Jun 28, 2006, 07:24 AM // 07:24
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#1
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Debilurbation Build
The point of this build is for the Warriors to run around hitting things and making them hurt.
The Trapper will trap up the midline unless we really need him to trap the Warriors. The Trapper will also Debilitate a monk and Blackout enemy Warriors.
The Cripshotter cripples the Warriors' targets when he can and interupt their midline. Debilitating is for the other monk.
E/Mo is pretty defensive.
The real key to this build is to just get one kill on their monk, then you can blitz for the other monk. First you Cripple him, and Gale him, then chain Blackout while the Warriors get on him and Shock and Bull's Strike at will. Then once he's dead, switch back to the first monk because they've probably ressed him by now. Then keep doing that and you win at Guild Wars.
Version 1.2
http://www.gwshack.us/d8ea1
Version 1.1
http://www.gwshack.us/0da31
Version 1.0
http://www.gwshack.us/eba41
Last edited by Vindexus; Jul 10, 2006 at 05:26 PM // 17:26..
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Jun 28, 2006, 07:39 AM // 07:39
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#2
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Looks pretty strong. I'm not too big a fan of Trapper's Focus compared to Spike Trap or Oath Shot, but I can see it working okay.
With the kind of strategy you're talking about, I've found it absolutely invaluable to have two shocks on the warriors, since this allows you to keep a monk KDed for six seconds without getting any skills off. Coordinated with Gale that's going to be some pretty serious knockdown pressure for a solo monk to deal with, especially if he's waiting for the other guy to res. I'm not sure where else you could put the Expel Hexes, though given your strategy of zerging the monk a Charge might be more effective anyway.
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Jun 28, 2006, 08:27 AM // 08:27
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#3
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Zerging solo monks ftw. How useful is trappers focus over distortion? I play distortion trapper a fair amount and usually it is fine. Focus seems overkill when spike trap is right there.
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Jun 28, 2006, 05:07 PM // 17:07
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#4
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Frost Gate Guardian
Join Date: Aug 2005
Location: Cheltenham, England
Guild: Servants Of Fortuna Victrix
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The build seems to tick most of the boxes required but I'll echo what folk have said about the trappers, there's probably better elites that they could carry.
I have a sneaky suspicion though that the name of the build is totally made up. :P
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Jun 28, 2006, 05:37 PM // 17:37
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#5
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Expel hexes on the swordsman is outstanding. I'm a fan of this build, and I would like to see it in practice. One thing I might have changed was some kind of self-defense on the WoH, since he/she's more or less relying on the boon prot to stay alive. Distortion would be my skill of choice in that slot, probably replacing vigorous spirit (even though vig spirit is very effective on melee characters); it's also very nifty for splitting situations.
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Jun 28, 2006, 06:11 PM // 18:11
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#6
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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The build makes sense in concept to me and is well designed, but why is ice spear on the runner?
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Jun 28, 2006, 07:03 PM // 19:03
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#7
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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My suggestions:
Drop Trapper's Focus and Distortion.
Replace with Escape and Mantra of Resolve.
-Resolve will ensure that you get off your traps.
-Escape can be used for flag relay running and for landing Blackout not to mention defensive purposes.
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Jun 28, 2006, 10:04 PM // 22:04
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#8
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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I agree with what you guys are saying for Trapper's focus. How about this: change Trappers Focus to Expel Hexes, and put a Charge on the Sword.
I also like the idea of him having Shock instead of Bull's Strike. I'll update the build with those changes.
Version 1.1
http://www.gwshack.us/0da31
Quote:
Originally Posted by ender6
My suggestions:
Drop Trapper's Focus and Distortion.
Replace with Escape and Mantra of Resolve.
-Resolve will ensure that you get off your traps.
-Escape can be used for flag relay running and for landing Blackout not to mention defensive purposes.
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I personally don't like Resolve trappers that much anymore, I find Distortion to be a much better option. It helps you trap, and it can keep you alive.
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Jun 29, 2006, 12:21 AM // 00:21
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#9
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Personally, I prefer Oathshot and Whirling Defence, which together makes a very nice combination.
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Jul 10, 2006, 03:13 AM // 03:13
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#10
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Ascalonian Squire
Join Date: Jan 2006
Guild: Villians of Oceania [voO]
Profession: W/R
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Quote:
Originally Posted by Divineshadows
The build makes sense in concept to me and is well designed, but why is ice spear on the runner?
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You cant kill someone with slowdowns.
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Jul 10, 2006, 04:23 AM // 04:23
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#11
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Lion's Arch Merchant
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Sexy, sexy build.
Not a big fan of healing monks without distortion. They are just too easy to spike out with any sort of average gale, blackout, etc spike. I like vigorous spirit, but I don't think its strong enough of a skill to warrant the spot, considering how powerful distortion is.
Also not a big fan of guardian when you have plenty of blind, cripple, traps that do both, and ward vs melee to go around. I don't even like it in a build with less warrior defense than you have, although thats just a personal bias. The only time it really helps is under extended warrior pressure like when a flag runner is coming in, if it becomes an issue you can do things like pass off to a warrior or someone with distortion. I tend to like signet of devotion instead, because its always useful, not just useful in specific times. My suggestion is that since you have only one boon prot is to use spirit bond instead of protective spirit, it seems a bit more efficient if you can only use one - especially since you can use 20% enchanting since you are using energy drain not mantra of recall, but thats down to personal preferance again.
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Jul 10, 2006, 08:41 AM // 08:41
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#12
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Really nice build ^^
Would love to give this a spin sometime
one little question - why so much in air magic? Aren't these points better used in something else? Seems to me that the point of shock is the snare rather than the damage.
Last edited by Patrograd; Jul 10, 2006 at 08:51 AM // 08:51..
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Jul 10, 2006, 09:44 AM // 09:44
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#13
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Patrograd
one little question - why so much in air magic? Aren't these points better used in something else? Seems to me that the point of shock is the snare rather than the damage.
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9 Air Magic allows you to run a focus, which gives you a lot more energy and allows you to go wild with Shock. The downside is your attributes are a bit lower (not a big issue since strength is pretty crappy) and you're much easier to spike out.
I ran a Shock warrior with a focus for a while and had fun with it, but found that I couldn't extend and hit monks as freely as I wanted to. On this build I think it's a tradeoff - you can pull off more knockdowns more often, but a good team can punish you better for extending into their backline.
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Jul 10, 2006, 10:40 AM // 10:40
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#14
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by Wasteland Squidget
9 Air Magic allows you to run a focus, .
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That's interesting. I thought (and this probably shows how little I actually know about warriors) that since exhaustion was fixed warriors had stopped bringing foci to power exhaustion skills, I certainly haven't put one on a warrior since because I just sort of assumed you'd get energy locked. I will need to have a proper look at that then, thanks
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Jul 10, 2006, 11:47 AM // 11:47
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#15
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Lion's Arch Merchant
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The focus allows you a bit more flexibility in when you shock. You can chain it for longer, but you still hit the wall eventually.
I forgot to ask this earlier - is rush on the final thrust sword warrior a typo?
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Jul 10, 2006, 03:51 PM // 15:51
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#16
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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The added armor of a shield is not to be overlooked, and max energy doesnt mean much. Taking a focus over a shield is roughly equivilent to taking tatoos over judges or shepards if your a monk. Shield > Focus.
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Jul 10, 2006, 05:25 PM // 17:25
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#17
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Rush on the sword is indeed a typo. For those of you wondering why, Final Thrust drains your Rush, leaving you Frenzied until you get 4 more adrenaline or for the remainder of Frenzy.
As for the Air Attributes I'd have to agree that a shield is better than a focus, I'll change those things.
Version 1.2
http://www.gwshack.us/d8ea1
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Jul 10, 2006, 06:27 PM // 18:27
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#18
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Ascalonian Squire
Join Date: Jul 2005
Guild: Wood
Profession: E/Me
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I have a couple of observations
1) I question the effectiveness of the traps as a anti-melee tactic. Most builds have a draw in them.
2) You seem a little light on debuffing enchants from monks when trying to drop targets - it does not look like you have an effective way to remove a precast prot spirit without exposing your monks slightly.
3) There does not seem to be a good plan to deal with a ritulist in the build. Soothing could be a problem - limiting your pace
4) Without blinding flash/blurred on the runner he can get soloed by an assassin.
5) Your options for double running or half running the flag seem limited with out a speed boost on one of the rangers.
6) The air emo has a lot to do in lots of roles - get the ward up, blind wa on defense, draw your wa and gale/orb on targets, HP the rest of the time.
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Jul 10, 2006, 08:42 PM // 20:42
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#19
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Krytan Explorer
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Quote:
Originally Posted by Wrane Latrobe
5) Your options for double running or half running the flag seem limited with out a speed boost on one of the rangers.
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I don't quite understand what you're trying to say here. Half running a flag or double running saves you time anyway, is there any need for further improvements on time by sticking speed boosts on both these guys? Surely, going into a match or making a build knowing you won't be relying on a single runner is a reason to drop speed boosts, not take additional ones.
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Jul 10, 2006, 10:53 PM // 22:53
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#20
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Wrane Latrobe
I have a couple of observations
1) I question the effectiveness of the traps as a anti-melee tactic. Most builds have a draw in them.
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Well we have plenty of anti-war. It was never intended for that purpose.
Quote:
Originally Posted by Wrane Latrobe
2) You seem a little light on debuffing enchants from monks when trying to drop targets - it does not look like you have an effective way to remove a precast prot spirit without exposing your monks slightly.
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Well that's true I've never really had a problem with enchantments in GvG. Basically it just falls on the shoulders of the Warriors to not give away targets early, or learn to not stay on Guardianed targets very long.
It is somewhat of a build flaw, but it's something that the play style I'm used to doesn't really feel the weight of.
Quote:
Originally Posted by Wrane Latrobe
3) There does not seem to be a good plan to deal with a ritulist in the build. Soothing could be a problem - limiting your pace
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Hmm very true. I guess we'll be relying a lot on Crip Shotter getting in their backline with his interupts and blackout.
Quote:
Originally Posted by Wrane Latrobe
4) Without blinding flash/blurred on the runner he can get soloed by an assassin.
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Meh that doesn't really phase me. That seems more like something I would blame on player choices than on skill choices.
Quote:
Originally Posted by Wrane Latrobe
6) The air emo has a lot to do in lots of roles - get the ward up, blind wa on defense, draw your wa and gale/orb on targets, HP the rest of the time.
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I don't think it'll be too bad. You basically play defensively until you hear someone explicitly call for a Gale or Orb on Vent.
Last edited by Vindexus; Jul 10, 2006 at 10:58 PM // 22:58..
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