Aug 01, 2006, 12:33 PM // 12:33
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#1
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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First gvg build
Our guild has finnaly decided to start GvG and I was the only one experienced with GvG I was tasked with making a build for us to play.
The build is currently this http://gwshack.us/b41d9
Updated slightly now http://gwshack.us/3b592
Added in Breeze http://gwshack.us/4a054
I'd like to know peoples thoughts if its got enough hex removal especialy and if it would perform well in a split etc. and general things I can do to improve it.
Last edited by Burton2000; Aug 01, 2006 at 08:43 PM // 20:43..
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Aug 01, 2006, 01:18 PM // 13:18
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#2
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Ascalonian Squire
Join Date: Apr 2006
Profession: Mo/Me
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Pretty good build overall, I have a few things.
On the Flag Runner I think you'd be better off with a Heal Party since you really don't have an Aegis chain. I'd take blurred vision off the water ele, just inspired hex feed.
I'm not so sure about the Spirit of Failure thing on the mesmer, but I think that's just my opinion. I'd bring in a CoF.
Also I'd pack one of the monks with Protective Spirit, but other than that good build.
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Aug 01, 2006, 04:32 PM // 16:32
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#3
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Re:tired
Join Date: Nov 2005
Profession: W/
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Looking at the updated version, looks strong.
Two changes I would definately consider:
Expell Hexes on the Mesmer. A truly invaluable tool against teams that rely on hexes, of which there are a few. You loose Surge, which is painfull, but I really think Expell is worth it in the long run.
Healing Breeze on the Flag Runner. With four Resurrection Signets and a Hard Res at the stand, you can afford to drop this for something that offers the Flag Runner a bit more durability. Healing Breeze works particularly well as it is a very efficient heal when using a +20% enchantments mod, which you should on an Ether Prodigy Elementalist.
I would also definately suggest dropping the Superior from this guy, for the benefit it gives him it really isn't worth the 75 health. I would personally not run Superiors on anything but Warriors, and even then my views on that are a bit uncertain this days.
Aside from that, looking good.
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Aug 01, 2006, 05:55 PM // 17:55
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#4
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Thanks for the advice JR i'll take this into consideration.
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Aug 01, 2006, 06:53 PM // 18:53
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#5
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Academy Page
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I think you should drop the res sig on the flag runner as JR- mentioned. 4 sigs and a hard res is plenty. If you do not want to take healing breeze, ward against melee is another option. I know you have plenty of warrior hate with the water ele, but sometimes that will not save you against a well-coordinated adrenaline spike. Ward against melee is always a nice skill to carry. You might have to keep the superior, though, while dropping air to around 14.
I never monk, but my guildies are always saying that blessed light monks don't need that much energy management. I've seen a few go mo/a dark escape. You could try that and swap inspired for smite hex and drop drain enchantment. You could also keep inspired and bring distortion or hex breaker (nice against those annoying diversion/shame mesmers) instead of drain enchantment.
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Aug 01, 2006, 07:27 PM // 19:27
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#6
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Lax Stick
I never monk, but my guildies are always saying that blessed light monks don't need that much energy management. I've seen a few go mo/a dark escape. You could try that and swap inspired for smite hex and drop drain enchantment. You could also keep inspired and bring distortion or hex breaker (nice against those annoying diversion/shame mesmers) instead of drain enchantment.
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I don't honestly think too much energy management on a Monk could ever be a problem, two skill slots is a sensible sacrifice in my opinion.
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Aug 01, 2006, 08:47 PM // 20:47
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#7
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Agree with JR
BL is a 10 energy skill. The more energy, the closer you come to the point recharge is your limitation. To be honest: you want to be in that position...not dry on energy as a BL
2 skill slots is rather moderate e-management. I could argue about a third slot, but even then I would favor something like PD instead of all the spammable heal/prots
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Aug 01, 2006, 11:32 PM // 23:32
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#8
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Academy Page
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Quote:
I don't honestly think too much energy management on a Monk could ever be a problem, two skill slots is a sensible sacrifice in my opinion.
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Quote:
Agree with JR
BL is a 10 energy skill. The more energy, the closer you come to the point recharge is your limitation. To be honest: you want to be in that position...not dry on energy as a BL
2 skill slots is rather moderate e-management. I could argue about a third slot, but even then I would favor something like PD instead of all the spammable heal/prots
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Keep in mind that although BL is 10 energy, it removes a condition and a hex, saving you some energy (that's why it's elite). The last 2 guildie monks I've talked to about blessed light have said that their energy was fine without drain enchantment or a second energy management skill (they were only using inspired). Maybe it was just that day/our build/opponenet's build. There is no BR or bip, but I think with all of the warrior hate on the team (have the water ele and the crip shot at stand as well as the air ele runner), I do see many energy problems occuring.
The better advice I can give is this: Have your monks experiment in a few matches. Then have them play with what they are most comfortable.
Last edited by Lax Stick; Aug 01, 2006 at 11:46 PM // 23:46..
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Aug 01, 2006, 11:40 PM // 23:40
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#9
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Lax Stick
Keep in mind that although BL is 10 energy, it removes a condition and a hex, saving you time. The last 2 guildie monks I've talked to about blessed light have said that their energy was fine without drain enchantment or a second energy management skill (they were only using inspired). Maybe it was just that day/our build/opponenet's build. There is no BR or bip, but I think with all of the warrior hate on the team (have the water ele and the crip shot at stand as well as the air ele runner), I do see many energy problems occuring.
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The fact of the matter is that deaths generally occur in two fashions.
- Spikes, which play to simply kill things so fast that the Monks have little time to react.
- Pressure, which play basicly to kill things by tapping out your Monks energy.
Pressure builds such as Smite, Thumpers.. etc are quite popular at the moment. As such I think it is a very bold statement to make, saying that a Monk has too much energy management.
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Aug 01, 2006, 11:50 PM // 23:50
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#10
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Academy Page
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Quote:
The fact of the matter is that deaths generally occur in two fashions.
- Spikes, which play to simply kill things so fast that the Monks have little time to react.
- Pressure, which play basicly to kill things by tapping out your Monks energy.
Pressure builds such as Smite, Thumpers.. etc are quite popular at the moment. As such I think it is a very bold statement to make, saying that a Monk has too much energy management.
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Not too much energy management, but a better skill could help keep the deaths away. Also, I've seen a lot less smite lately.
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Aug 02, 2006, 07:59 AM // 07:59
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#11
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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But tell me: what is the advantage of 5 spammable heal/prots when you cant use them, because you need to be careful with your energy? I think you have room enough for these skills, so I would use them.
And besides this: the first surger will bring you on your knees just by himself
and your testing advice is a very nice one indeed... for I already did so. BL was the first skill in faction I examined closely and my main objections was e-management and self-defense. I felt PD, i-hex and drain enchant are very powerful tools, while you still keep your fuctionality. Without those under severe pressure healing output of the BL drops and make the boon prot sweat. IMO this is the main reason always boons are around...still
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Aug 02, 2006, 01:18 PM // 13:18
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#12
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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We ran the build last night and won 2 out of 2. We were running the crip shot and axe warrior as a gank team and that worked well as they cleared out the enemy base of archers but the crip shot wasnt doing that much so we're thinking of changing him for something that could aid the warrior in killing the bodyguards. Any ideas?
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Aug 02, 2006, 05:47 PM // 17:47
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#13
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Burton2000
We ran the build last night and won 2 out of 2. We were running the crip shot and axe warrior as a gank team and that worked well as they cleared out the enemy base of archers but the crip shot wasnt doing that much so we're thinking of changing him for something that could aid the warrior in killing the bodyguards. Any ideas?
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Cripshots are great for this task for a number of reasons.
The are great at harassing the opposing flag runner in their base with snares, and interrupting things like any Water snares they might use. Even Blinding Flash if you are on form.
They are also usefull for cutting down on the DPS of the Bodyguards through interrupting Firestorms and Fireballs, and spreading poison through the NPCs so the Warrior can drop them faster. On a single target the DPS is obviously much lower than a Warrior, but it's when you start spreading poison that you get the real money out of it.
Mainly they are just great because they are such tough characters, still arguably the strongest solo characters available and viable in GvG. For the simple purpose of messing with anyone the other team sends back, a character like this pretty much forces them to send two back to deal with just you alone. This allows you to powerplay them at the flag stand, with a numbers advantage. You pair this with a Warrior (who will have to be a bit more cautious) and you can really be a pain in the ass to the other team.
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Aug 02, 2006, 06:17 PM // 18:17
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#14
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Academy Page
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Quote:
We ran the build last night and won 2 out of 2. We were running the crip shot and axe warrior as a gank team and that worked well as they cleared out the enemy base of archers but the crip shot wasnt doing that much so we're thinking of changing him for something that could aid the warrior in killing the bodyguards. Any ideas?
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I agree with JR- that crip shots are (one of) the best characters for this. If you are looking for something just to kill the bodyguards faster while maintaining some solo-ability, maybe a melandru's arrows ranger with dual shot? A cookie-cutter aura of displacement assassin is always an option too.
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Aug 02, 2006, 09:53 PM // 21:53
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#15
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Ascalonian Squire
Join Date: Jul 2005
Guild: Wood
Profession: E/Me
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A crip shot with a longbow can degen the bodygaurds without triggering the aggro from the bodygaurds. If the player running the crip shot is good he can degen them both at the same time. If they make a poor decision as to what they are sending back have the warrior solo them while the crip shot degens the bodygaurds. The warrior can also go solo archers while the crip shot takes the bodygaurds.
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Aug 03, 2006, 10:03 AM // 10:03
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#16
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Thanks, I think we'll try a bit more testing and give him a longbow if he doesn't trigger agro.
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