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Old Sep 05, 2006, 08:29 PM // 20:29   #1
No power in the verse
 
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Location: San Francisco, CA
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Default [6MAN]Pressure Build

This is the final form of [Eat]'s pressure build used in HA over the weekend for the 6v6 event. The build is at its core is a merger of two of [Eat]'s TA builds, but with a Word healer that I designed from scratch. Alterations from my original design are bolded. I would say the map that the build had the most difficulty with was Courtyard. Less so in HoH, because both red and yellow teams tended to focus on the holding team first and once the holding team's ghostly was dead the build had enough interrupts and fertile season was nice once in control of the altar. On relic runs and deathmatch maps, the build matched up very well against the opponent independent of their build.

Eviscerate {E}
Executioner's Strike
Disrupting Chop
Bull's Strike
Frenzy
Shock
Sprint (was originally rush, but sprint was found more useful for relics)
Rez Sig

Axe - 16 (12+4)
Strength - 12 (11+1)
Air - 6


Shove {E}
Disrupting Stab
Fox Fangs
Horns of the Ox
Falling Spider
Twisting Fangs
Wild Blow
Rez Signet

Dagger - 16 (12+4)
Critical Strikes - 13 (12+1)
Tactics - 3


Crippling Shot {E}
Apply Poison
Savage Shot
Distracting Shot
Debilitating Shot
Distortion
Blackout
Rez Signet

Expertise - 16 (12+4)
Marksmanship - 12 (11+1)
Wilderness Survival - 6 (5+1)
Domination - 2
Illusion - 3

Distortion and blackout were occassionally subbed out for whirling defense and lightning reflexes.


Oath Shot {E}
Whirling Defense
Throw Dirt
Dust Trap
Barbed Trap
Nature's Renewal
Tranquility
Fertile Season (was originally rez sig; Fertile added for altar maps)

Expertise - 16 (12+4)
Wilderness Survival - 13 (10+3)
Beast Mastery - 9 (8+1)

Was 16 expertise and 15 wilderness before fertile season was added.


Blessed Light {E}
Draw Conditions
Healing Touch
Gift of Health
Signet of Devotion
Distortion
Inspired Hex (was originally deny hexes)
Infuse Health (was originally divine intervention)

Divine Favor - 16 (12+4)
Healing - 11 (10+1)
Illusion - 8
Inspiration - 1
Prot - 3 (2+1)


Word of Healing {E}
Healing Touch
Healing Whisper
Signet of Rejuvination
Distortion
Inspired Hex
Lyssa's Balance (was originally drain enchantment; also played some with inspired enchantment)
Mend Condition

Healing - 16 (12+4)
Divine Favor - 11 (10+1)
Illusion - 8
Inspiration - 1
Protection - 3 (2+1)

When running drain enchantment or inspired enchantment in earlier versions, the attributes were 16 healing, 9 divine favor, 8 illusion, 7 inspiration, 2 prot. Inspired enchantment was fun for our word healer whenever mantra of recall or channeling or tainted flesh were acquired.
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Old Sep 05, 2006, 10:20 PM // 22:20   #2
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Why not mo/a? Return and Dark escape would probably see more play then distortion and inspired, just because most of the builds i've seen have been pressure heavy with alot of physical and condition degen, but little adren spikeing and not many hexes. That sort of meta seems to play to a mo/a. As well, you have 4 relitivly hard targets, so it would mean your team as a whole would be alot tougher.

Just a suggestion. I also don't know why you picked an assassin, and axe war can easily shock every 20 seconds as well, can easily Bulls strike every 8, pretty unconditionally, and can apply more pressure. Or at least a Hammer war. I think a thumper could fit into that spot nicly as well.

Again, if the build has work for you, that's cool, those are just the things that popped out at me. Maybe I don't know the 6v6 meta well enough.
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Old Sep 05, 2006, 10:53 PM // 22:53   #3
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Quote:
Originally Posted by DieInBasra
Why not mo/a? Return and Dark escape would probably see more play then distortion and inspired, just because most of the builds i've seen have been pressure heavy with alot of physical and condition degen, but little adren spikeing and not many hexes.
Well, I adapted it from my guild's TA builds and never really gave Mo/A a consideration. Looking back, we did face some adrenal spike groups and ranger spike groups and distortion did come in handy in both of those cases. Distortion was also quite useful in protecting some of the key skills like word of healing, gift of health, and signet of devotion from interrupt rangers using distracting shot. The interrupters (including the enemy ghostly) still got lucky sometimes though. The word healer needed to be /Me, because I wanted an enchantment removal skill and could not fit it anywhere else. The enchantment removal came in very handy against zealot's fire. When sno was playing the word healer, he would be casting this removal as an opposing smiter was casting zealot's to assure they did not even have time to get up a cover enchant which was usually channeling. Also, going Mo/A on both of the monks would have reduced the number of hex removal skills from three to one which is something I would not have been comfortable doing considering that blessed is 10 energy. At times, it was nice to get the cover hex and the hex of interest using blessed and inspired.

We did face some teams with Mo/A and honestly they were not that annoying to face except on relic runs. If we wanted to increase the annoyance factor of this build for relic runs, then Mo/A would be the way to go.

Quote:
Originally Posted by DieInBasra
Just a suggestion. I also don't know why you picked an assassin, and axe war can easily shock every 20 seconds as well, can easily Bulls strike every 8, pretty unconditionally, and can apply more pressure. Or at least a Hammer war. I think a thumper could fit into that spot nicly as well.
When designing this build a week ago I paired the assassin with the shock axe, there were a few things I was looking to get:

- the ability to mess over stance users by being able to freely spam wild blow. The stances I considered threatening were whirling defense (especially when combined with oath shot), mantra of persistence, practiced stance, and distortion. This turned out to counter (if the situation called for it) some additional stances I had not even considered like tiger's fury, sprint/dodge/storm chaser (knocking their relic runner out of their speed stance is fun), and mantra of resolve. Using wild blow on a thumper synergizes horribly with any adrenal skills and their bar is already very tight. Using wild blow the way I was wanting it to get used was just impossible for a warrior with respect to both energy and adrenaline.

- the ability to provide disruption through interruption and knockdown. Either a warrior or a thumper could have provided this as well. Though, my thinking was that Shove would be a good "hard" interrupt on a ghostly as long as a stability ward was not present.

- the ability to provide pressure through conditions. With poison, bleeding, and deep wound the assassin does this better than either a warrior or thumper.

I was willing to sacrafice some of the pure DPS style pressure that a second warrior could provide to get specifically wild blow, shove, and twisting fangs into the build.
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