Aug 01, 2006, 12:08 PM // 12:08
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#1
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Frost Gate Guardian
Join Date: Aug 2006
Guild: GUYS
Profession: E/
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gvg build help...
need some help...
v2: http://gwshack.us/cdb7b
v1: http://gwshack.us/e78b0
haven't put the attributes up yet but i will do that when i get some time
Last edited by deathy; Aug 02, 2006 at 11:01 AM // 11:01..
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Aug 01, 2006, 04:46 PM // 16:46
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#2
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Re:tired
Join Date: Nov 2005
Profession: W/
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Looking good, just a few issues.
I really don't know how the attributes on your mesmers are going to work out, Mantra of Recovery means you have to spec seriously into Fast Casting. Then you have Dom and Prot which you also want a decent spec in, and Inspiration to fuel it all.
I would personally think these characters would be a lot more viable if you simply gave one Surge and one Expell, and then could drop Fast Casting down a fair amount.
I would also look at fitting Shatter Enchantment in there, as I think it would really compliment the fast adren spike you are trying to pull off. Pressure builds can afford to work with minimal enchant removal, but a spike is going to be dropped dead by it. Blackout again would also compliment spikey nature of the build.
Here's what I would suggest:
Dominatrix
Mesmer/Monk
Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Inspiration Magic: 10 (9+1)
Illusion Magic: 3 (2+1)
Healing Prayers: 5
- Expel Hexes [Elite] (Mesmer other)
- Drain Enchantment (Inspiration Magic)
- Shatter Enchantment (Domination Magic)
- Energy Burn (Domination Magic)
- Diversion (Domination Magic)
- Blackout (Domination Magic)
- Distortion (Illusion Magic)
- Resurrection Chant (Healing Prayers)
A fairly simple Expell mes, tailored for a spike build. Shatter or Burn on spike, or Blackout/Diversion monks. Distortion as you have the Hard Res, which makes you a pretty primary target.
Galedom
Mesmer/Elementalist
Fast Casting: 9 (8+1)
Domination Magic: 12
Inspiration Magic: 10 (9+1)
Air Magic: 5
- Energy Surge [Elite] (Domination Magic)
- Energy Burn (Domination Magic)
- Shatter Enchantment (Domination Magic)
- Diversion (Domination Magic)
- Gale (Air Magic)
- Blackout (Domination Magic)
- Drain Enchantment (Inspiration Magic)
- Resurrection Signet ()
This guy with perfect timing can lock down a Monk for 13 seconds, with Gale -> Blackout -> Gale. Particularly important when you are trying to chain kill the second monk after killing the first, to stop the other one throwing out heals when he resses. Of course you don't want to spam Gale though.
For the Monks, I would drop a Prot Spirit on your monks for a Spirit Bond. There is too great a chance of double protting the same target and wasting one, and with the way that Spirit Bond and Prot Spirit synergize it really makes sense to have both.
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Aug 01, 2006, 05:16 PM // 17:16
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#3
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Ascalonian Squire
Join Date: Jul 2005
Guild: Wood
Profession: E/Me
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I would prefer a crip shot/apply ranger over the mel's ranger in addition to jr's suggestion. The additional snare and flexibility of the ranger allows you to have more tactical options. (runner harresment, ease of splitting to stop split tactics, NPC elmination prepping for VOD.) With dual shatters on the spike dropping targets shouldn't be a problem.
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Aug 01, 2006, 05:17 PM // 17:17
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#4
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Frost Gate Guardian
Join Date: Aug 2006
Guild: GUYS
Profession: E/
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yeah thanks, posted the build on another site, and they also said mesmers need changing
however as you may have noticed, we dont have an ele, therefore we need draw conditions on the memsers, and we definately need some kind of warrior defence (ie the constant aegis) due to the fact that again, no blind or ward against melee, i appreciate that the mesmers might not be as good as they should, but how else could i have them without an ele?
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Aug 01, 2006, 05:28 PM // 17:28
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by deathy
yeah thanks, posted the build on another site, and they also said mesmers need changing
however as you may have noticed, we dont have an ele, therefore we need draw conditions on the memsers, and we definately need some kind of warrior defence (ie the constant aegis) due to the fact that again, no blind or ward against melee, i appreciate that the mesmers might not be as good as they should, but how else could i have them without an ele?
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As Wrane said, dropping the Mel's Ranger for a Crip-Shot would help solve your lack of Warrior hate. I meant to say something simmilar in my post but got caught up in the Mesmers.
As for Draw; just drop Energy Burn on the Expell Mesmer for it.
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Aug 01, 2006, 05:48 PM // 17:48
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#6
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Ascalonian Squire
Join Date: Jul 2005
Guild: Wood
Profession: E/Me
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If you are truly concerned about the lack of a draw there are seveal things you can do.
Try a blessed light monk and have the boon prot swap elites and run drain enchant+ inspired and use a non energy management elite.
Give up the blackout on the mes/mo for a draw if you want. The spike timing needs to change then and you lose some flexibility with defensive blackouts. The spike would become something like -Assign the gale/blackout mes to the non spike monk and have him shutdown; while the 2 wa and the 2nd mes spike.
If you are truely concerned about wa defense the ranger role could turn into a nec/mo speced in curses and prot, AOE hexes, draw and aegis, but that costs some flexibility in splitting and prepping for vod. It could turn into a defensive rit with soothing and shadowsong as well.
The questions you are not asking yourself are:
How does the build fit with the strengths and weaknesses of your guild as players?
How does this build fit into your guilds playstlye?
Are you tacticlly better than most guilds?
Do you prefer playing for VOD?
Do you prefer a 7v7 fight or split tactics?
Which are you better at?
How does your home map enhance our build?
What goal do you have in playing this build?
By answering the above questions you can make the determination what changes the posted build needs to fit your guild.
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Aug 01, 2006, 05:54 PM // 17:54
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#7
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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I would drop the prot spirit on one of the boon prots for spirit bond...I have just found it a preferable not to have overlapping prot spirits now that there is an alternative option. Also for the flag runner, I would drop the blinding flash in favor of ice spear. When with the main group, the ele should be focusing on snares anyways. I suspect you put it in their to counter crip runners, but there are less and less of those now a days and with ice spear you can out dps a crip pretty fast.
I agree on the mezmers...its important to put the draw on the expel as JR said since he will not be the target of spikes as much as the surger.
I always favor the R/Me with blackout as additional warrior hate...but if the earshot radius still is the "danger zone" than Watch Yourself! would be useful.
Edit: Do not use a rit...they are a cancer to this game... Honestly, though, it looks like you are trying to make a pressure build rather than a spike build and rits are only really useful for spike builds (since you will only have 4 offensive players most of the time).
Last edited by Drewfense; Aug 01, 2006 at 05:58 PM // 17:58..
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Aug 01, 2006, 09:20 PM // 21:20
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#8
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Frost Gate Guardian
Join Date: Aug 2006
Guild: GUYS
Profession: E/
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http://gwshack.us/cdb7b
Taken into consideration some of the suggestions... continue ^^
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Aug 01, 2006, 11:08 PM // 23:08
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#9
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Edit your original post to include the latest build version.
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