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Old Feb 25, 2011, 12:24 PM // 12:24   #1
Pre-Searing Cadet
 
Join Date: Feb 2011
Profession: P/W
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Default Area Of Heals JQ

Hi guys im here to show u my build iv been using for a while and it works rather well imo.

Well i like to play jq and i get so annoyed by the amount of bombers that run in suicide and think there job is done...dont get me wrong bombers are good and all but if u have a team of 6 bombers 1 turtle killer and me the healer u will get a shrine and 2second later lose it which does not help.

I run a build which lets me sit in a shrine and wenever a bomber comes i cast 1 heal to give the shrine keeper people 250+hp as ur in a shrine u do not need damage as u have 5 little damage dealing demons to help u.

The Idea Behind This Is
if you get a good team with say 3 bombers some melee (i love some melee builds as they as good for keeping shrines in control) and some healers or carrier killers. u can just cap yellow and sit there while the melee ganks some bombers and if they do get past they do nothing.

With this build i have taken a necro bomber (the most fail bomber imo) and a roj at the same time which is pretty funny after they both die.

Heres the Build:

Skills
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Equipment
Pk5hSNz6TjgUuKSFIUGpJGZUGJYZTUG5IKDUGJYNNUGJYB

Here is a little demo of wat this can do
http://www.youtube.com/watch?v=P1I3Fi-wzPg

Some Feeback Would Be Good Energy Dosnt Really Matter to Me so meh about that
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Old Feb 25, 2011, 02:25 PM // 14:25   #2
Desert Nomad
 
Join Date: Mar 2010
Guild: Anna
Profession: A/
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The build in itself is good to hold a shrine , but there are still some problems linked to the map.
You can't really cap with this , and can't really move a lot . Thus , let's assume you're holding purple , it will be a bit useless if they got guards. As well in most of these situations , all will just go for yellow and thus it depends then how many melee you got/ how many roj/bombers they got.

Thus , i would maybe add in divine intervention to be able to save guards shrine which is close to you if they go for it .

But i still think necro bomber isn't such an annoyance compared to those RoJ monks. Seriously , being able to handle turtle/jugg , make it faster , save peeps , and cap a shrine in 1 sec is too much, especially when your team DOESN'T have a healer. They should lower damage inflicted by RoJ so that it doesn't kill all npcs on shrine...
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Old Feb 25, 2011, 04:33 PM // 16:33   #3
Lion's Arch Merchant
 
Join Date: Nov 2007
Guild: Girls Pee Pee When They See [ME]
Profession: N/Mo
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This build certainly isn't new, but it works pretty decent for holding considering the kind of nubby builds that are run in Jade Quarry.

(maybe sadly) I did almost all of my Kurzick and Luxon titles from Jade Quarry. So I've played A LOT. If the build works for you great, I think there's your answer. I would never post my build to a forum asking for feedback if it works well imo....ya know?

There's always going to some people who say some other build is better. Really it comes down to how you like to play, and if you like standing at a shrine most of the game to help win....go for it.

When I ran a monk in JQ, I'd just run a WoH hybrid build or something similar build to work on "monking." (not saying I'm a good monk because I monk well in JQ) I would rather have it be more gratifying by working on positioning, targeting, awareness of allies builds and foe builds, energy management, skill usage, and so forth.

My favorite build was a mesmer build (previous to a particular update) that was so well rounded. If you ran that build against my favorite build, you would hate me...but thats neither here nor there.

I could hold a quarry long enough to get some points. I could take a quarry by myself (not bomber fast). I could pressure a monk. I could kill/pressure turtle killers. My build worked and we won most of the time, which were my goals. After the update, the mesmer build became a little too easy to use.

Essentially, my feedback to you is.....If you are winning most of the time and having fun??? Then keep running what you are running...do you.


Quote:
Originally Posted by Missing HB View Post
........They should lower damage inflicted by RoJ so that it doesn't kill all npcs on shrine...
The issue wouldn't be with how much damage RoJ does, it would be with how much health do the npcs have. They have extremely low health.
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Old Feb 25, 2011, 10:49 PM // 22:49   #4
Lion's Arch Merchant
 
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Join Date: Feb 2006
Profession: D/
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This is a rather amusing build... however I would imagine that all it takes is one single skilled mesmer or even a ranger to shut you down. JQ is not just full of bombers and ROJers.

Hell even a decent melee player might be able to get in and keep you distracted long enough to prevent you from countering an AOE spike
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Old Feb 26, 2011, 07:57 AM // 07:57   #5
Krytan Explorer
 
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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If bombers are your only concern, the best way to deal with them is still Rend Enchantments (or any skill similar in function). You can easily run that on any profession that has a free secondary.
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Old Feb 26, 2011, 09:25 AM // 09:25   #6
Forge Runner
 
Join Date: May 2008
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Quote:
Originally Posted by shinta_himura View Post
This is a rather amusing build... however I would imagine that all it takes is one single skilled mesmer or even a ranger to shut you down. JQ is not just full of bombers and ROJers.

Hell even a decent melee player might be able to get in and keep you distracted long enough to prevent you from countering an AOE spike
They'd all die to the shrine NPCs first.

It's a good concept, I ran something similar before the Ether Prism nerf. The original build can certainly be improved though. Heal Area x2 + Healing Ring is definitely overkill, especially backed by Healer's Boon. Orison is also a bit eh when you can use Patient Spirit. You might want Mending Touch or something just so you can remove Cripple off the Juggernauts / Turtles, or Cure Hex. I've had several games where a Monk would be guarding the turtle, but he can't remove Winter's Embrace + Freezing Gust, and we'd be staring at each other with the Juggernaut crawling along as slow as a snail (and he'd act as though he is the one winning the victory, lol).
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Old Feb 26, 2011, 02:56 PM // 14:56   #7
Ascalonian Squire
 
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Join Date: Feb 2011
Profession: Mo/
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Thing is, RoJ is bugged because the AI doesn't flee from its AoE damage. Probably because that spell wasn't like that before. Nothing they should nerf in the spell. Smiters are already useless except in gimmick teambuilds, don't take off the only good skill they have.

Last edited by Fexghadi; Feb 26, 2011 at 02:57 PM // 14:57.. Reason: Corrections.
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Old Feb 26, 2011, 07:39 PM // 19:39   #8
Lion's Arch Merchant
 
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wait... what? Yeah so the melee would have to be really good to even reach the monk before they get obliterated by the shrine NPCs, but how hard would it be for a mesmer to slip on Backfire or something to screw with the guardian while an ROJ lets loose on the shrine?

If you're sitting there with no self-defense skills... how are you going to deal with backfire or something like that?
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Old Feb 27, 2011, 01:42 AM // 01:42   #9
Forge Runner
 
Join Date: May 2008
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So you're considering Warrior + Mesmer + RoJ vs. one Monk, of course the side with 3 players win right?

To deal with Backfire, you cast Heal Area ... and the build doesn't have Guardian.
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Old Feb 27, 2011, 07:07 AM // 07:07   #10
Pre-Searing Cadet
 
Join Date: Feb 2011
Profession: P/W
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The Build Dosnt Need Prot Skills As If Your Needing Them Your Heals Are Weak Or Ur AI Friends Fail Guardian is a waste of points and u only ever get mass rushed at the start of the game so yeah

and backfire the heals deal x2~ of wat backfire can do ull always be healing urself

prot skills = fail for this build
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