Dec 14, 2006, 12:52 PM // 12:52
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#2
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Banned
Join Date: Oct 2006
Profession: Me/Mo
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if u want a build to learn the most stay away from full spike builds....to learn balanced builds are better, as most of ur guys have r3 then i guess they have vent or ts (or xfire) and they know how to communicate...Running builds with a bit of everything like,
2 war
1 derv
1 ele
1 mes
2 monks
1 fr
and run with that getting ppl to switch from different profs let u know what they run the best then u can go for the slightly less balanced..such as e surge and of course try pressure and ganking..SF builds are good at pressure (unfortunately) and sin gankers are very common now.
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Dec 14, 2006, 12:54 PM // 12:54
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#3
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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Start off with something easy. I suggest playing balanced instead of gimmicks, because it gives you a better indication of how much you're really improving. Even if you can count 3, 2, 1 really well and kill stuff with 7 Necros, it won't make you much better.
Easy and balanced brings Dual Surge first to mind, but there are lots of different builds that fit in the category. Make sure that everyone understands the concept of the build and what your main goal is. Just having 8 players play different classes won't make a build, it needs to be a whole.
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Dec 14, 2006, 12:55 PM // 12:55
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#4
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Forge Runner
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I think it's best to start out with a typical 2 monk, 2 e/mo, 2 monk 2 war balanced build, and adrenaline spike your way. one E/Mo would be flag runner, one would provide snares and spike assistance at the stand.
The mesmers would be domination with energy burn and spiritual pain to shut monks down and help spiking. One would be Me/E with Gale and one Me/Mo with draw conditions.
The warriors would be uhm, spikers. Good spike chains are Devestating>Crushing>Fierce for hammer, ?Evis>Exe>Crit for axe and Sever>Gash>Final for sword.
Contrary to HA, almost all monks in GvG are prot/heal hybrids. They always have RoF, GoH, SoA, condition and hex removal. Their elites vary. Blessed Light, RC, Divert and LoD are most common.
Hope this helps you.
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Dec 14, 2006, 02:27 PM // 14:27
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#5
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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As Thomas.knbk says, go 2 Warriors, 2 Mesmers, 2 Monks, 2 E/Mos. Though, IMO, the flagstand E/Mo should go Wards, Heal Party and Draw, and Glyph+Sac Hard Res. Draw on a Mesmer is extremely annoying for the Mesmer.
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Dec 14, 2006, 07:02 PM // 19:02
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#6
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Delta Formation [DF]
Profession: W/
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I disagree.
Even though adrenal spiking will get you wins easily you should try and avoid doing it. The reason behind this being that it won't teach you as much as different build could. My advice would be running a pressure build. Something similar to a 2/3 Melee train with caster support and a somewhat light defence.
A build along those lines should be able to teach you and your players the hardest (imo) aspect to pull off with GvG builds: Pressure.
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Dec 19, 2006, 10:28 PM // 22:28
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#7
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Ascalonian Squire
Join Date: Apr 2006
Guild: White Mantle [wM]
Profession: W/
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I think melee heavy builds for a new guild isn't the way to go. My friend and I recently joined a more inexperience gvg guild and we're currently helping them get better. We tried the heavy melee pressure and we didn't have much success because we ran into so much anti-melee in almost every team we faced (wards, aegis, blind.. you name it). We then started running a pressure build using only one melee character and a combination of hexes and conditions. We had much more success.
It might just have been the members of the guild and their individual strengths/weaknesses but for a new guild starting out I suggest running the standard balanced template... and I think working on you spikes is a good thing... Learn to pressure other teams and to spike, a few good spikes mixed into the heavy pressure is a strong combo and once you learn to do that you'll become see a lot more success.
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Dec 19, 2006, 10:35 PM // 22:35
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#8
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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I suggest playing a pressure build. You will get the best results for your level of experience. Once you are comfortable with each otherand each others' skills, then start running adrenal spike/balanced.
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