rt - Necro Support
---------------

Wail of Doom (e) or Corrupt Enchantment (e) or plauge signet (e)
Mend Body & Soul
Spirit Light
Spirit Transfer
Weapon of Warding
Life
Recovery or foul feast (if running wail of doom)
Flesh of My Flesh


A/D - Grenths Grasp - Spike / Split / Gank and Flag runner
------------------------------------------

Golden Pheonix Strike
Trampling Ox
Falling Spider
Blades of Steel
Impale
Granth's Grasp (e)
Shadow Walk
Dash




Monks
--------

Any good variation of WoH / RC Monk



Usuage:
-------------

Team 1. 8v8 with flags;

Warrrior, with Paragon as support and damage in the front line. these two should be pretty able to keep up the pressue. With the help of the Turret Ranger, these three provide the physical support for the group. The warrior should be able to help line back, but usually assassin will be able to help control the mid / back line.

Turret Ranger is responsible for keeping Damage per second up and put pressure on the monks. Spike assisstance is key. This character is also in the backline and is there to help the monk.

The Mesmer here is responsible for energy denial. This is your shutdown on the monks. very helpful for spikes. This character is essential to the main group and must be careful due to their squishy nature. they will be a priority target for the opposition frontline and will get spiked regularly.

Necro is primary party support and heal. WoD can be used for shutdown or corrupt enchant could be used to spread hex pressure especially amongst enchant heavy teams. WoD might be handy as it reduces characters to pre-searing noobs and can handle damage shutdown or monk shutdown. This charcter carries the hard rez and is a powerful healer and support

Assasin here is primarily useful for base ganking and reducing NPC numbers. The sin is a huge glass cannon and can also be used on big spikes. This position is the flag runner. It is then natural for the opposition to always be on edge if the Sin is running a flag or if they are off ganking or holding off a gank. This position is also viable and handy for backline support at taking out over extended frontliners. Esp if they have been dis-enchanted.

Monks.. welll they just heal and de-condition. the job of the RC is to restore condition. The Necro is the monk support and will be able to help look after either monk. One of the monks should carry draw (the infuser, WoH notibly) this allows the RC to worry about prots and less worry about conditions overall. The RC should just remove conditions from the draw monk. If the Necro is running foul feast, this is another draw and the RC can look after this as well. If necro is running plauge, then don;t RC the WOH or N/Rt. in this case, we use SoD or ZB or SoR on the prot monk. Another variation is to run Mo/N and run corrtupt enchant and rend on the prot monk. this is another level and can be looked at later.

6/2 Split
---------

In this case the Warrior, Paragon, Ranger, Mesmer, 2 Monks run the frontline. the Assassin and N/Rt can easily split. The N/Rt should be able to provide enough heal for the Sin to be able to keep up the pressure in a 2v2 or 2v1 confrontation or in a base gank. The A/D build is perfectly capable of ganking the luxon base in AB with a support monk or healer.

A second split could be Assassin & Ranger for more dmg

When playing at home on the Isle of Meditation, then a third split option is viable in order to hold the middle base. This would be Ranger & N/Rt. This allows the Sin to keep running flags allowing for 5 on stand, 2 on oblisk and 1 runner able to split. Once top stand has been taken control of, this adds enough pressure at flag stand to allow for Sin to either gank NPC's, run flags or provide assisstance. the advantage of having a N/Rt at the top stand is that spirits are safe and they can heal thru the mountain if monks remain in the right spot near to behind the stand. the ranger is able to sit on the hill and totally wipe any runner trying to take the top stand. if the whole team attempts to win back top stand,,,, then this will allow bottom team to gank base and force an enemy decision.



5/3 Split
---------

This should only be attempted if the other team is pressure weak or spike deficient or have themselves split.

Warrior, Paragon, Mesmer, 2 Monks. This should be able under certain circumstances able to hold off a team of up to 6 depending on the make up. Look out for WoD necros. In this case 6/2 split with Sin and Ranger. The N/Rt will be needed.

Asssassin, Ranger, N/Rt
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Old Mar 14, 2008, 06:59 PM // 18:59   #2
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Join Date: Oct 2006
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Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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theres no such thing as the edenial "character". in 8v8 there is no one character who can mount a single function successfuly without synergy from the rest of team, which that mesmer lacks. he attempts to bring down nrg(which is btw, rather pointless, weapon switiching wins modern e denial) through hexes.... but hes the only one running hexes.

a turret cant spike assist, it mounts pressure through continuous but not necessarily high ranged damage. also, /mo is useless on a turret, hes not splitting so he doesnt need that independent removal. ntm, blindbots are gone and e/ds are nerfed so blind is a nonentity at this point.

theres nothing wrong with the paragon.

theres no reason to not run foul feast on the necro, recovery is shit in comparison. moreover, that n/rt is a totally HA style build, its synergy with GvG is minimal. a team with any brains will not let FoMF ever be successful, and spirit transfer has minimal use when you have WoH, and, more importantly, your only spirit dies every 20 seconds.

GG assassins are the worst assassin splitter for gvg, and, to compound the matter, your variant has no self sufficiency, and has the worst shadowstep combo for counter splitting(and you cant offensively split with just 1 crappy assassin). If you really want an assassin, use the AoD a/e falling shocker. it has self sufficiency, and somewhat, synergizes with your teams lack of strong spikability because it can easily donate siginificant damage to the spike. also, aod can fold, creating a significant advantage depending on which team has fewer retards.


on a whole, the build is bad. an entire character is effectively useless(the mesmer), the necro is out of place, the turret has shitty skill choice, the magehunter is fine, but thats because its meta. the para is fine, but vicious+sol is inferior to harriers+sol when you have a smaller spike, because the DW is so essential, to repeat it is ineffective. the GG assassin is totally out of place, and bad skill choice compounds that matter.
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Old Mar 15, 2008, 03:02 AM // 03:02   #3
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All I'm going to say is that this build does not mesh well at all. It needs SERIOUS work.
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Old Mar 16, 2008, 01:55 PM // 13:55   #4
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Panic should only be run in a hex team. It is poor by itself.
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Old Mar 17, 2008, 02:04 AM // 02:04   #5
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good good. thanks for the feedback. i see what you mean.... round two coming up after some analysis.
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Old Mar 17, 2008, 01:37 PM // 13:37   #6
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Quote:
Originally Posted by Trinity Fire Angel
good good. thanks for the feedback. i see what you mean.... round two coming up after some analysis.
good that you're giving it a second round. your build at first glance has the trappings of someone who obviously understands but lacks the experience, that is essential, really, to making a good build. many new pvpers, their builds look like this. random, unsynergized builds that are in a way copy pasted. you just have to play little bit more and learn a bit more.
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Old Apr 13, 2008, 11:10 PM // 23:10   #7
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the fact that you said "GvG/HA Build" says it all...
GvG and HA are 2 entirely different environments and thus require entirely different builds... you cant really mix up the 2...
the N/Rt for example is a pure HA build, so is the Panic mesmer.

you're trying to mix up too many things and thus are useless in each of them. I wont break down your chars 1 by 1 but I'll just say that assassin flaggers are just bad... you cant run flags and attack at the same time!
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