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Old Aug 14, 2006, 10:23 PM // 22:23   #1
Wilds Pathfinder
 
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Default split-team build

hey.
I worked on this build for a while and i think it's pretty good (theoretically). my guild isn't GvG oriented, so I haven't been ableto really test it...

anyway, it's a split team build that goes 3-5, with the 3 being 2 warriors and a monk for the gank, and the flag team is more defensive. the build can work very well as an 8 man team, but it is designed more towards the split-team strategy...

here goes:

gank team:

W/Me
swordsmanship - 16
tactics - 13
strength - 4
1. sever artery
2. gash
3. final thrust
4. frenzy
5. hex breaker
6. "charge!" <e>
7. sprint
8. ressurection signet

W/E
axe mastery - 16
strength - 11
tactics - 9
1. eviscerate <e>
2. executioner's strike
3. shock
4. bull's strike
5. frenzy
6. rush
7. healing signet
8. ressurection signet

Mo/Me
divine favour - 16
protection prayers - 9
inspiration - 10
1. reversal of fortune
2. mend ailement
3. holy veil
4. protective spirit
5. contemplation of purity
6. drain enchantement
7. mantra of recall <e>
8. divine boon

flag team:

W/
hammer mastery - 16
strength - 9
tactics - 11
1. irresistable blow
2. backbreaker <e>
3. crushing blow
4. hammer bash
5. frenzy
6. rush
7. healing signet
8. ressurection signet

Me/Mo
inspiration - 16
illusion - 11
fast casting - 9
1. mantra of persistance
2. crippling anguish <e>
3. conjure phantasm
4. soothing images / spirit of failure
5. drain enchantement
6. energy tap
7. power drain
8. ressurect

N/Mo
blood magic - 16
soul reaping - 13
curses - 4
1. awaken the blood
2. life syphon
3. parasitic bond
4. shadow strike
5. draw conditions
6. gaze of contempt
7. offering of blood <e>
8. ressurection signet

E/Mo
air magic - 12
energy storage - 14
healing prayers - 10
1. ether prodigy <e>
2. blinding flash
3. lightning orb
4. windborn speed
5. heal party
6. extinguish
7. holy veil
8. ressurection signet

Mo/Me
divine favour - 16
protection prayers - 9
inspiration - 10
1. reversal of fortune
2. mend condition
3. guardian
4. holy veil
5. contemplation of purity
6. drain enchantement
7. mantra of recall
8. divine boon

the gank team is pretty obvious, so i'll explain the flag team a bit more.
the mesmer gives high degen with snaring, and is the main source of warrior hate. the mesmer also carries a hard res when needed.
the necro also helps the pressure with degen and OoP (with 3 warriors that's a good amount of damage for 5 seconds). he also helps any spike attempt with shadow strike and gaze of contempt (which is also used for anti-smite teams).
the elementalist runs the flag and acts as a flashbot the rest of the time. he helps hex and condition removal and helps the spike attempts with orb.

the boon prots i made not take inspire so they could have a faster recharge hex remover (and a feed for CoP). the energy management is still sufficient with recall and tap, when tap gains the same amount of energy as inspire does (not sure, correct me if im wrong).

overall, the build has strong damage from the warriors, good degen and hex spam from the necro and mesmer and good defence and removal (hex/condition) from the ele and monks.

comments are welcome, as i said this is not tested but i think it has great potential...

Last edited by mortalis doleo; Aug 15, 2006 at 12:32 AM // 00:32..
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Old Aug 14, 2006, 11:18 PM // 23:18   #2
JR
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Why Energy Tap on the Monk? It really isn't great energy management. As such I would probably drop it on the Mesmer too, as that guy already has more than enough fuel from Power Drain and Drain Enchantment. The energy return from it isn't bad, but the cast time is killer, especially for a Monk. On the Mesmer replace it with Images of Remorse, a nice 5 energy spammable degen hex. On the Monk, replace Holy Veil with Inspired Hex, and Energy Tap with Guardian or Signet of Devotion. The lower recharge on Veil is nice, but in this situation I really don't think it is going to hurt to take Inspired instead.

Flurry on the Sword guy doesn't do anything for me, I would much rather run the (now immortalized) Frenzy/Hex Breaker Charge Sword Warrior. This will also help prevent him getting hit with stuff like Ice Spikes or simmilar Water snares, which will mess the neccasary mobility of a split.

Draw on the Flag Runner isn't great, as he could well be out of range to make the most of it. Instead I would drop Order of Pain for it on the Necro. You already have Shadow Strike to assist on spike with, and in a split situation only one Warrior will get the benefit of the Order. Then you can put Extinguish on the Ele to help fight nasty degen like Disease.

I would also consider Spirit of Failure over Soothing Images, on the Mesmer. It's great Warrior Hate, and has the interesting side effect of giving you energy.

Other than that, it doesn't look bad at all.
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Old Aug 14, 2006, 11:25 PM // 23:25   #3
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gotta do some editting

the energy tap note is right, i was afraid the cast time is a killer, just needed someone to tell me
as for the holy veil, i still think i'm going to keep it, since it will help against hex-heavy teams (which already are going to hurt my warriors badly).

other than that i think your suggesstions are great and am edditing them in, thanks

edit - too tired to think too much so im keeping the monks with holy veil and inspired until i think of a better energy management skill...

Last edited by mortalis doleo; Aug 14, 2006 at 11:33 PM // 23:33..
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Old Aug 14, 2006, 11:54 PM // 23:54   #4
JR
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Quote:
Originally Posted by mortalis doleo
edit - too tired to think too much so im keeping the monks with holy veil and inspired until i think of a better energy management skill...
Power Drain, if they have the micro-management skills to pull it off. Drain Enchantment if they don't.

Channeling, as much as it pains me to say it, is also a viable choice given the amount of thumper teams with hundreds of pets around. It is very situational though, so I would be wary. Another alternative is Inspired/Revealed Enchantment, for stealing Mantra of Recalls off other Boon Prots. That again is very situational and risky though, and of course you have to run Edrain to make it pay off.
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Old Aug 15, 2006, 12:12 AM // 00:12   #5
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You could always go with revealed+inspired hex, but against non-hex teams that really hurts you.

Umm... I'd suggest doing something like changing one of the split warriors into an empathic removal war and adding either a cripshot or possibly a smiter into the offensive split, and then having two monks on the flag. An empathic removal war by himself can keep a 2-3 man split team relatively clean. This way it'll give you either some more offense or movement control over the enemy, always useful. You could also then have another flagger if needed, or you could have the cripshot split off to do whatever he wants, since the wars would then be fairly self-sufficient. OF course if you're doing that you gotta get a healsig on the sword war, probably instead of hexbreaker.
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