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Old Mar 09, 2006, 04:04 PM // 16:04   #1
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Default Warrior heavy GvG build - need advice

Ok before the patch I was looking at conjures for a increase of damage from the warriors on the team (besides if you have 9 in air for the foci why not?)

With the patch things look even better for this sort of warrior. So here's what I was thinking:


W/E: Sword 12+4, Water 10, Tactics 8+1
*Charge!
Galrath's Slash
Final Thrust
Conjure Frost
Frenzy
Res Sig
Healing Signet
<thinking fear me or Armor of mist, but is blank currently>



W/E Sword 12+4, Water 10, Strength 8+1
*Bulls Charge
Galrath's Slash
Final Thrust
Conjure Frost
Frenzy
Res Sig
Hamstring
<thinking fear me, but is blank currently>



W/E: Axe 12+4, Air 10, Tactics 8+1
*Eviscerate
Executioners strike
Axe Rake
Conjure Air
Frenzy
Sprint
Res sig
Healing Signet



Mo/Mes Smite 12+4, Insp 10, Divine Favour 8, Protection 2
*Martyr
Inspired hex
smite hex
Strength of honour
Blessed Signet
Mend Ailment
Drain Enchantment
Holy Veil



N/Me: Blood 12+4, Domination 9, Curses 9+1, Soul Reaping 3+1
*Offering of Blood
Order of Pain
Rigor mortis
Shatter Hex
Arcane Echo
Dark Fury
Res Sig
Parasitic Bond


And 2 Heal monks

Couple of main ideas, smite/shatter hex on the warriors, non damaging hex removal on the backlines. Arcane Echo the rigor mortis to keep it on someone alot more frequently - parasitic to cover it. Lots of hex removal as I find hexes are usually what kills us in GvG's.

Whenever orders is activated - the warriors should be dealing 53-60 and 44-66 damage per swing! After reading Ensign's thread about nuking sucks I actually dropped the air ele I was planning on using to add another warrior.

Please give feedback - suggestions are MORE than welcome - I'm pretty new to designing builds
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Old Mar 09, 2006, 04:11 PM // 16:11   #2
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well the conjure enchantments turn your attacks to elemental dmg, which means orders wont work. Bulls strik is also a pretty bad skill, considering you can use skills or else it gets canceled out, meaning you cant use attack speed buffs, but bulls strike is a lot better, jsut use charge or sprint and knockdown that kiting monk every 5 seconds.

Last edited by zoozoc; Mar 09, 2006 at 04:21 PM // 16:21..
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Old Mar 09, 2006, 04:16 PM // 16:16   #3
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conjure x element (think frost, lightning, flame) and orders don't stack.

Conjure X Element
Enchantment. Lose all Enchantments. For 60 seconds, if you're wielding a X elemental weapon, your attacks strike for an additional (Min: 1 - Max: 16) X Elemental damage.

Order of Pain
Enchantment. Sacrifice 17% Health. For 5 seconds, whenever a party member hits a foe with physical damage, that party member does an additional (Min: 3 - Max: 16) damage.

you need a stance cancel on your first warrior. Rush/Sprint preferably.
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Old Mar 09, 2006, 04:22 PM // 16:22   #4
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- You have Conjures, which aren't used much for a good reason. They can be stripped very easily, and have a long ass recharge. Basicly just Drain Enchant bait in this metagame of Inspiration monks.

- You also have Order of Pain, and although good; wont work with Elemental weapons which you need for the Conjures.

[God damn, beaten to it =(]

- You have no dedicated flag runner.

Aside from these points, your character builds aren't that bad. Although I would be interested to see what monks you would choose to use, that's quite a critical factor in a specialized build like this.

I would be very tempted to drop Strength of Honor and Blessed Signet for Judges Insight and Draw Conditions, on the smite monk.

Drop the Conjures, the Armor of Mist/Fear Me slot, and Glarath Slash on the sword warriors. Instead run Sever Artery, Gash, and Sprint (to cancel Frenzy). Deep Wound is a very very powerfull condition, I would not run a warrior that didn't have a way of inflicting it.

Drop Axe Rake for Penetrating Blow on the Axe Warrior. You have a Hamstring for Snare, and Penetrating is much better for adrenaline spikes, especially on hard targets.

I would also drop heal sigs, spec in strength and take Bulls Strike on the warriors that don't have Bulls Charge. Since the skills update that is a very powerfull anti-kiting skill.

I would not bother with the single hex on the Necro, it will be removed faster than you can say "Rigor on 3". I would also drop Shatter Hex. It's a nice skill, but not that effective at low Domination. Instead, go N/Mo, bump Healing Prayers to 9, and run Heal Party to help combat mass degen. In the final spare slot, I think Purge Signet would fit very nicely. It's highly effective since the skills update, I really do like it now. A very powerfull tool to combat hex builds. Just make sure you swap to a negative energy set when you use it.
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Old Mar 09, 2006, 04:41 PM // 16:41   #5
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I think if you are gonna run 3 or more warriors you need to have dedicated snare character to make all your warriors more effective

options are crip shot ranger
illusion mesmer(probably not as effective on multiple targets)
water trident ele

also i would drop all conjurs and put in distraction skills
put the smite monk and necro into one character (N/Mo)

you dont need rigor if you pressure all the monks effectively, they will break down eventually, hopefully before you are toast

you would have to test and tweak
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Old Mar 09, 2006, 05:00 PM // 17:00   #6
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Quote:
Originally Posted by icemonkey
I think if you are gonna run 3 or more warriors you need to have dedicated snare character to make all your warriors more effective
Or just run Bull's Strike/ Bull's Charge.
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Old Mar 09, 2006, 05:11 PM // 17:11   #7
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Quote:
Originally Posted by Parkerbsb
After reading Ensign's thread about nuking sucks I actually dropped the air ele I was planning on using to add another warrior.
You may have missed the point of that thread.
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Old Mar 09, 2006, 05:20 PM // 17:20   #8
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Quote:
Originally Posted by fallot
You may have missed the point of that thread.
Not if he was intent on having that character as a damage dealer, and not a utility character.
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Old Mar 09, 2006, 05:28 PM // 17:28   #9
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Wow thanks for the fast replies guys!

I didn't even realize that OoP would't work with conjures so that basically screws out the massive damage potential there .

Jr are you saying make the warriors w/mo's and bring purge on them? I guess I hadn't thought about purge since the update - and seeing as the conjures are out there's no reason to keep the secondaries.

As for the monks - I really don't know, since the smite monk has martyr and lots of hex removal I was thinking something like:
Mo/Me: Insp: 9, DF 12+1, Prot 9+2 (I don't like sups on 2 monk backlines)
*Energy Drain, Inspired hex, drain enchantment, Reversal of Fortune, Mend Ailment, Divine Boon, Guardian, <blank>
Mo/Me: Insp 9, Df 9+1, Healing 12+2
*Word of Healing, Orison of Healing, Dwanya's Kiss (huge skill atm!), Healing Touch, Inspired Hex, Drain Enchantment, Mend Ailment, <blank>

Seeing as the necro was mainly for orders I do have a free slot now so I can add a runner/degen ranger in
Here's what I'm seeing as suggestions so far
3 w/mo with purge
2 heal monks
1 Runner
1 Smite monk drop SoH for JI - guessing 20% stave
1 N/Mo Orders+heal party

My question - isn't JI gonna kill the energy of that character REAL fast?

Edit: I wanted alot of damage - not utility.

Last edited by Parkerbsb; Mar 09, 2006 at 05:33 PM // 17:33..
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Old Mar 09, 2006, 05:58 PM // 17:58   #10
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Quote:
Originally Posted by Parkerbsb
Jr are you saying make the warriors w/mo's and bring purge on them? I guess I hadn't thought about purge since the update - and seeing as the conjures are out there's no reason to keep the secondaries.
No, purge signet on the Necro.

However, you did remind me of something else you may find usefull. Considering that you are running Order of Pain and Dark Fury, it may well be usefull to run Contemplation of Purity on the warriors. That way they have a self condition/hex removal, when they are enchanted with OoP/DF. I personally find Purge Signet a little awkward to run on warriors, as they are front line characters and prone to being interrupted. And Purge Signet does have a fairly long cast.

Quote:
Originally Posted by Parkerbsb
As for the monks - I really don't know, since the smite monk has martyr and lots of hex removal I was thinking something like:
Mo/Me: Insp: 9, DF 12+1, Prot 9+2 (I don't like sups on 2 monk backlines)
*Energy Drain, Inspired hex, drain enchantment, Reversal of Fortune, Mend Ailment, Divine Boon, Guardian, <blank>
For the blank slot, Contemplation of Purity again. It is yet another very powerfull skill for a build with lots of enchantments. Instead of Inspired Hex, use Holy Veil. This allows you to remove hexes a lot faster, and also it works well with CoP to remove stacks of hexes.

Quote:
Originally Posted by Parkerbsb
Mo/Me: Insp 9, Df 9+1, Healing 12+2
*Word of Healing, Orison of Healing, Dwanya's Kiss (huge skill atm!), Healing Touch, Inspired Hex, Drain Enchantment, Mend Ailment, <blank>
Decent monk build. Personally I would prefer Mend Condition to Mend Ailment, as it is more spammable. I also prefer running Distortion over Dwayna's Kiss, to give you a bit of defense against warriors, with heal monks being considerably less durable than boon prots.

Quote:
Originally Posted by Parkerbsb
Seeing as the necro was mainly for orders I do have a free slot now so I can add a runner/degen ranger in
Personally I think an E/Mo flagger with a second copy of heal party would work very well. Something like this:

Emo Flagger
Elementalist/Monk

Air Magic: 14 (12+2)
Energy Storage 10 (9+1)
Healing Prayers 9

- Ether Prodigy [Elite] (Energy Storage)
- Lightning Orb (Air Magic)
- Enervating Charge (Air Magic)
- Windborne Speed (Air Magic)
- Mend Ailment (Protection Prayers)
- Heal Party (Healing Prayers)
- Healing Breeze (Healing Prayers)
- Holy Veil (Monk Other)

There are a lot of degen builds around at the moment, so two copies of Heal Party can be very handy. This is also a very effective flagger to use against warrior heavy builds when assisting your team, which are also common.

Quote:
Originally Posted by Parkerbsb
My question - isn't JI gonna kill the energy of that character REAL fast?
Scratch that idea. I was being silly, and forgot that Orders don't work with JI up. Keep the SoH/Blessed Sig idea. Distracted at work ftl.
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Old Mar 09, 2006, 06:35 PM // 18:35   #11
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If you opt for the CoP warriors, which I think you should, you might consider swapping out the smiter for something else. With constant CoPage going on it'll get fairly tedious to keep reapplying Strength of Honor. Maybe put in a Tainted Necro because disease + warriors is really heavy pressure, and it's more fuel for your CoPs. Or maybe a Water ele or Crip shotter to allow you to Frenzy train targets.
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Old Mar 09, 2006, 06:49 PM // 18:49   #12
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umm...guys, the guildwars website's update list says that the conjures no longer remove enchants so you could use one order and a conjure if you wanted to (unless anet didnt fix some kind of bug that makes the conjures still remove enchants or something)
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Old Mar 09, 2006, 06:50 PM // 18:50   #13
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Quote:
Originally Posted by validus
umm...guys, the guildwars website's update list says that the conjures no longer remove enchants so you could use one order and a conjure if you wanted to (unless anet didnt fix some kind of bug that makes the conjures still remove enchants or something)
Orders only work with physical damage. Conjures only work with elemental damage.
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Old Mar 09, 2006, 07:03 PM // 19:03   #14
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Quote:
Originally Posted by validus
umm...guys, the guildwars website's update list says that the conjures no longer remove enchants so you could use one order and a conjure if you wanted to (unless anet didnt fix some kind of bug that makes the conjures still remove enchants or something)
The part of it that makes it unviable is like multiple people have said. Orders don't work on elemental damage, not the fact that conjures used to strip other enchantments.
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Old Mar 09, 2006, 07:07 PM // 19:07   #15
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they are talking about using CoP to remove conditions and hexes which drops all your enchantments so you can't really have both chose conjurs or CoP.

and CoP is better as has been demonstrated
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Old Mar 09, 2006, 07:56 PM // 19:56   #16
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Quote:
Originally Posted by Vindexus
If you opt for the CoP warriors, which I think you should, you might consider swapping out the smiter for something else. With constant CoPage going on it'll get fairly tedious to keep reapplying Strength of Honor. Maybe put in a Tainted Necro because disease + warriors is really heavy pressure, and it's more fuel for your CoPs. Or maybe a Water ele or Crip shotter to allow you to Frenzy train targets.
Good point. If you do run a death necro with Tainted + Rotting, I would definately also consider running Putrid Explosion. Minions in GvG have been very much popularized by Rifts, and to an extent Arirang.
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Old Mar 09, 2006, 08:19 PM // 20:19   #17
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Hummm I think I'm getting myself confused now

So the E/Mo would take ice/healing, still run flags with armor of mist

The smiter would change to a tainted necro and I'd loose Martyr. I don't think adding martyr to the 2 monk backline is a great idea tho...

Edited because what I originally typed didn't make sense

Last edited by Parkerbsb; Mar 09, 2006 at 08:36 PM // 20:36..
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Old Mar 09, 2006, 08:19 PM // 20:19   #18
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Quote:
Originally Posted by icemonkey
I think if you are gonna run 3 or more warriors you need to have dedicated snare character to make all your warriors more effective
water trident ele
The water ele can be a good one. but I wouldn't run it with water trident, you can try to run it with ice spikes.. and frozen burst. put those two skills on an ether prodigy e/mo, and it fits quite nice. And you got some nice healing too.
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Old Mar 09, 2006, 09:03 PM // 21:03   #19
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Was going to post something longer at school, but sudden power failure wiped my post. Anyway, I would reconsider running OoB as energy management on the Order Necro. You already have two sacrifice skills on a fairly important character, and using a third as energy management seems a bit unwise. I would switch from Dom to Inspiration for Energy Drain and Inspired Hex switched for Shatter Hex. With the healthy spec in Curses that the character already has, you can fling stuff like Shadow of Fear right back at them.

Speaking of hexes, CoP Warriors, while nice, may work against you with all the characters that use Inspired Hex for energy management. As for Martyr, Draw Conditions usually fills the same purpose quite well.
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Old Mar 09, 2006, 09:03 PM // 21:03   #20
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heh, my mistake, guess thats one more reason why i never pvp ^^;
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