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Old Oct 23, 2006, 05:42 AM // 05:42   #1
Ascalonian Squire
 
Join Date: Sep 2006
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Default Need feedback on my guild's GvG build

Hammer Warrior
Vampiric hammer of fortitude and elemental hammer of fortitude

Warrior/Elementalist
Level: 20

Strength: 9 (8+1)
Hammer Mastery: 16 (12+4)
Air Magic: 2
Tactics: 11 (10+1)

Devastating Hammer/Backbreaker (Hammer Mastery) [Elite]
Crushing Blow (Hammer Mastery)
Fierce Blow/Bull Strike (Hammer Mastery / Strength)
Shock (Air Magic)
Frenzy (Other)
Sprint/Rush (Strength)
Healing Signet (Tactics)
Resurrection Signet ()


Axe Warrior
Vampiric and zealous(if using prot strike) or elemental axe of fortitude

Warrior/Elementalist
Level: 20

Strength: 9 (8+1)
Axe Mastery: 16 (12+4)
Tactics: 11 (10+1)
Air Magic: 2

Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Shields Up (Tactics)
Frenzy / Protector's Strike
Sprint / Rush
Healing Signet (Tactics)
Shock (Air Magic)
Resurrection Signet ()

Crippling Shot Ranger
Poisonous recurve bow of fortitude, crippling recurve bow of fortitude.

Ranger/Mesmer
Level: 20

Expertise: 15 (12+3)
Wilderness Survival: 7 (6+1)
Marksmanship: 12 (10+2)
Domination Magic: 6

Apply Poison (Wilderness Survival)
Crippling Shot [Elite] (Marksmanship)
Savage Shot (Marksmanship)
Distracting Shot (Expertise)
Blackout (Domination Magic)/ Distortion (Illusion Magic)
Lightning Reflexes (Expertise)
Troll Unguent (Wilderness Survival)
Resurrection Signet ()

If using distortion instead of blackout, adjust attribute in Dom Magic as appropriate


Illusion Mesmer
+60 HP illusion staff or preferred wand/focus combo.

Mesmer/Monk
Level: 20

Fast Casting: 8 (7+1)
Illusion Magic: 13 (10+1 + 2)
Domination Magic: 10 (9+1)
Inspiration Magic: 11 (9+2)



Crippling Anguish (Illusion Magic) / E-Drain (Inspiraiton Magic) [Elite]
Conjure Phantasm (Illusion Magic)
Phantom Pain (Illusion Magic)
Shatter Dellusion (Domination Magic)
Images of Remorse (Illusion Magic)
Drain Enchantment (Inspiration Magic)
Draw Condition (Protection Prayer) / Shatter Enchantment (Domination Magic)
Ressurection Chant


Water Elementalist

Hale Water staff of Enchanting & 20% fast casting healing focus. (after creation, move the focus to another weapon slot to switch to for hard ressing or heal party spam). +30e weapon swap.

Elementalist/Monk
Level: 20

Energy Storage: 8 (7+1)
Earth Magic: 11 (10+1)
Water Magic: 14 (10+4)
Healing Prayers: 9

Ice Spikes (Water Magic)
Shard Storm (Water Magic)
Deep Freeze (Water Magic)
Ward Against Melee (Earth Magic)
Draw Conditions (Protection Prayers)
Ether Prodigy [Elite] (Energy Storage)
Heal Party (Healing Prayers)
Resurrection Chant (Healing Prayers)


Air Elementalist
Hale Air staff of Enchanting, +30e swap

Elementalist/Monk
Level: 20

Energy Storage: 9 (8+1)
Air Magic: 16 (12+4)
Healing Prayers: 10
Protection Prayers: 2

Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Blinding Flash (Air Magic)
Windborne Speed (Air Magic) / Ressurection Signet / Chant
Ether Prodigy [Elite] (Energy Storage)
Gale (Air Magic)
Heal Party (Healing Prayers)
Extinguish (Protection Prayers)


Standard Boon Prot

Monk/Mesmer
Level: 20

Divine Favor: 16 (12+4)
Protection Prayers: 9 (8+1)
Inspiration Magic: 10

Reversal of Fortune (Protection Prayers)
Mend Condition (Protection Prayers)
Signet of Devotion / Guardian / Power Drain
Protective Spirit (Protection Prayers)
Contemplation of Purity (Divine Favor)
Inspired Hex (Inspiration Magic)
Mantra of Recall [Elite] / Energy Drain [Elite]
Divine Boon (Divine Favor)


Gift of Health Boon Prot

Monk/Mesmer
Level: 20

Divine Favor: 15 (11+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9

Reversal of Fortune (Protection Prayers)
Gift of Health (Healing Prayers)
Mend Ailment (Protection Prayers)
Protective Spirit (Protection Prayers)
Contemplation of Purity (Divine Favor)
Inspired Hex (Inspiration Magic)
Energy Drain [Elite] / Mantra of Recall [Elite]
Divine Boon (Divine Favor)

Note for the monk, they can run whatever they feel comfortable with, the monk is just a basic template, but I think it should work with any popular monk build out there e.g. BL monk


So basically, the aim of this build is to have decent spiking capability, either with adren spike or without adren spike


So role for each profession

The warrior will be the one that establish the front lines and apply pressure both offensively and defensively. In case of adren spike is called, the warrior will abandon pressing enemy's backine and apply spike as specified.

The cripshot will generally apply the condition pressure via poison. In case of 8v8 the cripshot will have to interupt quite important spell like heal party, or lightning orb and stuff, as so generally the cripshot will be exempt from the necessity to follow the spike call, but if they are free they can participate with the spike. There might be another option of taking out cripshot and poison arrow and replace it with melandru arrow and debilitating shot respectively. In case of that, they'll need to maintain constant debilitating shot on enemy monks(preferably the same one).

Mesmer in the other hand will participate in spike with phantom pain + shatter delusion combo. The main role for the mesmer is to spread as much degen as possible via images of remorse and cripple any incoming warrior that is chasing our back line. The aim of using PP + SD combo is to save the deep wound from the 2 warriors for possibility of chain kill so both warrior will keep their deepwound capability. But as of current, the mes seemed will have lots of energy issue unless the mesmer is running a E-Drain, I doubt they could have proper energy to spread the degen.

The water elementalist main aim is to snare any incoming warrior, and escaping target as well as ward placement. In case of spike, the water elementalist will participate in the spike.

Air elementalist will be the main flag runner throughout the game, and should be staying long enough in flag stand holding the flag to assist with spike (i.e. not capping until we're rolling the enemy's flag stand team)

Note that spreading the degen around is just to make enemy's monk harder to notice which target is about to be spiked. As I got feedback from my monks saying it is harder to notice spike attempt from staring at party bar if there's degen involved.

Also I'm thinking of possibility to swap the cripshot ranger with a tainted flesh necro or hex support necro with life siphon and feast of corruption to assist more with the spike.

Another question would be, will this build be flexible enough for a split?(either offensive split or defensive split)

Feedbacks and improvements are well appreciated.

Thanks

Last edited by OrangHebat; Oct 23, 2006 at 05:16 PM // 17:16..
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Old Oct 23, 2006, 11:10 PM // 23:10   #2
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Guild: Apathy, Inc. [AI]
Profession: R/A
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One hexer and a Water ele will be fairly easily stopped by even mediocre hex removal.

The mesmer build will have that character running on almost no energy almost all of the time.

The cripshot is somewhat out of place, as its poison will be easily removed and will cause minimal pressure at best.

if the mes is helping on the spike, you'd better have your warriors spike time down cold, as the PP/Shatter will be easily noticeable by their monks and the spike will fail.

The onfield ele might be doing too much. HP, WaM, snares and a Draw is a lot of micromanagement, and he may find some of the skills useless. Remove the Heal Party, and keep th eone on the runner. Put Glyph of Sacrifice there for Res Chant.

Back to the mes, his Draw will see little use. Replace it with Power Drain for his energy problems.

In fact, switch the mes to a standard Surger, with Gale. The stickied build post should have what you need there.

The Cripshot should have Distortion, and Storm Chaser instead of Res Sig. have his attributes be:

15 Exp
10 Marks
9 Wild
6 Dom
3 Illu

Have him split off when possible, or run flags if the ele is needed by the stand. When at the stand, he should play defensively, switching to offensively as the need arises. Make sure he blacks out Warriors when possible.

On the runner, i would personally switch Strike out for an Aegis or Deep Freeze, but its your call.

On a split the build should do fine. The Cripshot will be your main split man, with the Air ele assisting when nessecary. the Axe war is the third man. In a 4/4 split, have the GoH monk go with the Mes, Axe war, and Air ele on offense, while the other boon, Water ele, Cripshot and Hammer war on defense.
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Old Oct 24, 2006, 12:30 AM // 00:30   #3
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THe Mesmer can stay, but make him a ganking Mesmer.
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Old Oct 24, 2006, 01:52 AM // 01:52   #4
Ascalonian Squire
 
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The ganking mesmer as in Me/A Crippling Anguish? That should be doable, but I kind of prefer the idea of running the surger instead as last night we tried the illusion build and doesnt work like we intended to, and definitely surger did better than illusion after we swap that out.

Thanks for the feedback so far
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Old Oct 24, 2006, 02:18 AM // 02:18   #5
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My reccommendation is, if you want to run hex pressure, run hex pressure that's overwhelming enough to overrun all attempts at removal, don't go with something that can be countered by a BLight and and ihex. I reccommend the old japanese hex builds.
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Old Oct 24, 2006, 02:33 AM // 02:33   #6
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roffel this looks like this was copy and pasted form like the xoo website or of some sort haha
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Old Oct 24, 2006, 02:51 AM // 02:51   #7
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Regarding Hex builds, Manfred is right. Look at [cow] run their build; you need to take initiative, shut down their Heal Parties and Expel Hexes. A single Hexer in an otherwise low-hex build won't work very well. It's either all hexes, or none (not including things like Diversion and Deep Freeze, of course).
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Old Oct 24, 2006, 03:55 AM // 03:55   #8
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Instead of going the QQ/Cow direction of hexes, there is a more aggresive option that seems to take slightly less modifcation then going all out dual migraine or whatever.

You could start by taking out the water ele for a dedicated warrior hate character. The standard choice is just an N/Mo with faintheart, lifesiphon, etc. all powered by Offering of Blood. You could also be a bit more adventurous and run a double failure fast cast Mes/Nec. If you go that route, you can also put Faintheart, life siphon, or whatever you want on him. Signet of Humility is also quite effective for shutting down Expel or Blessed Light.

With the loss of the stand water ele, I'd say swap the air runner to a water runner with flash, and you can keep windborne if you want.

Next, drop the PP/SD off the mesmer. I understand your reasoning for it, but I think there are better options. This will free up slots for Power Drain and Mantra of Pesistence. Also, I would recommend Migraine over Crip Anguish or Edrain. It's good caster hate. If you went with the N/Mo with draw, put Spirit of Failure on this mesmer over draw. If you went with the Me/N, keep draw.

So this is a bit less hexy then most builds out there, but it's unique in the way it gains kills. It takes a bit of coordination to pull off. You should have your warriors call a spike on Monk 1, and just as the spike is about to go off, have the Ranger blackout Monk 2. Make sure to shock or otherwise KD the spike target. With one monk KD'd and the other blackedout, something's usually going to die. If one monk dies, quickly swap over to the other and KD/blackout chain him.

Also, interrupting Heal Party with your crip is still valuable, albeit not as much.

The other options for this build, as others have said, would be to use a Crip Anguish as a ganker or to go all out dual migraine/mass hexes QQ/cow style.
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Old Oct 24, 2006, 01:19 PM // 13:19   #9
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With regard to taking out flagstand water ele and swapping it with a caster specialized in taking out warrior, can the build last long enough against heavy condition pressure build(say melandru arrow and poison arrow on 2 rangers, tainted necro and hexer necro with malaise and life siphon) without straining the monk's energy? Since then there will be no one who runs the heal party spamming, and not to mention there's no RC monk or Expel Hexes on the build since what we normally run would be either 2 BL or 1 BL and 1 BP. If it has to be flag runner who spam the heal party, can the build with N/Mo or Me/N hold the flag stand long enough until the flag runner return to the flagstand or can one of the mes or nec swap flag running with the water runner? Or perhaps to make use of Martyr on the mesmer?

Any other suggestion than taking out the ranger and mesmer and put in either heavy hex or heavy condition build?

Last edited by OrangHebat; Oct 24, 2006 at 01:26 PM // 13:26..
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Old Oct 25, 2006, 12:16 AM // 00:16   #10
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The build as shorty suggested would be fine at the stand, so long as you do not make too many mistakes.

throw a Distortion on your softies and theyre surprisingly less soft...
Even so, DIstortion may be unnessecary.

If you take that route, i recommend Feint, Parasitic and Reckless on the Me/N, and switch the Me/mo to:

Images of Remorse
Conjure Phantasm
Spirit of Failure
Energy Drain*
Drain Enchantment
Distortion
Draw Conditions
Ressurection Chant

Possibly throw an Inspired Hex or Expel Hexes on the Me/N.

The flagger will be fine as the only Heal Party. Two is strong, but as spike is everywhere in the current meta, it may be overkill.
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