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Old Aug 23, 2006, 05:20 PM // 17:20   #1
Vel
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Default Please help me in putting together a 5-2-1 build a.k.a. criticize this build

Hello all,

I am trying to put together a 5-2-1 build mainly for isle of meditation where our home is. But, as no build should be made for a specific map ONLY but, should hold water on other maps, I am trying to be using 5-2-1 build to go 7-1 or 6-2 dependign on maps. The main idea is to do the following:

Team of 1: NPC Ganker/Assassin
Team of 2: Flagstand Camper + Runner + Offense and Defense Support (contemplating a recall runner)
Team of 5: Obelisk stand main fight team

In case of 7-1: Team 2 and 5 merge.
In case of 6-2: Warrior from Team 2 joins Team 1 and Ele from Team 2 joins Team of 5.


The build I am proposing is taken from various components of variety of builds we tried and also from different posts here on GWguru, GWO, Guildhall etc. So, I am not here to take credit. I am merely trying to put together a build with help from knowledgable people here who can provide SOLID inputs. Please don't just tell me "This build sux", please also tell why and how to remedy it.

So here goes.....5-2-1:

5 -- W/E, W/N, R/Any, Mo/Me, Mo/Me
2 -- E/Mo, W/A (Charge, Recall)
1 -- A/W or A/E


Team of 1 -- Base infiltration/NPC Knockout
-------------------------------------------
1- A/W -- Leaping Mantis Sting, Jungle Strike, Twisting Fangs, Entangling Asp, Aura of Displacement, Wild Blow, Shadow Refuge, Dark Escape
Critical 9+1 (10), Dagger 11+4 (15), Shadow 10+1 (11), Deadly Arts 4+1 (5)

with alternative configuration of A/E:

Shock, Golden Phoenix Strike, Horns of the Ox, Falling Spider, Twisting Fangs



Team of 2 -- Flagstand Camper + Offense and Defense Assist
---------
1- E/Mo -- (Flagstand Patrol) Shard Storm, Ice Spikes, Deep Freeze / Frozen Burst, Blurred Vision, Heal Party, Extinguish, Ether Prodigy, Rez Signet
Water 11 + 3 (14), EStorage 10 + 2 (12), Heal 10


2- W/A -- Mobility Warrior -- "Charge!", Sever Artery, Gash, Final Thrust, Frenzy, Healing Signet, Recall, Sprint
Str 9+1 (10), Swords 12+4 (16), Tactics 9+1 (10)
Vampiric sword of fortitude. Tactics shield



Team of 5 -- The obelisk stand team/ Main fight team
----------------------------------------------------
1- W/E --- Eviscerate, Axe Rake, Exec Strike, Shock, Wild Blow, Frenzy, Healing Signet, Res Signet
Axes 12+1+3(16), Str 10+1 (11) Tactics 8+1(9) Air 2
Glads chest, glads legs, stoneskin gaunts, and beserker boots. Zealous axe of +30, and lifestealing axe of +30. Exalted Aegis shield(or tanzits if vs blinder)

2- W/N -- (Alternate Flag Runner) Virulence, Severe Artrey, Gash, Final thurst, Sprint, Frenzy, Healing Signet, Res Signet
Swords 12+1+3(16), Str 9+1(10), Tactics 8+1(9), Death 5
Glads chest, glads legs, glads gaunts, and beserker boots. Zealous Sword of +30, and Bleeding Sword of +30. Exalted Aegis shield(or tanzits if vs blinder)

3- R/any -- (Alternate Flag Runner/Obelisk Flag Runner) Distracting Shot, Mauraders Shot, Savage Shot, Pin Down, Dehibiliting Shot, Melandru's Arrows, Storm Chaser, Res Signet
Expertise 11+1+1(13), Wilderness 10+1(11), Marksmanship 10+1(11)
all druids amour. Bleeding Recurve bow of +30, Crippling Longbow of +30

4- Mo/Me -- Reversal of Fortune, Guardian, Blessed Light, Prot Spirit, Gift of Health, Signet of Devotion, Inspire Hex, Channeling
Divine Favor 11+1+1(13), Protection 9+1(10), Healing 8+1(9) Inspiration 8
all judges armor,Staff of +30 life and +20% enchanting, 20/20 Divine Favor. -5 energy axe +30 life, shield.

5- Mo/Me -- Reversal of Fortune, Guardian, Mend Condition, Signet of Devotion, Inspire Hex, Channeling, Divine Boon, Energy Drain
Divine Favor 11+1+1(13), Protection 10+1(11), Inspiration 10
all Judges armor. wand of +5 energy 20% inspiration recharge(domspec), offhand of +30 life 20% inspiration recharge(inspspec). -5 energy axe +30 life, and shield.


Main idea for Team of 5 to spread conditions over enemy. And control the battle mode, place and pace. The Team of 2 will control the flagstand. The W/A, when sees it deems fit, will put recall on E/Mo and join Team of 5 for main fight to add more pressure to enemy. As this map is relatively small, the flag running can be done any of the warriors with speed buffs. team of 1 will just ensure that enemy NPCs are wiped and will report enemy activities from their base and will act independently. Team of 1 will also make the decision to pull W/A or even Team of 2 to the enemy base to clear bodyguards and if possible enemy guild lord if opportunity presents itself.

Is this viable?


All inputs are appreciated as long as they contribute to the line of discussion.


Thanks,

Vel
IGN: Vela Nora//Vela Dona

Last edited by Vel; Aug 23, 2006 at 05:58 PM // 17:58..
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Old Aug 23, 2006, 09:47 PM // 21:47   #2
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Your team of 5 may need more defence, seeing as you will probably be outnumbered 7-5 most of the time, or 8-6 when both flaggers are at the tower.
Although one thing to note: it is possible to spirit walk/shadow step from the top platform to the tower stand. It can be very helpful.


I hope by oblisk you mean the morale stand and not merely the fireball stand.

**gone**

Last edited by jummeth; Aug 23, 2006 at 11:04 PM // 23:04..
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Old Aug 23, 2006, 10:06 PM // 22:06   #3
Vel
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Quote:
Originally Posted by jummeth
I hope by oblisk you mean the morale stand and not merely the fireball stand.
I am referring to the fireball stand. And in my experience that fireball stand has a huge impact on the game dynamics. At least that's what I felt. Our main team of 5 will always go to the fireball stand along with team of 1. Then Team of 1 splits to enemy base at an oportune moment.

Quote:
Originally Posted by jummeth
I don't want to derail your thread, but it seems pointless starting a new thread about something very similar. Its not perfect yet, but it works quite nicely. http://gwshack.us/91eab
Sorry, I was working on this one and there are many sites and many threads. One that you may come across, I may not.

Quote:
Originally Posted by jummeth
We have played this a few times with varying degrees of success. Played 6 won 4. One of them, we were owned by NR and the other, we had our assassin drop about 10 minutes into the game.
With NR + TQ being the order of recent days, we are moving away from too many enchants and hexes. There is a HIGH possibility of introducing an Rt instead of E/Mo and remove boon-prots altogether to favor active heal and active prots.

Thanks for your response and insights. Points duly noted and updates will be made.

Thanks.

Vel

Last edited by Vel; Aug 23, 2006 at 10:09 PM // 22:09..
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Old Aug 23, 2006, 10:16 PM // 22:16   #4
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NR/Tranq is simply too easy to deal with in GvG, you really don't need to even worry about it.

One interesting gank force that I've been thinking about is a charge sword warrior and an empathic sword warrior paired together. Combined, they have the ability to stay in 25% speed boost 100% of the time (alternating charge and sprint), good condition and hex control, and decent damage.
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Old Aug 23, 2006, 11:04 PM // 23:04   #5
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Sorry I'll remove it, however, I am still not convinced that your main fighting force can cope with the sort of pressure that a KYGUesq build throws at you.

Also what stops the other team camping the morale stand and body blocking/killing your runners. The pressure from the fireballs is very manageable. At least until a morale.

Since you are only throwing 2 people to at the tower, they can happily send 2-3 people back to kill/contain your gankers while maintaining control of the morale flag. Leaving your main fighting force alone.

One option I suppose is then to push for the main base, but its then a race to see who can gank the faster.
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Old Aug 23, 2006, 11:12 PM // 23:12   #6
Vel
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Quote:
Originally Posted by TheOneMephisto
NR/Tranq is simply too easy to deal with in GvG, you really don't need to even worry about it.

One interesting gank force that I've been thinking about is a charge sword warrior and an empathic sword warrior paired together. Combined, they have the ability to stay in 25% speed boost 100% of the time (alternating charge and sprint), good condition and hex control, and decent damage.
I have seen and used A/E + W/Mo with Emp. Removal. That also work quite nicely.

Yes I agree that NR + TQ is not a huge issue in GvG. But, Boon Prots can become shatterbaits. Also, the backline needs to be very smart in playing boon-prots.

About body blocking the flag stand, it is quite difficult simply because that team will end in a full retreat to their own base as our 5+1 team already has higher ground and can always charge to their base. In all the matches we played in Med. isle, we have seen that "often" neglected fireball stand on top is actually the most strategic control point of the game. Then again, we are not very experienced. The idea was to throw out this build to provoke discussion about the control points of this isle.

Thanks,

Vel
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