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Old Jan 31, 2006, 03:15 PM // 15:15   #1
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Talking New HoH build, rate it please.:D

Well i tried to make a blanced group which is anti IWAY and good vs balance builds so i came up with this.:
[B]1:1 mo/me healer
2:1 mo/me healer
3:1 mo/me protection
4:1 n/e spiteful
5:1 n/mo tainter
6:1 e/me earth warder
7:1 w/e heavy damage
8:1 r/me trapper
now follow the skills and attributes

Number 1:
Healing Prayers 11+3 (sup heal)
Divine Favor11+3(scalp and major)
8 inspiration
Hale holy staff of fortidude or Insightfull Holy Staff of Fortitude

Dwayna's Kiss
Orison Of Healing
Word Of Healing
Heal Party
Channeling
Inspired Hex
Holy Veil
Healing Seed


number2:

Hale holy staff of fortidude or Insightfull Holy Staff of Fortitude
Healing Prayers 11+3(sup)
Divine Favor 11+3(major +scalp)

Spell Breaker
Infuse Health
Healing Seed
<choose>
Channeling
Inspired Hex(or Holy Veil)
Dwayna's Kiss
Orison Of Healing


number 3:
Protection prayers11+4(sup and scalp)
divine psirit11+3(sup)
inspiration 8
Hale holy staff of fortidude

Restore
Aegis
Protective Spirit
Reversal Of Fortune
Guardian
Convert Hexes
Channeling
Inspired Hex


number4:

Curses 12+4(sup and scalp)
Air Magic 5
Rest on Soul Reaping (major to)

Spiteful Spirit
Suffering
Parasatic Bond
Malaise
Gale
Reseruction Signet
Fainterhardness
Enfeedling Blood


number5:
Death Magic 12+4(scalp and sup)
Smiting Prayers 10
Rest on Soul Reaping (no major)

Tainted Flesh
Rotting Flesh
Well Of Profane
Putrid Explosion
Resseruction Signet
judges insight
Balthazars aura
Consume Corpse or Necrotic Traversal


Number 6:

Earth magic 12+4(scalp and sup)
Energy Storage12+2(major)

Earth Attunement
Glyph Of Energy
Ward Against Melee
Ward Against Foes
Earthquake
Aftershock
Obsedian Flame
Resseruction signet


Number 7:

Axe Mastery 10+4(sup and helm)
Strength 10+2(major)
rest on air magic
Shock
Eviscerate
Axe Rake
Sprint
Resseruction Signet
Frenzy
Distracting blow
<axe skill from your choise>


Number 8:

Dust trap
Barbed trap
Frozen Soil
Whirling defense
Resseruction signet
Oath shot
Fertile Season
Flame trap



Ok the plan:

Against Balance Builds.

Ok the plan against normal balance builds will be as followed:
The monks heal and prot thats standard.
The tainter start tainting from 0:05 seconds, he keeps retainting when the tainted flesh is going down, he usis aegis after the prots aegis so we get almost a chain.
He keep using the corpses with Well Of Suffering, Putrid Explosion and Consume or necrotic Traversal
the spiteful picks a warrior target and spiteful him with 2 covers on it Malaise and Parasatic Bond.
after that he switch his target to monks and uses Suffering Parasatic bond and malaise on them.
The warrior calls a target which he and the earth ele will folow, if you cant get the target down the warrior calls for a spike with Obsedian Flame and eviscerate. He always renews apply poision for the pressure.
the earth ele follow the targets of the warrior and uses the wards to protect them.The trapper just trap the hell out of him and recharges his skills with aoth shot.

Against IWAY
Ok against iway we do like the same but this time we do a fake rush, we run forward and let the iway cast there spirits(the galer tries to find the Nr caster and interrupt him) If the spirits are up, we run back out of the spirit range, the warder keeps using wards and the tainter keeps using the corpses. The spiteful uses Enfeedling blood and Shadow Of Fear on all the warriors. He uses Spiteful Spirit on the pets to get great damage(they keep attacking)
Trapper is spamming dust trap in the wards so if they walk in they will be blinded., The warrior will go for the necro's but if a spirit is recast he goes for that.


This was my build, i worked hard on it. I appreciate suggestions how it will be better so PLEASE give alot of suggestions but keep it nice

and rate my build from 1 to 10


Thanks for reading.

IGN for more information: The Almighty Angel(s)

Last edited by stoelen; Feb 01, 2006 at 04:42 PM // 16:42..
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Old Jan 31, 2006, 06:12 PM // 18:12   #2
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20 vieuws no replies ?
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Old Jan 31, 2006, 06:35 PM // 18:35   #3
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I'm no expert, but this looks ok to me.
still few remarks:
Personally not a fan of Migraine due to focusswapping to counter it.
EDIt: duh, that should be Malaise offcourse.

Leech Signet has a long recharge. Don't like it on a normal mes.

Last edited by Makkert; Feb 01, 2006 at 08:24 AM // 08:24..
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Old Jan 31, 2006, 06:42 PM // 18:42   #4
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Confused Makk - how does one focus swap to cancel Migraine? Or do you meen Malaise on the necro, in which case I agree, it's really a minor inconvenience

Leech Signet is nice with it not being a spell allowing you to interrupt the ghost but recharge is way too much without Inscriptions or something like Oath Shot imo

I think you should choose between putrid and suffering to make room for WotP which helps a lot on altar maps

I'm failing to see the reason for the migraine mesmer, one alone isn't very effective since the other monk on the team can easily remove the covered migraine

The fainthartedness and shadow of fear work against your Spiteful Spirit - if I were you I'd search for other means of shutting warriors down without reducing attack speeds (Soothing Images, Blind, Spirit of Failure are a few that spring to mind)... though Wards + Aegis don't do a bad job themselves if you keep them maintained

Only time I'd run shield of defelction is on a bonder personally... I think restore condition or martyr would be a better choice

Last edited by yesitsrob; Jan 31, 2006 at 06:49 PM // 18:49..
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Old Feb 01, 2006, 12:20 AM // 00:20   #5
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Warrior - he will spend half his time doing something else except being on targets. A warrior needs 100% of his time hacking at something, otherwise there is no pressure on the other team. Apply poision, fertile, frozen soil - really can reduce your pressure if he has to stop for those, He has little to no spike damage to take out degened targets.
You'd seriously be better off running a trapper with the spirits and tossing out the ele. Put ward foes as a utility skill on SS necro for relic runs (even though he has 9 skills atm)

Ghosty - interrupts, not many here. Leech sig is the only one. No alter map wins for you. At least if the war had shock and your trapper had savage you'd be in better shape.

I'll stop there, it's your build, rock with it
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Old Feb 01, 2006, 12:45 AM // 00:45   #6
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That infuser build is really energy heavy btw
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Old Feb 01, 2006, 01:51 AM // 01:51   #7
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Stregnth out of 5 stars

****

Creativity

*

still balanced idea
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Old Feb 01, 2006, 02:17 AM // 02:17   #8
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if you want degeneration, get a trapper and replace the warrior....
the migraine for a degen group is bad unless hes has to keep the monk from casting the whole game..
your warrior is overall weak. Spirits... why not make a ranger?
hes attributes are spread out which results to bad boo boo.
if you could replace the mesmer with something else... perhaps with a DPSwarrior ?
your build is pretty stable, your mesmer is kinda not required, it doesnt pos much of a degen its more of interuption.
your infuser is too e heavy,
make it a OoB/Infuser/Heal Party. thatll make it more sufficient
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Old Feb 01, 2006, 02:21 AM // 02:21   #9
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Most of your people are running either double superiors or superior + major. How do you expect to stay alive with such little health? Even a bad spike team will easily kill you very quickly, degen builds will hit you hard too because the finishing blow takes much less to kill you from half way down, and power offense builds will rage through you very quickly without the extra health buffer. Enfeebling blood certainly won't save you with all the martyr going around.

You have only one mend ailment for condition removal...

Apply poison on a warrior is kind of bad, it takes you out of the battle for long enough that your target just got away without you putting the heat on. You can also only effectively get the poison on one maybe two people. Plus you have to spec into wilderness survival. Much better to take Executioner's strike. IMO fertile season is useless for the same reason - without oath shot to support it and only having 8 beast mastery, it doesn't do you that much good while it makes the warrior stop being a warrior for 5 seconds or longer.
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Old Feb 01, 2006, 06:07 AM // 06:07   #10
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Ok i readed the post and i think im going to switch the w/r to w/e and drop the mesmer for a ranger oath shot and im going to change the infuser a bit, ty very much

Quote:
The fainthartedness and shadow of fear work against your Spiteful Spirit - if I were you I'd search for other means of shutting warriors down without reducing attack speeds (Soothing Images, Blind, Spirit of Failure are a few that spring to mind)... though Wards + Aegis don't do a bad job themselves if you keep them maintained
We dont cast the spiteful on the warriors but on the pets, so the pets keep attacking fast to and never stop, the fainter will be good for extra degen and slowing the warriors of, i dropped SoF btw.

Quote:
You have only one mend ailment for condition removal...
We have a Draw conditions on the necro to, this will be enough

Last edited by stoelen; Feb 01, 2006 at 06:17 AM // 06:17..
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Old Feb 01, 2006, 06:09 AM // 06:09   #11
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Quote:
Originally Posted by stoelen
Ok i readed the post and i think im going to switch the w/r to w/e and drop the mesmer for a ranger oath shot and im going to change the infuser a bit, ty very much
there we go
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Old Feb 01, 2006, 07:39 AM // 07:39   #12
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the build is fine vs IWAY, i guess since all you will see is IWAY then your sorted. Against a fotm surge team it would be a lengthy battle i think unless you call some nice spikes.

Personally I would give the necro desecrate enchants so he could help spike with the warrior and ele. Also drop axe rake for executioners.

Eviscerate + Executioners + Obsidian Flame + Desecrate
70 + (90 Deep Wound) +70 +118 + 60 = 400-450 roughly

Not the best spike in the world but a world better than what you had previous.
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Old Feb 01, 2006, 08:21 AM // 08:21   #13
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This build looks like it will do fine against IWAY if you keep everyone in the wards and behind the traps but I would think it'd have troubles against "organized" IWAY teams. Most teams will send in pets to clear traps. Their N/E will cast meteor shower to get you out of the ward and into the open. With only one main damage dealer, you can't compare to IWAY's damage. HoD helms will make your hexes ineffective.

The damage in the build is a bit lacking for balanced teams. Sure you have your warrior + elementalist semi-spike but all a team has to do is shutdown your warrior and the damage is almost null. There's not much caster shutdown in the build so monks won't have a problem keeping their team alive. I have a feeling you'll have a lot of trouble against caster teams.

Effectiveness from 1-10: 6.5
Creativity from 1-10: 3
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Old Feb 01, 2006, 08:40 AM // 08:40   #14
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Quote:
Originally Posted by stokey
This build looks like it will do fine against IWAY if you keep everyone in the wards and behind the traps but I would think it'd have troubles against "organized" IWAY teams. Most teams will send in pets to clear traps. Their N/E will cast meteor shower to get you out of the ward and into the open. With only one main damage dealer, you can't compare to IWAY's damage. HoD helms will make your hexes ineffective.

The damage in the build is a bit lacking for balanced teams. Sure you have your warrior + elementalist semi-spike but all a team has to do is shutdown your warrior and the damage is almost null. There's not much caster shutdown in the build so monks won't have a problem keeping their team alive. I have a feeling you'll have a lot of trouble against caster teams.

Effectiveness from 1-10: 6.5
Creativity from 1-10: 3
You are kidding me, This build is so anti IWAY its unreal.
To lose to IWAY with this you would have to make some monumental mistakes.

But your right about VS balanced teams, thats why he needs a spike ability. Im sure its easy enough to catch a caster thats 3/4 HP because of traps or disease.

Dont judge any balanced teams on Creativity, the fact that 5 characters on every team is the same because of IWAY doesnt let much room for creativity.
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Old Feb 01, 2006, 08:48 AM // 08:48   #15
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Like I said, it will do fine against IWAY. My comment about IWAY succeeding was with MATH in mind...maybe I'm wrong when I consider them experts at IWAY.
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Old Feb 01, 2006, 09:11 AM // 09:11   #16
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All IWAY is the same, what makes math different is and I hate to admit this but they have more skills than the noob IWAY pugs.

Their skills altho id call it common sense really is this:

1. Warriors run away before they die in your trapped wards of death
2. They will wait out the spitefull spirits
3. They will attack your frenzy warrior in their backline
4. They will dust trap their important spirits
5. They will trap any clusters of your players standing in wards etc.

Even with all this they cant do anything but die in the end, once theyr pets is down, they need to get close to res them up again. All you need is a few deaths and u put up a frozen soil, you will win in the end.

Mistakes most teams/People make:

1. Frenzy Warrior getting killed to a dust trap and finished off by a warrior
2. Monks run out of the warded area to try save that warrior
3. Prot monks not using Prot spirit
4. Prot monks trying to guardian spam through NR (Use prot Spirit god damm it)
5. Heal monks trying to Seed through NR
6. Not consuming the corpses
7. Not galing their Death necro when lots of pets die
8. Let 2 trappers kill your whole team while in the ward
9. Thinking 1 guy for anti IWAY will be enough
10. Not moving out of ball breaking things like wells, maelstroms, meteor showers
11. Warder that forgets his duties and wards in wrong place or forgets to renew the ward
12. Your trapper forgets to recast the Frozen Soil

The list goes on and on....
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Old Feb 01, 2006, 09:19 AM // 09:19   #17
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I think your build has potential. The infuser would need a better way to get energy I think, and the Warrior should use Executioners Strike rather than Axe Rake, but it seems like it could work good. It's like a lot of the balanced teams that are being used, but they seem to work out alright.
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Old Feb 01, 2006, 11:23 AM // 11:23   #18
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i've been running a build very similar to this all week and its been killing. minor differences are that we have switched out the two necros for a me/n and me/e to counter other balanced builds. and yes, the trapper is very important to keeping your warder and monks hemmed. fertile is a HUGE plus for the monks, if your trapper knows how to use it. i would also switch out whirling defense for savage shot, so that you have the handy interrupt for aegis, afterhock, etc.....assuming you're got a good prot you don't need it. the infuser is there to help w/ spike teams. another thing you are missing is a runner. that's why we have a me/e using windborne for the runner and the ghost.

against iway, we farmed at least 80 fame with one solid group. the important thing was for the mesmers to deny the trappers, and the me/n to consume corpses(fast cast ftw). we used the basic tactic basic tactic on annihilation maps of rushing iway at first to get them to drop their spirits. we drop ward of foes, then back out of spirit range and drop ward against melee. after that we sit back and take out what is needed, usually trappers first. if the spirits are hidden its easy for the mesmers to surge/burn them down(freeing the w/e), it only takes 2 burns and a surge or vice versa. adv. there is that it stays out of trap range. on priest maps one mes and the warrior run at about 2 min and take out the priest so that the traps have time to cool down.

if you have 2 good mind wrack ED mesmers, a smart trapper, and a good monks, you ultimately are prepared for just about anything with this build. im sure there are counters, but any decent build played the RIGHT way is tough to beat. ftr, we faced an almost identical build w/ great players(props homestarmy). the result: an epic 30 battle w/ the first deaths in the last 45 seconds. balanced run the right way = regulators warren g-style.

cat
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Old Feb 01, 2006, 03:37 PM // 15:37   #19
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I know the problem with the damage vs balanced but look at this:

Tainted flesh>pressure for monks
trappers>pressure for monks
malaise>pressure for monks
Suffering>pressure for monks
Well of profane>pressure for monks

i think that vs balanced we do good enough dmg with eq/as(normally a 1 kil k/o if u put a obs flame after it)
and the degen is so high, i think we do great vs balanced.

against iway we WON'T lose for sure.
and about the health problem some1 told, if u use sup vigor with hale .....of fortitude u will be fine ^^
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Old Feb 01, 2006, 04:05 PM // 16:05   #20
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Quote:
Originally Posted by stoelen
malaise>pressure for monks
Malaise is trash. A decent monk can shift it in a second, at the cost of 0 energy, through focus swapping.
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