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Old Mar 28, 2005, 01:36 AM // 01:36   #1
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The Fire Mages


introduction:
this is a team of 8 that is all of the same proffesion and all have the same skill lineup. the object of this team is to focus fire the same target.
this will be all fire damage so the only weakness of this team build is extra armor against fire damage. but those are not common skills that people take with them to gvg or tomb battles.

this team is equiped with only 2 primary attack skills. to make best use of these skills this team should be well organized. focus fireing spontainiously (spelling?) at the same target, one thing this build relys on is aoe skills(area of effect). they must surround their target and cast their 2 skills at the same time or close enough. then when you are still targeting that foe, you shoot normal shots of fire from your wand until your skills are recharged again.
5 seconds at most. thats why i choose these 2 skills, for the low recharge timer on them. this will allow you to kill your target super fast.

also equipped on these mages are 2 basic healing skills.
one is to be used when no foes are nearby and the other is to be used when there are foes nearby. of course there is a 3rd healing skill. Aura of Restoration, this will gain you 325%+ of the energy cost for healing on every skill you cast. when the team needs to be healed, everyone on the team uses the same healing skill for maximum healing if needed. but you must tell everyone to heal at the same time.

and lastly, everyone has rez (Light of Dwayna) since everyone will be packed closely i thought this would be the best rezing skill since it rez's everyone in the area on your team and has the lowest casting time of all the rezing skills.

here is the attribute layout.

11 fire magic
10 healing prayers
10 energy storage

you could use either a fire or a energy storage hat and gain +1 for that skill tree.
you can also use 2 runes, one fire and one energy storage(if they have these), i would suggest using the +3 runes with this build for your fire tree and a minor rune for the energy storage tree.
also equip a rune of vigor for extra life to counter the -life from the +3 rune.

use a focus item with + energy
use a wand with +life while enchanted.

here are the skills that are laid out for you.

Conjure Flame
Lose all enchantments. For 60 seconds, your attacks strike for an additional 1-13 fire damage.
Enchantment - 10 energy - 1 cast - 60 recharge

Aura of Restoration
For 60 seconds, you are healed for 152-350% of the energy cost each time you cast a spell.
Enchantment - 10 energy - 0.25 cast - 20 recharge

Fire Attunement
For 36-55 seconds, you are attuned to fire. You gain 30% of the energy cost of the spell each time you use Fire Magic.
Enchantment - 10 energy - 2 cast - 60 recharge

Flame Burst
All nearby foes are struck by jets of flame for 7-91 fire damage.
Spell - 15 energy - 0.75 cast - 5 recharge

Lava Font
For 5 seconds, foes near this location are struck for 5-24 fire damage.
Spell - 10 energy - 2 cast - 4 recharge

Heal Party
Heal entire party for 16-67 Health.
Spell - 15 energy - 2 cast - 0 recharge

Heal Area
Heal yourself and all nearby creatures for 30-150 points.
Spell - 10 energy - 1 cast - 5 recharge

Light of Dwayna
Resurrect all nearby dead allies.
Spell - 25 energy - 4 cast - 30 recharge


for this team to be sucessfull, you will need to follow strict rules.

#1) stay close, very close. move at the same time.
#2) all of you attack the same target at the same time.
#3) call for a healing break if you notice anyones life bar below 50% (this should only take 2 seconds to complete and everyones back up to 100% life again.
#4) dont run off and leave your group

if you can follow those rules with this team build, then this team can really go places.

lets take a look at the damage output on this team vs 1 target.

flame burst deals 91 dmg + 19 from conjure fire. total of 110.
if all 8 players on your team cast this at the same time on your target, thats 810 instant fire damage. for most , that would kill them instantly.

if that dont expire that target you cast lava font in his/her area.
24 damage every second for 5 seconds. if all 8 of the party members cast this thats a total of 192 fire damage every second for any foes in the area.
total that up for 5 seconds and you have yourself 960 total fire damage in that 5 second frame.

by this time, flame burst should be recharged again and lava font should allmost be recharged (less than 5 seconds for both)

now its time for your mini healing break, keep in mind that your only into less than 10 seconds of battle.
everyone uses heal party at the same time. at lvl 10 for healing that should be about 60 healing for each member. 60x8= 480 health for the whole team assuming they are all still in a tight pact. thats instant 100% life at a no recharge skill.
if no foes are still lurking in your area, then dont cast heal party, instead cast a skill that costs 5 less energy and heals 2x the healing party. heal area.
at nearly 130 healing for each player, only half of you need to cast this for 100% health for the entire team.

primary targets:

#1) mesmers : take out these guys first. reason being is that they are your worst enemy. if they are dead then they cant pose a threat.
#2) monks : many would do away with these first, but do these guys second. they might take more time but im sure they cant last more than 30 seconds each monk.
#3) warriors : let these guys hack at you all the way thru while your killing the mesmers and monks, now its time for you to banish them. if they are still alive after living thru lava font from your past 2 targets. they shouldnt be too much of a problem. if they start running , you allways have that nifty basic wand that tosses a mini fireball at them. say your doing 20 dmg each with a simple shot, multiply that by 8 and your doing 160 dmg every 2 seconds to the target warrior. he will not last long without the healing of a monk.
#4) anything else that is left on the playing field. use the same stratagy for each target, get close after the initial flame burst and spam lava font all at the same time.

if done properly this should be a defeat for the opposing team within 3 minutes of play.

since you have no enchants on that are permanate you will have 4 pips of energy regain, and energy should not be a problem with only 2 attacking skills to be used.

again, i must stress the healing powers of this build. it might not look good on paper, but you must realize that all 8 members will be casting the same spell at the same time multipling its healing powers by 8. instant 100% health in one click for the whole team. thats healing power.

enjoy this team build, i would love to gather 7 other players and use it in the tombs or for gvg.

this was not entirely my idea, i got a clue of this build from the stratagy book that came with the preorder. it just stated that a build made up of all ele/monks focusing all on the same target using the same aoe skills mixing in some healing would be a good team. i just came up with a list of skills to best suit this build in my very own opinion.

comments and questions are allways welcome.



~superj24
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Old Mar 28, 2005, 01:42 AM // 01:42   #2
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Quote:
Originally Posted by SuperJ24
flame burst deals 91 dmg + 19 from conjure fire. total of 110.
spell damage does not trigger conjure. you need to use an elemental weapon attack to have conjure stack with it.
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Old Mar 28, 2005, 01:51 AM // 01:51   #3
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Quote:
Originally Posted by Bgnome
spell damage does not trigger conjure. you need to use an elemental weapon attack to have conjure stack with it.
this is news to me, can you direct me to where you found this information?
because ive used it before and it worked with my attacking spells such as flair and fire storm.

it shows 2 different numbers of dmg displays for me, one for the spell itself and one for the added dmg from conjure.

altho, i didnt try it this last beta, so it could have changed and i just wasnt awair of it.
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Old Mar 28, 2005, 01:57 AM // 01:57   #4
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http://www.guildwarsguru.com/forum/showthread.php?t=864
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Old Mar 28, 2005, 02:00 AM // 02:00   #5
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Quote:
Originally Posted by Bgnome

that really doesnt say anything. can you link me to a site that says that information?
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Old Mar 28, 2005, 02:13 AM // 02:13   #6
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http://www.guildwarsguru.com/forum/s...3&postcount=39
i find that the search function is usually a good place to start
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Old Mar 28, 2005, 03:10 AM // 03:10   #7
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Quote:
Originally Posted by Bgnome
http://www.guildwarsguru.com/forum/s...3&postcount=39
i find that the search function is usually a good place to start
ok ill take that informaion into consideration.

but answer these questions for me.

Shield Stance
For 8-18 seconds, while wielding a shield, you have a 75% chance to block incoming attacks, but you move 33% slower.
Stance - 5 energy - 0 cast - 60 recharge

Aegis
All party members are enchanted with Aegis. For 5-10 seconds, they have a 50% chance to block attacks.
Enchantment - 15 energy - 1 cast - 45 recharge

Gladiator's Defense [elite]
For 5-10 seconds, you have a 75% chance to block incoming attacks. Whenever you block a melee attack this way, the attacker suffers 5-29 damage. This is an elite skill.
Stance - 10 energy - 0 cast - 30 recharge

does these skills block spells such as fire storm, flair, banish, stoning, stone daggers, and other skills that deal damage but are called spells?

also if your hexed by this skill

Pacifism
For 8-18 seconds, target foe cannot attack. This effect ends if the target takes damage.
Hex - 10 energy - 3 cast - 30 recharge

does this mean you can skill cast firestorm, flair, banish, ect?

i did see somewhere that it said "magical projectiles" so that might be the answer to all of the questions here.

so if this is true then it would mean:

attacks can be made by any sword/hammer/axe/bow skill
also by wands and staffs and canes as long as a skill is not used with them at the same time.

that would be kinda unfair in a sense.
you get the conjure bonus if you use a sword skill such as pure strike and final thrust witch allready add extra damage to the attack.
but when you weild a wand and cast a offensive fire/water/earth/air spell then you dont get the conjure bonus.

sounds strange, but i could very well possibly be wrong about this whole thing.
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Old Mar 28, 2005, 03:21 AM // 03:21   #8
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spells are not considered attacks. they cannot be "blocked". projectile spells do have a flight path and can be evaded.

you can still use non-attack skills while under the influence of pacify/amity, including spells.

attack skills still count as attacks when executed.

a wand attack of the appropriate element will satisfy the conjure bonus. unfortunately, spell casters are very limited in attack skill avalability so the conjure bonus will not be as useful to a caster that does not attack.
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Old Mar 28, 2005, 03:27 AM // 03:27   #9
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all 8 elementalists use the same skills?
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