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Old Apr 06, 2007, 04:08 PM // 16:08   #1
Wilds Pathfinder
 
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Default GvG build

Hey guys. i have had minimual exp in GvG but i was wondering if this build is good enough to run in GvG's or does it need tweaking ?? thx.

Player 1: Warrior/Elementalist

- Eviscerate {E}
- Executioner's Strike
- Bull's Strike
- Shock
- Frenzy
- Rush
- Healing Signet
- Resurrection Signet

Player 2: Warrior/Dervish

- Devastating Hammer {E}
- Crushing Blow
- Fierce Blow
- Bull's Strike
- Frenzy
- Rush
- Healing Signet
- Resurrection Signet

Player 3: Elementalist/Monk

- Shatterstone {E}
- Freezing Gust
- Ice Spikes
- Blurred Vision
- Maelstrom
- Glyph of Lesser Energy
- Water Attunement
- Resurrection Signet

Player 4: Mesmer/Monk

- Migraine {E}
- Clumsiness
- Accumulated Pain
- Frustration
- Spirit Shackles
- Spirit of Failure
- Signet of Humility
- Resurrection Chant

Player 5: Monk/Elementalist

- Light of Deliverance {E}
- Words of Comfort
- Protective Spirit
- Reversal of Fortune
- Dismiss Condition
- Infuse Health
- Glyph of Lesser Energy
- Aegis

Player 6: Monk/Mesmer

- Reversal of Fortune
- Gift of Health
- Divert Hexes {E}
- Signet of Devotion
- Dismiss Condition
- Shield of Absorption
- Protective Spirit
- Channeling

Player 7: Monk/Elementalist

- Light of Deliverance {E}
- Words of Comfort
- Protective Spirit
- Mending Touch
- Storm Djinn's Haste
- Glyph of Lesser Energy
- Extinguish
- Aegis

Player 8: Ranger/Monk

- Apply Poison
- Burning Arrow {E}
- Savage Shot
- Distracting Shot
- Natural Stride
- Troll Unguent
- Mending Touch
- Resurrection Signet

any constructive criticism is apricieated, thx again.
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Old Apr 06, 2007, 04:24 PM // 16:24   #2
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Mesmer is out of place. His hexes aren't going to stick, clumsiness kinda sucks, etc. Replace him.

Channeling on a monk? Ewww... I definitely wouldn't run that unless the metagame goes back to 4 thumpers...

2 LoD is kinda overkill... I would switch the runner to ZB or the stand LoD monk to something different.
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Old Apr 06, 2007, 06:23 PM // 18:23   #3
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-Why does everyone take bull's strike when they're running shock axe ?
Lemme explain: shock=5 energy, bull's=5 energy
They're almost the same effect except from the damage from bull's but bull's only works when he's running away, i suggest taking axe rake to cripple him so you can follow him.
Combo goes like this:
shock, frenzy, Eviscerate, axe rake, executioners.

-The hammer is ok, has medium/much damage and can bug alot. Though i think you maybe need an adrenaline-boost spell in there, like "To the limit" which is a choose coming back these days.

-I think the ele doesn't do enough damage together with the warriors, you should change to air or fire. But if you keep water i suggest taking out maelstrom because it sucks and maybe switch Shatterstone for Icy Shackles which provides awesome snare. If you're changing into air i'de advice taking Mind Shock, because it ain't used much but is underrated.

-The mesmer has some good skills, but migraine provides a 100% slower cast, so better for you to interrupt.
Take out clumsiness, accumulated pain, frustration and switch with some illusion interrupts and some inspiration energy-management skills.

-You have 2 protective spirits in your monks, i suggest swapping one with spirit bond(which also helps against spikes) and if you're going to take chanelling on the LoD infuser because LoD only costs 5 and can be spammed same for infuse health. And do remind that glyph of lesser energy is nerft and replaced to energy storage, but it still provides 10 less energy for each spell.

-I suggest taking an e/mo or e/rt for running because he can provide cover for himself aswell as doing damage to the foe.

-My opinion is that ranger gankers suck, they're easily anti-splitted and do minimum damage. My suggestion for gankers if take a w/a with you're all alone, which can cover up your retreat also or an a/mo, but that's my special build which i ain't telling to you


I hope you learned something from my comments.
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Old Apr 06, 2007, 06:49 PM // 18:49   #4
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Quote:
Originally Posted by maester
-Why does everyone take bull's strike when they're running shock axe ?
Lemme explain: shock=5 energy, bull's=5 energy
Shock exhausts, Bull's doesn't.

Quote:
Combo goes like this:
shock, frenzy, Eviscerate, axe rake, executioners.
If someone survived eviscerate + executioners, your spike just failed, and either cripple or deep wound or both were just removed from your target. Unless their monks suck.

Quote:
-My opinion is that ranger gankers suck,
You're opinion is quite wrong.... but there are other options of course.
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Old Apr 06, 2007, 06:52 PM // 18:52   #5
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Quote:
Originally Posted by maester
-Why does everyone take bull's strike when they're running shock axe ?
Lemme explain: shock=5 energy, bull's=5 energy
They're almost the same effect except from the damage from bull's but bull's only works when he's running away, i suggest taking axe rake to cripple him so you can follow him.
Combo goes like this:
shock, frenzy, Eviscerate, axe rake, executioners.

-The hammer is ok, has medium/much damage and can bug alot. Though i think you maybe need an adrenaline-boost spell in there, like "To the limit" which is a choose coming back these days.

-I think the ele doesn't do enough damage together with the warriors, you should change to air or fire. But if you keep water i suggest taking out maelstrom because it sucks and maybe switch Shatterstone for Icy Shackles which provides awesome snare. If you're changing into air i'de advice taking Mind Shock, because it ain't used much but is underrated.

-The mesmer has some good skills, but migraine provides a 100% slower cast, so better for you to interrupt.
Take out clumsiness, accumulated pain, frustration and switch with some illusion interrupts and some inspiration energy-management skills.

-You have 2 protective spirits in your monks, i suggest swapping one with spirit bond(which also helps against spikes) and if you're going to take chanelling on the LoD infuser because LoD only costs 5 and can be spammed same for infuse health. And do remind that glyph of lesser energy is nerft and replaced to energy storage, but it still provides 10 less energy for each spell.

-I suggest taking an e/mo or e/rt for running because he can provide cover for himself aswell as doing damage to the foe.

-My opinion is that ranger gankers suck, they're easily anti-splitted and do minimum damage. My suggestion for gankers if take a w/a with you're all alone, which can cover up your retreat also or an a/mo, but that's my special build which i ain't telling to you


I hope you learned something from my comments.
Everyone runs bull's strike because it's pure amazingness? It allows you to hold people in place to build, and allows you to chain 6-sec KDs together. Also, KD is just so much more powerful than cripple. and noone would ever use Evis->rake->exe, as that's way too slow.

Ele is fine, if you watched the tournament then you saw some great use of shatterstone. Maelstrom is okay for area denial, and combined with ice spikes it can make for some nasty stuff on the enemy midline, but that's a judgement call.

As I've said, the mesmer is useless in this build, because enemy hex removal is easily going to overpower it. If you want to use hexes, you have to have a plan for dealing with multiple purge sigs, holy veils, and possibly a divert.

YAA gankers are kind of outdated, as mend touch rocks them. At least BA rangers have the possibility of dshotting mend.

Quote:
Originally Posted by maester
->split/anti-split
A/Mo: shadow:10+1, dagger: 11+1+1, critical:10+1
Aura of displacement, shadowy burden, black lotus strike, horns of the ox, black spider strike, twisting fangs, mending touch, feigned neutrality.
Lol, is this your secret A/Mo build? (from another thread).
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Old Apr 06, 2007, 08:10 PM // 20:10   #6
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thx for the comments guys, they helped lots. its my 1st time in making a GvG build if u dident knotice ^^
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Old Apr 08, 2007, 08:40 AM // 08:40   #7
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Quote:
Originally Posted by maester
-Why does everyone take bull's strike when they're running shock axe ?
Lemme explain: shock=5 energy, bull's=5 energy
They're almost the same effect except from the damage from bull's but bull's only works when he's running away, i suggest taking axe rake to cripple him so you can follow him.
Combo goes like this:
shock, frenzy, Eviscerate, axe rake, executioners.

-The hammer is ok, has medium/much damage and can bug alot. Though i think you maybe need an adrenaline-boost spell in there, like "To the limit" which is a choose coming back these days.

-I think the ele doesn't do enough damage together with the warriors, you should change to air or fire. But if you keep water i suggest taking out maelstrom because it sucks and maybe switch Shatterstone for Icy Shackles which provides awesome snare. If you're changing into air i'de advice taking Mind Shock, because it ain't used much but is underrated.

-The mesmer has some good skills, but migraine provides a 100% slower cast, so better for you to interrupt.
Take out clumsiness, accumulated pain, frustration and switch with some illusion interrupts and some inspiration energy-management skills.

-You have 2 protective spirits in your monks, i suggest swapping one with spirit bond(which also helps against spikes) and if you're going to take chanelling on the LoD infuser because LoD only costs 5 and can be spammed same for infuse health. And do remind that glyph of lesser energy is nerft and replaced to energy storage, but it still provides 10 less energy for each spell.

-I suggest taking an e/mo or e/rt for running because he can provide cover for himself aswell as doing damage to the foe.

-My opinion is that ranger gankers suck, they're easily anti-splitted and do minimum damage. My suggestion for gankers if take a w/a with you're all alone, which can cover up your retreat also or an a/mo, but that's my special build which i ain't telling to you


I hope you learned something from my comments.
Bulls strike+shock gives two awesome knockdown skills that the warrior can switch off between depending on exhaustion. Axe rake is a horrible skill that I used to use the first time I ever played a warrior. Sure it may be useful in some situations, but definitely not for spikes. The ele already has a nice amount of snares, and it can do nice damage with shatterstone. No real need to change it if you don't want to. Mesmer shouldn't really stay. Better off getting another ele or MoR dom. A good ranger ganker can take down a lot more than a YAA warrior when alone. Also, it's a lot more versatile and highly useful in the group as well. A/Mo...special build? I saw it and it isn't that special...
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Old Apr 11, 2007, 01:30 AM // 01:30   #8
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You are required to post a full build including attributes. Since your build has no attributes, you have 24 hours to edit it, at which time I will lock it if it does not meet the requirements for posting a build.
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Old Apr 11, 2007, 03:43 PM // 15:43   #9
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QQ, hi maya btw <3
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Old Apr 11, 2007, 10:52 PM // 22:52   #10
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Concerning 2:
Fierce Blow -> Mighty Blow. No difference in damage against weakened foes. The advantage of it is that you can hit stuff with Mighty Blow and do lots of damage even if you haven't hit him with Devastating Hammer first, and a RC won't gimp your damage skill. Also, consider changing Rush to Pious Haste, Heal Sig to Enraging Charge(potential one-hit charge of Devastating Hammer), and Frenzy to Flail. A hammer warrior usually doesn't need to split, so heal sig isn't as neccessary. If you don't change heal sig for enraging charge, consider another attack instead, like Hammer Bash or Power Attack.

Concerning 3: Consider this change Rez Sig -> Res Chant, Maelstrom -> Draw, Ice Spikes -> Glyph Sac. Remember, Freezing gust is god. Also, if you think your team doesn't need blurred vision, blurred vision -> Convert Hexes.

The mesmer is probably going to have trouble keeping his hexes on stuff. Also, Migraine isn't too useful if you don't have interrupts.

Runner should probably be ZB. Dual LoD's is a bit unnecessary.

I'd recommend dropping the Aegis chain or put it on the DH instead of the LoD/infuse, but I'm never much of a fan of an aegis chain, because it tends to take up too much space on monk bars imo. Also, on the LoD/Infuse, I'd recommend Words of Comfort -> Heal Other, GoLE -> Veil, Aegis -> some defensive stance or signet of rejuvenation. Hex teams will own you with this setup. You have one divert in this build. Bring a veil on every monk if you can.

On the DH, Signet of Devotion -> Holy Veil. Prot spirit -> Spirit bond. Channeling -> Some other energy management, purge signet, or a defensive stance(dark escape possibly).

Take everything I say without a grain of salt... I'm not too experienced myself, but I do have some experience, and it says that any team with any domination mesmers will be very difficult for you to counter. Also, having no hex removal off the divert means that any hexes on him(migraine, shame, diversion) probably aren't going to get removed, which is bad. Even 3 veils and a divert isn't enough for teams with 2 dom mesmers, in my experience.
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