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Old Oct 01, 2006, 04:04 PM // 16:04   #1
Chasing Dragons
 
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Default Equipping your PvE characters for PvP....

I thought it might be nice to have one handy thread for equipping your PvE character for PvP. I run a monk mostly, and I know what I use, but I don't know what other classes bring most often. Please post what equipment you normally bring for each class and I'll edit this first post to include equipment for each class. Then, when people ask, we'll have a reference thread to point them towards.

Universal truths for most classes
Hat swaps with superior and minor runes for your highest attribute line.
Negative energy set
Emergency energy set
+hp and + energy armor sets, some classes may have armor with extra AL that's useful
Always bring a vamp weapon (or a dual vamp) weapon in case you get stuck in the floor. Sad but true, this is one of the most important things in your inventory.
A geoffer's bulwark (+ armor vs pierce) is also very handy. It is effective against ranger spike and many assasin's damage.

Useful Information

Warrrior

Weapons
Vamp, zealous, and ebon 15>50 weapons with +hp or +armor (preference/build decision)

Shields:
-2/+45 while Enchanted
-2/+45 while in Stance
-3/+60 while Hexed (used commonly)
-5(20%)/+30

Armor
full glads armor, stoneskin guantlets, headpieces of each weapon mastery with both minor and superior runes of the same mastery


Ranger

Weapons
+5e recurve/longbow of fortitude, barbed and crippling 15>50 recurves/longbows of fortitude
Useful Information

Assassin

Weapons
Zealous/vamp 15>50 of fortitude, +5e axe/sword of enchanting with 30/-5 shield, +60 or +30/enchanting staff (for wanding),Cold daggers 15%^50+7 vs physical in fourth(use vs warrior)

Armor
Full +35 Health armour, no superiors, Superior Vigor, minors in everything esle, with a critical mask to hit 13 critical strikes

Mesmer

Weapons
-- negative energy set:
* Katana of Fortitude | +30 health | -5 energy
* Forgotten Fan, Earth Scroll from Cities of Ascalon quest, or max gold (or green if you get the half armor bonus) shield with health and/or damage reduction mods
Basically, you just want something to hide energy against e-deniers that will give you a bit of extra health and defense in the meantime.

-- Domination staves:
* Hale Clairvoyant Staff of Fortitude | +60 health | +10 energy | 20% chance to half casting & recharge times for Domination spells
* Defensive Clairvoyant Staff of Defense | +10 AL | +10 energy | 20% chance to half casting & recharge times for Domination spells
*** Clairvoyant Staffs look infinitely more sophisticated than Inscribed Staffs, so use them.

-- Illusion staves:
* Hale Jeweled Staff of Fortitude | +60 health | +10 energy | 20% chance to half casting & recharge times for Illusion spells
* Defensive Jeweled Staff of Defense | +10 AL | +10 energy | 20% chance to half casting & recharge times for Illusion spells

-- Inspiration set:
* Wayward Wand | 20% chance to half recharge times on Inspiration spells | +5 energy while HP>50%
* Garbok's Chalice | 20% chance to half recharge times on Inspiration spells | 20% chance +1 to Inspiration while using skills
*** You can use a Straw Effigy if you would prefer +30 health and looking ridiculous to 20% chance of +1 to Inspiration and looking awesome!

-- resurrection set:
You want a wand & focus each with 20% chance to half casting times of Healing Prayers spells if you are using Resurrection Chant. If you are using Resurrect, since it's non-attribute, anything that gives a 10% chance to half casting times of all spells will work. Although, if you only have a 10% chance, it's almost not worth bothering. But for something tied to an attribute, it's nice having something that can turn an 8 seconds cast into a 4 seconds cast (unmodified by Fast Casting). Of course, if you aren't the hard resser, don't wory about it at all...

Armor
Hat swaps (or if your build calls for it 2 majors as opposed to a superior and minor seems to be fairly common as well) and Rogues, Enchanters and Masquerade armor sets.


Monk

Useful Information

Weapons
MOR Boon Prot
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Wayward Wand + 5/45 divine offhand
HOD sword +30 life + 15/-1 30 life offhand

Edrain Boon Prot
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Wayward Wand + inspiration Straw Effigy
HOD sword +30 life + 15/-1 30 life offhand

Blessed Light Monk
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Mungri’s Wand + Byzzr’s Offhand
HOD sword +30 life + 15/-1 30 life offhand

Healing Monk
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Wayward Wand healing + healing Straw Effigy
HOD sword +30 life + 15/-1 30 life offhand

AoE Smite Monk
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
FFS with 20% + smite Straw Effigy
HOD sword +30 life + 15/-1 30 life offhand

(Totally ripped off the above from Garbad. Thanks hon!)

Armor
Most monks use Judges, Acolytes, Shepherds, or Ascetics. Personally, I prefer the +hp of Shepherds. Many like the +AL of Judges. You should be prepared with a hat switch of superior and minor runes for your main attribute. Many monks prefer to only use a superior to cast Divine Boon and then remain on the minor runed hat for the remainder of the game. I tend to use my superior unless/until I start getting harrassed, then I swap off to the minor.



Elementalist

Weapons
+5e axe/sword of fortitude, +5e axe/sword of enchanting, recharge/+30 health offhands for each attribute, recharge/+5>50 and recharge/+30 wand/offhand combo for both prot and heal (to really crank out the HP and aegis when needed), +30hp/Enchanting Staves as needed

Armor
Full +hp with a +AL vs lightning shirt switch (Just in case someone is running a FC air for kicks and giggles)


Necromancer

Weapons
20/20 wands and foci of all atribute lines (inluding possible secondaries)
healing staff
prot staff
-energy swap
+15/-1 wands and foci
20 % recharge/+30 health foci of all attribute lines (including possible secondaries)
+5^50/20 % recharge wands

Armor
Armor +hp and +e, again keeping hats for each attribute line with a minor and a superior handy. Bloodstained boots if you are on corpse control duty.

Ritualist

Weapons
enchanting/fortitude +5e axe/swords, +30 offhand, Hale/Enchanting 20/20 staff

Armor
Full +hp armor, sup/minor hat swaps
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Old Oct 01, 2006, 04:10 PM // 16:10   #2
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Warrior:
Gladiator's armor
+1weapon (helmet) with superior weapon rune on it.(same weapon)
Superior Vigor
Superior Absorbtion
Minor Strength
Minor Tactics
15^50 weapon with fortitude and furious upgrade, unless you need something else for a specific build
Shield with +30/+45stanced/+45enchanted in weapon slot 1,2,3 depending on your build
Shield with +60 hexed and a +20hexed weapon in weapon slot 4

Last edited by Thomas.knbk; Oct 15, 2006 at 10:06 AM // 10:06..
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Old Oct 01, 2006, 04:18 PM // 16:18   #3
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Warrior: Vamp, zealous, and ebon 15>50 weapons of fortitude, +30/-5 shields, full glads armor, stoneskin guantlets, headpieces of each weapon mastery with both minor and superior runes of the same mastery

Ranger: +5e recurve/longbow of fortitude, barbed and crippling 15>50 recurves/longbows of fortitude

Assassin: Zealous/vamp 15>50 of fortitude, +5e axe/sword of enchanting with 30/-5 shield, +60 or +30/enchanting staff (for wanding)

Mesmer: +5e axe/sword of fortitude, 20% recharge/+5>50 wands of each attribute, 20% recharge/+30 offhands of each attribute

Monk: http://www.guildwarsguru.com/forum/s...php?t=10047977

ele: +5e axe/sword of fortitude, +5e axe/sword of enchanting, recharge/+30 health offhands for each attribute, recharge/+5>50 and recharge/+30 wand/offhand combo for both prot and heal (to really crank out the HP and aegis when needed)

necro: similiar stuff to mesmer/ele

Rit: enchanting/fortitude +5e axe/swords, +30 offhand.

NOTE: +60 staffs are useful on all caster vs spikes also
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Old Oct 01, 2006, 04:43 PM // 16:43   #4
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Here's what I use for my elementalist in GVG:

slot 1: +5 energy sword 20% enchant mod/halves skill recharge 20% (element) health +30.

slot 2: same sword, -2 enchanted health +30 shield.

slot 3: same sword again, +15/-1 +30 health offhand.

slot 4: Hale staff of enchanting.

I also keep a +30 health +5 energy axe in my inventory, and my staff is 10/10, though 20/20 could just as readily be used. Additionally, I also keep geoffer's bulwark in my inventory. A variety of shields with +10 armor vs damage type/health +30 mods are very good to keep around. I find myself on my shield set more than any other set, and only swap in a clutch.

In Heroes ascent, you should probably go with your element for starburst or ward bitch. I personally use a halves skill recharge all spells 10% health +30 offhand (the windcatcher) and again, a sword of enchanting. If you're not bringing enchantments (nr/tranq, for example) then a better bet would be hale of fortitude staff for your particular element. Ele stuff is fairly brainless in HA though, so equipment doesn't really have to be optimalized, but the razarjan's fervor is fairly easy to solo and totem axes are cheap, and any W/mo can farm a windcatcher in under an hour.

Because the HA metagame is fairly spikey, I also reccomend hat swaps in addition to the +60 health staffs, mostly because with wards and starburst, the fastcast is far more beneficial then one would think.

Last edited by Thom Bangalter; Oct 01, 2006 at 06:33 PM // 18:33..
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Old Oct 01, 2006, 05:05 PM // 17:05   #5
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Assassin-

Full +35 Health armour, no superiors, Superior Vigor, minors in everything esle, with a critical mask to hit 13 critical strikes.

Ceremonial Daggers in first slot, Crippling +5 energy sword of Enchanting w/ 30/-5sheild(use for Shadows refuge) , Crippling +5 energy sword of warding w/ Stance sheild(use under dark escape), Cold daggers 15%^50+7 vs physical in fourth(use vs warrior).

If you're running with Temple Strike, bring a set of Zealous Silenceing daggers. You might also want to bring zealous+5 energy daggers if you're in a fix for energy and want to pull of a desperation shock.
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Old Oct 01, 2006, 08:02 PM // 20:02   #6
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Caster:
slot one: -5 energy sword hp+30, -2 energy scroll
slot two: +5 energy sword hp+30, +12 energy 20/20
slot three: +5 energy sword hp+30 +12 energy 20/ hp+30
slot four: 15/-1 wand 15/-1 focus

Headgear with a superior rune and headgear with a mino rune, which you put on if you face a spike team (in which case you also switch to weapon slot three) or if you get high DP
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Old Oct 03, 2006, 06:26 AM // 06:26   #7
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Nice guide maya. Two other suggestions for almost every class:

Always bring a vamp weapon (or a dual vamp) weapon in case you get stuck in the floor. Sad but true, this is one of the most important things in your inventory.

A geoffer's bulwark (+ armor vs pierce) is also very handy. It is effective against ranger spike and many assasin's damage.
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Old Oct 03, 2006, 08:21 AM // 08:21   #8
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This sticky is intended as a reference thread for people beginning to prepare a PvE character for PvP. Many of the caster items (not needing to be customized for extra damage) can be shared among all the casters on your account. As people continue to add items/ideas, I will keep the initial post updated.
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Old Oct 03, 2006, 02:01 PM // 14:01   #9
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congrats on the sticky.
I have one more:
saccer:
+energy armor, 20/20 wand, -50HP offhand
superior blood, superior soul reaping x2 superior death, superior curses

On a serious note, can't think of any more 'standard' equipments
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Old Oct 07, 2006, 11:57 PM // 23:57   #10
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With my sin I use Nightstalkers armor since if im being hit im attacking.

I use Zeal Daggers Of Furitude 15^50 for HIGH energy builds

For Lower energy builds that require quick kills I use Vampiric Daggers of Fortitude 15^50.

No real recuirments on runes because u can flipflop but you always want 13 Critical Strikes and 12 Dagger Mastery along with 9 Shadow Arts
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Old Oct 08, 2006, 12:46 AM // 00:46   #11
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Here's my Warrior setup:

Zealous, Vamp, Ebon 15^50 weapon of whatever type I'm using. I personally have Armor mods instead of Fortitude mods. If Fortitude is needed, I just roll a PvP character.
Gladiator's Armor with switchable sup rune upgraded helms and switchable stoneskin gauntlets.
Sup Vigor and Sup Absorb, Minor Tactics and Minor Strength.

I bring four shields, and the ones I use are dependant on the build:
-2/+45 while Enchanted
-2/+45 while in Stance
-3/+60 while Hexed (used commonly)
-5(20%)/+30 (replaced by Enchanted/Stance if the build relies on almost perpetually being in a stance or enchanted)
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Old Oct 08, 2006, 07:59 AM // 07:59   #12
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Isn't risky using a hex shield? The others are risky but that more than anything O.o
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Old Oct 08, 2006, 08:07 AM // 08:07   #13
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Quote:
Originally Posted by Skuld
Isn't risky using a hex shield? The others are risky but that more than anything O.o
Yeah, it is. Odds are if you're hexed all of the time, your team sucks, or you're not going to need the extra health or damage reduction.
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Old Oct 08, 2006, 08:49 AM // 08:49   #14
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how much AL do you get outta the +30 -5(20) shield w/o meeting the req? is a 8 AL shield better?
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Old Oct 08, 2006, 08:52 AM // 08:52   #15
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Quote:
Originally Posted by BeowulfKamdas
how much AL do you get outta the +30 -5(20) shield w/o meeting the req? is a 8 AL shield better?
The armor you get without meeting the requirment is determined solely on the type of shield and the armor level of said shield. As long it's a green, collectors, crafters, or gold shield with 8 or more base armor, you get 8 armor out of it without meeting the requirment.
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Old Oct 09, 2006, 08:23 PM // 20:23   #16
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Quote:
Originally Posted by Skuld
Isn't risky using a hex shield? The others are risky but that more than anything O.o
I switch to it while I'm hexed, and switch off of it when I'm no longer hexed. It really isn't that hard to do...
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Old Oct 09, 2006, 09:40 PM // 21:40   #17
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Quote:
Originally Posted by Skuld
Isn't risky using a hex shield? The others are risky but that more than anything O.o
I'd keep one around just for SB/RI.
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Old Oct 09, 2006, 09:58 PM // 21:58   #18
Zui
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Quote:
Originally Posted by neoflame
I'd keep one around just for SB/RI.
They changed all -X damage while [condition] to -X damage against physical while [condition] awhile back. Since SB doesn't do physical damage, it would only give you 15 extra health. Somthing you probably won't even need.
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Old Oct 13, 2006, 09:01 AM // 09:01   #19
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Quote:
Originally Posted by Zui
They changed all -X damage while [condition] to -X damage against physical while [condition] awhile back. Since SB doesn't do physical damage, it would only give you 15 extra health. Somthing you probably won't even need.
actually, it would give you +30 health, since I don't know anyone that uses a +45 health shield.
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Old Oct 29, 2006, 04:23 AM // 04:23   #20
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Well, with all the new updates....roll a PvP.
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