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Old Sep 09, 2006, 03:23 AM // 03:23   #1
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Default nr tq build

Monk/Mesmer
Level: 20

Divine Favor: 14 (12+2)
Healing Prayers: 10 (9+1)
Inspiration Magic: 9
Illusion Magic: 3

Blessed Light [Elite] (Divine Favor)
Dwayna's Kiss (Healing Prayers)
Orison of Healing (Healing Prayers)
Signet of Devotion (Divine Favor)
Mend Condition (Protection Prayers)
Inspired Hex (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Distortion (Illusion Magic)


Monk/Mesmer
Level: 20

Divine Favor: 14 (12+2)
Healing Prayers: 10 (9+1)
Inspiration Magic: 9
Illusion Magic: 3

Blessed Light [Elite] (Divine Favor)
Dwayna's Kiss (Healing Prayers)
Orison of Healing (Healing Prayers)
Signet of Devotion (Divine Favor)
Mend Condition (Protection Prayers)
Drain Enchantment (Inspiration Magic)
Inspired Hex (Inspiration Magic)
Distortion (Illusion Magic)


Ritualist/Mesmer
Level: 20

Spawning Power: 12 (10+2)
Restoration Magic: 12 (10+2)
Communing: 10 (9+1)
Illusion Magic: 7

Ritual Lord [Elite] (Spawning Power)
Boon of Creation (Spawning Power)
Soothing (Communing)
Shelter (Communing)
Union (Communing)
Recuperation (Restoration Magic)
Distortion (Illusion Magic)
Flesh of my Flesh (Restoration Magic)


Warrior/Elementalist
Level: 20

Strength: 10 (9+1)
Axe Mastery: 14 (12+2)
Tactics: 10 (9+1)
Air Magic: 3

Shock (Air Magic)
Bull's Strike (Strength)
Frenzy (Warrior other)
Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Rush (Strength)
Healing Signet (Tactics)
Resurrection Signet ()

Ranger/Necromancer
Level: 20

Expertise: 16 (12+4)
Wilderness Survival: 10 (9+1)
Blood Magic: 9

Debilitating Shot (Ranger other)
Oath Shot [Elite] (Expertise)
Dust Trap (Wilderness Survival)
Nature's Renewal (Wilderness Survival)
Tranquility (Wilderness Survival)
Whirling Defense (Expertise)
Blood Ritual (Blood Magic)
Resurrection Signet ()


Ranger/Mesmer
Level: 20

Expertise: 16 (12+4)
Wilderness Survival: 10 (9+1)
Marksmanship: 10 (9+1)
Illusion Magic: 3

Distracting Shot (Expertise)
Savage Shot (Marksmanship)
Debilitating Shot (Ranger other)
Crippling Shot [Elite] (Marksmanship)
Apply Poison (Wilderness Survival)
Storm Chaser (Wilderness Survival)
Troll Unguent (Wilderness Survival)
Distortion (Illusion Magic)


Ranger/Mesmer
Level: 20

Expertise: 10 (9+1)
Wilderness Survival: 10 (9+1)
Marksmanship: 14 (12+2)
Illusion Magic: 3

Distracting Shot (Expertise)
Savage Shot (Marksmanship)
Dual Shot (Ranger other)
Debilitating Shot (Ranger other)
Melandru's Arrows [Elite] (Wilderness Survival)
Troll Unguent (Wilderness Survival)
Distortion (Illusion Magic)
Resurrection Signet ()


Ranger/Necromancer
Level: 20

Expertise: 16 (12+4)
Wilderness Survival: 10 (9+1)
Blood Magic: 9

Distracting Shot (Expertise)
Oath Shot [Elite] (Expertise)
Flame Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Whirling Defense (Expertise)
Blood Ritual (Blood Magic)
Resurrection Signet ()

Last edited by overclocked; Sep 09, 2006 at 04:57 PM // 16:57..
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Old Sep 09, 2006, 04:58 AM // 04:58   #2
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this looks very cool. would like to see it work in action
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Old Sep 09, 2006, 06:27 AM // 06:27   #3
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I'm not sure how you hope to get kills in this build. You don't have any warriors and you don't have the tools to spike. 3 rangers are decent pressure, but all they have to do is keep a single powered Heal Party running and your offense is crushed.
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Old Sep 09, 2006, 06:39 AM // 06:39   #4
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What's the point of having 2 apply cripshots? You need damage to make the pressure fatal, as wasteland said. I suggest bringing a warrior in that spot.
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Old Sep 09, 2006, 05:01 PM // 17:01   #5
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yeah u can also run it with out the rit and 2 wars, or with 2 beast masters and the rit etc, thumpers work 2, anything that exploits the rits and ranger ballance problems works great. It even holds in HoH, and rapes TA. Look for some teams to climb the ladder with this is season. Sort of like tripplesmite.
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Old Sep 09, 2006, 05:25 PM // 17:25   #6
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GENERALLY speaking not without exception but generally HA builds dont work very well in GvG and if a guild is running this they would have alot more damage.
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Old Sep 09, 2006, 06:42 PM // 18:42   #7
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I've never seen a nr/tranq build without significant melee based damage in GvG. The concept has been around in GvG for a little while now, as it has in HA, but the usual format I have come across is

2 thumpers
2 rangers (1 melandrus 1 poison/oath shot with spirits)
Death necro with draw or a trapper
2 heal monkeys
Emo runner using second wind

This is a really nasty setup to face on certain maps (burning and jade mainly for obvious reasons)

I think the build as posted doesnt do any damage, its a VOD build without the ability to setup VOD
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Old Sep 10, 2006, 03:15 PM // 15:15   #8
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um ok but thats not this build and this build is better, so i dont see your point.

If you haven't played aginst this then you are not going to know why or how it works. Try watching observer. A guild that runs this recently held HoH with it for most of the day too during double fame weekends, so i think your not in the know about expertise when you start saying stuff like that.

Last edited by overclocked; Sep 10, 2006 at 03:17 PM // 15:17..
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Old Sep 10, 2006, 06:41 PM // 18:41   #9
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Quote:
Originally Posted by overclocked
um ok but thats not this build and this build is better, so i dont see your point.

If you haven't played aginst this then you are not going to know why or how it works. Try watching observer. A guild that runs this recently held HoH with it for most of the day too during double fame weekends, so i think your not in the know about expertise when you start saying stuff like that.
They ran an 8 man build in 6 man HA?
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Old Sep 10, 2006, 07:07 PM // 19:07   #10
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We played a build almost identical to this last night, on a guild I guested for. They got pushed back from the stand, because they had very little damage which therefore allowed us to be super aggressive and hit them with things a lot. Then they turtled untill VoD (Ritaulists for the WIN!) At VoD we went into their base and killed them all, then their Guild Lord.

Thirty minutes of waiting for a win that should have taken six.

You have two characters who blind is going to piss off, and three which blind will disable entirely - with only Mend Conditions from your Monks to keep them clean. You have a Shock Axe Warrior in a build that relies on pressure to get kills, and has no spike at all.

A guy with Heal Party and Extinguish sat way back from the flagstand is going to completely mitigate a vast amount of your pressure, leaving you the Axe Warrior and the Melandrus Ranger with any hope of getting kills from spike. Assuming your Cripshot ranger is running flags, that leaves you a Trapper, a Spirit Guy, a Melandrus Ranger and a Warrior to actually pressure with. I hope you realise that is barely better than a TA build, and I mean barely.

Your Monk builds are pretty horrible, and are going to collapse under pressure very quickly. You have no serious damage mitigating enchantments like Protective Spirit or Spirit Bond, which are still money even under Tranq. Trying to heal through un-protted damage with crappy 5 energy heals isn't going to get you very far.

Oh and please, do NOT try and use HA as a justification for a GvG build. That is an absolutely ridiculous argument.
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Old Sep 10, 2006, 09:11 PM // 21:11   #11
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Quote:
Originally Posted by overclocked
um ok but thats not this build and this build is better, so i dont see your point.

If you haven't played aginst this then you are not going to know why or how it works. Try watching observer. A guild that runs this recently held HoH with it for most of the day too during double fame weekends, so i think your not in the know about expertise when you start saying stuff like that.
The thing is, this build isn't better.

and see JR's post about your second paragraph.
Using that logic, why don't you just run a warder, a shock warrior, 2 choking gas rangers, a starburst elementalist, a woh monk, sb/infuser, and rc prot? Oh wait...

blood rit on a ranger is pretty sloppy and just makes me think your monks can't manage their energy (which would be strange since you have a rit so they have a ton of pressure off of them).


I have nothing else to add that hasn't been said.
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Old Sep 11, 2006, 06:46 AM // 06:46   #12
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JR there isnt alot of condition removal because blindflash is easy to interupt, unless you're a noob, and didn't u see alot of interupts....

JR there isnt alot prot spirit spirit bond because 10 energy encantlike s ps+ sb and nr + tq + shelter + union = wastefull....almost moronic....when there ends up being many of these type of builds in gvg, im going to rub it in your face.

Blood rits are for the rangers to spam dust traps more..... why all the haTE, U GUYS ARE VERY CLOSE MINDED.

Last edited by overclocked; Sep 11, 2006 at 06:53 AM // 06:53..
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Old Sep 11, 2006, 08:55 AM // 08:55   #13
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Quote:
Originally Posted by overclocked
JR there isnt alot of condition removal because blindflash is easy to interupt, unless you're a noob, and didn't u see alot of interupts....
So you are going to have a ranger with excellent reflexes camp the Ele(s) at all times? Sounds like a constructive use of his time...

Quote:
Originally Posted by overclocked
JR there isnt alot prot spirit spirit bond because 10 energy encantlike s ps+ sb and nr + tq + shelter + union = wastefull....almost moronic....
Even a 6 second Prot Spirit does wonders against any kind of adren or pure spike build. It mitigates FAR more damage than you would heal through with two Orisons or a Blessed Light.

Quote:
Originally Posted by overclocked
when there ends up being many of these type of builds in gvg, im going to rub it in your face.
NR/Tranq builds already have been a bit of a FoTm build in GvG, untill people stopped being taken by surprise by them and realised they actually weren't that hard to beat.

Quote:
Originally Posted by overclocked
why all the haTE, U GUYS ARE VERY CLOSE MINDED.
There is a difference between not liking a build because it is out of the ordinary, and not liking a build because it is garbage.
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Old Sep 11, 2006, 09:52 AM // 09:52   #14
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Quote:
Originally Posted by overclocked
Blood rits are for the rangers to spam dust traps more.....
only your rangers will each be spending 10e and gaining 7e. whoops!
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Old Sep 11, 2006, 10:28 AM // 10:28   #15
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Quote:
Originally Posted by XxForgexX
only your rangers will each be spending 10e and gaining 7e. whoops!
Indeed; Blood Ritual is a transfer of energy from one character to another, not like Blood Is Power which has a large net gain.
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Old Sep 11, 2006, 07:48 PM // 19:48   #16
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Every good spike has 2 shatters in it so how does like placing 2 prot enchants on the target durring the spike help mitigate damage?

ps shater sb shatter = 200 damage of your unlucky

br at that level is 3 regen for 12secs plus 20% for switching to a enchant bow, and your a dumbass if you though it should be used under TQ

Last edited by overclocked; Sep 11, 2006 at 07:51 PM // 19:51..
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Old Sep 11, 2006, 07:52 PM // 19:52   #17
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Oh yes I forgot, Prot Spirit just helps the other team spike...


...


...no, wait wait, it doesn't.
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Old Sep 11, 2006, 07:58 PM // 19:58   #18
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what about when its shatterd ?
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Old Sep 11, 2006, 08:04 PM // 20:04   #19
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Quote:
Originally Posted by overclocked
what about when its shatterd ?
It's still probably going to mitigate a fair amount of damage before getting shattered. This is especially the case when Spirit Bond is combined with Prot Spirit.

Also, many spikes only include one Shatter, and Shatter is a 25s recharge. If the other team is only able to spike every 25s we should have no problem killing them.
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Old Sep 11, 2006, 08:04 PM // 20:04   #20
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Quote:
Originally Posted by overclocked
what about when its shatterd ?
you cast it again.

:/
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