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Old Jan 02, 2007, 03:45 AM // 03:45   #1
Ascalonian Squire
 
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So everything is explained here:
http://gwshack.us/2d39

The monks need some final touches I know.
Its just.... what, I do not know much about monks

Thanks =)
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Old Jan 02, 2007, 08:46 AM // 08:46   #2
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On all your chars, use minors instead of sups.

Warriors look mostly fine, although I think that a second copy of dismember > Furious Axe.

You can put Rez Chant on the SF Ele, if you're going to be running GlyphSac.

I'd suggest running a more conventional flagger - the one you have is slow (WBS < SDH) and can't skirmish well without a selfheal or cond removal. If you want spike support at the flagstand, a normal eprod Air Runner would work fine.

Migraine is iffy without more covers, imo. And you may want to have Mantra of Persistence somewhere in there.

Drop the conjure and Lightning Jav on the assassin. You definately want to follow Temple Strike with Twisting.

Your backline needs a complete overhaul, imo. I'll leave it for someone more competent than me to do it.
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Old Jan 02, 2007, 09:58 AM // 09:58   #3
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You want both warriors to have have dismember.

Why do you have a conjur lightning assassin and why the heck doesn't he have twisting fangs. Deep wound=win.

Lightning hammer on the ele, why?

An almost pure interrupt mesmer isn't a very strong character.

It seems like a bunch of characters you threw together that you liked, weak synergy overall.
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Old Jan 02, 2007, 11:35 AM // 11:35   #4
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Your monk line is rather.. .euh odd... (which isnt bad in essence... but watch out with it!)

First drop superior runes of monks...(in general of all chars...with some exceptions)

Glyph of lesser energy on a healing monk seems rather odd.. yes your char is energy heavy...but 1 free skill in 30 seconds wont solve that.

A hard res on a monk means: 10 seconds doing nothing... 10 seconds means: 1 death person...probably you...

Your healing line seems rather.. euh heavy... 3 copies of massive heal other healings is a bit to much. In general I would suggest not using a full healer, but if you want to drop 2 and stick to one beefy heal other skill.

Your bar is WAY to energy heavy... all 10 energy skills. SoD wont keep your team up... and only healing touch for self-heal is not sufficient. Breeze is asking for trouble imo... Pls switch this healer to something more conventional. Ideas enough around in this section

And pls dont play with the code to much energy storage on a healer seems rather euh... ****

Your prot has way to little healing-output. I know its a prot, but like this you cannot split, nor survive if the healer is shutdown...

My suggestion: redesign the monk backline and to be safe: take some more common, conventional chars

Last edited by sir lockt; Jan 02, 2007 at 11:37 AM // 11:37..
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Old Jan 02, 2007, 12:19 PM // 12:19   #5
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dump the migraine mesmer, he won't do much against any team nowadays, one hex character gets owned by the level of hex removal that is around atm (divert hexes for example).

A flagger without at least some form of selfheal is a dead flagger, if you don't take my word for it, fine, you'll change your mind after the enemy moral boosts roll in... and lightning hammer ? waste of 25nrg, realy.

The assassin is plain crap, no offence, but he is. Conjure lightning is a waste of a skillslot, so is lightning javelin. Nine tail strike is an awefull dual attack. Twisting fangs is used everywhere, and with a reason, deep wound is key. Also, the lack of shadowstepping, and selfheal will get you at 60DP faster than you can say "wtf, i died again ?!".

Your monkline needs a lot of work aswell, but just read previous posts for that

all in all, the first warrior looks ok, the second would propbably be better with a second copy of dismember, in case your first warrior is shut down, or blinded on the spike, or whatever. The migrainer has no use whatsoever in a build that completely lacks any hex pressure, the flagger will get killed by any baseganker, the searing flames ele would be a lot better with a hardres. the assassin is useless tbh, cannot split, will run out of energy realy fast, and die horribly.

overall, this build lacks hexremoval, conditionremoval, and pressure defense (no HP, no LoD, not even extinguish).
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Old Jan 02, 2007, 02:11 PM // 14:11   #6
Ascalonian Squire
 
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Lightning Hammer was ment to be Orb
The monks are crap, thats a fact. Bigger hex removal and condition removal would be nice, can anyone help me?
Why to put dismember on 2 warriors, as they will attack at the same time?
2 Dismembers, I dont think as they will shadowstep on the same second, in a unexpected situation, but i can try different wariants.
You say the Migrainer is crap, because of the big hex removal availibility.
Well, I couldnt figure out anything else, but without the migrainer I think the tactic I thought wont work at all, meaby some guy can help me get it useful or replace.
To be honest, Im really new to GvG. (I think you can see that)
But thats why I posted it here as I knew it wont be that good, so Im asking you guys if you can help me create a even little good GvG build.
EDIT:
I Tried to edit the monks and stuff like that, the flagger is almost the one from Guildwiki (hybrid), and the WoH is something I just made out, might be crap.
So the Assassin and the mesmer is still left, or do you think I should put the mesmer or assassin out and take something else in, like a Grenth Dervish or a paragon support?

Last edited by Lord Naike; Jan 02, 2007 at 03:01 PM // 15:01..
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Old Jan 02, 2007, 06:07 PM // 18:07   #7
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there are afew things wrong that build,

why does a monk have res chant? a monk shouldn't have a res at all and res chant is an 8 second cast, so many things can happen in that 8 seconds a monk is ressing, and take Dwaynas Kiss instead of Ethereal Light.

why don't you take -hex on the Mo/Me or just drop hex removal altogether on that monk, vs hex teams 1 hex removal isn't going to do much.

drop the Migraine Mesmer and take a mesmer with stuff like Diversion,Shame etc..

that Assassin build, well almost everything about it is bad.

2 Dismemeber because if 1 misses no deep wound in the spike.

i would take Storm Djins Haste over Windbourne Speed
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Old Jan 02, 2007, 06:34 PM // 18:34   #8
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Two Dismembers please. If your Warriors are ever split, or if one of the Dismembers misses on a spike, you will want both of them to be able to deep wound.

The current flagger is OK. Storm Djinn's Haste over Windborne though.

The Searing Flames Ele seems out of place tbh. Your build has conflicting purposes. You have Shadow Prison Warriors, which denotes that you are spiking, but have a random Sin, a SF Ele without pressure to back it up, and a single hexer. Remember Searing Flames works best when there are multiple copies of it.

Definitely drop out the Migraine Mesmer. Since you are spiking it seems, replace it with a Domination Mesmer. Me/E with Gale, Spiritual Pain, Shatter Enchantment, Wastrel's Demise, etc.

Drop the Assassin. Take a defensive support character. A Paragon is a good choice, or a Blinding Surge Ele, perhaps with Ward Against Melee, to support defense and help spikes.

As for the Monks...Remove Hex is bad. 2 sec cast, forget it. Drop it for Holy Veil and your overall hex removal becomes mediocre at least. Drop the Res Chant, please. Bring another copy of RoF on your LoD Monk. Also IMO drop Guardian on your ZB monk for Shield of Absorption. Two copies of Protective Spirit aren't needed either. Bring Spirit Bond over PS on one of your Monks. I think your LoD Monk has enough heals as it is, and since SoA is so strong as it is, I'd say drop Ethereal Light for a second copy, since you are already running 10 Prot for a 6 sec spec.

Still iffy, but that should give you a better direction.
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Old Jan 02, 2007, 07:08 PM // 19:08   #9
Ascalonian Squire
 
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Okay, now I did the mesmer, its like the E-Surge mesmer with some exceptions.
So what i thought about is to make the SF to a Divert Hexes Supporter. (Doesnt have to be ele)
But Im not sure if I should go for Diver Hexes, or Blessed Light.
And Btw, the Assassin slot is kinda open, i mean I can replace it with anything, so got any suggestions?
Btw, thanks for the help so far. =)
EDIT:
So here is the final version of my build, well i thought about the professions and stuff, this is what came out:
http://gwshack.us/2d39
Ofcourse you can/should ( ;P ) Help me further, so any suggestions?

Last edited by Lord Naike; Jan 02, 2007 at 08:22 PM // 20:22..
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Old Jan 02, 2007, 08:41 PM // 20:41   #10
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Ok.

IMO drop the hard res on the ele for a signet, its nice to have some quick resses and two hard resses is only useful if you manage to get your hard resser dp'd out and if that's happened its going to be gg a lot of the time anyway. Another quick res is probably more useful (unless you take glyph sac on the ele then I guess it's ok).

Runner: Drop heal other for heal area or something else you can heal yourself with.

Monk builds idk, but I wouldn't take a LoD monk. You could put your DH on one of the monks and something else on the other.

DH support seems abit OTT. 1 Aegis is worthless in a build. You already have 2 monks, a runner with HP, you don't need much more healing, though some more damage would be nice. I presume you are spiking, so you could keep the wards and then take glyph of energy and obsidian flame and stone daggers. You could remain /mo on this character and take some condition removal, either extinguish or draw conditions.
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Old Jan 02, 2007, 09:00 PM // 21:00   #11
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Your bsurge ele has 2 secondaries. O_o

Instead of dropping the hard rez on the ele, I'd put Glyph of Sac where Lyssa's Balance is and switch in GoLE for Rez Chant on the mesmer.

You might want some self-preservation on the infuser - shield bash, dark escape, something of the sort.
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Old Jan 02, 2007, 09:27 PM // 21:27   #12
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Wow 3 professions =)
Sorry that was a mistake.
So what do you think about now?
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Old Jan 03, 2007, 09:58 AM // 09:58   #13
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maybe drop 1 heal sig on a warriro for "Shields Up!", nice if the match gets to VoD and they still have afew archers left.

i don't like the idea of heal area on the flag runner, healing breeze should be enough to keep you alive with b-flash, drop it and take Mending Touch or Freezing Gust.

there isn't really much need for e-surge and e-burn because your not trying to drain a monk with them, they are for spiking drop e-burn for something like Shame or Power Drain of energy managment, Shame is nice with spikes if you Shame a Monk before a spike he is quite useless if you time it right

Last edited by zhou; Jan 03, 2007 at 10:00 AM // 10:00..
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Old Jan 03, 2007, 09:59 AM // 09:59   #14
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Ward against foes over WA Elements imo. And take out Stone Daggers for Aegis.
You dont really need res chant on the mesmer because you have glyphsac/res on one of the e/mo's. Make him Me/E with Bsurge and Shame.
Also, you've got 8 healing on the e/mo with res chant as only healign skill. Eprod and Heal Party over Bsurge and Strike imo (since you're taking Bsurge on the mesmer)
And no need for sup runes on the monk. -75 health will get you p00ned, especially with mesmer secondary.
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Old Jan 03, 2007, 12:03 PM // 12:03   #15
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i wouldn't take wards into GvG, that's just asking to get raped by any AoE, and it seriously decreases your mobility ... might aswell simply do away with earth, and go with another air emo.

your mesmer indeed doesn't realy need a hardres, just give him a signet, you could place bsurge on that mesmer, instead of esurge, and replace burn with gale or so.

i wouldn't take 1 aegis, as it's pretty much worthless, ppl will just kill you during the downtime.

this build does need a draw conditions, to keep your warriors, or at least one, pretty much condition-free.

some changes made on what i said : http://gwshack.us/34f1c
might notice the "gale overdose", and i was planning on switching some out for more usefull stuff, but i don't have the time right now

looks a lot better than the one you started with though. with some more tweaking it'll turn out just fine.

Last edited by RotteN; Jan 03, 2007 at 12:15 PM // 12:15..
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Old Jan 04, 2007, 02:06 AM // 02:06   #16
Ascalonian Squire
 
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Hey, thanks alot Rotten!
So do you thinkit is okay now?
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