Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Jul 23, 2008, 06:56 AM // 06:56   #1
faf
Academy Page
 
Join Date: Jul 2006
Guild: Wolf Demon Tribe [WOLF]
Profession: W/E
Advertisement

Disable Ads
Default Build idea, balance+WoD

I was thinking about a build for my guild to use, and I decided to post here what I got so far to have comments on the builds and how people with more experience think it will work out. Please be constructive, as to what skills to replace with which, for what reason. Would also be very nice if you could help me point out the flaws of the build and in which situation we could have an hard time (splits come to mind) :

The Build
Warrior 1/elementalist (axe)  12+1+1 axe mastery, 12+1 strength, 3 air magic
Frenzy
Eviscarate {E}
Executionner’s strike
Disrupting chop
Shock
Rush
Bull’s strike
Resurrection signet

Warrior 2/necromancer (hammer)  12+1+1 hammer mastery, 12+1 strength
-Flail

-Enraging charge
-Magehunter’s smash {E}
-Crushing blow
-Hammer bash
-Plague sending
-Mokele smash
-Resurrection signet/deathpact signet

Necromancer/elementalist (WoD/snare)  10+1+1 curse, 12+1 = soul reaping, 8 water magic
Wail of Doom {E}
-Foul’s feast
-Plague sending
-Faintheartedness
-Freezing gust
-Defile defense
-Enfeebling blood
-Resurrection signet

Mesmer/ritualist (pblock)  12+1+1 domination magic, 10+1 inspiration magic, 8+1 fast casting, 2 restoration magic
-Power block {E}
-Diversion
-Shame
-Revealed/inspired enchantment
-Shatter enchantment
-Power leak
-Power drain
-Flesh of my flesh

Monk 1/warrior (YAA smiter)  12+1+1 divine favour, 12+1 smiting

-“Your all alone!” {E}
-Reversal of damage
-Smite Condition
-Smite hex
-Smiter’s boon
-Divine healing/Heaven’s delight
-Castigation signet
-Resurrection signet

Monk 2/varies (healer)  your usual WoH attributes
-Word of healing {E}
-Patient spirit
-Infuse health
-Draw conditions/dismiss conditions
-Protective spirit/shield of absorption
-Cure hex/Spotless mind/holy veil
-Aegis/signet of rejuvenation
-Shield bash/Disciplined stance/Smoke powder defense/Shield stance/deadly riposte/Balanced stance/ Hex breaker/Dark escape/Return/ GoLE

Monk 3/varies (protector)  your usual RC attributes

-Restore conditions {E}
-Reversal of fortune
-Guardian
-Spirit bond
-Aura of stability
-Signet of devotion
-Aegis
-Shield bash/Disciplined stance/Smoke powder defense/Shield stance/deadly riposte/Balanced stance/ Hex breaker/Dark escape/Return/ GoLE

Ritualist/assassin (flag runner)  channelling 12+2, restoration 12+1+1, spawning power 3
-Caretaker’s charge {E}
-Channelled strike/Soothing memories
-Weapon of warding
-Wielder’s boon
-Sundering weapon/Splinter weapon
-Ancestor’s rage
-Protective was Kaolai
-Dash
-----------------------------------------------------------------------------------------------------------
Usage
321 spike :
-Warriors get on the target.
-Necromancer snare target  WoD one monk  defile defense target.
-Mesmer diversion/shame/Pblock other monk  shatter enchantment target
-Smiter provides the little extra damage he can pull out
-Flagger use sundering weapon on frontline if possible and caretakers/channelled strike.

General :
-Warriors do what they should do, such as occasional adrenal spikes, interrupts, harassment, snare and target swap.
-Necromancer abuses WoD on who deserves it (mesmer or monk usually), faintheartedness/enfeebling blood on frontline, defile defense for extra pressure/spiking, abuses snares, foul’s feast+plague sending to transfer conditions to other team/support the RC.
-Mesmer does what he should do, such as owning aegis and key skills with power block, shutdown who deserves it, annoy monks, abuses enchantment removal as general pressure and for spikes.

Discuss.
faf is offline   Reply With Quote
Old Jul 23, 2008, 07:14 AM // 07:14   #2
Forge Runner
 
Icy The Mage's Avatar
 
Join Date: Apr 2008
Location: Canada
Profession: E/
Default

[QUOTE=faf]
Resurrection signet

Warrior 2/necromancer (hammer)  12+1+1 hammer mastery, 12+1 strength
-Flail

-Enraging charge
-Magehunter’s smash {E}
-Crushing blow
-Hammer bash
-Plague sending
-Mokele smash
-Resurrection signet/deathpact signet

Darn those triple-class W/N/Rt guys...
Icy The Mage is offline   Reply With Quote
Old Jul 23, 2008, 08:56 AM // 08:56   #3
Desert Nomad
 
obsidian ectoplasm's Avatar
 
Join Date: Jan 2008
Default

[QUOTE=IcyFiftyFive]
Quote:
Originally Posted by faf
Resurrection signet

Warrior 2/necromancer (hammer)  12+1+1 hammer mastery, 12+1 strength
-Flail

-Enraging charge
-Magehunter’s smash {E}
-Crushing blow
-Hammer bash
-Plague sending
-Mokele smash
-Resurrection signet/deathpact signet

Darn those triple-class W/N/Rt guys...

Darn those people that reply to threads before me
obsidian ectoplasm is offline   Reply With Quote
Old Jul 23, 2008, 10:22 AM // 10:22   #4
Desert Nomad
 
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
Default

This build will not be able to kill anything, ever, just so you know.
IMMORTAlMITCH is offline   Reply With Quote
Old Jul 23, 2008, 02:07 PM // 14:07   #5
Desert Nomad
 
Join Date: Sep 2007
Profession: N/
Default

it might kill some people who dont know how to play properly..
jiggles is offline   Reply With Quote
Old Jul 23, 2008, 02:39 PM // 14:39   #6
Pre-Searing Cadet
 
Join Date: Dec 2006
Location: Australia
Guild: Zealots Of Shiverpeak [ZoS]
Profession: Mo/W
Default

This could be changed a bit.

Quote:
Originally Posted by faf
Warrior 2/necromancer (hammer)  12+1+1 hammer mastery, 12+1 strength
-Flail

-Enraging charge
-Magehunter’s smash {E}
-Crushing blow
-Hammer bash
-Plague sending
-Mokele smash
-Resurrection signet/deathpact signet
Swap out Mokele Smash for Bulls Strike...

Swap plague sending for Rip Enchantment
Tiny the fishie is offline   Reply With Quote
Old Jul 23, 2008, 03:18 PM // 15:18   #7
Desert Nomad
 
Asplode's Avatar
 
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
Default

Needs more monks. I only see 3. You can squeeze in at least 2 more.
Asplode is offline   Reply With Quote
Old Jul 23, 2008, 03:30 PM // 15:30   #8
Lion's Arch Merchant
 
Join Date: Mar 2007
Default

Don't overkill though. 7 monks won't work.
lord of all tyria is offline   Reply With Quote
Old Jul 23, 2008, 04:09 PM // 16:09   #9
Desert Nomad
 
Join Date: Sep 2007
Profession: N/
Default

unless your team apathy and can run goth spike.(and fail)
jiggles is offline   Reply With Quote
Old Jul 23, 2008, 04:20 PM // 16:20   #10
Wilds Pathfinder
 
around's Avatar
 
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
Default

Quote:
Originally Posted by lord of all tyria
Don't overkill though. 7 monks won't work.
It is common knowledge that only 8 monk builds work.
around is offline   Reply With Quote
Old Jul 24, 2008, 03:52 AM // 03:52   #11
Wilds Pathfinder
 
Tearz1993's Avatar
 
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
Default

Why would you ever 3-2-1 spike with this?
Tearz1993 is offline   Reply With Quote
Old Jul 24, 2008, 09:10 AM // 09:10   #12
Forge Runner
 
FrAnt1c²'s Avatar
 
Join Date: Jan 2007
Location: Belgium
Guild: Legion Of Sacred Light [LSL]
Profession: Mo/
Default

I still dont get why people take flesh for a hard res as fast cast-set res chant gives more energy and the cast time is nearly the same ( as I usually dont see people switching sets when casting fomf )

Last edited by FrAnt1c²; Jul 24, 2008 at 09:13 AM // 09:13..
FrAnt1c² is offline   Reply With Quote
Old Jul 24, 2008, 09:30 AM // 09:30   #13
Krytan Explorer
 
Join Date: Nov 2006
Default

Wow, such friendly commentary. Sure, the build is not great, but it's not utterly bad either, despite all the derogatory posts.

Anyway... here's what I would suggest: Drop the smiting monk; the necro is pure defense and should be enough to hold you up. If not, then the build concept just doesn't work out. Exchange that monk for a more offensive class, like a ranger or paragon. You will need some damage. I would also leave the plague sending off the warrior, it's a bit silly with BOTH Foul Feast AND RC already in the build.


PS @ Frantic: Even if scrub players fail to use a fc resto set when ressing, you should not take that as an acceptable practice or common baseline. Fact is that bonus is actually what you really need to be able to res at all (dshot).
Cass is offline   Reply With Quote
Old Jul 24, 2008, 10:07 PM // 22:07   #14
Wilds Pathfinder
 
Tearz1993's Avatar
 
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
Default

Quote:
Originally Posted by FrAnt1c²
I still dont get why people take flesh for a hard res as fast cast-set res chant gives more energy and the cast time is nearly the same ( as I usually dont see people switching sets when casting fomf )
If people dont use a 40/40 set for flesh why would they for res chant?

The RC doesn't have a hex removal btw.

Last edited by Tearz1993; Jul 24, 2008 at 10:13 PM // 22:13..
Tearz1993 is offline   Reply With Quote
Old Jul 24, 2008, 10:17 PM // 22:17   #15
Alcoholic From Yale
 
Snow Bunny's Avatar
 
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
Default

Just out of curiosity...

sure, the build's not the best, but why do you say it can't kill anything...?

The smiter is pretty "lol" though.
Snow Bunny is offline   Reply With Quote
Old Jul 24, 2008, 10:31 PM // 22:31   #16
Wilds Pathfinder
 
Tearz1993's Avatar
 
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
Default

Quote:
Originally Posted by Snow Bunny
Just out of curiosity...

sure, the build's not the best, but why do you say it can't kill anything...?

The smiter is pretty "lol" though.
The only real source of damage is the frontline. The build has two and a half defensive midliners with very little offensive output. Also, the midlines are taken from different builds and thrown together, but they don't mesh (mesmer from normal balanced, smiter from 8v8 balanced, and necro from hexway). The only hexes are from the necro and occasionally the mesmer, so it's pretty easy for the other team to keep their frontline clean.

Since the mesmer is the only shutdown, he'll be forced to spread his interrupts on multiple people (their mesmer, monks, and snare). WoD is a nice skill but doesn't force wipes in 2 monk backlines. Monks can preveil themselves since the only pressure is from the two wars, getting rid of the threat of WoD and kind of hurting the mesmer. 8v8 this build wouldn't score any kills, and if it gets split, the stand team will be strongly pressured most likely since either the WoD or the smiter would get split off.

Might be wrong about a couple things, but thats the basic reason.
Tearz1993 is offline   Reply With Quote
Old Jul 24, 2008, 10:35 PM // 22:35   #17
Alcoholic From Yale
 
Snow Bunny's Avatar
 
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
Default

Quote:
Originally Posted by Tearz1993
The only real source of damage is the frontline. The build has two and a half defensive midliners with very little offensive output. Also, the midlines are taken from different builds and thrown together, but they don't mesh (mesmer from normal balanced, smiter from 8v8 balanced, and necro from hexway). The only hexes are from the necro and occasionally the mesmer, so it's pretty easy for the other team to keep their frontline clean.

Since the mesmer is the only shutdown, he'll be forced to spread his interrupts on multiple people (their mesmer, monks, and snare). WoD is a nice skill but doesn't force wipes in 2 monk backlines. Monks can preveil themselves since the only pressure is from the two wars, getting rid of the threat of WoD and kind of hurting the mesmer. 8v8 this build wouldn't score any kills, and if it gets split, the stand team will be strongly pressured most likely since either the WoD or the smiter would get split off.

Might be wrong about a couple things, but thats the basic reason.
I agree with the split thing, but if the WoD camps the WoH and the RC gets diversioned/shamed, shouldn't the spike go through?

I'm so inexperienced with hexes and trying to kill with them; maybe I overvalue their efficiency in an 8v8 setting.
Snow Bunny is offline   Reply With Quote
Old Jul 24, 2008, 10:41 PM // 22:41   #18
Wilds Pathfinder
 
Tearz1993's Avatar
 
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
Default

Quote:
Originally Posted by Snow Bunny
I agree with the split thing, but if the WoD camps the WoH and the RC gets diversioned/shamed, shouldn't the spike go through?

I'm so inexperienced with hexes and trying to kill with them; maybe I overvalue their efficiency in an 8v8 setting.
Quote:
Originally Posted by Tearz1993
Monks can preveil themselves since the only pressure is from the two wars, getting rid of the threat of WoD and kind of hurting the mesmer.
Two wars and a smiter shouldn't be able to do a clean spike anyways, especially since one war is a hammer war. Also shame would be taking 2x as long if the monks are preveiled, assuming they aren't running hex breaker like 70% of the monks nowadays.

Last edited by Tearz1993; Jul 24, 2008 at 10:45 PM // 22:45..
Tearz1993 is offline   Reply With Quote
Old Jul 24, 2008, 10:47 PM // 22:47   #19
Alcoholic From Yale
 
Snow Bunny's Avatar
 
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
Default

Yeah haha, you are right.

Snow Bunny is offline   Reply With Quote
Old Jul 24, 2008, 11:08 PM // 23:08   #20
Desert Nomad
 
RavagerOfDreams's Avatar
 
Join Date: Dec 2007
Location: somewhere over the rainbow....
Profession: A/
Default

Quote:
Originally Posted by Snow Bunny
I agree with the split thing, but if the WoD camps the WoH and the RC gets diversioned/shamed, shouldn't the spike go through?

[FONT=Tahoma]
well apart from what tearz already said you have it backwords imo

WoD on prot diversion/shame spam on WoH. Even while WoD'd a infuse will still stop a spike or at least hamper it badly so WoD'ing him is a bit of a waste.

Now if your going to run this build i can really only see it being run as a 3-2-1 offense. Hexes go up right before spike goes and hopefully this prevents a successful heal or at least gets a skill diverted however in order to do this you need some more offense. Would suggest e-surge mesmer and drop the smiter for a paragon of some sort.

Last edited by RavagerOfDreams; Jul 24, 2008 at 11:11 PM // 23:11..
RavagerOfDreams is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Radical Balance idea Sigon Sardelac Sanitarium 20 Jun 30, 2008 11:15 PM // 23:15
A simple idea for balance gw. soulraiden Gladiator's Arena 6 Mar 05, 2008 08:45 AM // 08:45
Idea to improve PVP balance. phoenixtech Gladiator's Arena 11 May 03, 2007 06:34 AM // 06:34
A Idea/suggestion for solid game balance Bewb carcass Sardelac Sanitarium 2 Aug 27, 2005 09:29 AM // 09:29


All times are GMT. The time now is 10:13 AM // 10:13.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("