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Old May 10, 2006, 11:30 PM // 23:30   #1
Wilds Pathfinder
 
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Join Date: Jul 2005
Location: huh?
Guild: The Final Exodus[FX]
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Hi this my first GvG build, PLZ tell me if u think this would work.


KD warrior

Warrior/Elementalist
Level: 20

Strength: 11
Axe Mastery: 12
Earth Magic: 6

"Coward!" [Elite] (Warrior other)
If target foe is fleeing, that foe is knocked down.
Adrenaline:6

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 +1..24 damage.
Adrenaline:6

Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +1..24 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 1..24 damage. Irresistible Blow cannot be "evaded."
Energy:5 Cast:0 Recharge:4

Signet of Strength (Strength)
Your next 12 attacks deal +5 damage.
Energy:0 Cast:1 Recharge:45

Ash Blast (Earth Magic)
Target foe is struck for 28 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 5 seconds.
Energy:5 Cast:1 Recharge:8

Aftershock (Earth Magic)
Adjacent foes take 56 damage. Knocked down foes are struck for 33 additional damage.
Energy:10 Cast:0.75 Recharge:10

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

exhaust sin

Assassin/Necromancer
Level: 20

Critical Strikes: 10
Dagger Mastery: 12
Deadly Arts: 8

Mark of Death (Deadly Arts)
For 7 seconds, target foe gains 33% less benefit from healing.
Energy:10 Cast:0.25 Recharge:20

Iron Palm (Deadly Arts)
Target touched foe suffers 29 damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm counts as a lead attack.
Energy:5 Cast:0.75 Recharge:20

Falling Spider (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +29 damage and target foe is Poisoned for 17 seconds.
Energy:5 Cast:0 Recharge:8

Exhausting Failure (Dagger Mastery)
Must follow an off-hand attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from Exhaustion.
Energy:5 Cast:0.5 Recharge:10

Moebius Strike [Elite] (Dagger Mastery)
Must follow a Dual Attack. If it hits, Moebius Strike strikes for +29 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
Energy:5 Cast:0 Recharge:8

Expunge Enchantments (Deadly Arts)
All your non-attack skills are disabled for 7 seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
Energy:10 Cast:0.75 Recharge:30

Expose Defenses (Deadly Arts)
For 7 seconds, target foe cannot "block" or "evade" your attacks.
Energy:10 Cast:1 Recharge:10

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

exhaust sin

Assassin/Necromancer
Level: 20

Critical Strikes: 10
Dagger Mastery: 12
Deadly Arts: 8

Mark of Death (Deadly Arts)
For 7 seconds, target foe gains 33% less benefit from healing.
Energy:10 Cast:0.25 Recharge:20

Iron Palm (Deadly Arts)
Target touched foe suffers 29 damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm counts as a lead attack.
Energy:5 Cast:0.75 Recharge:20

Falling Spider (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +29 damage and target foe is Poisoned for 17 seconds.
Energy:5 Cast:0 Recharge:8

Exhausting Failure (Dagger Mastery)
Must follow an off-hand attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from Exhaustion.
Energy:5 Cast:0.5 Recharge:10

Moebius Strike [Elite] (Dagger Mastery)
Must follow a Dual Attack. If it hits, Moebius Strike strikes for +29 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
Energy:5 Cast:0 Recharge:8

Expunge Enchantments (Deadly Arts)
All your non-attack skills are disabled for 7 seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
Energy:10 Cast:0.75 Recharge:30

Expose Defenses (Deadly Arts)
For 7 seconds, target foe cannot "block" or "evade" your attacks.
Energy:10 Cast:1 Recharge:10

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

interupt condition

Mesmer/Monk
Level: 20

Fast Casting: 12
Domination Magic: 12

Stolen Speed [Elite] (Fast Casting)
For 17 seconds, target foe's spells take 25% longer to cast and your spells take 25% less time to cast.
Energy:5 Cast:1.24 Recharge:6

Power Return (Fast Casting)
If target foe is casting a Spell, that Spell is interrupted and target foe gains 6 energy.
Energy:5 Cast:0.16 Recharge:7

Signet of Disruption (Domination Magic)
If target foe is casting a Spell, the spell is interrupted and that foe suffers 43 damage. If that foe is Hexed, Signet of Disruption can interrupt any non-Spell skills.
Energy:0 Cast:0.25 Recharge:30

Power Spike (Domination Magic)
If target foe is casting a Spell, the Spell is interrupted and the foe takes 86 damage.
Energy:10 Cast:0.16 Recharge:15

Power Leak (Domination Magic)
If target foe is casting a Spell, the Spell is interrupted and target foe loses 22 Energy.
Energy:10 Cast:0.16 Recharge:20

Arcane Larceny (Domination Magic)
For 29 seconds, one random Spell is disabled for target foe and Arcane Larceny is replaced by that Spell.
Energy:10 Cast:0.62 Recharge:10

Purge Conditions (Monk other)
Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, and Deep Wound) from target ally.
Energy:5 Cast:0.16 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

interupt hex

Mesmer/Monk
Level: 20

Fast Casting: 12
Domination Magic: 12

Stolen Speed [Elite] (Fast Casting)
For 17 seconds, target foe's spells take 25% longer to cast and your spells take 25% less time to cast.
Energy:5 Cast:1.24 Recharge:6

Power Return (Fast Casting)
If target foe is casting a Spell, that Spell is interrupted and target foe gains 6 energy.
Energy:5 Cast:0.16 Recharge:7

Power Spike (Domination Magic)
If target foe is casting a Spell, the Spell is interrupted and the foe takes 86 damage.
Energy:10 Cast:0.16 Recharge:15

Power Leak (Domination Magic)
If target foe is casting a Spell, the Spell is interrupted and target foe loses 22 Energy.
Energy:10 Cast:0.16 Recharge:20

Signet of Disruption (Domination Magic)
If target foe is casting a Spell, the spell is interrupted and that foe suffers 43 damage. If that foe is Hexed, Signet of Disruption can interrupt any non-Spell skills.
Energy:0 Cast:0.25 Recharge:30

Arcane Larceny (Domination Magic)
For 29 seconds, one random Spell is disabled for target foe and Arcane Larceny is replaced by that Spell.
Energy:10 Cast:0.62 Recharge:10

Shatter Hex (Domination Magic)
Remove a Hex from target ally. If a Hex is removed, foes near that ally take 102 damage.
Energy:15 Cast:0.62 Recharge:10

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

boon prot 1

Monk/Mesmer
Level: 20

Divine Favor: 12
Protection Prayers: 10
Inspiration Magic: 8

Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 21 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20

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 58.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 40% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 48 points.
Energy:5 Cast:0.75 Recharge:2

Protective Spirit (Protection Prayers)
For 17 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

Signet of Devotion (Divine Favor)
Heal target ally for 83 points.
Energy:0 Cast:2 Recharge:5

Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 65 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:5

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

boon prot 2

Monk/Mesmer
Level: 20

Divine Favor: 12
Protection Prayers: 10
Illusion Magic: 8

Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 13..25 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20

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 58.
Energy:5 Cast:0.25 Recharge:2

Guardian (Protection Prayers)
For 5 seconds, target ally has a 40% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 48 points.
Energy:5 Cast:0.75 Recharge:2

Protective Spirit (Protection Prayers)
For 17 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

Signet of Devotion (Divine Favor)
Heal target ally for 83 points.
Energy:0 Cast:2 Recharge:5

Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 65 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:5

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 3..13 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

runner and support ele

Elementalist/Mesmer
Level: 20

Energy Storage: 12
Air Magic: 12

Windborne Speed (Air Magic)
For 10 seconds, target ally moves 33% faster.
Energy:10 Cast:1 Recharge:5

Air Attunement (Air Magic)
For 55 seconds, you are attuned to Air. You gain 30% of the Energy cost of the skill whenever you use Air Magic.
Energy:10 Cast:2 Recharge:60

Blinding Flash (Air Magic)
Target foe is Blinded for 9 seconds.
Energy:15 Cast:0.75 Recharge:4

Lightning Orb (Air Magic)
Lightning Orb flies toward target foe and strikes for 82 lightning damage if it hits. This Spell has 25% armor penetration.
Energy:15 Cast:2 Recharge:5

Teinai's Wind (Air Magic)
All adjacent foes take 51 cold damage. Attacking foes struck by Teinai's Wind are knockded down.
Energy:15 Cast:0.75 Recharge:8

Whirlwind (Air Magic)
All adjacent foes take 51 cold damage. Attacking foes struck by Whirlwind are knocked down.
Energy:10 Cast:0.75 Recharge:8

Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 17 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

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
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Old May 10, 2006, 11:59 PM // 23:59   #2
Frost Gate Guardian
 
Join Date: Aug 2005
Guild: Black Rose Gaming
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I don't like all that energy stuff on your Hammer warrior. I think he will have energy problems.
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Old May 11, 2006, 02:33 AM // 02:33   #3
Wilds Pathfinder
 
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Join Date: Jul 2005
Location: huh?
Guild: The Final Exodus[FX]
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lolwhy was this moved?
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Old May 11, 2006, 03:14 AM // 03:14   #4
Krytan Explorer
 
Join Date: Sep 2005
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Because it was in the GvG section rather then the GvG Build Section?
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Old May 11, 2006, 05:26 AM // 05:26   #5
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There's a bunch of inefficiencies and redundancies that take player experience to understand IMO. You might start by putting divine boon on your monks...haha.
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Old May 11, 2006, 10:52 AM // 10:52   #6
JR
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Why is your hammer warrior using a 10 energy spell that deals a whole 33 conditional damage? Why is he using a 10 energy Blinding skill? Why do you have a Hammer Attack that requires weakness to Knockdown, but no skill that causes weakness? Why don't you have an Increased Attack Speed stance on a warrior that naturally attacks very slowly?

Instead of Aftershock, look at Crushing Blow. Instead of Heavy Blow, look at Hammer Bash. Instead of Signet of Strength, think about Frenzy. Instead of Ash Blast, try Protector's Strike. Instead of Coward, consider Devastating Hammer or Backbreaker.

You have a ridiculous amount of interrupts, taking up slots that should be used for damage, other forms of shutdown or utility. The build as it stands has very little offense, and very little support for your melee characters.

Purge Conditions has too long a recharge to be of any real use in keeping them clean, consider Draw Conditions instead. More hex removal such as a Fast Cast Remove Hex on the mesmers may be nice.

Think how usefull your Mesmers are really going to be. If you hit a team without many long cast spells your entire build is gimped.
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Old May 16, 2006, 07:11 PM // 19:11   #7
Ascalonian Squire
 
Join Date: Jun 2005
Guild: KoB
Profession: Mo/W
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you should take into consideration that Hexdepending mesmers won't be able to shutdown enemy monks in GvG. Since every boonprot carries CoP which pretty much destroys your build. If you run the mesmers for offensive castershutdown. you should at least consider to bring a coverhex.
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