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Old Jun 28, 2006, 08:28 PM // 20:28   #1
Ascalonian Squire
 
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Default Probably the best TA build out their NO joke

12+3+1 Hammer
12+1 strength

W/N
Devasting hammer
heavy blow
crushing blow
plague touch
irrestible blow
sprint
frenzy
res sig

11+2+1 Marksmanship
11+2 Expertise
8 domination
3 illusion

R/Me
Punishing shot
disracting shot
salvage shot
power leak
blackout
distortion
Read the wind
res sig

12+3+1 Wilderness survial
12+1 Expertise

R/W
Oath shot
Nature's renewal
dust trap
barb trap
apply posion
whirling defense
dolyak signet
res sig

16 restoration magic
13 spawning
3 domination

Rit/me
Expel hexes
vengeful weapon
weapon of warding
recuperation
soothing memories
mend body and soul
Hex breaker
Generous was Tsungrai

I have gotten plenty of Gal points from this build so it's about time to give it out to the public. I am see a few teams trying to copy my build and I'm afraid they will post it and take credit of it when it's not their build in the first place. I have beaten many top guilds with this, it's all about cooperation with a voice com (ts/vent). I have beaten Sotw, fame etc.. with this. This is definately a gal point farming build. This build won't really work if it's ur first time playing it. I have gotten over 15 glad points in just 5 days and it was through moding this out and tweaking it to wat it is curently. Ill keep updating this as we find out wat is better.

How the build works

Pretty much the NR is the key of the build, also there is 0 enchantments and 0 hexes for energy management on the other team. Recuperation helps heal vs mass degen, and is always trapped via the trapper. He keeps traps defensive for him and the ritualist while the warrior and the interrupt ranger goes and kills people. R/Me goes on a necro or mesmer and interrupts spells. Power leak is to beat distortion on Mesmers. The warrior calls his spike, and the blackout hits him a few seconds later. The trapper causes bleeding, cripple, blind, and poison. Which kills most warriors (frenzy pwns) running to kill the spirits. As well as most of the TA people playing prot boon, which completly screws them over.

What u need to do is to keep NR up the whole time. Cast NR before the ememies even start coming but close enough so u can run up and oath shot them. R/W needs to trap around the rit and keep the rit from getting too much pressure. At the same time the rit needs to stay near the sprirts and a cast his recupertaion near NR so mend body and soul removes two condtions. The war needs to charge up adrenline and spike a target monk. He needs to call it so R/Me can run up and blackout him out. R/Me needs to disrupt casters (Mes,nec, ele) and if he can disrupt enemies MoR monk or guadain.

The Ritualist build is pretty easy, and has alot of benefits over a Monk. First Vengeful weapon is better than RoF in an offensive way, which the build needs. You spam it on whos getting attacked, even wanding will still trigger the 63 life steal. Which is quite nice. Weapon of warding is an 11 second 50% guardian, with +4 regen. which is quite brutal (7 regen if the recuperation is up). Expel Hexes is amazing as always, and is the key to the build. Soothing memories and mend body are your spam heals. Soothing is Free, VIA Holding the Item. The item has huge benefits, as you hold it the entire time. (you have a SUP rune and still have 600+ life). When you drop it you get healed for 292 health. The best part is, no matter what happens to you except knockdown you can always drop the ashes. So your getting spiked and you get blacked out. Oh well, just drop your ashes and your back to full life. Then recast them, and if your still in trouble drop them again and kite into the traps. Hex breaker is great.

The only draw back to the ritualist is for mend body and soul to work he has to be near spirits. So you wanna always cast recuperation where your going to fight at. So dont cast it at the start, run up to them and cast it then let your trapper trap it, then he Oath shots, and puts up a new NR. Hopefully your beside NR and Recuperation, so your mend b&s gets 2 Conditions.

Thats pretty much it. Remeber who ever is playing Trapper to always use Doly Signet when you use whirling, or else irresistible blow will knock u down everytime, and so will shock axe warriors. Then Oath shot it, after you spam your 2 Traps and such.

The alternate to the Rit Build, Which was originally Monk is this.

Mo/A
RoF, Prot Spirit, Blessed Light, Gift of Health, Signet of Devotion, Mend Condition, Return, Healing Touch.
16 Divine Favor, 10 Healing, 9 Prot, 5 Shadow

This build however has no guardian, or energy management at all. It is alot harder to play if you over heal. Also make sure your timing is fast on blessed light so you get the main hex and not the cover hex, which is possible since they have NR on them. At the beginning of the match watch the mesmers so you see what hex they are casting, and look where they are casting it towards so you know who to Blight right away.

Use return when warriors run towards you, always teleport back to the trapper so that you end up in his traps, then hit Healing Touch.

I give great thanks to my buddies Siian Love, Kira Mes, Minute Maid Juice, Mr Dixie Wrecke, Dragon Alex Jr for helping me test out this build. We're mostly either Glad ranked or R4+. My game name is Ellesmera Starsky! GL guys

Last edited by iwuvgames7; Jun 28, 2006 at 10:28 PM // 22:28..
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Old Jun 28, 2006, 11:32 PM // 23:32   #2
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Nice build overall. Similar to what I have been playing with my friends the past couple days to go 108-0. Just some minor details I would like to point out:

Quote:
Originally Posted by iwuvgames7
heavy blow
Good teams of players know on instinct to remove or move the weakness ASAP when dealing with a devastating hammer user, because there is the potential that they could be using heavy blow. Use hammer bash instead.

Quote:
Originally Posted by iwuvgames7
crushing blow
plague touch
irrestible blow
sprint
frenzy
5 skills that require energy on a hammer bar? At the very least use rush instead of sprint, but unfortunately rush does have the downside of not being available after losing all adrenaline due to bash. Energy is very tight on this guy and he is very susceptible to e-denial.

Quote:
Originally Posted by iwuvgames7
10+3+1 Marksmanship
10+1 Expertise
Recommend:

10+1 Marksmanship
10+3+1 Expertise

There is a huge difference between a ranger with 11 expertise and 14 expertise. Having punishing, savage, and blackout cost 4 energy instead of 6 and distract, rtw, and distortion cost 2 instead of 3 allows you to use skills much more often.

Quote:
Originally Posted by iwuvgames7
power leak
As much as I like this skill, I don't think it belongs on a ranger's bar. The guy already has a ton of interrupts, so if it's energy denial you want then go debilitating shot to deny more energy for less of your own energy. If it's more interrupts you want, then go with serpent's quickness (which has great synergy with rtw/punishing/savage/distract) and spec a few points into wildnerness survival.

Quote:
Originally Posted by iwuvgames7
16 restoration magic
13 spawning
3 domination

Rit/me
Expel hexes
vengeful weapon
weapon of warding
recuperation
soothing memories
mend body and soul
Hex breaker
Generous was Tsungrai
A very interesting setup indeed. I like the expel hexes, but this character has some large weaknesses:

- The energy management requires that he hold an item. Since this functions like a refund (much like elementalist attunements), this player is susceptible to energy denial. Since this player is built to hold the item, freely weapon swapping to hide energy is not the best option.
- The need to hold an item makes this player move slower, hence affecting his kiting ability.
- Mend body and soul has your condition removal tied to your spirits. If your spirits get killed or you get interrupted while summoning them, then not only do you lose the beneficial effects of your 2 spirits but you also lose the ability to remove conditions.

Quote:
Originally Posted by iwuvgames7
When you drop it you get healed for 292 health. The best part is, no matter what happens to you except knockdown you can always drop the ashes.
- This is a big downside since a good spike almost always include knockdown.
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Old Jun 29, 2006, 04:31 PM // 16:31   #3
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Ok first of all the hammer war won't run into many energy probelems since he will spike targets like every 20 secs. He wont' use any energy skills but just irrestible blow on a target he's charging up on. So the energy management is fine. The hamme war should always have a zealous hammer so he can gain his energy while charging up adrenline then switch to a dmg dealing hammer like a sundering hammer. I use devasting hammer and heavy blow is because as u can see u have a lot of condtions in this build and the devasting hammer can cover many condtions like cripple. I know monks do use cop but they can't keep using cop all the time cuz the ranger blackouts him out. U forgot about the ranger blacking him out.

The power leak is good because if we vs a blinder we will run into probelems. the ranger will have to inturpt the either prodigy or dual attunements with power leak if blind keeps spamming blinds. If the enemies keep killing our sprirts then we can't really remove condtions do we. and the power leak is great vs distortion spammers. Also for the ranger's expertise i have 11+2 not 10+1. did u have a typo? 13 expertise is enough making a 10 energy cost 5 and a 5 energy cost 2. the ranger's energy is fine.

For the rit items do not make u move slower in this game not like a flag or a relic can. Its different we have tested it out and the rit items do not move u slower. Wat i meant about dropping ashes is that between a KD on u have a little gap between the first KD and the second so the ashes can really save u from many spikes. the rit wont' be kiting too much but only if the dmg dealers are crippled. the rit needs to stay near the oath's traps for protection. with the traps when a war comes to try kd him down he wil just get dusted and barbed. so this is well rounded build i would say. it's all about tactics. The rit's energy mangement is fine as long as he stays in the traps he can always just drop the ashes and weapon swap. Remember the ranger is disrupting mesmers (aka esurgers too).

Last edited by iwuvgames7; Jun 29, 2006 at 05:04 PM // 17:04..
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Old Jun 29, 2006, 11:01 PM // 23:01   #4
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Some drawbacks i can say about this build is vs blinder. Making the game longer i guess but able to beat if ranger disrupts either prodigy or dual attunments. I can't figure a better effective build to remove condtions over the rit/me. I am trying to not have any enchantments in this build and no hexes. So far i believe the rit is better than any other no enhantment or hex monk build.

Any ideas or comments about my build feel free to speck.
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Old Jun 30, 2006, 12:09 AM // 00:09   #5
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Quote:
Originally Posted by iwuvgames7
Ok first of all the hammer war won't run into many energy probelems since he will spike targets like every 20 secs. He wont' use any energy skills but just irrestible blow on a target he's charging up on. So the energy management is fine.
So he won't be using plauge touch? If not, then why bother having the skill at all?

Quote:
Originally Posted by iwuvgames7
I use devasting hammer and heavy blow is because as u can see u have a lot of condtions in this build and the devasting hammer can cover many condtions like cripple.
With this build I don't think you can rely on cripple to be covering the weakness, but poison could make a cover if need be with just a bit of coordination. In this respect, I could see heavy blow working.

Quote:
Originally Posted by iwuvgames7
The power leak is good because if we vs a blinder we will run into probelems. the ranger will have to inturpt the either prodigy or dual attunements with power leak if blind keeps spamming blinds.
You have 3 players that the blinder would have to divide attention between. There will be windows of time (either through mend body and soul or through the blinder choosing to blind your warrior or other ranger) where you can land distracting shot on blinding flash, ether prodigy, or an attunement. Being able to interrupt through blind is nice and all, but the main thing I find I want to interrupt while blind is rez sig and power leak won't help with this whereas blackout will.

Quote:
Originally Posted by iwuvgames7
Also for the ranger's expertise i have 11+2 not 10+1. did u have a typo? 13 expertise is enough making a 10 energy cost 5 and a 5 energy cost 2. the ranger's energy is fine.
No, wasn't a typo. You must have edited it from your original post. I picked up the value from your original post. I still feel that 14 expertise would make this ranger function better.

Quote:
Originally Posted by iwuvgames7
For the rit items do not make u move slower in this game not like a flag or a relic can. Its different we have tested it out and the rit items do not move u slower.
I have not played around with ritualist item spells. If movement isn't penalized, then that's not so bad I guess.

Quote:
Originally Posted by iwuvgames7
Its different we have tested it out and the rit items do not move u slower. Wat i meant about dropping ashes is that between a KD on u have a little gap between the first KD and the second so the ashes can really save u from many spikes.
Can you queue up the action of dropping the ashes while you are knocked down much like you would queue up a CoP or reversal while knocked down?
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Old Jun 30, 2006, 12:48 AM // 00:48   #6
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War will be using touch a lot if vs blinder so that is why blinders hold bak this build a bit. Drags our spikes longer but we can able to beat it with timing and cooperation.

Well i didn't say weakness is the best cover on the condtions it's just a condtion if posion isn't on him to cover the others. But the oath shot should have all players posioned and keep them on after 15 secs once the battle starts. But anyway the cripple will usually be on the wars, thumpers, sins, etc anyway since they will try to kill our rit in failure.

If u can see the last edited on my post, my last edit was before u even posted yours. So i dunno wat happened there.

If u were the ranger then wat ur atts be with the same bar i have?? U can spread them out anymore. It would be best to test my build first before u said the ranger build is better with 14 exp then 13 cuz i don't see much difference then having a 10 energy turned to 4 energy. It just too much waste of atts trying to get 14, 13 is enough even 12 is enough on a ranger. Why 14, our ranger doesn't look like its going to run into energy probelems.

Power leak isn't just using on the blinder it's also used on distortion mesmers. Yes we have 3 players that are needed to be blinded but can only keep 2 players blinded. But do u want to have urself blinded 80% of the match doing nutting. It will even drag the game longer without power leak. This power leak can be used in many different ways that can benefit u. First of all 10 energy power leak can say disrupt a 15 energy skill then drain like 18 energy i believe it is. Thats 33 energy right off the bat. Now it's a great shutdown skill with NR up and all. Ur target will then have no energy to cast so u can switch a target disrupt him a little then go bak on ur previous target. U can even use this skill on a guadarin or MoR to even shutdown the monk further. For res sigs with blind just use blackout.

Yup items dont' hold u down

Droping an item is just like a monk using rof between 2 KDs. But dropping an item is more better cuz u can't get disrupted by it. Items are great spike holders. Also u can't drop an item while KD just while u standing up.
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Old Jul 15, 2006, 11:19 PM // 23:19   #7
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He's a picture of 50 cons with a different type of modded build from this which im too lazy too post. It has no monks almost the same just tweaked with 3 R/Ws and a Rit/Me.
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Old Jul 16, 2006, 03:50 AM // 03:50   #8
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too bad you can't see it...
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Old Jul 16, 2006, 11:05 PM // 23:05   #9
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seen this run more effectively but with cripshot instead of pure ints~ much more annoying
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Old Jul 17, 2006, 01:36 AM // 01:36   #10
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on the oath shot R/W im not seeing how d sig comes into play. Sure it prevents knockdown, but isn't used to dodge anything.
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Old Jul 17, 2006, 05:09 AM // 05:09   #11
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With NR = needs disrupts. So a cripple ranger is worthless since we need disrupts and the trapper can easyly shutdown melee.

Without D sig u are not able to recast NR if u got a shock war on you, think about that.
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Old Jul 17, 2006, 05:10 AM // 05:10   #12
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Do you guys know how to make the picture bigger???
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Old Jul 17, 2006, 06:14 AM // 06:14   #13
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Upload at:

www.imageshack.us

Should solve your problem.
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Old Jul 17, 2006, 01:07 PM // 13:07   #14
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There u go u can see everything now ty.
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Old Jul 17, 2006, 07:18 PM // 19:18   #15
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Quote:
Originally Posted by Juicey Shake
seen this run more effectively but with cripshot instead of pure ints~ much more annoying
Was it a team I was on? We <3 the cripshot build.


Quote:
Originally Posted by iwuvgames7
Without D sig u are not able to recast NR if u got a shock war on you, think about that.
I actually feel that Dolyak Signet is a better counter to gale than it is to shock, because proper positioning should allow you time to get your spirit down before a warrior is in range to shock you but fast cast gale on the other hand is a bit harder to counter through positioning alone....

Quote:
Originally Posted by iwuvgames7
With NR = needs disrupts. So a cripple ranger is worthless since we need disrupts and the trapper can easyly shutdown melee.
Agree that interrupts make NR a stronger play, but disagree that a cripple ranger is worthless. A ranger can get plenty of interrupts with just savage and distracting shot. Punishing shot has a higher recharge than savage shot and, in my opinion, is not worth the elite slot unless your are looking to assist on warrior adrenal spikes. A crippling shot ranger still provides the interrupts, but can also control movement and spread poison. The reason that you don't feel crippling shot is as strong in the build you have listed is because you loaded all the interrupts onto a single character. When my guildmates and I play our version of NR/tranquility, we use a shock axe warrior with disrupting chop, bull's strike, and rush. This allows two different players on the team to interrupt making it even more difficult for the opposition to shutdown our ability to interrupt them. This allows for the ranger to bring crippling shot and apply poison and for our trapper to focus even more on proper positioning of the spirits and traps and not have the added responsibility of spreading poison.

Last edited by Divineshadows; Jul 17, 2006 at 07:20 PM // 19:20..
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Old Jul 17, 2006, 07:44 PM // 19:44   #16
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Quote:
Originally Posted by iwuvgames7
Without D sig u are not able to recast NR if u got a shock war on you, think about that.
Hint: The moment you see the warrior start to use shock, ninja-esc-cancel.
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Old Jul 17, 2006, 08:17 PM // 20:17   #17
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The thing with Dok sig is that the ranger has to be near the Rit inorder to cast sprirts. D sig is mostly used for irrestible blow wars not gale. I dont' think an average team with have gale handy all the time. If u have a war on u all the time we can't get the offense of effecting boons and hexes.

If u see my picture I modded it more so it works more effectly with 2 rangers disrupting and doing massive dmg in a short time and is better then our old W/N and R/Me build. It is interupt after interupt over and over and the monk can't keep all that presure. A cripple shot ranger is worthless in this type of build. And for a thing we arn't noobs. I don't have the punishing ranger on a same target all the time he switches between 2 targets. We're leet sauce.

With the traps a cripple ranger is just bad to have when a dust trap can just totaly shutdown a war and a barb trap + posion is just cripple right there. No need for a cripple ranger it's not worth it. And the trapper has apply posion so it's a cripple ranger all at once.
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Old Jul 17, 2006, 09:05 PM // 21:05   #18
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Quote:
Originally Posted by iwuvgames7
With NR = needs disrupts. So a cripple ranger is worthless since we need disrupts and the trapper can easyly shutdown melee.
dropping punishing for cripshot and rtw for apply poison adds sexy degen, prevents kiting [on most maps a barbed trap just won't cut it] and ints nearly just as well [savage, dist] + still has blackout etc. cripshot > pure ints.
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Old Jul 17, 2006, 09:15 PM // 21:15   #19
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Quote:
Originally Posted by iwuvgames7
And for a thing we arn't noobs. I don't have the punishing ranger on a same target all the time he switches between 2 targets. We're leet sauce.


cripshot is so much more versatile in a four man build and can switch back from offense to defense at the drop of a dime in a way that an interrupt ranger just...can't. Get a pshychic distract mes on your trapper/nr ranger and it's gg, there goes your offensive shutdown (via boon) and defense. Just sounds to me more like you guys haven't faced a good group yet IMO.

Last edited by Van Goghs Ear; Jul 17, 2006 at 09:19 PM // 21:19..
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Old Jul 17, 2006, 09:27 PM // 21:27   #20
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Quote:
Originally Posted by iwuvgames7
D sig is mostly used for irrestible blow wars not gale.
Irresistible blow is quite nasty against a whirling defense/oath shot ranger, so I can see your need to counter it. However, I have never been a fan of skills that restrict movement such as dolyak signet or armor of earth. Movement and positioning to me are two of the basic keys to winning at Guild Wars. Try oath shot + throw dirt, you may like it better. Plus it keeps better coverage on blind when used correctly with dust trap.

Quote:
Originally Posted by iwuvgames7
If u see my picture I modded it more so it works more effectly with 2 rangers disrupting and doing massive dmg in a short time and is better then our old W/N and R/Me build.
So you gave up deep wound and knockdown for a 2nd interrupter? Don't get me wrong as I love interrupts, but the two most powerful effects in the game are deep wound and knockdown. I would think long and hard before taking these two effects out of a build. Also, never underestimate the sheer pressure a warrior exherts on the opposition by forcing them to kite. How can a warrior disrupt a mesmer? Simple, get in their face and hit them with an axe (or whatever your warrior weapon of choice is).

Rangers do not do "massive" damage no matter how much you have specced in marksmanship when you compare them to a warrior. They are great for supporting an offense, but they are not the backbone of a pressure based offense. I bet that a lot of your wins have come slower (via attrition) with 2 rangers than they did with a ranger and a warrior.

Quote:
Originally Posted by iwuvgames7
And for a thing we arn't noobs.
Leet sauce.

Quote:
Originally Posted by iwuvgames7
We're leet sauce.
Intriguing.

Quote:
Originally Posted by iwuvgames7
I don't have the punishing ranger on a same target all the time he switches between 2 targets.
Of course, only bad rangers (or bad mesmers, bad warriors, or bad any class really) stays locked on a single target of the opposition. I suspect that the reason that you switched out the warrior for another interrupt ranger is because you were playing with players that were better at playing ranger and did not play warrior nearly as well.
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