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Old Aug 30, 2006, 07:47 PM // 19:47   #1
Perfectly Elocuted
 
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Default Dual Warrior team build, Need help with fourth...

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Empathic Sword
Warrior/Monk

Strength: 9 (8+1)
Sword Mastery: 16 (12+4)
Tactics: 11 (10+1)


- Frenzy (Warrior other)
- Sever Artery (Sword Mastery)
- Gash (Sword Mastery)
- Final Thrust (Sword Mastery)
- Empathic Removal [Elite] (Monk Other)
- Sprint (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()

Idea is that a Sword Warrior doesn’t need to tie up an elite in a sword skill right? Empathic Removal then is to help keep him and the other Warrior clean of Hexes and conditions.

Devasting Hammer
Warrior/Monk

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

- Frenzy (Warrior other)
- Rush (Strength)
- Devastating Hammer [Elite] (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Fierce Blow (Hammer Mastery)
- Bull Strike (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()

This one is pretty standard. Since the two warriors are two teaming targets, I like the Hammer warrior over the shock axe warrior. Hammer KD’s are disruptive at the same time Final Thrust is devastating.

Blessed Light Monk
Monk/Mesmer

Divine Favor: 12 (1+1)
Protection: 9 (8+1)
Healing: 9 (8+1)
Inspiration: Rest
Domination: 3

- Gift of Health (Healing Prayers)
- Blessed Light [Elite] (Divine Favor)
- Signet of Devotion (Divine Favor)
- Reversal of Fortune (Protection)
- Healing Touch (Healing Prayers)
- Inspired Hex (Inspiration)
- Hex Breaker (Domination)
- Draw Conditions (Monk other)

BL monks are a bit of a new creature for me. I’ve really been impressed with them overall, especially against hex/condition heavy teams.

Oath Shot Trapper
Ranger/Mesmer

Expertise: 16 (12+3+1)
Wilderness Survival: 13 (12+1)

- Troll Ungent (Wilderness Survival)
- Oath Shot [Elite] (Expertise)
- Dust Trap (Wilderness Survival)
- Barbed Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Whirling Defense (Expertise)
- Distracting Shot (Expertise)
- Resurrection Signet ()


<EDIT>

Changed the attributes of the Trapper, changed distortion for whirling defense.
Switched Mend Aliment with Draw Conditions on the BL monk.
Switched in Bull's strike for Irresitable Blow on the Dev Hammer.

Last edited by SnipiousMax; Oct 01, 2006 at 03:50 AM // 03:50..
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Old Aug 30, 2006, 09:20 PM // 21:20   #2
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Quote:
Originally Posted by SnipiousMax
Oath Shot Trapper
Ranger/Mesmer

Expertise: 14 (12+2)
Wilderness Survival: 15 (12+1+2)
Illusion Magic: 3

- Troll Ungent (Wilderness Survival)
- Oath Shot [Elite] (Expertise)
- Dust Trap (Wilderness Survival)
- Barbed Trap (Wilderness Survival)
- Flame Trap (Wilderness Survival)
- Distortion (Illusion Magic)
- Distracting Shot (Expertise)
- Resurrection Signet ()


Okay, the fourth slot is the one I’m not sure about. I originally wanted to go with a Crip Shot ranger for the snares and poison degen, but I felt that the Trapper added a measure of defense as well as offense…. But to be honest, I’m not sure how well it fits into the build.

Other options I’ve looked at:

Expel Mesmer w/ Gale+ Blackout+Diversion
Air and Water E/Mo with Extinguish and Healparty
Crip Shot


So if you could give me some input I’d greatly appreciate it. I’m looking for something to fill that last spot, but if you’ve got ideas for the other three characters, please let me know.
The oath shot trapper's attributes are messed up. The traps are quite expensive in energy and oath shot only accelerates the energy loss. For this reason, I would recommend 16 expertise and 13 wilderness. Also, consider dropping distortion for whirling defense which has nice synergy with oath shot. Not a big fan of troll unguent in TA due to its 3 second activation. Consider dropping it for throw dirt (2nd source of blindness ftw).

The blessed light should also get divine favor as high as possible. I consider 15 divine favor a minimum for a blessed light monk in TA, but personally prefer 16 divine favor.

The expel dom mesmer is out of the question for your 4th slot, because then you'd be running without an anti-melee character which is suicide for your team.

The air or water ele is a reasonable option for anti-melee but try to fit in ward against melee as well onto their bars. Heal party and extinguish are generally not good choices for TA as you will not likely get good efficiency from these skills with only 4 party members.

A cripshot ranger with 16 expertise can serve as a reasonable anti-melee character. One problem with using a cripshot ranger as your anti-melee is against teams with 2 or 3 melee your cripshot will be spending all their time and energy putting crips on their melee and will be hard pressed to interrupt other key skills that you would like to tag. Another issue with using a cripshot as anti-melee is that this character is affected by the opposition's anti-melee. Normally, if the opposition wants to put some hate on your anti-melee, then they either have to have their monk hate character spend some time on them (instead of your monk...yay) or stick a melee in their face and force them to kite. The cripshot does have the advantage of pre-kiting and crippling enemy melee makes it harder for the opposition to use melee as a form of shutdown on your anti-melee, but with the drawback that their anti-melee can be a form of shutdown for your anti-melee.

A crippling shot ranger is by far the most versatile character in the game though, so I do recommend you try it out before making a final decision. Your monk would have to swap mend ailment for draw conditions though (which probably should be swapped anyway since you have 2 warriors).
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Old Aug 30, 2006, 11:38 PM // 23:38   #3
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I would probably opt for a water ele with a ward or two, as divine said. This strikes a nice balance with being able to help out on defense while helping your warrior pressure. something like:

Deep Freeze
Shard Storm
Ice Spikes
Ether Prodigy
Ward against Melee
Draw conditions
gale
Res Sig
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Old Sep 05, 2006, 09:57 PM // 21:57   #4
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Id go with a e/mo also with a bar like
ward vs foes
deep freeze
ice spikes
blurred vision
ether prodigy
shard storm
heal other/ward against stability/draw condition/hex removal
rez signet

So many things you can fight in that last slot depending on what you facing. Myabe your monk might need help with healing so you can take heal other, anywhere you pvp chain kd's are annoying so maybe the ward, to many conditions so maybe draw or to many hexes so you can take an extra hex removal. Depending on what you keep facing that slot is open. Also you said kd's are disruptive but you only have kd you might want to add another kd there somewhere maybe hammer bash. Can chain skills like dev hammer, fierce blow, hammer bash, crushing. Also if you by chance kill someone b4 you get to your second kd its still charged up so you can quickly jump on another target with a kd already charged up.

Last edited by warriorsmiley; Sep 05, 2006 at 10:01 PM // 22:01..
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Old Sep 06, 2006, 08:51 PM // 20:51   #5
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Thanks for the feedback!

I'm going to stick with the trapper. Although I did take D.Shadow's suggestions to heart and changed the attributes accordingly, dropped distortion in favor of Whirling Defense.

I had fun with the C.Shot ranger, but it was difficult trying to keep both warriors and the ranger clean and free of hate. And while the E/Mo worked great (w/draw conditions, NO extinguish and NO Heal party) I really liked the trapper better.

Curious to see if there were any other suggestions for the BL monk?
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Old Sep 06, 2006, 10:44 PM // 22:44   #6
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Quote:
Originally Posted by warriorsmiley
Id go with a e/mo also with a bar like
ward vs foes
deep freeze
ice spikes
blurred vision
ether prodigy
shard storm
heal other/ward against stability/draw condition/hex removal
rez signet

So many things you can fight in that last slot depending on what you facing. Myabe your monk might need help with healing so you can take heal other, anywhere you pvp chain kd's are annoying so maybe the ward, to many conditions so maybe draw or to many hexes so you can take an extra hex removal. Depending on what you keep facing that slot is open. Also you said kd's are disruptive but you only have kd you might want to add another kd there somewhere maybe hammer bash. Can chain skills like dev hammer, fierce blow, hammer bash, crushing. Also if you by chance kill someone b4 you get to your second kd its still charged up so you can quickly jump on another target with a kd already charged up.
A no on blurred vision, it's not going to stick for any time at all. Ward against melee or gale in that slot.
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Old Sep 06, 2006, 11:04 PM // 23:04   #7
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Quote:
Originally Posted by TheOneMephisto
A no on blurred vision, it's not going to stick for any time at all. Ward against melee or gale in that slot.
Agreed. The snare water hexes are fine as is, because they still accomplish their goal (creating separation or helping your melee add damage) even if they do not last the full duration. As a solo hexer though blurred vision is not so hot. Also, I have gotten deep freeze to work before in TA but it is a bit energy intensive and not as profound as it is in 8 man.

Here's the bar I would recommend for a water/earth hybrid:

Ether Prodigy {E}
Ward Against Melee
Ward Against Foes (or Ward of Stability depending on preference)
Ice Spikes
Shard Storm
Gale
Draw Conditions
Rez Signet

Water - 14 (11+3)
Earth - 11 (10+1)
Energy Storage - 10 (9+1)
Air - 5 (4+1)
Prot - 2
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Old Sep 07, 2006, 04:35 AM // 04:35   #8
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Problem with Water Emos is that their relatively long cast times. A good ranger can reduce him to a DC turret.

I would recommend going with the crip shot.
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Old Sep 08, 2006, 07:14 PM // 19:14   #9
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you should have nr in that build with a BL monk and oath ranger already there
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Old Sep 08, 2006, 07:23 PM // 19:23   #10
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Quote:
Originally Posted by audioaxes
you should have nr in that build with a BL monk and oath ranger already there
I agree, though the blight monk is running guardian, which is only 'fair' most of the time, but goes to 'terrible' with nr up. drop it for rof, rof is always sexy.
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Old Sep 08, 2006, 07:36 PM // 19:36   #11
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^ I didn't run NR because the entire group has only one interrupt between them. But then I realized I did have a Hammer Warrior. I really want to try it now.

I'll give RoF a whirl. Thanks for the suggestion.

Last edited by SnipiousMax; Sep 08, 2006 at 07:42 PM // 19:42..
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Old Sep 18, 2006, 02:10 PM // 14:10   #12
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Hex Breaker(Domination) change this Drain Enchantment(inspiration)...
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Old Sep 18, 2006, 07:48 PM // 19:48   #13
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Quote:
Originally Posted by iluvathar
Hex Breaker(Domination) change this Drain Enchantment(inspiration)...
If you meant to use Drain Enchant as a means of energy management... between Sig of Devotion, four pips of regen, and the warrior using Empathic Removal every time it comes up, I've not had any problems at all with energy.

If you meant to use it to increase the offensive potential of the team... would one Enchant removal be enough to make a difference?

Thanks to Thom for the suggestion of using RoF (I changed it above). It IS sexy.
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Old Sep 18, 2006, 08:30 PM // 20:30   #14
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Quote:
Originally Posted by warriorsmiley
Id go with a e/mo also with a bar like
ward vs foes
deep freeze
ice spikes
blurred vision
ether prodigy
shard storm
heal other/ward against stability/draw condition/hex removal
rez signet

So many things you can fight in that last slot depending on what you facing. Myabe your monk might need help with healing so you can take heal other, anywhere you pvp chain kd's are annoying so maybe the ward, to many conditions so maybe draw or to many hexes so you can take an extra hex removal. Depending on what you keep facing that slot is open. Also you said kd's are disruptive but you only have kd you might want to add another kd there somewhere maybe hammer bash. Can chain skills like dev hammer, fierce blow, hammer bash, crushing. Also if you by chance kill someone b4 you get to your second kd its still charged up so you can quickly jump on another target with a kd already charged up.
Not really like blurred vision here. Ward of melee or gale would be a much better replacement. Personally, I'd probably go ward since then you'll have some anti melee in there making your cripshot have to spend less energy on him and allowing him to interupt a bit more.

Though IMO, gale on the ele would probably equate to interupt on a cripshot.
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Old Sep 21, 2006, 08:55 AM // 08:55   #15
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Quote:
Originally Posted by SnipiousMax
If you meant to use Drain Enchant as a means of energy management... between Sig of Devotion, four pips of regen, and the warrior using Empathic Removal every time it comes up, I've not had any problems at all with energy.

If you meant to use it to increase the offensive potential of the team... would one Enchant removal be enough to make a difference? An yes rof is a must =)

Thanks to Thom for the suggestion of using RoF (I changed it above). It IS sexy.
Hmm I cant belive u never run out of energy, than u almost never die? Look u dont use dom than so u have insp on 7. When u drain ench, lets say something that costet the caster 10 energy, u pay 10 for it get 16. So u got 6 energy and caster lost 10. thats 16 energy difference u make wich is a lot. But if u so strong on energy and obviosly the weakest target, u can go Mo/As. I know some dont like it... U use Return and Dark Escape, in wich case u should be able to take a lot of pressure from u, but loose energy management. I think Mo/As is only good for groups like this, when u the weakest part...

I have been bl mo/as and mo/me for a while, thou I used Mend Ailment insted of draw cond, but Im not saying its better...

Last edited by iluvathar; Sep 21, 2006 at 09:05 AM // 09:05..
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Old Sep 22, 2006, 04:22 PM // 16:22   #16
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Quote:
Originally Posted by SnipiousMax
Devasting Hammer
Warrior/Monk

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

- Irresistible Blow (Hammer Mastery)
- Frenzy (Warrior other)
- Devastating Hammer [Elite] (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Fierce Blow (Hammer Mastery)
- Rush (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()
Is Irresitable Blow still an ideal skill to run with the nerf? Should I switch it out with something else?
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