Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Jun 21, 2006, 09:08 AM // 09:08   #1
Ascalonian Squire
 
Join Date: Jan 2006
Guild: Demise Reborned {DRB}
Profession: N/Mo
Advertisement

Disable Ads
Default GvG Test Build {Split}

Offensive Axe


Warrior/Monk
Level: 20

Strength: 9 (8+1)
Axe Mastery: 16 (12+4)
Tactics: 11 (10+1)

Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +42 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Adrenaline:8

Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +42 damage.
Adrenaline:8

Axe Rake (Axe Mastery)
If this attack hits a foe suffering from a Deep Wound, you strike for +11 damage, and that foe becomes Crippled for 15 seconds.
Adrenaline:7

Bull's Strike (Strength)
If this attack hits a moving foe, you strike for +20 damage, and your target is knocked down.
Energy:5 Cast:0 Recharge:8

Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Tiger Stance (Strength)
For 8 seconds, you attack 33% faster. Tiger Stance ends if any of your attacks fail to hit.
Energy:5 Cast:0 Recharge:20

Sprint (Strength)
For 12 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Defensive Axe


Warrior/Monk
Level: 20

Strength: 9 (8+1)
Axe Mastery: 16 (12+4)
Tactics: 11 (10+1)

Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +42 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Adrenaline:8

Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +42 damage.
Adrenaline:8

Axe Rake (Axe Mastery)
If this attack hits a foe suffering from a Deep Wound, you strike for +11 damage, and that foe becomes Crippled for 15 seconds.
Adrenaline:7

Bull's Strike (Strength)
If this attack hits a moving foe, you strike for +20 damage, and your target is knocked down.
Energy:5 Cast:0 Recharge:8

Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

Sprint (Strength)
For 12 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Offensive Water


Elementalist/Monk
Level: 20

Energy Storage: 13 (12+1)
Water Magic: 16 (12+4)

Shard Storm (Water Magic)
Target foe is struck for 69 cold damage and moves 66% slower for 6 seconds.
Energy:10 Cast:1 Recharge:10

Ice Spikes (Water Magic)
Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds.
Energy:15 Cast:2 Recharge:15

Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower.
Energy:25 Cast:3 Recharge:15

Ice Prison (Water Magic)
For 21 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. This effect ends if target takes fire damage.
Energy:10 Cast:2 Recharge:30

Blurred Vision (Water Magic)
For 21 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, these foes have a 50% chance to miss with attacks.
Energy:15 Cast:1 Recharge:20

Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 18 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5

Draw Conditions (Protection Prayers)
All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 6..22 Health.
Energy:5 Cast:0.25 Recharge:2

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Monk


Monk/Mesmer
Level: 20

Divine Favor: 15 (11+4)
Protection Prayers: 11 (10+1)
Inspiration Magic: 10

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 42% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 53 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5

Protective Spirit (Protection Prayers)
For 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 80 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10

Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 70 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20

Offensive Sword


Warrior/Monk
Level: 20

Strength: 9 (8+1)
Swordsmanship: 15 (11+4)
Tactics: 12 (11+1)

Sun and Moon Slash (Swordsmanship)
Attack target foe twice. The first attack cannot be "blocked". The second attack cannot be "evaded".
Adrenaline:8

Silverwing Slash (Swordsmanship)
This attack strikes for +40 damage if it hits.
Adrenaline:8

Galrath Slash (Swordsmanship)
This attack strikes for +40 damage if it hits.
Adrenaline:8

"Shields Up!" (Tactics)
For 18 seconds, you and all allies in the area gain 50 armor against piercing damage and 50% chance to block incoming projectile attacks.
Energy:10 Cast:0 Recharge:30

Healing Signet (Tactics)
You gain 130 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Tiger Stance (Strength)
For 8 seconds, you attack 33% faster. Tiger Stance ends if any of your attacks fail to hit.
Energy:5 Cast:0 Recharge:20

"Charge!" [Elite] (Tactics)
For 10 seconds, all allies in the area move 25% faster.
Energy:5 Cast:0 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Defensive Hammer


Warrior/Monk
Level: 20

Strength: 9 (8+1)
Tactics: 11 (10+1)
Hammer Mastery: 16 (12+4)

Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 21 seconds.
Adrenaline:7

Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +21 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Energy:5 Cast:0 Recharge:10

Heavy Blow (Hammer Mastery)
Lose all adrenaline. If this attack hits a foe suffering from Weakness, that foe is knocked down and you strike for +32 damage.
Adrenaline:6

Protector's Strike (Strength)
If this attack strikes a moving foe, you strike for 28 more damage.
Energy:5 Cast:0.5 Recharge:2

Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

Rush (Strength)
For 15 seconds, you move 25% faster.
Adrenaline:4

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Defensive Water Flag Runner


Elementalist/Monk
Level: 20

Energy Storage: 11 (10+1)
Water Magic: 15 (11+4)
Healing Prayers: 10

Shard Storm (Water Magic)
Target foe is struck for 65 cold damage and moves 66% slower for 6 seconds.
Energy:10 Cast:1 Recharge:10

Ice Spikes (Water Magic)
Target and adjacent foes are struck for 80 cold damage and move 66% slower for 6 seconds.
Energy:15 Cast:2 Recharge:15

Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 85 cold damage, and for 10 seconds, they move 66% slower.
Energy:25 Cast:3 Recharge:15

Ice Prison (Water Magic)
For 20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. This effect ends if target takes fire damage.
Energy:10 Cast:2 Recharge:30

Armor of Mist (Water Magic)
For 20 seconds, you gain +40 armor and move 33% faster.
Energy:10 Cast:2 Recharge:30

Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 16 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5

Heal Party (Healing Prayers)
Heal entire party for 59 points.
Energy:15 Cast:2 Recharge:2

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Monk


Monk/Mesmer
Level: 20

Divine Favor: 15 (11+4)
Protection Prayers: 11 (10+1)
Inspiration Magic: 10

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 42% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 53 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5

Protective Spirit (Protection Prayers)
For 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 80 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10

Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 70 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1

Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20




Offesnives use tiger stance instead of frenzy so that the npcs dont butcher them. Also shields up against the archers, and draw conditions for quick anti cripple. Blurred vision should also help.

Defensive has armor of mist for the runner, and heal party for the times that we do 8v8.

Two axers for deep wound and cripple on the enemy monk after he is frozen. The sword is there for charge since swords can tolerate lack of an elite the most easily. This makes the offensive team faster which is very crucial. Hammer is on defensive for variety in 8v8 and for kding the runner after he is frozen.

Last edited by spellfall; Jun 21, 2006 at 09:27 AM // 09:27..
spellfall is offline   Reply With Quote
Old Jun 21, 2006, 10:53 AM // 10:53   #2
Ascalonian Squire
 
Cursed Steelbringer's Avatar
 
Join Date: Jun 2006
Profession: W/
Default

I dont have the time right now to comment on the build, just a quick note:
Frenzy against Npcs is in my experience not a big problem. The damage they do to warriors is not that big, even with frenzy on.
Cursed Steelbringer is offline   Reply With Quote
Old Jun 21, 2006, 11:25 AM // 11:25   #3
Ascalonian Squire
 
Join Date: Jan 2006
Guild: Demise Reborned {DRB}
Profession: N/Mo
Default

Well the reason I wasn't using Frenzy is for going up against Bodyguards...but you are right either one will work, personal preference there. Thanks for your input.
spellfall is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:44 PM // 22:44.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("