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Old Aug 28, 2006, 04:50 PM // 16:50   #1
Frost Gate Guardian
 
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Default gvg build help - "spike n split"

http://gwshack.us/8f700

no attribs atm sorry

basically idea is to spike them at flag stand with assassin ganking from the start, then depending on their response, we can play 7:1, 6:2, 5:3, 4:4, and even potentionally 3:5

possible changes:

assassin:
don't know enough about assassins, need help

shock axe:
to the limit instead of heal sig for faster spikes?

support wammo:
rush?, maybe bulls strike and sun and moon instead of sever+gash(already 2 copies of deep wound, and allows for faster adren and therefore spiking)

ele:
need to try it out, but heal party and extinguish might not be needed(i highly doubt it though)

crip:
whirling defence, distortion, focused shot, debilitating shot are all possibilities

rt:
soothing instead of shadow song or displacement?

blessed light:
mend ailment instead of condition? possiblity to go /a or change mesmer skills

boon prot:
ailment instead of condition?, mantra of recall is a possiblity


---------------

The build would be played on either warrior isle or isle of meditation(the one with two flags)

Thanks for any helps you can give me...


Btw...don't flame because of the rt, the build is not designed to turtle up until vod(although if it goes to vod its basically a garuanteed victory)

I thought about switching the rt for another assassin ganker but then that kinda defeats the whole point of the build ^^

Anyway thanks...
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Old Aug 29, 2006, 01:08 AM // 01:08   #2
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Really the only big thing is who is the flag runner? The crip shot?

I wouldn't bother with To The Limit on the axe, an empathic sword will be the one your waiting for to charge his adrenaline. I don't play warrior, so others might have better advice. Its all preference, but even a 3 ill distortion is so nice for a crip shot. A short black out can do a lot. Soothing is to overpowered to not include on the rit. I don't know if doom on the rit is a great idea. It doesn't work well with Rit Lord. More importantly, if you run a rit (sigh) you really need to take care of the unbalance by hiding him far in the backline, not up and ready to spike.

As for the monks...I would put mend ailment on the boon prot. Especially since you have a draw on the ele. The BLight can get away without mend ailment/condition, personally I would favor a stance of some sort, but that is up to whoever is playing it. Give the BLight spirit bond instead of prot spirit. I would go with a MoR boon. Your build isn't about pressure at the stand so the -8 energy wont hurt the other team. Furthermore with the lack of enchantments, the boon will be stripped often so the additional cover will help.
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Old Aug 29, 2006, 08:40 AM // 08:40   #3
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Yeah, at the beggining the assassin ganks, and the crip shot runs, so its a 6v7 at the flag stand, depending on their response we might send the crip to gank with them, what would i replace for distortion?

Most people agree and say that doom is useless, but it is quite an important feature, is there any way to get some spike from the rt?(or a character with as much defence as a rt)

Second paragraph i completely agree with

Also, any help on the assassin? many people are saying recall is useless, and others are saying there isnt enough damage...so help is needed
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Old Aug 29, 2006, 11:48 AM // 11:48   #4
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get a hard res in the build.

flesh looks like a good option to me, which then means you don't put doom on the guy and think about a defensive stance on there instead.

the assassin doesn't need recal imo and his energy will suffer if you use it with AoD anyway, options include a res sig, more defence (shroud of distress is nice for avoiding the killer archers when ganking bodyguards) an offhand attack to allow you to get a disrupting offhand twisted attack if your exaustion is stacking up. Caltrops is also pretty damn cool for escaping a counter gank team.


perhaps windbourne on the ele will give you some needed flexibility if you send the crip shot off offensively. question is what you would drop..


I notice you have a LOT of support spike, probably the point for the marauder shot on the crip. tbh if he's running he won't get to use it much at all, and as you'll see when you put the attributes in, at 10 marks which is standard for a crip shot, it ain't that fly. I'd put distortion in there for that.

now I know this means you lose a lot of the spike what with no doom, and no marauders, BUT with effective galing and shocking you can still spike very well, and in addition the assasin returning to spike can make real problems by multi target spiking.

now that I'm done with that attempt at practical advice I'll add this.

Most assasin style gank teams often go for the approach of 6 "sponges" and a rit falls into that very well. Most split teams go for lots of independent characters and try to catch people out of an 8v8 bubble and force a death through damage bursts. Rits don't fall into that very well. It seems like your build is trying to do lots of things, I'm just afraid that in the end you won't be able to do anything with real punch, your spikes won't be strong enough and don't have the benifit of a shatter or two, your split will leave you unable to flag run or with a DPed assasin of with a flag crew unable to hold ground let alone pressure and kill. but heck I could be wrong, with the right characters you could pull it off very nicely, you're going to need some very strong individual players, great communication and knife edge turning play calling though

Last edited by MAdnRisKy; Aug 29, 2006 at 11:50 AM // 11:50..
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Old Aug 29, 2006, 02:37 PM // 14:37   #5
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my changes will probably be:

doom for soothing
recall for caltrops

---
is it possible to swap draw conditions for windborne considering i have empathic?

my thinking behind marauders shot was that maybe the assassin would mean that we dont need to be constantly running the flag, and we often have a few minutes where the ranger can be spiking with us, obviously the only way to find this out would be to actually gvg

although i have thought about it, i don't like putting a hard res on the rt:

1. they should be far back
2. looong casting time without fast casting
3. especially with this build - warriors unlikely to go down, monks need to be quickly ressed, and that just leaves the ele^^, it would be different if you had an extra 2 casters in the shape of mesmers but...

There are 4 characters in the build capable of effective solo, the crip, the assassin, the ele and the wammo, i thoughts were that if we split we would leave the rt where ever he was(flag stand), and be able to push more people into the split. Why would the assassin become dped any more than normal?

Potentially, the shock axe could run, leaving the crip and assassin to kill everything in their base, and leaving a very strong 'sponge' at the flag stand.

-If they then pull back from that then we have them closed in until vod(unless we can spike through), when we will definately win(rt+npc advantage)

If they split against it then, we can easily spike their flag team down, and then kill the defensive split then win

If they dont react at then gg(or we get completely rolled and its a race who can kill eachothers guild lord first^^)
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Old Aug 29, 2006, 09:28 PM // 21:28   #6
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I don't think you will be able to get the full value of the ritualist in this build (he is either going to be up spiking and an easy target, or defensive and unable to spike). I would suggest replacing him with an earth ele. This will solve your problem of a hard rez as well.

OFlame, Earthquake, Ward Melee, Ward Foes, Glyph of Energy, Earth Attunement, Glyph of Sacrifice, Rez Chant.

You can easily drop earthquake or earth attunement for a convert/purge or other support skills (I would favor having the additional hex removal myself). Just don't expect him to be able to spam draw or hp like the other ele.

You will have a lot of problems if you drop the draw. Empathic alone isn't enough to keep up with a blind bot and the draw helps a lot when monks are getting spiked.

Last edited by Drewfense; Aug 29, 2006 at 09:32 PM // 21:32..
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