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Old Jun 22, 2006, 10:17 PM // 22:17   #1
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Join Date: Jun 2006
Guild: The Zephyr of Tyria
Profession: W/
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alright,high i made a build

Balanced Pressure

1 W/E-Sword/Shock
16-swords(3+1)
10-tatics(9+1)
10-strength(9+1)

Severy Artery
Gash
Final Thrust
Shock
Charge
Frenzy
Healing Signet
Res Signet

2 W/E-Axe/Shock
16-Axe(3+1)
10-tatics(9+1)
10-strength(9+1)

Eviscerate
Executioners Strike
Bullstrike
Shock
Frenzy
Rush/Sprint
Healing Sig
Res Signet

3 Me/Mo-Migraine/Degen

14-Inspiration(11+3)
14-Illusion(12+1)
9-Fast Cast(8+1)

Migraine
Conjure Phantasm
Image Remorse
Mantra of Persistance
Remove Hex
Drain Enchantment
Power Drain
Res Signet

4 Me/Mo-Migraine/Degen

14-Inspiration(11+3)
14-Illusion(12+1)
9-Fast Cast(8+1)

Migraine
Conjure Phantasm
Imagined Burdened
Mantra of Persistance
Spirit of Failure
Drain Enchantment
Power Drain
Res Signet

N/Mo-Hex Pressure

14-blood(11+3)
12-Curse(11+1)
9-Protection
5-Soul Reaping(4+1)

Life Siphon
Faintheartdeness
Price of Failure
Parasitic Bond
Draw Conditions
Aegis
Offering of Blood
Res Signet

E/Mo-Flag runner/Heal Party spam
14-water(10+3+1)
7-air(6+1)
9-Energy Storage(8+1)
10-Healing

Shard Storm
Ice Spikes
Blinding Flash
Windborne Speed
Ether Prodigy
Extuingish
Heal Party
Res Sig

Mo/Me-Boon/Prot
15-Divine Favor(11+3+1)
11-Protection(10+1)
10-Inspiration

Reversal of Fortune
Gaurdian
Mend Condition
Protective Spirit
Mantra of Recall
Inspired Hex
Contemplation of Purity
Divine boon

Mo/Me-Boon/Prot
15-Divine Favor(11+3+1)
11-Protection(10+1)
10-Inspiration

Reversal of Fortune
Gaurdian
Mend Condition
Protective Spirit
Mantra of Recall
Inspired Hex
Contemplation of Purity
Divine boon



So bascialy you got the warriors pressure caster and stuff

Necro start hexing everyone with Life siphon coveering with p-bond,when you target a warrior use spirit of failure,faint,p-bond,Warriors will call if they have a condition like blind & weakness and draw the condition so that means stay in range of the warriors.Put up agesis as often as you can.OoB is there so spam that as often for energy.

The 2 Mesmers start of hexing different targets with conjure Phantasm with MoP on. This takes some cordination.They both shouldnt Hex the same person. They should tell the number or the name they hexing so the other mesmer wont hex the same. Anyways when your energy gets half way to low Drain Enchant a monk or someone with an enchantment. Also for the Warriors, Sprit of Failure,Conjure Phantasm,Image remorse with MoP on. Thats your main source of energy. Ok when the time is to spike Both mesmers Target the enemy casters opposite of them and do,Migraine,Conjure,Remorse .And when they try to use a spell that you know is gonna be slowed by migrain get ready to push Power Drain. By the time you get all the hexes down on the casters the 2 warriors should spike one,followed by the other.

The ele just runs flag and spams heal party when the teams life is going down. and when he sees the team is having conditions he hits extuingish.

Monks just heal.

is that good, i dont know about the ele runner, i need help on that one

Last edited by Chunky; Jun 23, 2006 at 06:45 AM // 06:45..
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Old Jun 22, 2006, 11:44 PM // 23:44   #2
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+1 for originality
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Old Jun 23, 2006, 12:26 AM // 00:26   #3
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Quote:
Originally Posted by Chunky
Ok when the time is to spike Both mesmers Target the monk opposite of them and do,Migraine,Conjure,Remorse. And when they try to use a heal move that you know is gonna be slowed by migrain get ready to push Power Drain. By the time you get all the hexes down on the monk the 2 warriors should spike one,followed by the other.
The build is actually decent, but your description of how to use migraine in GvG is just wrong. You use it on enemy mesmers, eles, necromancers, and possibly healing monks if the opposition lacks those other casting classes. Boon prot monks are not going to be phased by migraine at all.

Migraine should preferably be placed on casters using heal party or expel hexes and use your power drain on these two spells whenever possible. This is a degen build and as such you should attack the biggest counters to a degen hex build -- heal party and expel hexes. Executed like this, I think your warriors should be able to converge for a mini-spike at times on someone nowhere near full health.

There are a few things still missing in the build:

- snares; recommend the ele be water or a water/air hybrid instead of pure air. Consider swapping one of the images of remorse for an imagined burden specifically for snaring their flag runner. Conjure phantasm provides a quick cover hex to burden.
- two copies of spirit of failure does not make sense. I would drop one of these for a fast cast remove hex to get off-monk hex removal into your build.
- I would go with 14 insp/13 illuision/9 fast cast OR 15 insp/12 illusion/9 fast cast. There is a large difference between 7 and 9 fast casting on those two second spells over the course of a battle.
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Old Jun 23, 2006, 12:40 AM // 00:40   #4
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Yea i agree with Divineshadows, a water ele would be better than an air ele, provides 3 snares that also deal damage, and the snares are aoe too which is great for your warriors, also imo blurred vision >> blinding flash, since its easier to remove conditions than hexes in your build cos the hexes will be stacked.
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Old Jun 23, 2006, 12:51 AM // 00:51   #5
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Quote:
Originally Posted by Electric Death
Yea i agree with Divineshadows, a water ele would be better than an air ele, provides 3 snares that also deal damage, and the snares are aoe too which is great for your warriors, also imo blurred vision >> blinding flash, since its easier to remove conditions than hexes in your build cos the hexes will be stacked.
In a 1 on 1 situation between an ele runner and a cripshot ranger from the opposition, blinding flash >> blurred vision. At the stand though in this build, blurred is better than flash. So it would be a tough choice to make which one to put on this flag runner. For running windborne >> armor of mist, because it is more easily re-applied and can be cast on others making it a very nice utility skill.
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Old Jun 23, 2006, 06:49 AM // 06:49   #6
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thanks guys, i made some changes .

but then i still need help on runner, what skills and what attributes should it be???
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Old Jun 23, 2006, 06:43 PM // 18:43   #7
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Well i usually flag run and the build i was given to run was:

Armor of mist
Blurred Vision
Ice Spikes
Shard Storm (thinking of changing to another skill)
Deep Freeze
Extinguish
Heal Party
Ether Prodidgy

15 water (sup water+mask)
11 energy storage (minor water)
10 healing

Works well at flag stand for slowing called targets and blinding warriors or rangers, also im usually sent back to ward off gankers, i can usually push away assasins and warriors, and sometimes kill if they do something stupid

I haven't tried the water/air build with blinding flash yet so i cant say whats better really, but thats what i use if it is of any help.
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Old Jun 23, 2006, 07:17 PM // 19:17   #8
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thanks man, now i just want to know the air/water hybrid build x_x
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Old Jul 05, 2006, 06:18 PM // 18:18   #9
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All I do in GvG's is run flags, so I think I can give you a few good options for a water/air runner.

Air/Water Hybrid Choice 1

Energy Storage 8+1
Air 6+1
Water 11+3
Healing Prayers 10
Protection Prayers 2

Windborne Speed (8 seconds)
Blinding Flash (6 seconds)
Ice Prison (19 seconds)
Ice Spear (66 damage *note this is half normal range spell)
Extinguish
Heal Party (59 pt heal at 10)
Healing Breeze (7 regen)
Ether Prodigy

This build is good if you aren't the only snare in the build, or your build isn't as reliant on snares. By using Ice Prison instead of Deep Freeze or something else, you are able to snare another runner for a much longer period of time when soloing at the stand, and can get within range to spam the heck out of ice spear. I have taken out many the enemy runner with this combo, when running this type of runner. By having healing breeze at 7 regen, you can overcome most degen builds, at least long enough to either get away, finish them off, or have the calvary arrive.

Air/Water Hybrid choice 2

Energy Storage 8+1
Air 6+1
Water 11+3
Healing Prayers 10
Protection Prayers 2

Windborne Speed (8secs)
Blinding Flash (6 secs)
Ice Spikes (76 damage, 6 second freeze)
Deep Freeze (80 damage, 10 second freeze)
Extinguish
Heal Party
Healing Breeze
Ether Prodigy

This build has two aoe snares, which can come in handy if your build is reliant on snares - however it will put your flagger at more of a disadvantage at the stand (they can snare, but they can't kill - can get easily overrun if in prolonged 1v1 situations). I use this build when I'm playing a very defensive roll in the build. This runner is not meant to solo anything, and is used more as a utility for snaring enemys with AoE and blinding warriors/rangers on gank attempts.

Air/Water Hybrid choice 3

Energy 10+1
Air 10+2
Water 4+1
Healing Prayers 11
Protection Prayers 2

Windborne Speed (10 secs)
Blinding Flash (9 secs)
Shock Arrow/Lightning Orb (shock arrow has a higher dps than orb, harder to dodge, etc - LOrb can be used better if the character is participating on the spike)
Deep Freeze (10 second freeze regardless of amount of points in water)
Extinguish
Heal Party (63 points at 11 healing)
Ether Prodigy

This build is cool for two reasons - you get a longer duration windborne and blinding flash (good vs Ranger runners) and by having the extra attribute points you can pump your heal party up to a 63 point heal, which is huge vs degen teams - 13 points doesn't seem like alot on paper, but in practice it can make the difference; it has for my guys anyway.

I have several other builds that I've run and can offer up if needed, but since this post wasn't about flag running, I'll end it here lol.

~Flawed
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