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Old Jan 03, 2007, 09:48 PM // 21:48   #1
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Default [EnD] Final Moment's current build! Need comments plz

We did pretty good last season (around 200-300th rank). In beginning of new season, we decide to use new strategy which is splitting and change our Isle to fit the build.

Here is our split build. Please comment. WE really appriciate your comments.

A/Mo
Shadow Prison
Black Spider Strike
Twisting Fangs
Mending Touch
Feigned Neutrality
Shadow of Haste
Deadly Paradox
Res Sig

E/A
Deadly Paradox
Feigned Neutrality
Shadow of Haste
Mind Shock
Gale
Arc Lightning
Blinding Flash
Rees Sig

These two players are the life-blood of the team. Theyre the gankers and its their job to clear the opponents base

W/A
shadow prison
dismember
critical chop
executioners strike
frenzy
sprint/dash/rush
res sig
heal sig

E/Mo
Blinding Surge
Glyph of sac
Res Chant
Ward Against Foes
air attunement
Ward against melee
lightning orb
glyph of lesser energy

Defensive ele for the stand

Me/E
E-Surge
E-Burn
Spiritual Pain
Diversion
Shame
Gale
Drain enchant
Res Sig

2 monks

water ele flagger as common or Mo/E flagger:

Glyph of lesser energy
aegis
heal party
LoD
Storm Djinns Haste
Holy Veil
Mending touch
Prot Spirit


Basic concept of this build is to gank with the assassin and miond shock ele and to hold out at the stand with the remaining team until their job is done. With the mesmer with gale and the ward against foes getting boosts at the stand should be a little easier. The point of this is to catch the opposing team offguard causing panick and hopefully bad decisions leading to kills for us.
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Old Jan 03, 2007, 10:10 PM // 22:10   #2
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I guess I'll do what I seem to do a lot, which is critique skill choices. But first: a complete build includes attributes, I recommend gwshack (gwshack.us) or gwfreaks (gwfreaks.com) to work on those and format your builds.

A/Mo: Looks fine. He'll almost always die first, so I'm tempted to suggest you drop the res sig for disruption such as disrupting dagger, but nah.

E/A: Two words: Blinding Surge. Go for the gale/bsurge/orb/air attunement combo, trust me on this. More damage by far. QQ backs me up.

On the main body...
A spike?! You're running a 3 man spike?! It can be done, but not very effectively. Run pressure.

Gues sI was wrong about just going after skill choice.
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Old Jan 03, 2007, 10:50 PM // 22:50   #3
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The monks are one of the most important parts of a build i'd post them...
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Old Jan 03, 2007, 10:59 PM // 22:59   #4
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I don't like your mesmer+ele on the stand team. I'd run something like this personally.

Me/E
Blinding Surge
Diversion
Spiritual Pain
Wastrel's Demise
Energy Burn
Glyph of Lesser Energy
Gale/Shame
Res Sig

Then for the other character, run some ele with wards/air if you want, or just run another dom mesmer with surge, expel, incoming, or w/e elite you want and with a hard res of course.

On the gank team, I'd definitely drop res sig for disrupting dagger on the sin, and run a bsurge ele ganker.

EDIT: after thinking about it, you could run the same ele but I'd definitely run as much defense as possible on that stand team. Running a dom mesmer with incoming or something would help, or even 2 copies of bsurge.

Basically, you want as much defense as possible on the stand team while still being able to get kills through spikes.

Last edited by TheOneMephisto; Jan 03, 2007 at 11:04 PM // 23:04..
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Old Jan 03, 2007, 11:47 PM // 23:47   #5
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NEEDS MONKS!

24 Hours starting now.
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Old Jan 04, 2007, 12:16 AM // 00:16   #6
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Quote:
Theyre the gankers and its their job to clear the opponents base
This shouldn't be what split is about. Split is about making a favorable powerplay at the stand and useing it to your advantage, or to put the other team into disarray an roll 4-5 of them. I don't like splits with a spike team at the stand(at least not a defensive one like that). I think that stand teams able to pressure are more valuable then ones that can only get by with a spike, because when you have tele gankers you can make it mean that much more. But hey, maybe to you clearing out a base is better, and maybe it is, but to me, that perception of gank is wrong.

Last edited by DieInBasra; Jan 04, 2007 at 12:18 AM // 00:18..
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Old Jan 04, 2007, 12:37 AM // 00:37   #7
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Default Thanks a lot

Ya, your comments help alot, especially the gank team need to be changed.
Perception of gank. that 's the point !!

WE try to hold them off until VoD. so that we can have NPCs advantages.

Here is our monks' build atm:


Mo/A

Diverted HExes
Prot SPirit
Reversal of Fortune
Dismiss Condition
Sig of Devotion
Gift of Health
Dark Escape
Return

Mo/A

ZB (elite skill)
Spritbond
Reversal of Fortune
Dismiss Condition
Sig of Devotion
Gift of Health
Dark Escape
Return


Instead of the warriors attempting to spike at the stand, I think we may benefit more from pressuring at the stand instead.

D/W
Mystic Sweep
Featherfoot Grace
Harriers Grasp
Zealous Renewal
Victorious Sweep
Wild Blow
Res Sig
Avatar of Grenth

D/W
Avatar of Melandru
Res Sig
Featherfoot Grace
Harriers Grasp
Victorious Sweep
Zealous Renewal
Mystic Sweep
Wild Blow

This Dervish will be able to assist in the gank/antigank if needed

Is it sound a good idea, guys? and ya.. we may drop the mesmer
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Old Jan 04, 2007, 12:45 AM // 00:45   #8
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Quote:
Originally Posted by Zealot Dang
D/W
Mystic Sweep
Featherfoot Grace
Harriers Grasp
Zealous Renewal
Victorious Sweep
Wild Blow
Res Sig
Avatar of Grenth

D/W
Avatar of Melandru
Res Sig
Featherfoot Grace
Harriers Grasp
Victorious Sweep
Zealous Renewal
Mystic Sweep
Wild Blow
Just my personal preference, but I would probably run harrier's haste on that melandru's avatar, as the secondary effect of harrier's is so much more useful on a melandru's derv.

But yes, running pressure at the stand would be good if they don't have an acceptable answer to your split squad. If they themselves are running a split squad with a defensive spike or a heavy pressure team that can roll your stand squad on an anti-split map, then you might be in more trouble.
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Old Jan 04, 2007, 01:43 AM // 01:43   #9
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lol I faced this build last night :P

Anyways, I`d really suggest brining Wearing Strike on your Melandru`s Derv. Maybe swap it in instead of Victorious. Personally, I`d also try to fit Lyssa`s Sweep in somewhere too.
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Old Jan 04, 2007, 06:43 AM // 06:43   #10
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ACtually U guys faced US yesterday kaka... cuz i remember ur guild's tag [sin]/ i was one of the monk ( | D U Y Mok | ) rmeember ^_^ I would have to say u guys had a tight spike.
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Old Jan 04, 2007, 07:12 AM // 07:12   #11
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yeah lol you guys did have a pretty tight spike...it was a nice match if I remember. Anyways, Wearying strike would be good on the melandrus derv, and also, I'm wondering if an ele flagger or a monk flager would be more effective. We've been using the standard LoD monk flagger and it's been working out fine. Personally, I think the monk flagger is better for this build, but some opinions would be nice. So right now our build looks like this:

D/W
Avatar of Melandru
Mystic Sweep
Wearying Strike
Wild Blow
Harriers Haste
Heart of Fury
Zealous Renewal (?)
Res Sig

D/W
Avatar of Grenth
Featherfoot Grace
Victorious Sweep
Mystic Sweep
Wild Blow
Heart of Fury
Zealous Renewal (?)
Res Sig

E/Mo
Glyph of Sac
Res Chant
Blinding Surge
Ward against Melee
Ward against foes
Glyph of Lesser Energy
Aegis
Lightning orb

Mo/A
Zealous Benediction
Sig of Devotion
Gift of Health
Shield of Absorption
Reversal of Fortune
Dismiss Condition
Spirit Bond
Dark Escape

Mo/A
Divert Hexes
Sig of Devotion
Gift of Health
Dismiss Condition
Shield of Absorption
Reversal of Fortune
Infuse Health
Dark Escape

E/A
Mind Shock
Lightning Strike
Arc Lightning
Blinding Flash
Res Sig
Feigned Neutrality
Deadly Paradox
Shadow of Haste

A/Mo
Shadow Prison
Twisting Fangs
Black Spider Strike
Disrupting Daggers
Mending Touch
Feigned Neutrality
Deadly Paradox
Shadow of Haste

Right now, the monk flagger build is...

Mo/E
Glyph of Lesser Energy
Aegis
LoD
Prot Spirit
Healing Breeze
Storm Djinn's Haste
Mending Touch
Gale

Some criticism would be nice on this build. Thanks!
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Old Jan 04, 2007, 10:09 PM // 22:09   #12
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Having SoA on the runner is almost a requirement. Personally, I would drop gale for SoA and drop healing breeze for words of comfort.

Also, what attributes are you running on your monks? It seems that with two prot elites that require fairly high prot prayers spec combined with the standard medium heal spec and also having to spec into shadow arts to get a dark escape it would make sig of devo not really worth it. Without a decent DF spec, sig of devo starts looking pretty bad when it's healing in the 60s.

Last edited by TheOneMephisto; Jan 04, 2007 at 10:11 PM // 22:11..
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Old Jan 04, 2007, 11:12 PM // 23:12   #13
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Quote:
Originally Posted by TheOneMephisto
Having SoA on the runner is almost a requirement. Personally, I would drop gale for SoA and drop healing breeze for words of comfort.
Mending touch >>> words of comfort. I would drop healing breeze for SoA and keep gale.
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Old Jan 05, 2007, 12:22 AM // 00:22   #14
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Quote:
Originally Posted by Divineshadows
Mending touch >>> words of comfort. I would drop healing breeze for SoA and keep gale.
And what is the runner going to use to keep NPCs alive? IMO, it's required to have at least 1 heal that you can use on NPCs, with a straight heal being preferable to a regen heal. Unless you want to run up and mending touch that archer, which can be pretty dangerous, you're going to want some sort of straight heal.
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Old Jan 05, 2007, 12:28 AM // 00:28   #15
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Quote:
Originally Posted by TheOneMephisto
And what is the runner going to use to keep NPCs alive? IMO, it's required to have at least 1 heal that you can use on NPCs, with a straight heal being preferable to a regen heal. Unless you want to run up and mending touch that archer, which can be pretty dangerous, you're going to want some sort of straight heal.
Prot the NPC that is being attacked. Gale the attacker (completely mess over an assasins attack chain). Mending touch the NPC. If words of comfort is a must, then I'd drop prot spirit (moving this skill to another monk) for it and keep gale.
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Old Jan 05, 2007, 12:43 AM // 00:43   #16
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Here is my favoriite build (Mo/A)

Reversal of Fortune
Spirit Bond
Mending Condition
Gift of Health
Zealous Benediction
Dark Escape
Return
Signet of Devotion

Attribute:

Healing Prayers: 8 + 1 (Minor)
Protection Prayers: 11 + 3 (head + Major)
Divine Favor: 11 + 1 (Minor)
Shadow Arts: 3

Please comment ^_*
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Old Jan 05, 2007, 01:30 AM // 01:30   #17
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Majors are worthless. More divine is key.
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Old Jan 05, 2007, 04:19 AM // 04:19   #18
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Usually when im playing monk and I need a high prot spec I run:

14 Prot (12+headpiece+minor)
10 Divine (9+1)
10 healing (9+1)

As for shadow arts since I'm only using Dark Escape as a spike deterrent it doesn't need to be specced extremely high...so I keep mine at 3.
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Old Jan 05, 2007, 05:48 AM // 05:48   #19
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ok ok ok...lets debate what they think of this though now... We suck terribly at dervishes and this build hasnt been working out defensively at the stand. The gank is fine and their base gets cleared every time. what im wondering is what are we taking away from the flag stand with the gank. it seems the players at the flag stand cant cope without the 2 guys for defense or something...i know warriors are better defensively - frenzy spam aside(knockdowns, 100+ AL) the point of the gankers is to get them to bring people back so you can have a "powerplay" at the flag stand, but it seems the dervishes cant kill anything anyways. so im wondering instead of doing that why not throw in a rit as well as the monk eles with aegis and take out the ele, use a LoD flagger and use the npc advantage at VoD to win games. I for one would rather play another build altogether but this build hasnt been working and this seems like another possibility we could do. baaasssiccly in a roundabout way im saying i think we should drop this dumb build and do something different. if anyone has any ideas that would make the flag team not die (or be able to kill stuff) post plz, cuz it seems the gank is already doing extremely good, the only downside is flag team
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Old Jan 05, 2007, 05:36 PM // 17:36   #20
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On the dervishes, two words: Harrier's Grasp.

I promise, that will increase their damage quite noticably.

As for the flagstand emo, I dun' like it. I could go for an air/water chap with more gale and less wards, or a mesmer with enough shutdown to score kills on 2 monks quickly.

On the ganking e/a I really do recommend bsurge/orb/gale/air attune there.


Is the flag team hanging back initially? It's hard not to get killed 5v7 or 6v8 in the beginning there, hanging back until they split helps.

Is your gank team getting consistent kills on their runner? If they can stop a flag from being run, that's better than killing NPCs.

Is your gank team occasionally rejoining for a "power play" at the stand? Getting the enemy split and then rejoining is one of the most fun parts.
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