Nov 10, 2005, 09:30 AM // 09:30
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#1
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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Order of The Legendary Heroes's Power
So these are some of the builds we use to get in pvp and spike you to bits.
Thread will be edited to make it look, BETTER!
Warriors
Paladins
1.Sever artery
2.Gash
3.Galrath's Slash
4.Final Thrust
5.Battle rage
6.Shielding Hands
7.Mend ailment
8.Res
Fallen Paladins
1.Sever artery
2.Gash
3.Galrath's Slash
4.Final Thrust
5.Battle rage
6.Soul Feast
7.Plague Touch
8.Res
Warmages
1.Hundred Blades
2.Glarath's slash
3.Final Thrust
4.Berserker Stance
5.Sprint
6./Shock
7.Conjure
8.Res
Monks
Boon-ers
1.Reversal of Fortune
2.Sig of Devotion
3.Guaridan
4.Mend Ailment
5.Contemplation of Purity
6.Divine Boon
7.Offering of Blood
8.Res
Healers
1.Word of Healing
2.Orison of Healing
3.Healing Touch
4.Protective Spirit
5.Remove Hex
6.Mend Ailment
7.Guardian
8.Res
Team Healers
1.Word of Healing
2.Heal Party
3.Heal Area
4.Protective Spirit
5.Remove Hex
6.Mend Ailment
7.Healing Touch
8.Res
more will come(rangers/eles/mesmers)....got school lol
Last edited by Stormbringer; Nov 10, 2005 at 11:21 AM // 11:21..
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Nov 10, 2005, 11:14 AM // 11:14
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#2
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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Ehm..have you ever heard of a prot monk? Why are both your healers packing prot stuff?
Also, neither of your heal monks will last very long without energy management. And monks don't bring res.
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Nov 10, 2005, 11:19 AM // 11:19
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#3
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: R/Mo
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Lots of condition removal, what about hexes? Or are paladins too high for Soothing Images?
Edit: No ench removal either
Last edited by M3lk0r; Nov 10, 2005 at 11:23 AM // 11:23..
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Nov 10, 2005, 11:20 AM // 11:20
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#4
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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Isn't the boon offering a prot monk?
Only the paladin and the fallen one fears Soothing images, but the monks have hex removers....
Last edited by Stormbringer; Nov 10, 2005 at 11:22 AM // 11:22..
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Nov 10, 2005, 11:34 AM // 11:34
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#5
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: R/Mo
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Oh woops my bad (or was that a silent edit? :O) anyways, you still need ench removal to be serious.
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Nov 10, 2005, 11:41 AM // 11:41
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#6
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Boston, MA
Profession: Me/Mo
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Quote:
Originally Posted by M3lk0r
Lots of condition removal, what about hexes? Or are paladins too high for Soothing Images?
Edit: No ench removal either
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Enchantment Removal for warriors? For Monks? Inspired enchantment (and inpired hex) is great, but I think that enchantment should be left to the masters of counter and deception (mesmers).
Just my opinion
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Nov 10, 2005, 11:51 AM // 11:51
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#7
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: R/Mo
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Quote:
Originally Posted by Venus
Enchantment Removal for warriors? For Monks? Inspired enchantment (and inpired hex) is great, but I think that enchantment should be left to the masters of counter and deception (mesmers).
Just my opinion
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Not for monks, but Warrs, yes. He has stated 6 builds currently, I assumed that the other 2 are going to do the the actual "spiking" in "spike you to bits"
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Nov 10, 2005, 12:38 PM // 12:38
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#8
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Almost every version of warrior has Sever and Gash, only one of the 3 monk builds
has any form of energy management.
/fail
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Nov 10, 2005, 12:52 PM // 12:52
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#9
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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Yeah healers don't pack prot stuff (apart from aegis or restore cond if the prot is martyr), cos they have plenty of good healing spells to keep them busy. Not to mention energy management.
Your boon 'prot' doesn't even have prot.spirit. CoP+Boon doesn't fit on a prot's skillbar. Remove hex on the healers should be holy veil (if they can handle it).
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Nov 10, 2005, 01:33 PM // 13:33
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#10
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Frost Gate Guardian
Join Date: Oct 2005
Guild: The Adventurers Society
Profession: Mo/W
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If i remember correctly the point of this post was to help him improve his builds, not tell him everything thats wrong with them and then leave *looks at a few people*....
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Nov 10, 2005, 01:41 PM // 13:41
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#11
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Okay, since you W/Mo's seem to stick together allow me to reword it.
What is wrong with his builds:the Warrior builds use Sever and Gash,
and the Monks have no feasable energy management aside from Boon.
How to Improve them: Ditch sever and gash, and get some energy skills in there.
There, better?
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Nov 10, 2005, 03:08 PM // 15:08
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#12
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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theres only 6 players there
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Nov 10, 2005, 04:23 PM // 16:23
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#13
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Sister Rosette
Okay, since you W/Mo's seem to stick together allow me to reword it.
What is wrong with his builds:the Warrior builds use Sever and Gash,
and the Monks have no feasable energy management aside from Boon.
How to Improve them: Ditch sever and gash, and get some energy skills in there.
There, better?
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Sever and Gash aren't bad. Sword Warrior's don't have a choice in the matter if they're going to land a deep wound. [which is said to be THE condition to worry about in pvp] If you want to do something worthwhile, landing a deep wound is the way to do it.
My gripe is lack of IAS. The sword dudes will be doing their adrenal skills like madmen, true, however they're about dps instead of sudden surprise spike. You need a W/N in there doing Eviscerate + Exe. Strike coupled with Rend Enchantments... [oh wait, that means you need me... ]
The surest way for a target to die would be to get bombed by a Rend Enchantments, simultaneous Wild Blow from a teammate, then a sudden burst of Evis + Exe. Strike under frenzy... With no Enchants or stances to hide behind, ANYONE outside of warrior or ranger is dying or dead...
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Nov 10, 2005, 04:27 PM // 16:27
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#14
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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Quote:
Originally Posted by M3lk0r
Oh woops my bad (or was that a silent edit? :O) anyways, you still need ench removal to be serious.
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It was, i forgoted the 5th skill for the monks everytime ihhh ihhh ihhh
Quote:
Originally Posted by Sister Rosette
Okay, since you W/Mo's seem to stick together allow me to reword it.
What is wrong with his builds:the Warrior builds use Sever and Gash,
and the Monks have no feasable energy management aside from Boon.
How to Improve them: Ditch sever and gash, and get some energy skills in there.
There, better?
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Ok.....Will see what could help better, cause with battle rage, u do not really need anything else than bleed and deep wound...
I'll check what else would be good to use....and plz, DON'T SAY AXE OR I WILL KILL MYSELF!
Quote:
Originally Posted by Yukito Kunisaki
Sever and Gash aren't bad. Sword Warrior's don't have a choice in the matter if they're going to land a deep wound. [which is said to be THE condition to worry about in pvp] If you want to do something worthwhile, landing a deep wound is the way to do it.
My gripe is lack of IAS. The sword dudes will be doing their adrenal skills like madmen, true, however they're about dps instead of sudden surprise spike. You need a W/N in there doing Eviscerate + Exe. Strike coupled with Rend Enchantments... [oh wait, that means you need me... ]
The surest way for a target to die would be to get bombed by a Rend Enchantments, simultaneous Wild Blow from a teammate, then a sudden burst of Evis + Exe. Strike under frenzy... With no Enchants or stances to hide behind, ANYONE outside of warrior or ranger is dying or dead...
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KK, will see into your advice...
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Nov 10, 2005, 05:19 PM // 17:19
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#15
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Krytan Explorer
Join Date: Oct 2005
Location: Texas
Guild: Brewed to Perfection [BtP]
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Quote:
Originally Posted by Stormbringer
Monks
Boon-ers
1.Reversal of Fortune
2.Sig of Devotion
3.Guaridan
4.Mend Ailment
5.Contemplation of Purity
6.Divine Boon
7.Offering of Blood
8.Res
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This is very similar to my build that I use in 4v4 Arenas. Couple of differences. Before I list them, let me tell you what needs to change.
Signet of Devotion: Yes,its a good spell, but it has a 2 second casting time, begging to be interrupted.
Rez Sig: Rez on monks isnt really that good. The 4 seconds it takes to rez some1, some1 else on your team may die. Not only that, but it takes up just one more slot that you can only use once.
Attributes:
Divine Favor: 11 + 3 + 1
Prot: 9 + 1 (or 10 + 1, don't remember)
Blood Magic: 10
Guardian
Reversal of Fortune
Mend Ailment
*Prot Spirit OR Contemplation of Purity*
Remove Hex
Offering of Blood
Balthazar's Spirit
Divine Boon
W/ divine favor at 15, it + your divine boon heals for 115 every single spell. Depending on whether the arenas are filled with mass hexes/degen or spike, I make a choice between contemplation of purity and prot spirit.
Balthazar's Spirit gives energy every time you take dmg, whether you were wanded, hacked at, etc. Combined with Offering of Blood, you've got very nice energy management.
It is so easy to take on 3 people at once using this build. Team Arena or Competition. Basically just use the first 3 spells to heal, and each has a bonus.
I've been testing this build extensively in 4v4 and it works wonders.
Quote:
Originally Posted by Stormbringer
So these are some of the builds we use to get in pvp and spike you to bits.
Thread will be edited to make it look, BETTER!
Warriors
Paladins
1.Sever artery
2.Gash
3.Galrath's Slash
4.Final Thrust
5.Battle rage
6.Shielding Hands
7.Mend ailment
8.Res
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Take out shielding hands. Long cooldown, high energy cost, not worth it.
Mend ailment can stay, but take out the points in prot
Instead of shielding hands, take something along the lines of smiting (judges insight) or another skill to help your damage
Quote:
Originally Posted by Stormbringer
Fallen Paladins
1.Sever artery
2.Gash
3.Galrath's Slash
4.Final Thrust
5.Battle rage
6.Soul Feast
7.Plague Touch
8.Res
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I would take Virulence. It will really help your dmg by giving you lots of damage, and put weakness on warriors so they deal less damg to u, allowing you to take out soul feast.
Problem with soul feast is it requires a corpse, and in 4v4, their arnt that many floating around. 8v8, it can be good because it helps with corpse control.
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Nov 10, 2005, 05:50 PM // 17:50
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#16
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Academy Page
Join Date: Aug 2005
Profession: W/Rt
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Quote:
Originally Posted by qwe4rty
Signet of Devotion: Yes,its a good spell, but it has a 2 second casting time, begging to be interrupted.
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Not a speel, a signet, and if it is interupted, no prob, this sig is only when u do not have energy left, as u can imagine....
Quote:
Originally Posted by qwe4rty
Guardian
Reversal of Fortune
Mend Ailment
*Prot Spirit OR Contemplation of Purity*
Remove Hex
Offering of Blood
Balthazar's Spirit
Divine Boon
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If you use contemplation u do not need remove hex, in ca that is....
Quote:
Originally Posted by qwe4rty
Take out shielding hands. Long cooldown, high energy cost, not worth it.
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5 energy is high cost? Long cooldown true but....plus u get less dmg, and since u are a warrior u will get about 5-3 dmg from melee, but yeah, smiting can do wanders too.
Quote:
Originally Posted by qwe4rty
I would take Virulence. It will really help your dmg by giving you lots of damage, and put weakness on warriors so they deal less damg to u, allowing you to take out soul feast.
Problem with soul feast is it requires a corpse, and in 4v4, their arnt that many floating around. 8v8, it can be good because it helps with corpse control.
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Ok, yeah, may work, but you really won't spike as much, will see what build could be best with virulence.
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Nov 10, 2005, 06:38 PM // 18:38
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#17
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Frost Gate Guardian
Join Date: Oct 2005
Guild: The Adventurers Society
Profession: Mo/W
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Quote:
Originally Posted by Sister Rosette
Okay, since you W/Mo's seem to stick together allow me to reword it.
What is wrong with his builds:the Warrior builds use Sever and Gash,
and the Monks have no feasable energy management aside from Boon.
How to Improve them: Ditch sever and gash, and get some energy skills in there.
There, better?
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ERMMMMMMMMMMMM. my warrior monk is a smiter, it has absoulutly no relation to the build he is running, my war uses a wand not a sword so u cant say that either. Before u assume things think! dont be stereo and assume that any w/mo is a paladin
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Nov 10, 2005, 09:25 PM // 21:25
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#18
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Krytan Explorer
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My only pvp w/mo I ever ran was a 0 regen smiting battle rager.
I think what you mean is that paladins stick together.
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Nov 10, 2005, 09:47 PM // 21:47
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#19
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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Umm this build seems too like mine
http://www.guildwarsguru.com/forum/s...ad.php?t=74121
1. You Swords warriors I got sword warriors
2. You concentrated on Condition and hex removal I do too.
3. You got an Heal/Prot Monk and I do too
4. This build looks cool and so does mine.
Now this is the part where you get Angry
How My build is BETTER then yours.
1. I exploited a Powerful Skill in Sword which is 100 blades which can add up to large amounts of damage if you use it right.
2. My Build has flexibility and your's Doesn't
Now dude I AM a fan of Sword but there is no reason I can see that the Paladians and Fall Paladians can't be ax or hammer. And not I am not telling you to switch to ax/hammer.
Anyways hope I helped in pointing out a few things you need to inprove on
Last edited by Guardian of the Light; Nov 10, 2005 at 09:55 PM // 21:55..
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Nov 10, 2005, 10:04 PM // 22:04
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#20
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Krytan Explorer
Join Date: Oct 2005
Location: Texas
Guild: Brewed to Perfection [BtP]
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Quote:
Originally Posted by Stormbringer
Not a speel, a signet, and if it is interupted, no prob, this sig is only when u do not have energy left, as u can imagine....
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In my build, I have absolutely NO energy problems. W/ just OoB and Balthazar's spirit, my energy is always high, and I have a base pool of like 43. If i ever get into a tight situation, I focus switch, and quickly get back on track.
Signet of Devotion is still begging to be interrupted, and Rez Sig is really not good on monks.
Quote:
Originally Posted by Stormbringer
If you use contemplation u do not need remove hex, in ca that is....
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Forgot to explain this one I guess.
In CA, I use protective spirit for precisely the reason you pointed out. Not many hexes, and not many conditions.
In TA, I take Prot Spirit FIRST, until I encounter several teams using lots of hexes and conditions. Then, when we lose, I switch to CoP.
The great thing about this build is when your facing lots of hexes/conditions is that Guardian, Reversal of Fortune, Balth Spirit, and Divine Boon are all enchants, so CoP will remove 4 hexes, and 4 conditions.
Quote:
Originally Posted by Stormbringer
5 energy is high cost? Long cooldown true but....plus u get less dmg, and since u are a warrior u will get about 5-3 dmg from melee, but yeah, smiting can do wanders too.
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My bad on this one. I was thinking about Shield of Regeneration (15 energy)
The reason I say to still ditch it however is that with a Superior Absorbtion, 1 Knights piece of armor (it's global, you only need one piece of knights armor to have the bonus, having more than one doesnt stack), having the shield that adds 45 HP, 16 armor, and -2 damage reduction........your already looking at i believe 7 damage reduction, on top of having the highest armor in the game. Besides the fact, you won't be targetted first.
However, if you go to the Team Arenas, it would still be helpful to have your MONK put it on you. Its just a little bit inefficient to bring it yourself, even though Prot can get away with having 9 ranks in it.
Straight up damage will make you a LOT scarier than just not taking much damage.
Quote:
Originally Posted by Stormbringer
Ok, yeah, may work, but you really won't spike as much, will see what build could be best with virulence.
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Again, if you are in Team Arena, get an illusion Mesmer with maxed out fragility on your team. All of a sudden, your conditions matter a lot more. As sword warrior, you can get at least 6 conditions on the enemy, with 4 skills.
(BTW, I have done this before w/ mesmer, and it worked well)
Sever Artery (bleed)
Gash (deep wound)
Hamstring (cripple)
Virulence (poison, disease, weakness)
+ attack skills
Galrath
Final
+ 1 other
+ rez
If you don't or can't find an illusion mesmer who you could coordinate with, take out hamstring, but you will still have Maxed out degen on the enemy.
-bleeding (-3 pips)
-poison (-4 pips)
-disease (-4 pips)
+ you still have things like Galrath and Final, and whatever else you bring.
With deep wound, you won't need to do as much damage because it lowers max hp by 20% and lowers healing on the target by 20%
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