Lion's Arch Merchant
Join Date: Mar 2006
Profession: W/
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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
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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
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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
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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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