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Old Nov 02, 2008, 07:38 PM // 19:38   #1
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I have an idea for a GvG team build that I would like some feedback on. The basic template of it would be two frontliners, a midliner of some sort, soul bind necro, fc taint mesmer, two monks, and a flagger. It's basically the TA Hex team expanded into a GvG 8v8 format.

For the two frontliners, I'm thinking of a hammer warrior and wounding strike derv. A hammer warrior is nice for disruption from kd and I think the derv would work better than an axe because it can tab around and spam deep wound better while the axe would only have a deep wound on the spike. Also, the bleeding will add on to disease for more degen. So for the hammer, which should it be? Devastating, Earthshaker, Magehunter, or Backbreaker? So far I've been running a Magehunter hammer with my guild because that's what I see everybody else run.

The fc taint mesmer spread disease for pressure and weakness around for antimelee and has sig of humility to shutdown rc and mirror of disenchant for aegis. The soul bind necro adds on to the pressure by putting soul bind on everyone as well as having extra antimelee, enchantment removal, antiblock, and foul feast to take care of conditions. I'm never too sure on the last midliner. I tried a vor mesmer just like the ta build, but I find that vor doesn't work as well in places with two monks. Right now, I'm running hex eater mesmer to take hexes off the frontliners and to add on to pressure with the aoe damage. It has more shutdown for the rc from diversion and shame. Would as esurge mesmer work better? Maybe a pod necro for more enchatment removal? Incendiary arrow ranger to spread more degen and have interrupts?

For the monks, I've always ran the basic woh and rc monk backline, but then I realized that having rc on a monk and having foul feast on the necro is a bit redundant. I'm thinking of dropping the rc for a sod instead of changing up the necro. Would sod be better or should I change the necro? Also, how would aof work?

Now for the runner, I've been running the hc rt just because I see everyone else use it. Would there be a better flagger for the build, like a monk or ele flagger?

Summary:

1. [build prof=warri/secon streng=12+2 hammer=12+1+1][magehunter's smash][crushing blow][hammer bash][bulls strike][optional][flail][enraging charge][resurrection signet][/build]

2. [build prof=Dervish/any Scythe=12+1+1 Mysticism=8+1 WindPrayers=8+1][Wounding Strike][Mystic Sweep][optional][optional][Enchanted Haste][Attacker's Insight][Heart of Fury][Resurrection Signet][/build]

3. [build prof=Necromancer/Elementalist Curses=12+1+1 SoulReaping=12+1][Foul Feast][Plague Sending][Soul Bind][Defile Defenses][Faintheartedness][Rip Enchantment][Glyph of Lesser Energy][Resurrection Signet][/build]

4. [build prof=mesme/necro inspir=11+1+1 death=11 fastca=8+1][tainted flesh][rotting flesh][withering aura][leech signet][signet of humility][mantra of inscriptions][mirror of disenchantment][resurrection signet][/build]

5. [build name="Me/Mo hex eater vortex mesmer" prof=mesme/monk domina=12+1+1 inspir=10+1 fastca=8+1 healin=2][Hex Eater Vortex][Shatter Hex][Diversion][Shame][Power Leak][Power Drain][Inspired Enchantment][Resurrection Chant][/build]

6. [build prof=Mo/E Prot=12+1+1 Divine=12+1][Reversal of Fortune][Shield of Deflection][Spirit Bond][Dismiss Condition][Aura of Stability][Holy Veil][Aegis][Glyph of Lesser [email protected]][/build]

7. [build prof=monk/e healin=12+1+1 protec=10+1 divin=8+1][Patient Spirit][Word of Healing][Dismiss Condition][Protective Spirit][Infuse Health][spotless mind][Aegis][Glyph of Lesser Energy][/build]

8. [build prof=Rt/A Restoration=12+1+1 spawning=8+1 shadow=10][Hidden Caltrops][Weapon of Shadow][Soothing Memories][Wielder's Boon][Weapon of Warding][protective was kaolai][Recuperation][Dash][/build]

Suggestions to frontliners? Suggestion on hex eater mesmer? Suggestion on the prot monk? Suggestions for the flagger? Thank you.

Sorry, I realize the builds look very messy because there's no gwBBCode.

Last edited by ac1inferno; Nov 02, 2008 at 07:44 PM // 19:44..
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Old Nov 02, 2008, 08:32 PM // 20:32   #2
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If you want to run hexes in gvg, run the basic dR hex build. Its the best i've seen run. I would advise against soul bind, because theres a much better elites available in gvg, and a dedicated taint in gvg is not needed in hex builds.

2x wounding strike dervs
2x migraine mesmers
1x oob necro
2x woh/rc/gol/aegis monks
1x monk or rit flagger

[build prof=Dervish/Ritualist][Wounding Strike][Lyssa's Assault][Rending Sweep][Attacker's Insight][Enchanted Haste][Heart of Fury][Faithful Intervention][Death Pact Signet][/build]

[build prof=Dervish/Elementalist][Wounding Strike][Lyssa's Assault][Rending Sweep][Grasping Earth][Enchanted Haste][Heart of Fury][Faithful Intervention][Resurrection Signet][/build]

[build prof=Mesmer/Elementalist][Migraine][Conjure Phantasm][Calculated Risk][Power Spike][Glyph of Lesser Energy][Power Drain][Drain Enchantment][Resurrection Signet][/build]

[build prof=Mesmer/Ritualist][Migraine][Conjure Phantasm][Imagined Burden][Signet of Humility][Leech Signet][Power Drain][Drain Enchantment][Flesh of My Flesh][/build]

[build prof=Necromancer/Elementalist][Offering of Blood][Reckless Haste][Price of Failure][Vocal Minority][Faintheartedness][Rotting Flesh][Rising Bile][Glyph of Lesser Energy][/build]

[build prof=Ritualist/Elementalist][Icy Shackles][Ice Prison][Soothing Memories][Wielder's Boon][Weapon of Warding][Protective Was Kaolai][Recuperation][Armor of Mist][/build]

[build prof=Monk/Elementalist][Word of Healing][Patient Spirit][Infuse Health][Dismiss Condition][Protective Spirit][Holy Veil][Aegis][Glyph of Lesser Energy][/build]

[build prof=Monk/Elementalist][Restore Condition][Guardian][Reversal of Fortune][Aura of Stability][Spirit Bond][Holy Veil][Aegis][Glyph of Lesser Energy][/build]
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Old Nov 02, 2008, 08:56 PM // 20:56   #3
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Thanks, but I realized that by taking out the vor mesmer, my build has become more of a condipressure build than a hex pressure one. And I really don't feel like copying a build that a top guild runs. Thanks for the suggestion though.
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Old Nov 03, 2008, 07:10 PM // 19:10   #4
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Well, i don't see the need for a taint and a foul feast. A foul feast by itself is pretty good at spreading disease, just put a rotting flesh somewhere on that bar. Just as well, seeing that you have few hexes and lots of conditions, i'd remove those anti-melee hexes and put in enfeeble.

Using that necro will give you room for a utility midline, and I would suggest an IA ranger, so you get interrupts and easy poison spread.

Just as well, with little snare ability at stand, a team could run you around the map all game. You might want to consider reworking that HEV mesmer into something that has reliable snares, like a snare mesmer.

So yeah, it's a good idea. But I'd like to see more effective midliners.
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Old Nov 04, 2008, 01:56 AM // 01:56   #5
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My thought was that taint was needed for disease so it wouldn't spread all over my own team. With only foul feast to get rid of disease, wouldn't the necro be spamming it a lot? And would plague sending be good enough, or should the elite be changed for plague signet? I'm afraid that if I take out the mesmer, I wouldn't have a signet of humility for the rc and then all the conditions would fuel it. I guess I could try to combine the mesmer and necro into a fc soul bind with rotting flesh, foul feast, plague sending, mantra of inscription, and signet of humility. But then wouldn't that spread out the attributes too thin? Having only a slot left, I'm thinking an enchantment removal, but then I wouldn't have any antimelee. Taking out the antimelee hexes make sense since I don't have that much hexes anyway, but with the weakness, isn't enfeeble bad with its 10 sec recharge? I have my mesmer put withering aura on the monks and I tell them to bring a heavy axe so they could swing at anyone attacking them to weakness them, but would enfeebling blood be better?

I was always considering an ia ranger for it's interrupts, but in the end, I settled for the hex eater mesmer because it could help deal with hexes and I thought diversion/shame would be better than dshot/savage.

I've never really had any problems with the opposing team snaring because the hex eater mesmer would usually take it off and it ends up hurting the opposing team even more. Having my own snare would be nice since I often see my frontliners chasing the opposing backline with the ims up. With a snare, it would be more damage since they would spend more time hitting with a ias up instead of chasing with an ims. Since I don't have much hexes anyway and being a condition build, would it be better to not have an ia ranger and have a cripshot snare instead of a fc water snare?

Sorry for the wall of text lol, too much thoughts going on at once.

So right now I got:

1. Magehunter's Smash Hammer
2. Wounding Strike Dervish
3. Cripshot Ranger
4. FC Soul Bind Mesmer
5. Hex Eater Mesmer
6. SoD Monk w/ Aegis
7. WoH Monk w/Aegis
8. HC Rit Flagger
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Old Nov 04, 2008, 06:33 PM // 18:33   #6
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A lack of VoD has meant hex builds are generally quite bad now tbh. However it might be really good for farming up the ladder I dunno.
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Old Nov 04, 2008, 09:27 PM // 21:27   #7
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If you're sticking with that FF soul binder, just run two WoH monks...no reason not to until the N/A crap gets fixed.
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Old Nov 04, 2008, 10:42 PM // 22:42   #8
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Foul Feast is more than enough to keep disease off your team.
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Old Nov 05, 2008, 12:28 AM // 00:28   #9
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Quote:
Originally Posted by Burton2000 View Post
A lack of VoD has meant hex builds are generally quite bad now tbh. However it might be really good for farming up the ladder I dunno.
I'm not sure how hex builds are affected by VoD, but condition pressure still works, right?

Quote:
Originally Posted by arienrhode View Post
If you're sticking with that FF soul binder, just run two WoH monks...no reason not to until the N/A crap gets fixed.
That sounds like a good idea, but I'm afraid that if I don't fight that build and I fight something else, I might not have enough prot?

Quote:
Originally Posted by tehlemming View Post
Foul Feast is more than enough to keep disease off your team.
[Foul Feast] does seem to be able to, but I'm worried that if I take out the Fast Cast Taint, I won't have [Signet of Humility] for [Restore Condition].

I tried the Fast Casting Binder and it just didn't work out. After extensive brainstorming and testing, I think I'm close to having a finalized version of the build. I'm trying to post it for more suggestions but I keep getting a:

"You have included 652 images in your message. You are limited to using 50 images so please go back and correct the problem and then continue again.

Images include use of smilies, the BB code [img] tag and HTML <img> tags. The use of these is all subject to them being enabled by the administrator."

Is this intentional? Or is it a bug? If I'm limited to 50, how can I even post a build (8x8=64)? And I don't even count 652 in my post lol.
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Old Nov 05, 2008, 01:31 AM // 01:31   #10
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Four reasons why it won't work:

1 hexer is typically bad; MeE happens to be the exception to the rule.
Wounding Strike pales in comparison to the Warrior's Endurance axe bar.
Condition Pressure would require consistent Humil pressure, something that you'll never get in a ranger-saturated metagame.
Zero defense = dead. Faintheartedness doesn't count.
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Old Nov 05, 2008, 01:55 AM // 01:55   #11
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By hexer, do you mean the Hex Eater Vortex Mesmer or the Soul Bind Necro? The Soul Bind Necro has been dropped in the updated build. I'm just waiting for gwBBCode to be fixed before I could put the new one up. If you mean the Hex Eater Vortex Mesmer, I thought a diversion/shame was needed in any good build.

Wounding Strike Dervish has been dropped for a Crippling Slash Warrior in the updated build. An Endurance Axe does have powerful dps and can spike constantly, but what I'm trying to do is put on conditions, tab, put on conditions, tab. My hope is that cripple, bleeding, and deep wound can be spread throughout the entire opposing team.

It's true that [Signet of Humility] is easy to interrupt, but I thought a trick was to self cancel to save from being interrupted. And just in case if it is, I had [Distracting Shot] and [Diversion] as backup.

[Faintheartedness] have been dropped since the newly updated build no longer uses the Soul Bind Necro. I have weakness spreading around as part of the condition pressure and thought that was enough to stop melee damage if [Restore Condition] stayed shut downed. I dropped the Magehunter's Smash Warrior for a Devastating Hammer Warrior in hopes that the extra source of weakness can help lineback. Also, the Crippling Slash Warrior has [Disarm].

Would that still not work?
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Old Nov 05, 2008, 04:20 AM // 04:20   #12
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Quote:
Originally Posted by ac1inferno View Post
That sounds like a good idea, but I'm afraid that if I don't fight that build and I fight something else, I might not have enough prot?
Well all the non-elite prot skills on the standard prot bar work almost as well at 11 or 12 prot as 14. So here is what you end up with, although it's totally different than what you have now.

http://gwshack.us/885e6
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Old Nov 05, 2008, 03:21 PM // 15:21   #13
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I'm not sure if you're asking me to look only at the two monks or if you're asking me to look at the whole build. The build is nice for a Balanced, but what I have is a Condition Pressure.

Endurance Axe is nice, but I'm looking for something to tab around and spread conditions.

The Magehunter's Smash Warrior has been changed to a Devastating Hammer Warrior for another source of Weakness to be able to line back better.

Since I have a Crippling Slash Warrior, I don't think I need a Melandru's Shot Ranger. I have a Incendiary Arrows Ranger instead to spread the poison faster.

The Lyssa's Aura Snarer looks nice, but I all ready have a Crippling Slash Warrior spreading Cripple around since I don't have much hexes anyway and a load of conditions, I'm thinking a condition snare is more likely to stay on the opposing team than a hex snare.

PoD Necromancer is nice and I was actually considering putting one into the original build, but right now, I just don't have space for it in the build. And also because the build seems to have molded into a condition pressure and not a hexway anymore. If I could have every midliner I want, I'd probably have Fast Cast Taint, Soul Bind Necro, Hex Eater Vortex Mesmer, Incendiary Arrows Ranger, E-Surge Domination Mesmer, and PoD Necromancer. But then I'd have no space for anything else lol.

The two WoH Monks seem redundant. I guess it could work against Blood Spike, but I'm thinking that maybe my Devastating Hammer Warrior could knockdown one of them on spike and lessen the damage, or the Crippling Slash Warrior could interrupt one of them. Same for the Incendiary Arrows Ranger, maybe [Distracting Shot] or [Savage Shot] could interrupt one of the skills and lessen the damage. The Diseaser, whether its Fast Cast Taint or Plague Signet Necro, have [Mirror of Disenchantment] on them. That should be able to remove all the [Vampiric Spirit] or at least [Awaken the Blood]. The Hex Eater Vortex Mesmer also have some interrupts and [Diversion] to mess up their spike.

The Ritualist runners are pretty much the same, but I would have mine with [Hidden Caltrops] instead of [Caretaker's Charge] because I believe the snare on the opposing runner would help more.

Still waiting for the gwBBCode to be fixed so to I can post the newly updated build lol.
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Old Nov 06, 2008, 02:16 PM // 14:16   #14
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I have changed the Magehunter's Smash Warrior to a Devastating Hammer Warrior with [Iron Palm] for better linebacking from more sources of weakness and more damage from [Heavy Blow] instead of [Hammer Bash]. I figure that [Withering Aura] from the Diseaser will help fuel weakness for [Heavy Blow] so it wouldn't matter if the weakness was removed from [Devastating Hammer]. [Iron Palm] is to replace the unblockable knockdown I lose from taking out [Magehunter's Smash]. I figure that with all the conditions going around, its almost guaranteed that the target will be conditioned and get knocked down.

I have dropped the Wounding Strike Dervish for a Crippling Slash Warrior. With [Knee Cutter] instead of [Sun and Moon Slash], he is able to spread bleeding and deep wound to everyone just as well and with cripple added. [Disarm] is put in as well for more linebacking.

Since I have a Crippling Slash Warrior instead of a Wounding Strike Dervish, I changed the Cripshot to an Incendiary Arrows Ranger to help spread the poison faster.

The Hex Eater Vortex Mesmer is left the same because I like the hex removal and pressure from it. Also, I feel every good GvG build needs a [Diversion] and [Shame] in it somewhere.

The Diseaser is changed back and forth between a Fast Cast Taint and Plague Signet Necro depending on how good the Incendiary Arrows Ranger and/or the Hex Eater Vortex Mesmer is and my confidence of them in shutting down [Restore Condition] with [Distracting Shot] and/or [Diversion]. Plague Signet Necro also has [Withering Aura] instead of [Enfeeble] because I feel that [Withering Aura] helps spread weakness faster than [Enfeeble] and also works better with the Devastating Hammer Warrior on [Heavy Blow].

The Prot Monk is changed back and forth between [Restore Condition] and [Shield of Deflection] depending on whether the Diseaser is the Fast Cast Taint or Plague Signet Necro. I usually run it with [Glyph of Lesser Energy] and [Aegis], but it can be dropped for [Hex Breaker] if I feel the monks are strong.

WoH Monk is the same. Same as the Prot Monk, if I feel that the monks are strong, [Glyph of Lesser Energy] and [Aegis] can be dropped for [Hex Breaker]

Flag runner is still the same, Hidden Caltrops Ritualist.

1. [build prof=Warrior/A streng=12+1+1 hammer=12+1 deadly=3][devastating hammer][crushing blow][heavy blow][bulls strike][Iron Palm][flail][enraging charge][resurrection signet][/build]
2. [build prof=warri/rt sword=12+1+1 streng=12+1 resto=3][Crippling Slash][Gash][Knee Cutter][Bull's Strike][Disarm][Frenzy][Rush][Death Pact Signet][/build]
3. [build prof=R/Mo Exper=11+1+1 Wilder=11+1 Marks=8+1 Prot=3][Incendiary Arrows][Distracting Shot][Savage Shot][Apply Poison][Mending Touch][Natural Stride][Troll Unguent][Resurrection Signet][/build]
4. [build prof=mesme/necro inspir=11+1+1 death=11 fastca=8+1][tainted flesh][rotting flesh][withering aura][leech signet][signet of humility][mantra of inscriptions][mirror of disenchantment][resurrection signet][/build]
or
[build prof=N/Me Soul=11+1+1 Dea=9+1 curse=10+1 dom=4][Foul Feast][Plague Signet][Withering Aura][Rip Enchantment][Rotting Flesh][Hex Breaker][Mirror of Disenchantment][Resurrection Signet][/build]
5. [build name="Me/Mo hex eater vortex mesmer" prof=mesme/monk domina=12+1+1 inspir=10+1 fastca=8+1 healin=2][Hex Eater Vortex][Shatter Hex][Diversion][Shame][Power Leak][Power Drain][Inspired Enchantment][Resurrection Chant][/build]
6. [build prof=monk/any protec=12+1+1 divine=12+1][reversal of fortune][optional][Aura of Stability][spirit bond][optional][holy veil][no skill][no skill][/build]
[Restore Condition] and [Guardian] if Fast Cast Taint or [Shield of Deflection] and [Dismiss Condition] if Plague Signet Necro, then [Aegis] and [Glyph of Lesser Energy] or [Hex Breaker] and [Shield of Absorption] or [Signet of Devotion].
7. [build prof=mo/any heal=12+1+1 prot=10+1 div=8+1][Patient Spirit][Infuse Health][word of healing][optional][Protective Spirit][Spotless Mind][no skill][no skill][/build]
[Draw Conditions] if RC or [Dismiss Condition] if SoD, then [Aegis] and [Glyph of Lesser Energy] or [Hex Breaker] and [Guardian].
8. [build prof=Rt/A Restoration=12+1+1 spawning=8+1 shadow=10][Hidden Caltrops][Weapon of Shadow][Soothing Memories][Wielder's Boon][Weapon of Warding][protective was kaolai][Recuperation][Dash][/build]

I do miss my Soul Bind Necromancer, but I don't know what to take out for it. Without it, opposing Monks don't drop as fast, but they still do, it just takes a little longer. And it was fun watching flag runners kill themselves with a party heal like [Heal Party] or [Protective was Kaolai]. With nothing limiting them from spamming the party heal on recharge, it does take longer to kill, but since the degen (Poison, Bleeding, Disease, and Burning) is usually capped out to -10 (20 dps), spamming the party heals (18 hps for [Heal Party] before Deep Wound, even less if only used with [Glyph of Lesser Energy] to cope with energy, and 5 hps for [Protective was Kaolai] before Deep Wound) on recharge still can't keep up and they eventually run out of energy, especially for [Heal Party] if its used on recharge and not with [Glyph of Lesser Energy].

So this build spreads Poison, Bleeding, Disease, Burning, Cripple, Deep Wound, and Weakness to everyone. Poison, Bleeding, and Disease is all ready enough to max the degen and Burning is in there as well to make sure it stays that way. Cripple to limit movement. Deep Wound to lessen heals, making it even harder to cope with all the degen. And Weakness to mess up breakpoints and for antimelee. What do you guys think?

On a side note, I love having the gwBBCode back. It makes it so much easier on the eyes when it's a long post like this one.

Last edited by ac1inferno; Nov 06, 2008 at 02:19 PM // 14:19..
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Old Nov 06, 2008, 04:49 PM // 16:49   #15
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Quote:
Originally Posted by ac1inferno View Post
I'm not sure how hex builds are affected by VoD, but condition pressure still works, right?
Hex builds are affected because VoD is the only time you can ensure an 8v8 fight which is where the build is strongest. Also hex builds are extremely effective at farming npcs with Dervishes,rising bile and disease.

Without VoD you are gonna get run around by any half decent team if they can't take you 8v8 and you will lose then.
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Old Nov 06, 2008, 05:25 PM // 17:25   #16
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Quote:
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wall of text and skill icons...
I think you're going way too far into theorycraft here. Sure you can hatch an elaborate plan for a condition pressure build that shuts down RC but what happens when you can't split and lose the inevitable lord race?
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Old Nov 06, 2008, 05:32 PM // 17:32   #17
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Do you think my current build can handle splits?

I'm thinking one of the warriors could split back and the other stay with the team. If things get too hot for the one monk on its own, the warrior that stayed could start linebacking.

I have two forms of disruption from the Incendiary Arrows Ranger and Hex Eater Vortex Mesmer. One of them could split back and try to help the warrior take out the monk on the opposing split. The one that stays behind would try to help the warrior take down the opposing monk that also stayed.

I wouldn't expect the Diseaser to also split back. He would most likely stay and keep the opposing frontliner that also stayed weaknessed so my monk that stayed would have an easier time.

The Hidden Caltrops Ritualist can snare and also heal, but should it not be enough, I think the Prot Monk could also split back. The WoH Monk would stay with the team because he has heals and prots while if the Prot Monk stayed back instead, there would be no more heals and only prots.
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Old Nov 06, 2008, 06:32 PM // 18:32   #18
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I like your condition midline much better, however your team is overall very soft and will get nom-nom'd by the physically heavy meta. The HEV mesmer needs to go - HEV is really not so good anymore, anyway. Get a defensive midliner, or rework the whole thing into some kind of split build. I'd suggest the former.
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Old Nov 07, 2008, 02:33 AM // 02:33   #19
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I thought constant reapplying of weakness would be good enough to shut down the physically heavy meta. The Hex Eater Vortex Mesmer kind of works for the Fast Cast Water and Lyssa's Aura Snarers, but I agree that it can be taken out for something more helpful like a GoR Domination Mesmer, E-Surge Domination Mesmer, Power Block Mesmer, or a Psychic Instability Mesmer. I think my current build right now could split pretty well though.
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Old Nov 07, 2008, 08:20 AM // 08:20   #20
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Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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Previous point stands, minus the part about a single hexer.

Withering aura requires your melee to train their melee, which results in a negative feedback loop where you output zero pressure and the enemy outputs positive pressure with the ability to push as hard as they'd like. This applies to disarm as well, because it's a long running distance for that sword warrior (lol sword) to go from training squishies to lineback a bit. Also, it kinda overlaps withering aura for melee-based defense. Not a good idea in practicality. Finally, you're not going to be applying cripple, bleeding, and DW on the entire enemy team. Not even close. Maybe 1 at a time, but beyond that you're dreaming.

Diversion, Shame, and interrupts require pressure to have already set in to be effective. Notice how you parroted out the phrase "I thought a diversion/shame was needed in any good build." without understanding the foundation of those skills. Not really your fault; it's a preconception that's been preached for years.

Signet of Humility is obviously a signet and thus can be spam cancelled, however relying on interrupt baiting is never a good policy because while you're wrangling with the enemy ranger, that pesky RC monk is going to town.

Why HEV doesn't counter FC water: Your warriors need to be somewhere near the enemy in order to make use of those pbaoe hexremoval nukes. Snares directly counter this. You need snares in order to use HEV, but snares counter HEV damage, thusly your HEV is a long recharge hex removal unless by chance the enemy would be careless enough to snare warriors that are already on top of their targets. In that case, you're likely winning anyway.

Tainted is an interesting way to try and apply pressure but bear in mind that it's actually quite a bit of an energy burden to keep tainted on about 5 people constantly. This makes it difficult to fully implement the 7 other skills on that bar. That and its repetition makes it vulnerable to dshot and diversion. That, and it's condi-based degen pressure which relies very heavily on the success of your humilities, of which you have one. Did I mention that it's pressure, and therefore going to lose?

Pressure in this game, in general, is just not going to work if you have zero snares. You need to sink your teeth into the enemy and make them fight you 8v8, make retreat a suicidal option, and just rot them to death over time. If you can't make them fight you, then they won't, and simply outmaneuver you, immune to your killing power because they don't sit in the degen long enough. You have zero spike protection and very little pressure protection yourself, essentially congealing the theory into an 8v8 wiperace which will always lose to spike, split, and superior shutdown.
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