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Old Dec 09, 2006, 06:26 AM // 06:26   #1
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Location: The Underworld
Guild: The Army Of The Underworld
Profession: W/Mo
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Default tFa's GvG Build

Me and my friends gvged alot, and decided to make a new guild, so we combined all our gvg builds weve done in the past and i need your guy's opinion.


Fear Me Axe Warrior W/A
14 Axe Mastery
12 Tactics
7 Strength

Fear Me
Eviscerate
Executioners Strike
Critical Chop
Flail
Dash
Healing Signet
Ressurection Signet

Fear Me Sword Warrior W/A
14 Swordmanship
12 Tactics
7 Strength

Fear Me
Sever Artery
Gash
Final Thrust
Shadow Prisom
Dash
Flail
Ressurection Signet

Crippling Anguish Mesmer Me/A
14 Illusion Magic
8 Inspiration Magic
8 Fast Casting
8 Shadow Arts


Crippling Anguish
Images of Remorse
Spiritual Pain
Conjure Phatasm
Drain Enchantment
Feigned Neutrality
Shadow Of Haste
Distortion

Energy Denial Mesmer Me/A

14 Domination Magic
8 Fast Casting
8 Inspiration
8 Shadow Arts

Energy Surge
Energy Burn
Signet of Weariness
Shadow of Haste
Feigned Neutrality
Dash
Signet of Inscriptions
Ether Feast

Flag Runner Elementalist E/Mo

14 Air Magic
10 Energy Storage
10 Healing Prayers

Storm Djinns Haste
Blinding Flash
Ether Prodigy
Heal Party
Healing Breeze
Extinguish
Ressurection Signet
Lightning Orb

Avatar of Grenth Dervish D/A

13 Scythe Mastery
11 Mythcism
10 Shadow Arts

Heart of Fury
Avatar of Grenth
Zealous Renewal
Crippling Sweep
Twin Moon Sweep
Dark Escape
Feigned Neutrality
Ressurection Signet





Blessed Light Monk Mo/A

14 Divine Favor
9 Healing Prayers
9 Protection Prayers
7 Shadow Arts

Blessed Light
Signet of Devotion
Shield of Absorption
Dismiss Condition
Gift of Health
Dark Escape
Return
Reversal of Fortune



Divert Hexes Monk Mo/Me

13 protection
10 Divine
10 Healing
6 Domination

Reversal of Fortune
Gift of Health
Dismiss Condition
Signet Of Devotion
Shield Of Absorption
Spirit Bond
Divert Hexes
Hex Breaker

Last edited by The Destined Guild Leader; Dec 09, 2006 at 06:47 AM // 06:47..
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Old Dec 09, 2006, 06:35 AM // 06:35   #2
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I would max out your warrior's weapons attributes and remove flail and insert frenzy. The enemy will be slowed by crippling anguish, but the 33% slow is still pretty significant. Especially with dash, frenzy will be a very easy cancel. While avatar of grenth is up, the dervish's main job is to apply heavy pressure on the enemy monks. Placing feigned neutrality on him would require to stop attacking for a period, greatly reducing his usefulness. Consider possibly making D/W with wb. Just my opinion
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Old Dec 09, 2006, 06:39 AM // 06:39   #3
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Location: New York, England.
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Profession: Mo/A
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Shadow of haste + Dash + Feigned Neutrality on both mesmers?
Are you planning on doing any ganking with those? imo, take out Shadow of haste, dash and feigned and replace them with an aegis chain? You havent got much support for your monks, so I would strongly recomend aegis chain.

Also, the divert monk I run looks like this:

Mo/Me
11+1+1 protection
9+1 Divine
9+1 Healing
6 Domination

Reversal of Fortune
Gift of Health
Dismiss Condition
Signet Of Devotion
Shield Of Absorption
Spirit Bond
Divert Hexes
Hex Breaker

Hex breaker + Shield Of Abso > Dark escape + Return

Hex breaker stops migrainers raping your Divert.
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Old Dec 09, 2006, 07:18 AM // 07:18   #4
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Quote:
Originally Posted by skillsbas8
I would max out your warrior's weapons attributes
They are maxed out.
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Old Dec 09, 2006, 08:24 AM // 08:24   #5
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Quote:
Originally Posted by fallot
They are maxed out.
16 Axe > 14 Axe
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Old Dec 09, 2006, 10:56 AM // 10:56   #6
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May i reccomend http://gwshack.us/

Makes it alot easier ot visualise the whole build...

Your runner has a res sig and no Gale. Why? Gale it a good interupt IMO. Sometimes a KD comes in very handy too in 8vs8. I'd drop the res sig and move one or two onto your mesemers - probably try and slot a Res CHant onto one too. With a 40/40 healing set you can get some very fast resses...
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Old Dec 09, 2006, 11:18 AM // 11:18   #7
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Quote:
Originally Posted by remmeh
16 Axe > 14 Axe
But now that you can't switch armor, it's risky to run a sup.
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Old Dec 09, 2006, 04:10 PM // 16:10   #8
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Only on casters as the armor makes it a little less risky for wars, paragon, ranger, and dearvish. (Don't know about sins)
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Old Dec 09, 2006, 05:18 PM // 17:18   #9
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Quote:
Originally Posted by Arkantos
But now that you can't switch armor, it's risky to run a sup.
Dont worry about sups on a war.
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Old Dec 09, 2006, 05:26 PM // 17:26   #10
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Quote:
Originally Posted by Legendary Shiz
Dont worry about sups on a war.
I agree warriors have descent armor without buffs and just make sure you cancel frenzy before they spike if its a spike or dont even hit frenzy the entire match.
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Old Dec 09, 2006, 06:35 PM // 18:35   #11
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ehhhh.... did you just decide that prot spirit is a bad idea or was it a typo?
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Old Dec 09, 2006, 08:38 PM // 20:38   #12
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Again, a warrior's job is for pressure, dps, and spiking. They have armor far superior to anyone in the game, they're fine with superior rune. The +2 comes in to every attack, and imo is indeed worth it. And again, I would never use flail in this build.
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Old Dec 10, 2006, 12:02 AM // 00:02   #13
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I'm curios as to why you're running a crippling anguish at the flag stand? If you want snares you can simply put in a crip shot. Because threw the crip shot you get interrupts/snares/and degen. Not only that, but he can be used as a secondary flag runner, or even an anti-gank tool. Which, im my opinion, is alot better use of your slot.

And, take off the FN, Dash, and SoH on the dom mesmer....please.

Last edited by TheCrusader; Dec 10, 2006 at 01:55 AM // 01:55..
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Old Dec 10, 2006, 01:36 AM // 01:36   #14
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I would stick to minors on warriors. I run 640 HP on mine and I benefit from the extra hp than I would from damage. With a little bit of DP or even VoD the -75 hp really hurts and it gets much much harder to overextend or simply do a warriors job.
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Old Dec 10, 2006, 08:28 AM // 08:28   #15
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The Crippling Anguish mesmer goes with the fear me axe warrior into ambushing the base, while the rest of the team fights at the flag stand. Ill get rid of the stuff on the domination mesmer tho
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