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Old Aug 24, 2005, 03:49 PM // 15:49   #1
Ascalonian Squire
 
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Default Whats your formation for UW or Fow?

Please don't put solo monk here or 3 man smiting run, cuz I like the formation with team work.

Well, I believe it's best formation for UW is
2 heal/protect monks with Ageis and protective spirit
2 warriors (its best to manage with only 2 warriors)
2 trappers (I love trappers!)
2 nukers (fire elements r best)

For FoW formation, I believe its best with
2 heal/protect monks with Ageis and protective spirit
1 Mo/Necro will scarify health to give monks energy recharge (not blood vitural)
3 warriors
1 Fire nuker
1 mesmer (drain energy)

I use these formations all the times with my guildies, of course they have to set the right skills. We always stay down there for at least 3 hours each time and complete at least 6 quests.

So what's about your formation? and what do you think it's best?
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Old Aug 24, 2005, 03:59 PM // 15:59   #2
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Guild: Wrath of Nature [WoN]
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I went with a four man team last time I went, better xp and items that way. It was a smite monk (who didn't actually kill the enemies, just took their attention) and then there was me (nuker) another nuker and then a Ranger/Mo for healing in case someone got hurt. It worked quite well as the smiter would take all the damage... and us 3 would bombard the enemies until they died.
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Old Aug 24, 2005, 04:01 PM // 16:01   #3
Wilds Pathfinder
 
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we run most of the time:

2 monks (one heal/prot the other heal or heal/prot)
1 necro (most of the time, for energy support)
2 tanks (sometimes warrior, sometimes ranger, depends on what we got)
2-3 eles (sometimes smiting, sometimes nuking, depends on what we got)

it's the same for UW and FoW - allthough we tend to use rangers in FoW, but most of the time we don't bother too much with what classes we need.
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Old Aug 24, 2005, 04:27 PM // 16:27   #4
Jungle Guide
 
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My guild group for uw questing is usually:

2 monks, healer and either boon-heal prot or split prot/heal. Mo/Me's with mantra of concentration
1 N/E energy support and nuking, also with glyph of concentration and maelstrom
2 tanks, both w/mo's, sometimes a w/e instead of one.
2 nukers, both with glyph of glyph of concentration and maelstrom
Last slot either goes to a ranger (choaking gas/traps), mesmer (interputs, hex removal), or third ele

Why the focus on disruptions.. the ruddy mindblades...

see my E/R UW build I'm working on:
http://www.guildwarsguru.com/forum/s...ad.php?t=50478
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Old Sep 07, 2005, 09:34 PM // 21:34   #5
Pre-Searing Cadet
 
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ive been thinking of this for UW

2 tanks - 3 or 4 evade stances, 3 or 4 attacks - rez (just incase)

2 nukers - full 16 fire, wiether they be echo nukers or just ur fav build

2 full heal monks - 16 heal and ur fav heal build

2 pro/smite monks -

using life barrier/life bond to start with, each buddying up with a warrior, but remove life bond when the more difficlut hard hitting enemy (vengful attxe) come, and throw up prot spirt. also carrying smite to help the nukers out with dmg


i think this would work nicely, esp for ice king quest, u could split into 2 groups (1 w, 1 E, 1 heal , 1 pro) and defend each of the heros ...

ive never tried this, due to the fact a lot of the people who do UW arent that great and my guild doesnt have enuf people to full all the slots. would love to try it tho

what ya think
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Old Sep 07, 2005, 10:46 PM // 22:46   #6
Did I hear 7 heroes?
 
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For FoW, pretty much anything can work. My most successful group was 4 w/mos and 4 mo/ws. Strange eh?

But I would prefer 2 monks, 2 elementalist (cold and fire I prefer), 1 mesmer, 1 necro, and 2 warriors/ranger. Preferably the other warrior to be w/e to drop a ward against melee before engaging.

For UW, 1 warrior, 1-2 monks, and the rest fill themselves.
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Old Sep 08, 2005, 02:17 AM // 02:17   #7
Jungle Guide
 
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UW: my ranger and a trap group (5 man, 16 wild survival, 4 traps, split spirits)
UW: my monk and his shadow

FOW: either one, when my guild leader begs me to join some group he made
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Old Sep 08, 2005, 06:26 PM // 18:26   #8
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Default FoW Build

I've been in fissure numerous times and this is the build I find the most effective and suprisingly stress free for the monk.

1 Monk
1 Warrior tank
5 Eles/x
1 Necro acting as a battery for mainly the monk and for the other casters when needed.

It works like this:

I seed the Warrior just before he gathers a mob on him.
I (healing monk) stay an aggro and a half circle away from him
trying not to bait anyting away from the warrior.
Once he has everything on him I cast my first healing spell which brings me at the edge of his aggro and at the same time the nukers start doing their business.

When everyone stays on cue I only have to keep an eye on the warrior.
When things don't work as well and a few nasties get past the Warrior
we have enough firepower at the back to take care of it and I, in the worst case, might need a charge from the Necro.

Let me tell you, the speed you kill mobs is unparallel and for the single monk things couldn't be easier.
When I was invited into that build I initially had my doubts but they were completly dismissed once we started moping the mobs.

I haven't been in the UW with it yet but I don't see why it wouldn't work in there too.

Sent.-
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Old Sep 08, 2005, 06:48 PM // 18:48   #9
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Quote:
Originally Posted by Sentinel
I seed the Warrior just before he gathers a mob on him.
I (healing monk) stay an aggro and a half circle away from him
trying not to bait anyting away from the warrior.
Once he has everything on him I cast my first healing spell which brings me at the edge of his aggro and at the same time the nukers start doing their business.

When everyone stays on cue I only have to keep an eye on the warrior.
When things don't work as well and a few nasties get past the Warrior
we have enough firepower at the back to take care of it and I, in the worst case, might need a charge from the Necro.

Let me tell you, the speed you kill mobs is unparallel and for the single monk things couldn't be easier.
When I was invited into that build I initially had my doubts but they were completly dismissed once we started moping the mobs.

I usually run with:

2 Monks
2 Warriors
1 Necro (pips)
3 E (Prefer Echo Nukers)

Your strategy is THE fow strategy. The sad thing is the egos get in the way when you run with pickup groups. They will not listen to this strategy and do not believe it - and sabotage my attempts to show them. This strategy works everywhere not just in FOW. Your party makeup is perfect, but I find the one I list is the best for the pickup groups that don't know their a$$ from a whole in the wall.

In any event, feel free to look me up, I'd love to run with peeps that know wtf they are doing in FOW.
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Old Sep 08, 2005, 06:52 PM // 18:52   #10
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I ran with a group who had a similar build last night. We cleaned house in FoW. The only reason we quit was because we were tired, lol. But the concept does work very well.
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Old Sep 09, 2005, 04:20 AM // 04:20   #11
Frost Gate Guardian
 
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Quote:
Originally Posted by Sentinel
I've been in fissure numerous times and this is the build I find the most effective and suprisingly stress free for the monk.

1 Monk
1 Warrior tank
5 Eles/x
1 Necro acting as a battery for mainly the monk and for the other casters when needed.

It works like this:

I seed the Warrior just before he gathers a mob on him.
I (healing monk) stay an aggro and a half circle away from him
trying not to bait anyting away from the warrior.
Once he has everything on him I cast my first healing spell which brings me at the edge of his aggro and at the same time the nukers start doing their business.

When everyone stays on cue I only have to keep an eye on the warrior.
When things don't work as well and a few nasties get past the Warrior
we have enough firepower at the back to take care of it and I, in the worst case, might need a charge from the Necro.

Let me tell you, the speed you kill mobs is unparallel and for the single monk things couldn't be easier.
When I was invited into that build I initially had my doubts but they were completly dismissed once we started moping the mobs.

I haven't been in the UW with it yet but I don't see why it wouldn't work in there too.

Sent.-
I can see why the formation is effective. The key thing, in my view, for fow success is the ability of the tank to aggro. If the tank aggros all the mobs, it makes life much simpler for the healer, and the other casters. It's actually quite tricky to do, and most ppl wouldn't dare try fow w/ just one tank.

I've been in a group consisting of a W, Mo, N/Mo (blood rit plus healing), the rest nukers and mes. We breezed through the tower, and cleared the forge area. Once tank left, we died instantly.

As for UW, one tank and one healer is the main ingredients.
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Old Sep 09, 2005, 07:03 AM // 07:03   #12
Frost Gate Guardian
 
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Quote:
Originally Posted by dorkmedlan
ive never tried this, due to the fact a lot of the people who do UW arent that great and my guild doesnt have enuf people to full all the slots. would love to try it tho

what ya think
The exact team makeup is much less important than the people behind them. If you're taking a tank, try hard to talk him into playing a tank, and not pretending he's a killer. Get him to try it. Have him take good stances like Glad and Bonetti's, and teach him how to body block. A good tank won't attack anything, but rather stay loose and act like an offensive lineman, keeping the bad guys off of the soft chewy casters. After all critters have gone to melee, and ONLY after, he can target something and swing away.

Back before invincimonks skewed the whole UW, the best way to team it with newer/less skilled players was to daisy chain protections.

2 Monks keep up an Aegis chain.
2 Ele's keep up a Ward Melee chain.
Someone dropped a Meteor Shower (even a 0 point one).
Someone brought Maelstrom (even a 0 pt one).
Someone kept Draw Conditions up on the tanks.
Someone dropped Dust Trap, along with any other traps he might have.

By keeping multiply protective spells up, and by laying multiple distractions down for the enemy, you can largely overcome a few unskilled players.

What you CAN'T overcome is bad players. If someone insists on playing the hero, or can't work as a team he has to go. This is usualy a problem with W's. R's tend to be used in a way that they don't mind, and their only crime is sometimes not allowing enough time between pulls. Ele's and Monks are generaly doing their normal thing anyway, so they have nothing to complain about. The only hard part there is getting them to bring the skills down in the first place.

W's on the other hand, usualy started a W because they wanted to "own". The idea of only being a blocker seems to upset most of them. They will scream about how much damage they do, and demand you respect their "leetness". And they all KNOW how to play, there's nothing you can teach them.

If you're a very skilled politician, and you can manage to get them to try it this way once, you can usualy convert them.

As I said above, this is not at all a good team for experienced, skilled players. There's just too much redundance. But for PUG's it's pretty good.
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Old Sep 09, 2005, 07:25 AM // 07:25   #13
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When going to UW, we're basically allways bringing the same setup for it. We start of with two monks, one of which is specced 80% healing, 20 % protection while the other is vice versa. This way if something goes wrong we still have a backup plan and can keep on going even with one monk down.
After that, we allways bring a Spiter with us (Spiteful Spirit Necro) who also happens to bring some other hexes along of course. Forth place goes to a smiting monk who uses two warriors as a battery (Essence Bond).

So far we have:
2 Monks
1 Necro
1 Smiter
2 Warriors

Another one of the slots goes to a Hydromancer with Glyph of Concentration (REALLY important in the Chaosplanes). The final slot is allways free for a random class which we don't care what it is. Could be a ranger with interrupts or a mesmer or a battery necro. Whatever suits.
However we have two basic rules when we're going down there. No pets. No minions. If you've captured yourself the spider down there let it die and leave it dead. This is for the sole reason that pets and minions tend to break the aggro away from the tanks and this can seriously screw the whole run.
Other than that minor set back, this team is doing greatly down there. Sure we have one area or another where someone is basically doing not so much (Iceplanes to be exact - our necro has to be a sitting duck there due to smitehex) but the rest is taken with ease. And to be honest, iceplanes aren't that much of a problem anyways, are they?
The rest is really easy. Spiteful finishes of large mobs with ease and Maelstroem takes care of interruption and damage. The Hydromancer also works as a safety net in case a few mobs manage to break through. He will just snare them and our casters retreat out of the aggro ranger while the tanks regather aggro.
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Old Sep 11, 2005, 09:34 PM // 21:34   #14
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i did fow for the first time today with actually we did really good, and got 2 quests done even after 2 people left

1 healing monk
1 hybrid healing/prot
1 war tank
1 damage war
1 trapper
1 ranger interrupter
1 necro/ele (blood and fire)
and 1 fire ele
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Old Sep 11, 2005, 09:45 PM // 21:45   #15
Jungle Guide
 
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Best results for UW were:

2 Pure Healing Monks
1 Mesmer type Protection specialist with Aegis, Echo, Arcane Echo
1 Trapper
2 Tanks
2 Echo Nukers (Maybe 1 and a recharge necro)

The offense is not maximized, but the defense more than makes up for it. It's a good build for not dieing even once. The Mesmer can train 4 Aegis's in a row. The 2 monks concentrate on healing the tanks, who are blocking or cornering the enemy. The trapper sets the initial traps and the nukers drop bombs. In this build, with the way things work, the Ranger is more than free to bring his pet.


For FoW? Anything can work, but I like having a necro around.
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Old Sep 12, 2005, 01:21 AM // 01:21   #16
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The goal of fissure/uw teams is to have high offense so you don't take forever taking mobs out. 2 prots and a healer along with some support hexes or wards are more than enough defense.

For offense, I'd go with 2 axe warriors and 2 elmo smiters as that just rips mobs apart. Necros are extremely good in pvp making that always solid choice for the last slot.
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