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Old Aug 18, 2006, 02:14 AM // 02:14   #1
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Default My Fairly balanced spike build

Nothing too far from the ordinary, but a fairly strong build, that's also quite simple to play.

http://gwshack.us/c7769


The warrior can spike very often, as his combo only needs 6 adrenaline, I know it's odd not running Final Thrust, but even if a spike fails, it's more pressure on the monk, and you can spike again very shortly. Shatter Storm is a strong skill to use before a spike, and also to toss around, especially with alot of builds relying on enchantments (attunements (or even prodigy), smite etc).

The Crip shot is fairly standard, with Mauraders shot for spiking (snares should also be used before a spike though). Interrupt priority goes to a rit if there is one, savage and distracting can stop the most annoying spirits going down, and along with Shatter Storm it would be possible to wear a rit down by removing and distracting boon.

The ele is another fairly standard build. Heal Other should also be used sparingly, saving the monk on a spike if they need it. A Major over a superior is for a bit of extra health, although it would be possible to run superior Air and go for a 14/11/11 split. If Heal Other doesn't get much use, it could be possible to drop it for veil on the ele, which could be maintained on the boon at all times, to really make the Crip shots interrupts much easier.

The boon is a standard boon prot. Could maybe replace with a BL monk if there are problems with hex removal, or any variation of boon prot the monk prefers playing.

I played this a bit with my guild and we were pretty succesful, although we didn't get to test what I wanted to try out the most, Shatter Storm, as our warrior didn't have it unlocked. We went for a Shock Sword instead, with Dragon Slash and shock instead of Standing Slash and Shatter Storm. Same spike damage, just longer to build up at times, and with an extra snare.
One thing the build does very well is Res Signet control, after a target drops the ele can gale and the ranger can interrupt, stopping most of the other team being able to use any res signets.

We'll try and run it tomorrow with Shatter Storm, and see how that works out.

EDIT: After running it with Shatter Storm, we found that on the spike it takes far too long for the warrior to use it, even with Gale. I'd still recommend it as utility though, removing attunements, and even Ether Prodigy rocks. Hard.

However, we did get completely rolled by a hex heavy team, partially through inexperience, but if it becomes a big problem then running an Expel Hexes sword would be okay. It loses it's 'originality' I guess, but the build appears to synergise pretty well.

Last edited by Robster Lobster; Aug 20, 2006 at 06:02 PM // 18:02..
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Old Aug 21, 2006, 07:03 PM // 19:03   #2
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Looks pretty solid to me TBH.

Not sure about not using Final Thrust on the war, but w/e the DPS seems to be close enough.
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Old Aug 21, 2006, 07:08 PM // 19:08   #3
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It seems lacking a lot of pressure, as theres not really much damage in the build, although there is a lot of utility. It will make for a lot of wins, but they will be very long matches sometimes. Also shatter-storm is a bit useless in TA imo, as the metagame is very enchantment-light, with all the NR teams running around. I'd switch it out for expel hexes if you want to run a sword warrior, as you're only running 1 inspired hex as it is now. I like the ele bar, but you might want to consider Blessed light monk instead of boon prot. That will give you adequate hex removal (leaving the warrior elite open) and make you more sturdy against the metagame. Also the troll on the ranger would be better spent with a debilitating shot, it would add a lot of pressure on the monk, letting your conditions do their work.
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Old Aug 21, 2006, 07:13 PM // 19:13   #4
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Quote:
Originally Posted by sno
It seems lacking a lot of pressure, as theres not really much damage in the build, although there is a lot of utility. It will make for a lot of wins, but they will be very long matches sometimes. Also shatter-storm is a bit useless in TA imo, as the metagame is very enchantment-light, with all the NR teams running around. I'd switch it out for expel hexes if you want to run a sword warrior, as you're only running 1 inspired hex as it is now. I like the ele bar, but you might want to consider Blessed light monk instead of boon prot. That will give you adequate hex removal (leaving the warrior elite open) and make you more sturdy against the metagame. Also the troll on the ranger would be better spent with a debilitating shot, it would add a lot of pressure on the monk, letting your conditions do their work.
That's why your in Eat and I'm not .

A suggestion if your looking for high damage fast spike elite on a sword war, consider possibly using Quivering blade. Only uses 4 adren, and at 16 swordsman it does a nice load of damage.

BTW Sno, debilitating shot = genius. Never would have thought of that.
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Old Aug 21, 2006, 08:24 PM // 20:24   #5
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Quote:
Originally Posted by sno
It seems lacking a lot of pressure, as theres not really much damage in the build, although there is a lot of utility. It will make for a lot of wins, but they will be very long matches sometimes. Also shatter-storm is a bit useless in TA imo, as the metagame is very enchantment-light, with all the NR teams running around. I'd switch it out for expel hexes if you want to run a sword warrior, as you're only running 1 inspired hex as it is now. I like the ele bar, but you might want to consider Blessed light monk instead of boon prot. That will give you adequate hex removal (leaving the warrior elite open) and make you more sturdy against the metagame. Also the troll on the ranger would be better spent with a debilitating shot, it would add a lot of pressure on the monk, letting your conditions do their work.
The pressure is pretty weak, apart from against RA teams there was no way we could kill a target without spiking. Which was also a problem if the other team was very pressure heavy, as all characters need to be up to make kills, and before you can spike the warrior needs full adrenaline.

Shatter Storm is pretty awkward, against a team with no enchants it's useless, but against teams with enchantments it really shines. I disagree about it being useless though, from what I've seen in TA with my guild there are more builds with enchantments than without. Despite NR/Tranq builds being really strong in TA, I've only come up against one as far as I recall, and I think it was Rage Quitters of TA.
What the real problem with it is (in my opinion), is the best guilds in TA tend to be running with NR/Tranq, so it's useless against them. I guess you can argue that you should be playing to beat the best teams, but I don't think we have much of a chance of that anyway, so practicing with a skill that's usable against the majority of TA players seems like an okay option for us at the moment.

Deb shot on the Crip shot is a nice choice though, the e-denial on it can really damage pretty much any target over time.
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Old Aug 21, 2006, 10:10 PM // 22:10   #6
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Quote:
Originally Posted by Robster Lobster
The pressure is pretty weak, apart from against RA teams there was no way we could kill a target without spiking. Which was also a problem if the other team was very pressure heavy, as all characters need to be up to make kills, and before you can spike the warrior needs full adrenaline.

Shatter Storm is pretty awkward, against a team with no enchants it's useless, but against teams with enchantments it really shines. I disagree about it being useless though, from what I've seen in TA with my guild there are more builds with enchantments than without. Despite NR/Tranq builds being really strong in TA, I've only come up against one as far as I recall, and I think it was Rage Quitters of TA.
What the real problem with it is (in my opinion), is the best guilds in TA tend to be running with NR/Tranq, so it's useless against them. I guess you can argue that you should be playing to beat the best teams, but I don't think we have much of a chance of that anyway, so practicing with a skill that's usable against the majority of TA players seems like an okay option for us at the moment.

Deb shot on the Crip shot is a nice choice though, the e-denial on it can really damage pretty much any target over time.
We don't run NR/tranq much anymore IIRc. If we do we never run tranq, as it is overrated, NR alone sually does the job.

And yes debilitating shot is an awesome skill. Many of our builds run 2 debilitating shots, giving you the ability to output -6 pips of energy on their team.
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