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Old Jun 23, 2006, 02:35 PM // 14:35   #1
Ascalonian Squire
 
Join Date: May 2005
Guild: Nice, but Deadly
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Hi Everybody,

We have had spotty results with this build and we would very much like to have your comments on what we have right, what we have wrong and how to improve it.

We split pretty well and in lots of different configurations with the self healing on warriors and ranger. Thats what we do against spike and frequently against ritualist teams (and in fact against half our opponents).

In particular please comment on our rune selection. We do have quite a lot of capable PvE chars so we have some flexibility on runes.

Cheers,
pin

Hammer Warrior (W/A)
12+4 Hammer Mastery, 10+1 Tactics, 8+1 Strength

Full Glad's Armor with Knight's Boots and Stoneskin Gauntlets
Zealous 15^50 Hammer of Fortitude
Ebon 15^50 Hammer of Fortitude

Devastating Hammer {e}
Irresistable Blow
Heavy Blow
Frenzy
Rush
Healing Sig
Death's Charge
Rez Sig

Axe Warrior (W/A)
12+4 Axe Mastery, 9+1 Strength, 9+1 Tactics

Full Glad's Armor with Knight's Boots
Vampiric 15^50 Axe of Fortitude and Tactics Stance Shield
Ebon 15^50 Axe of Fortitude and Tactics Hex Shield

Versus a hex-heavy build, equp the Hex shield on the Ebon weapon slot.

Eviscerate {e}
Executioner's Strike
Furious Axe
Sprint
Frenzy
Death's Charge
Healing Sig
Rez Sig

Ranger (R/Me)
10+4 Expertise, 10+1 Wilderness Survival, 11+1 Marksmanship

Vampiric 15^50 Recurve Bow of Fortitude
Ebon 15^50 Recurve Bow of Fortitude

Expel Hexes {e}
Lightning Reflexes
Savage Shot
Distracting Shot
Pin Down
Troll Unguent
Whirling Defence
Rez Sig

Fire Ele (E/Mo)
Fire 12,+4 Energy Storage 12+1, Protection 3

Geomancer's Boots, Aero Robes, Pyro Legs, Hydro Gloves
Insightful 20/20 Fire Staff of Fortitude

Fire Attunement
Elemental Attunement {e}
Rodgort's Invocation
Fireball
Imolate
Incendiary Bonds
Draw Conditions
Res Sig

Ward Ele (E/x)
11+4 Earth Magic, 10+1 Water Magic, 9+1 Energy Storage

Geomancer's Boots, Aero Robes, Pyro Legs, Hydro Gloves
Insightful 20/20 Water Staff of Fortitude

Ward Against Melee
Obsidian Flame
Earthquake
Deep Freeze
Drain Enchantment
Shard Storm
Glyph of Energy {e}
Res Sig

Ele Runner (E/Mo)
Air: 11+4, water: 8+1, ES:8+1 , Healing: 9

Geomancer's Boots, Aero Robes, Pyro Legs, Hydro Gloves
Hale 20/20 Air Staff of Enchanting

Ether Prodigy {e}
Enervating Charge
Lightning Orb
Blinding Flash
Armor of Mist / Windborne Speed
Ice Prison
Heal Party
Healing Breeze

MoR Boon (Mo/Me)
Divine Favor: 15 (11+4), Protection Prayers: 11 (10+1), Inspiration Magic: 9
* if you can't swap armor, use a major for divine

Mantra of Recall {e}
Reversal of Fortune
Contemplation of Purity
Guardian
Protective Spirit
Inspired Hex
Mend Condition
Divine Boon

E Drain Boon (Mo/Me)
Divine Favor: 16 (12+4), Protection Prayers: 10 (9+1), Inspiration Magic: 9, put change in healing
* if you can't swap armor, use a major for divine

Energy Drain {e}
Reversal of Fortune
Protective Spirit
Gift of Health
Mend Ailment
Holy Veil
Inspired Hex
Divine Boon
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Old Jun 23, 2006, 03:45 PM // 15:45   #2
Academy Page
 
Join Date: Jun 2005
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It looks ok just from a skim... but I see that the ranger is quite useless.. he doesn't exactly do much damage.. and is mainly a hex remover with occasional interrupts. I would've thought he is the runner.. but there is another designated runner.. What does the ranger do exactly?

You have a E/X with drain enchant.. which means he should be E/Me and in that case may need some leftovers in inspiration..

This build would completely get rolled by the RI hex pressure tho.. just three hex removals every 12-20 seconds wouldn't be enough. Even if its not RI and a lucky aoe hex you'd have a hard time removing those with limited hex removals..
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Old Jun 23, 2006, 03:58 PM // 15:58   #3
Forge Runner
 
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Join Date: Nov 2005
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Quote:
Originally Posted by pindun
Ele Runner (E/Mo)
Air: 11+4, water: 8+1, ES:8+1 , Healing: 9

Geomancer's Boots, Aero Robes, Pyro Legs, Hydro Gloves
Hale 20/20 Air Staff of Enchanting

Ether Prodigy {e}
Enervating Charge
Lightning Orb
Blinding Flash
Armor of Mist / Windborne Speed
Ice Prison
Heal Party
Healing Breeze
Didn't really look over it, but this just jumped out at me. Why don't you just use deep freeze and put all your attributes in air, healing, and estorage?
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Old Jun 23, 2006, 09:04 PM // 21:04   #4
Lion's Arch Merchant
 
Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
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1) Is there a reason you can't fit Crushing Blow on your Hammer Warrior? Deep wound is extremely valuable. You say you split a lot, so the axe warrior won't always be available for the deep wound.

2) The point of your ranger? A mesmer would do better hex removal and be able to interupt. A cripshot (with apply poison) would add good damage while still being able to interupt. If you want the hex removal, maybe bring Apply Poison in place of Lightning Reflexes, to up your dps.

3) Ele runner, suggestion by Mephisto.

4) Your fire and earth/water eles. Why so much elementalist damage? Two eles plus a flag runner, only one of which (the flag runner) is providing heal parties, and with only one ward.

5) Your earth/water elementalist looks like he will have big energy problems. No attunement, no ether prodigy. Only Glyph of Energy and Drain Enchantment. Maybe I'm overestimating how much he casts, but that seems to be way too energy intensive to go on for long.

My main suggestion would be to look at your elementalists and ranger. Possibly go with two elementalists, having one as the runner and the other as warder with some occasional damage. You now have one more slot for something other than an elementalist. I would buff up the damage on that ranger and worry less about defense. You aren't doing anything that needs that much defense (and lightning reflexes has such a large downtime).
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Old Jun 24, 2006, 10:38 AM // 10:38   #5
Jungle Guide
 
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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is there a specific reason why you are using ebon weapons?
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Old Jun 24, 2006, 12:30 PM // 12:30   #6
rii
Desert Nomad
 
Join Date: Mar 2005
Location: UK
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You always carry a weapon with an elemental mod, usually in case they have some quirky skill like physical resistence or similar, which renders physical attacks low pressure. It can be useful against judges set on monks, etc, although I haven't seen that set as much as before factions. It's hard though, PVP characters only get two weapon slots, and usually I want a zealous, vamp, and then an ebon or similar. Specifically ebon, due to Earth being the least protected against element. Increase it to 4 ftw.
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Old Jun 24, 2006, 04:10 PM // 16:10   #7
Ascalonian Squire
 
Join Date: May 2005
Guild: Nice, but Deadly
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Thanks for the suggestions. There are some questions in there too. Many of them were probably rhetorical, but its [nice] to answer them.

Crushing Blow would be a good addition to the Hammer Warrior I think. Our warriors spend quite a lot of time on separate targets. Although we do frequently come together to adreneline spike it makes sense to increase their effectiveness when they do stay split and unload.

I played the ranger in last nights GvG. I agree completely. I hadn't realized how useless it really is. I think replacing it will involve a pretty big reworking of our midline.

The reason we went with more elemental damage was that since we are not a very sophisticated guild we thought it might be easier to play than a mesmer type build. We weren't aiming for metagame. We were aiming for something that worked for us.

We carry the Ebon mod for use against high armor targets. Usually we also equip a Nolani wand on the warriors too. I frequently play the Axe and I do plan to start playing a PvE char in that slot so will make consistent use of the 4th slot too.

Cheers,
pin
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Old Jun 24, 2006, 07:37 PM // 19:37   #8
Forge Runner
 
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Join Date: Nov 2005
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Optimal equipment for a warrior is usually vamp, zealous, ebon, and nolani wand.
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Old Jun 24, 2006, 08:01 PM // 20:01   #9
Jungle Guide
 
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Join Date: Feb 2006
Guild: Striking Distance
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Quote:
Originally Posted by rii
You always carry a weapon with an elemental mod, usually in case they have some quirky skill like physical resistence or similar, which renders physical attacks low pressure. It can be useful against judges set on monks, etc, although I haven't seen that set as much as before factions. It's hard though, PVP characters only get two weapon slots, and usually I want a zealous, vamp, and then an ebon or similar. Specifically ebon, due to Earth being the least protected against element. Increase it to 4 ftw.
Beating on a warrior with 96 AL or one with 116 AL are equally useless. Against a caster with +physical armor, the difference is comparable to what you lose from no vamp lifestealing. No one runs physical resistance.

Yeah elemental mods are mildly useful in some situations, but not enough to specifically make sure to bring one. If I need a second weapon to whip out to avoid vamp or zealous degen, I'd definitely prefer a 10% furious.
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Old Jun 25, 2006, 11:03 AM // 11:03   #10
rii
Desert Nomad
 
Join Date: Mar 2005
Location: UK
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The advantage offered by ebon or in general elemental weapons is low, but nonetheless there is an advantage in specific situations situations. Personally, since I use PVP characters most of the time, it doesn't get a nod over zealous/vamp, however, if I was given 4 sets for weapons the third one would probably be some sort of elemental weapon, or something with a similar advantage.
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