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Old Mar 13, 2006, 07:39 AM // 07:39   #1
Frost Gate Guardian
 
Join Date: Feb 2006
Guild: Lords of the Sith [SITH]
Profession: Me/Mo
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Default Pressure Build

Here's a build i've been working on. Please give me any useful feedback on it.

W/*
16 (12+1+3) Swordsmanship
7 (6+1) Strength
12 (11+1) Tactics

*edit Vampiric/Zealous Sword of Fortitude

1)Sever Artery
2)Gash
3)Final Thrust
4)Frenzy
5)Healing Signet
6)"Shields Up"
7)"Charge"
8)Ressurection Signet

W/*

15 (12+1+2)
13 (12+1)

*edit Furious Hammer of Fortitude

1)Backbreaker
2)Crushing Blow
3)Irresistable Blow
4)Bull's Strike
5)Frenzy
6)Endure Pain
7)Rush
8)Ressurection Signet

R/Me
13 (11+1+1) Expertise
8 (7+1) Wildernes Survival
10 (9+1) Marksmanship
5 Domination

Posioners bow of Fortitude

1)Cripple Shot
2)Distracting Shot
3)Hunters Shot
4)Apply Poison
5)Dodge/Storm Chaser
6)Blackout
7)Troll Ungent
8)Res Sig

N/Mo
12 (11+1) Blood Magic
12 (10+1+1) Death magic
10 (9+1) Soul Reaping
4 Protection Prayers

Hale Blood Staff of Enchanting

1)Tainted Flesh
2)Rotting Flesh
3)Life Siphon
4)Draw Conditions
5)Dark Fury
6)Consume Corpse
7)Blood Ritual
8)Ressurection Signet


Me/*
13 (11+1+1) Domination
9 (8+1) Fast Casting
10 (9+1) Inspiration
9 (8+1) Illusion

Dom Staff with +30hp/+5 energy and +30 hp

1)Power Block
2)Power Drain
3)Arcane Echo
4)Diversion
5)Distortion
6)Shatter Enchant
7)Drain Enchant
8)Res sig/Ressurect


E/Mo
15 (11+1+3) Air Magic
11 (10+1) Energy Storage
10 Healing Prayers
1 Protection Prayers

Cast time Air wand & 20/20 Heal focus

1)Lightning Orb
2)Lightning Strike
3)Enervating Charge
4)Blinding Flash
5)Windbourn Speed
6)Heal Party
7)Ether Prodigy
8)Convert Hexes


Mo/me
14 (12+1+1) Divine Favor
10 (9+1) Protection
9 Inspiration

Prot Staff +5 energy and + 20% Enchanting
Prot Wand and 20/20 Inspiration focus

1)Reversal of Fortune
2)Mend Ailment
3)Guardian
4)Prot Spirit
5)Divine Boon
6)Contemplation of Purity
7)Inspired Hex
8)Energy Drain


Mo/Me
10 (9+1) Divine Favor
13 (11+1+1) Healing Prayers
10 Inspiration
3 Illusion


Healing Rod with +5 energy and +30 Health

1)Orison of Healing
2)Heal Other
3)Infuse Health
4)Healing Touch
5)Distortion
6)Mend Ailment
7)Inspired Hex
8)Mantra of Recall


This build has a decent amount of degen, a decent spike, and a good amount of shutdown, so I think it would be able to hold up pretty well as a team of 8.

For the split, I was thinking we could do a 5-3 split.

offensive squad: 2 wars, the necro, prot boon, ranger

This team should be pretty potent. The necro keeps degen on the other team, uses dark fury increase warrior effectiveness, and packs blood ritual for the monk. Lots of shutdown in this group as well between the rangers blackout and the hammer war's knockdown.

Turtle squad: heal monk, E/Mo, Mes

The turtle squad should be able to hold the guild lord room. The E/Mo just goes into Blinding flash/heal party spam mode while the mesmer shuts down caster offense. They dont really have to kill anyone, just make the other team unable to kill our NPCs.
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Old Mar 13, 2006, 02:47 PM // 14:47   #2
Lion's Arch Merchant
 
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Looks like a good build to me, my concern would be that the necro doesn't have any energy management besides soul reaping - which is important because half his skillbar is "spam" skills.

My other concern is that the warrior has alot of energy skills, it looks good on paper to get deep wound, while still having your irresistable blow and bull's strike; in reality your big combo costs alot of energy, and alot of the time the sword warrior is going to be able to gash for deep wound anyways if you are spiking a single target down. If the warriors were made to split from each other having the hammer cause deep wound would be a much bigger concern - the way it is now I think mighty blow might work better than crushing blow, because I don't see him having enough energy to use crushing hardly ever anyways. If you are really concerned about saving the adrenaline for backbreaker, a support skill might be worth it over crushing.
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Old Mar 13, 2006, 04:24 PM // 16:24   #3
JR
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The Necro is pretty low on energy management. Soul Reaping is fairly bad in GvG, where the main struggle usually happens before there have even been any deaths. Consume Corpse is ok, but again, it requires a death. I'm not entirely sure how to solve that problem, as that character does need his elite slot for Tainted Flesh. I guess you could try it and see how it works out. I would consider dropping monk secondary and taking Drain Enchant if it doesn't.

Your Heal Monk is using Mantra of Recall, which I dislike. It does give a good return, but it is so open to abuse by the other team. And a good team *will* punish you for using it. EDrain is much stronger when combined with dual 20% recharge items.

The Mesmer is fairly strong, but I think Power Block is a waste of an elite. Instead, try a standard Glyph Dom mesmer:

1)Glyph of Renewal [E]
2)Power Drain
3)Shame
4)Diversion
5)Energy Burn
6)Shatter Enchant
7)Drain Enchant
8)Res sig/Ressurect


Aside from those small points, this is a very solid build. Nice work.
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Old Mar 13, 2006, 04:40 PM // 16:40   #4
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That's funny the N/Mo you setup uses alot of the same skills that I created for a build a few threads down from here:

JR is right the energy will drain pretty fast. We had to make several build modifications to be better suited for the energy drain this character will expirence.

I don't really know what way will be the best bet for you, but even having someone else with blood ritual would be a huge boost.

Edit: Likley the best options you have are change the e/mo, or the r/me. TBH I'd rather drop the r/me than the e/mo

Last edited by Parkerbsb; Mar 13, 2006 at 04:44 PM // 16:44..
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Old Mar 13, 2006, 04:46 PM // 16:46   #5
JR
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I would be tempted to change up the Necro for something like this:

1)Offering of Blood
2)Shadow Strike
3)Life Siphon
4)Draw Conditions
5)Dark Fury
6)Order of Pain
7)Blood Ritual
8)Ressurection Signet

(No attributes, I'm at work so I cant be bothered to work out breakpoints etc. Obviously 16 Blood though)

It does mean dropping the disease which is a bit of a pain I know. However, regular Order of Pain and Dark Fury will also increase the pressure from the warriors. You also have Shadow Strike to assist on adren spikes, which works nicely with Final Thrust.

Also, this opens another window for you. With two party-wide enchants being spammed, you can run CoP warriors. Having a self Hex/Condition removal on warriors is pretty damn effective, and is a huge help against hex builds.
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Old Mar 13, 2006, 05:24 PM // 17:24   #6
Frost Gate Guardian
 
Join Date: Feb 2006
Guild: Lords of the Sith [SITH]
Profession: Me/Mo
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CoP warriors do sound interesting, never really thought of giving CoP to them. Would i really need draw conditions if i did this though?

what about the ranger? His wilderness is kinda low, but i couldnt decide if a longer poison is worth losing the health for a major or sup rune.

Last edited by Tyrin Vermada; Mar 13, 2006 at 05:49 PM // 17:49..
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Old Mar 13, 2006, 05:59 PM // 17:59   #7
JR
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Quote:
Originally Posted by Tyrin Vermada
CoP warriors do sound interesting, never really thought of giving CoP to them. Would i really need draw conditions if i did this though?
Good point. Something that would require testing I assume. If you do decide you don't need it, it might be a nice place to shove a Purge Signet instead.

Quote:
Originally Posted by Tyrin Vermada
what about the ranger? His wilderness is kinda low, but i couldnt decide if a longer poison is worth losing the health for a major or sup rune.
On a flagger (I assume that Ranger is a flagger) you generally don't want to run Superiors or Majors in general. 8 Wilderness is ok, I think.
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Old Mar 13, 2006, 06:16 PM // 18:16   #8
Frost Gate Guardian
 
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Profession: Me/Mo
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I really dont get why everyone hates power block. Yeah, glyph is nice, but all i ever end up doing with that is doubling diversion(which i just do with arcane echo in this build). Power Block allows you to put a caster on half-time shutdown. Also, this build allows you to put a solid shutdown on 2 casters at once- power block on one, diversion spam on another.
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Old Mar 13, 2006, 06:30 PM // 18:30   #9
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Quote:
Originally Posted by JR-
I would be tempted to change up the Necro for something like this:

1)Offering of Blood
2)Shadow Strike
3)Life Siphon
4)Draw Conditions
5)Dark Fury
6)Order of Pain
7)Blood Ritual
8)Ressurection Signet

(No attributes, I'm at work so I cant be bothered to work out breakpoints etc. Obviously 16 Blood though)

It does mean dropping the disease which is a bit of a pain I know. However, regular Order of Pain and Dark Fury will also increase the pressure from the warriors. You also have Shadow Strike to assist on adren spikes, which works nicely with Final Thrust.

Also, this opens another window for you. With two party-wide enchants being spammed, you can run CoP warriors. Having a self Hex/Condition removal on warriors is pretty damn effective, and is a huge help against hex builds.
Isnt dark fury nearby not party wide? Is the skill description wrong? Wouldnt that put the necro up by the warriors?
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Old Mar 13, 2006, 06:42 PM // 18:42   #10
Frost Gate Guardian
 
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Guild: Lords of the Sith [SITH]
Profession: Me/Mo
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The skill description is wrong. Not sure why this hasnt been fixed. It also doesnt work unless blood magic > 4, which it doesnt mention.
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Old Mar 13, 2006, 08:23 PM // 20:23   #11
Ascalonian Squire
 
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Quote:
Originally Posted by JR-
Your Heal Monk is using Mantra of Recall, which I dislike. It does give a good return, but it is so open to abuse by the other team. And a good team *will* punish you for using it. EDrain is much stronger when combined with dual 20% recharge items.
Uhm, question, is it possible to get 20% recharge wand for inspiration with a pvp char? I always just settle for the 20/20 chalice and a 20% prot recharge wand
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Old Mar 13, 2006, 08:27 PM // 20:27   #12
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Quote:
Originally Posted by SerasCain
Uhm, question, is it possible to get 20% recharge wand for inspiration with a pvp char? I always just settle for the 20/20 chalice and a 20% prot recharge wand
Yes, it has a dom req. Just scroll down.
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Old Mar 13, 2006, 08:36 PM // 20:36   #13
Ascalonian Squire
 
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ahh. so i should just ignore the req cuz I wont be wanding anyways right?
Good point -_-
Thanks wheel
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