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Old Sep 07, 2006, 03:31 AM // 03:31   #1
Pre-Searing Cadet
 
Join Date: Aug 2006
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Default New to GW/GvG, need Help!

http://gwshack.us/e3d54

Can anyone critique this build for me? We're a new guild and get owned alot =P! Also, anyone have any recommendations on improving teamwork/communication/etc? Simple things such as "who to attack", "when to push up", "when to fall back", "how to flag run"... are pretty difficult for us at the moment =X. Thanks!
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Old Sep 07, 2006, 04:01 AM // 04:01   #2
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1) Attributes=good, no attributes=bad.

2) On the nec, change him to Tainted. Switch Infuse for Aegis, and Purge for Draw. Actually, the Premade works fine there. Just swap in Res Chant or Ressurect for the sig.

3) Drop the resses on the monks and runner. Res on a monk=bad idea.
Replace one with Prot Spirit, one with Spirit Bond. Also, Guardian is not very useful with thumpers all around. I suggest switching one for gift of Health, droping one pt in Divine favor for 9 in Healing (8+1). Atts should be: 14/9/9/9. Divine/Prot/heal/insp.

4) On the runner, use Extinguish instead of res. not sure if you want Aegis there...but i dont see a huge problem with it.
Drop Strike for Deep Freeze IMO (only a Minor rune in Water, youre getting it for the snare.) but its your call.
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Old Sep 07, 2006, 04:13 AM // 04:13   #3
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Default yay

thanks for the reply... the ele doesnt have factions... is there anything we can use rather than extinguish? =X
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Old Sep 07, 2006, 06:39 AM // 06:39   #4
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Quote:
Originally Posted by squee714
teamwork/communication/etc? Simple things such as "who to attack", "when to push up", "when to fall back", "how to flag run"... are pretty difficult for us at the moment =X.!
I'll skip the build for now (plenty of better build-makers on this forum than I) but as for part two of your post, there's a few ways to improve those things.

1. Read the articles on this forum about guild halls, kiting, monk energy management etc and recommend threads you find useful to your guild mates.

2. Ask a few more experienced friends to come in and guest for a couple GvG's. Get them to call tactics and listen as they do it, then ask them why they did things at certain times.

3. After each match take the time to ask yourself and your guildmates what went wrong and what went right. Try not to be too critical; encourage "no-blame" discussion. For example: we got a morale boost around 10 minutes, what happened to prevent the other team from running the flag? Was it becuase they were dead/trapped/otherwise occupied/too stupid etc.

This way everyone learns together.

4. Ask questions on forums such as this and of your more experienced friends. Lots of questions (but make sure you use the search function first, to see if it's been answered already )

5. Practice, practice, practice
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Old Sep 07, 2006, 08:40 AM // 08:40   #5
JR
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Quote:
Originally Posted by squee714

Thumper builds are solid, pretty much exactly what we ran on Wi.

A far more pressure oriented Necro build is the following:

Death Magic: 14 (12+2)
Soul Reaping: 10 (9+1)
Protection Prayers: 9

Tainted Flesh
Rotting Flesh
Well of the Profane
Putrid Explosion
Death Nova
Draw Conditions
Aegis
Ressurect

This is the Necro build we ran, as far as I remember. It really is absolutely key to have these skills if you wish to pressure the other team enough to get kills. Profane devastates dual Boon Prot teams if you can get it in a suitable place, and on Burning Isle that is very hard NOT to do, with how narrow the Flagstand and other paths are. The second Aegis makes the bar very energy heavy, but really is worth it when Soul Reaping starts rolling in. Death Nova on Pets as they get DPed also helps steam-roll the opposition.

The Necro you are currently running is basicly a weak third monk with a single hex. Faintheartedness will serve as nothing but Inspired Hex fodder, and the rest of the skills on that bar are largely unnecessary.

Also a Water Ele runner can make a HUGE difference when chasing a retreating team. Denying them time to regroup and think about how to play around you by mass snaring them and crushing them is the best tactic. Generally in a lot of the games we played we won by rolling them at th flag stand just after a two minute mark, then pushing into their base to clear it out. A lot of matches were done by just under the four or six minute mark.

I think ours was something like this:

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

Ice Spikes
Deep Freeze
Armor of Mist
Ether Prodigy
Heal Party
Extinguish
Healing Breeze
Aegis

I could be a little out on the attributes there, as I'm at work and can't double check.

Agreed with previous comments on removing Res Sigs from Monks also. Instead give one Protective Spirit, and one Spirit Bond. Consider dropping Contemplation of Purity for Signet of Devotion.


Quote:
Originally Posted by squee714
Can anyone critique this build for me? We're a new guild and get owned alot =P! Also, anyone have any recommendations on improving teamwork/communication/etc? Simple things such as "who to attack", "when to push up", "when to fall back", "how to flag run"... are pretty difficult for us at the moment =X. Thanks!
Thumpway is not the best build to run, if you want to improve as a guild. Yes it will get you a fair few easy wins, as it is so mindless to play, but you wont actually get much better as players.
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Old Sep 07, 2006, 09:06 AM // 09:06   #6
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Have the Necro Bring Tainted Flesh instead of martyr, bring well of profane instead of enfeble and bring death nova instead of faintheart(you put death nova on pets and monks for cover enchant) Have The monks bring Drain Enchant ment instead of COP and sig of devo instead of guardian and instead of res sig on both monks 1 monk brings prot spirit the other brings spirit bond.
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Old Sep 07, 2006, 09:09 AM // 09:09   #7
JR
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Quote:
Originally Posted by Chronic Heals
Have the Necro Bring Tainted Flesh instead of martyr, bring well of profane instead of enfeble and bring death nova instead of faintheart(you put death nova on pets and monks for cover enchant) Have The monks bring Drain Enchant ment instead of COP and sig of devo instead of guardian and instead of res sig on both monks 1 monk brings prot spirit the other brings spirit bond.
I would rather have Guardian than Drain Enchantment.
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Old Sep 07, 2006, 11:36 PM // 23:36   #8
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Quote:
I would rather have Guardian than Drain Enchantment.
Not totally sure i agree with that, JR.
In a team with say a Shatter/Drian mes, or other form of enchant removal it would be no question, but in this build i personally would want Drain Enchant, not so much for the energy management (which in a team with little defense, does help quite a bit) but to strip things such as Balths Aura, Zealots, etc. The only thing that may really hurt a huge presure team like thi sone would be a better coordinated pressure team (assuming theyre not fighting Te or similar) or a very defensive team, in either case enchant removals would be very helpful in most cases.

Also, i'm not a huge fan of Guardian for its 2 second cast. I'd rather have the extra energy for a Reversal or two, but i guess it is preference, really.
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Old Sep 08, 2006, 12:16 AM // 00:16   #9
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Thanks for much for your replies everyone. Being really new to the GW community, it's great to see people helping players that lack proper knowledge/skill. Much appreciated!
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Old Sep 08, 2006, 12:46 AM // 00:46   #10
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Default Ok here's attempt #2

http://gwshack.us/f49ab

Here's the new build. Hopefully it looks ok. I also have some questions...

1) What targets would the thumpers usually attack/go for? What is their main purpose? (in simple things such as RA pvp, it's always go after the monk...but im sure it isnt as simple as that in gvg?)

2) Since we're all new, none of us have factions (besides the Necro). Would we be able to do well without factions? (*points at current build*) Skills such as Extinguish and Spirit Bond are impossible to get.

3) For the Thumpers, is Bull's Strike even worth it? Would replacing it with Mighty Blow or Staggering Blow or Sprint be more effective? What about a 3 backbreaker thumper setup, and 1 thumper equipped with charge? (hammer bash, crushing blow, irr blow, tiger's fury, charge, comfort, charm, res sig?)?

4) Thanks again!

Last edited by squee714; Sep 08, 2006 at 01:55 AM // 01:55..
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Old Sep 08, 2006, 07:36 AM // 07:36   #11
JR
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Your original Thumper builds were better, the dual "Charge!" allows you to much more effectively train targets.

Targets... train the hell out of Monks. A Backbreaker and "Charge!" Thumper on each, and pound it.

Bull's Strike is awesome, never leave home without it.
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