Jun 05, 2006, 12:12 AM // 00:12
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#1
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Academy Page
Join Date: Feb 2006
Profession: W/
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Help With My Build
well my guild is PvE and we have starting getting into GvG, so i made a build that we are praticing with and wanted to know if it was any good
http://gwshack.us/b04c7
if you can give me some feedback it would help alot
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Jun 05, 2006, 12:57 AM // 00:57
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#2
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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The attributes seem a bit off -
Axe warrior needs 16 axe mastery, and a frenzy, and you probably want a healing signet on him.
not sure on bunny thumper, but if he's running dev hammer doesn't he need some more expertise to make up for the fact that he doesn't have the en from ferocious strike? And if you have only 1 KD skill, hammer bash is strictly superior to devastating hammer - one less adren, and the weakness doesn't matter, and since there are no other adren skills, the lose all adren doesn't matter. So switch to backbreaker, charge, or ferocious strike for your elite, or drop a skill to run hammer bash in addition to dev hammer.
Flag runner - drop res sig for troll unguent. Your runner isn't often in a place where the res sig is useful, and is often in a place where a self heal is very important.
Esurger - make it a mes/mo, drop mantra of inscriptions + signet of weariness. Add ressurection chant with dump points in healing. Your mesmer should not be running a superior rune (maybe no major if you don't need it for an important breakpoint) - they are often a target. Along those lines, the mesmer should have a -2 en or -3 en distortion on the bar.
Warder - drop ward against elements for ward of stability. The remove hex is not very good, I run deep freeze at 7 water magic instead, but thats mostly because my team is snare-light (as is yours). If you are worried about hexes, you run expel hexes or remove hex on the mes/mo
The tainted is a bit wierd, I'd recommend dropping the malign intervention and verata's gaze for something more useful - deathly swarm tops my list. The tainted is a decent place to put a random draw conditions on if you have the room on the bar.
Monks: they need to be monk/mesmers. You can drop the restore conditions guy for sure if you put draw conditions on one of the casters. Instead of pure monks, I'd recommend mo/mesmers with inspiration magic. Also, monks should not be carrying resses in PvP. I'd run a healing light monk with infuse health instead of the WoH guy, and run a boon prot instead of the restore conditions guy. Right now, your build doesn't have any 1/4 second heals, and that means you will lose to spike teams.
-- edit ---
originally put in wrong ward, also messed up the negatives on the last sentence
Last edited by Iraqalypse Now; Jun 05, 2006 at 05:00 AM // 05:00..
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Jun 05, 2006, 03:18 AM // 03:18
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#3
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Academy Page
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Iraqalypse Now
Warder - drop ward against elements for ward vs foes.
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it already has ward against foes.
i was think of making the Tained and Warder into 1 build.
1:Rotting fleash.
2:Tained flesh.
3:Ward melee.
4:Ward Foes.
5:Well profane.
6:Windborne.
7; Res.
8: One of These
Well of Suffering.
Gaze of Contempt.
Deathly Chill.
Bitter Chill.
Deathly Swarm.
or do you think the damage from keeping them 2 build would be best.
What if i droped Dev Hammer + Crushing Blow for Hammer Bash + Earth Shaker or BackBreaker.
Thnx for ur input, also ill make the change and post the changed build.
Last edited by Mr Slashalot; Jun 05, 2006 at 03:31 AM // 03:31..
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Jun 05, 2006, 04:54 AM // 04:54
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#4
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Alright, first it needs to be said that aside from say the top 200ish guilds, the build probably won't be limiting you. It's all about teamwork.
So here's a short synopsys of what you could improve:
Shock Axe: You need frenzy, replace penetrating chop or furious axe. Run 16(12+1+3) axe mastery and 13 strength(12+1). One point in axe mastery will deal more damage than 1 in strength.
Thumper: I usualy run Ferocious Strike as my elite, it gives you adrenaline and energy in addition to damage. For your knockdown I find Hammer Bash to be nice, since you'll only have 1 adrenal skill anyway, so there's absolutly no drawback to it. For your attributes I'd drop Beast Mastery down, and up your expertise. I rarely play thumper, but somthing like 9 expertise 14 beast mastery 12 hammer mastery sounds right on the attributes. You'll hit TF breakpoint, and the expertise breakpoints on 5(at 8) and 10(at 9) energy skills. As for your non-elite pet skill, there's alot of options out there, some options other than what you have are disrupting lunge, call of haste, brutal strike, bestial/savage pounce, and pounce. I'd reccomend either distupting, call of haste, or brutal strike, however if you're concerned about overextended pet healing, I'd go with what you have.
Crippshot: Go ranger/mesmer so you can use distortion instead of whirling.
I'd reccomend ditching Storm Chaser for Troll too. Also, an attribute spread of 15 expertise, 10 marksmanship 8 illusion and 9 wilderness is what I usualy run.
E-denial: Drop Ressurection Signet for a hard res. Your attributes are great. I'd drop Diversion for perhaps blackout or Remove Hex. Other than that it looks pretty good.
Warder: Ward Against elements is overkill, ditch it. I'd ditch Earth Attunement too, the energy you're going to get back from it will be very small, and doesn't warrent a slot on your skill bar. I'd probably replace Remove Hex with Draw Conditions. Running 3 charactars easily shut down by blind and no midline draw is just asking for it. As for replacing ward against elements, that's your call.
Tainted: Ditch death nova, it's counting on someone dying while someone is right next to them. Ditch Well of Suffering, the only places I see it being useful is when you're at their GL, at which point you're past VoD or have pushed them back to their GL. Or when you're fighting in a choke point, and someone dies. Causing them to move back for awhile. It's just not going to warrent a slot on your bar, profane won't either. On that note, I'd ditch veretas gaze too, 1 level 18 bone horror isin't going to be game-breaking. Malign Intervention is just going to get removed or won't matter much, it'll just get removed, or your target won't be getting any healing while they're hexed. So basicaly in a spike and a non-spike situation it'll be useless most of the time. I'd also spec into blood and run order of pain, in addition to run some warrior hate like price of failure and shadow of fear(you really don't need to spec into curses for them). For your last skill somthing to aid in spiking would be nice, Vampiric Gaze or Shadow Strike would be my pick, probably Vamp Gaze over Shadow Strike just due to cast times, and the conditional damage on shadow strike(without great timing, you'll get reduced damage) plus it will be hard to use after OOP to coordiante a spike. Necromancers are very flexible, so you can add in other support skills instead of the ones I mentioned too, maybe even spec into a secondary profession.
For the monks:
Drop your resses. You have better things to be doing(like healing people). Inspired Hex and Holy Veil are better hex removals, one is prevention too, and has a lower cast than remove, and one helps with energy managment. I'd reccomend you run at least one boonprot(use search), probably run the boon guy instead of the RC guy. The WoH guy has no real energy mangment, divine spirit just doesn't cut it, and WoH is just one skill that's very effective healing per energy point.
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Jun 05, 2006, 04:58 AM // 04:58
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#5
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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sorry about the mix-up with the wards, run ward of stability instead of the elements... against FC air spike, its better than ward vs elements because it means they can't gale your monks on the spikes, and you don't get galed as you are spike so you can dodge lightning orbs. And there really isn't any other build that pumps out lots of elemental damage other than smite, and even then you'd rather have the stability in case they are running something funny like bull's charge.
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Jun 05, 2006, 05:07 AM // 05:07
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#6
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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Quote:
Originally Posted by Mr Slashalot
i was think of making the Tained and Warder into 1 build.
1:Rotting fleash.
2:Tained flesh.
3:Ward melee.
4:Ward Foes.
5:Well profane.
6:Windborne.
7; Res.
8: One of These
Well of Suffering.
Gaze of Contempt.
Deathly Chill.
Bitter Chill.
Deathly Swarm.
or do you think the damage from keeping them 2 build would be best.
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The problem with combining the tainted and the warder is that the energy is going to be realllllly tight on the tainted, as well as losing pressure damage with deathly swarm and other utility. Also, you lose the ob flame for the assist on an ob flame spike, as well as losing options of dipping into water magic for snares.
Well of profane isn't actually that good in GvG, it means pretty much 1-2 free rend enchantments. While 25 en and a corpse isn't worthwhile for non-targetted enchantment removal - it might be good to kite to if your pet is dying repeatedly to smiting, or to stop smite builds from rolling all your NPCs as fast. Animate Bone Minions comboing with death nova is better IMO, or putrid explosion - the wells are kinda slow, and GvG has good options for positioning.
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Jun 05, 2006, 04:43 PM // 16:43
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#7
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Academy Page
Join Date: Feb 2006
Profession: W/
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heres what i come up with so far with the feedback. I could also need a little help on the monk builds since i dont have a clue.
Slash's Build
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Jun 06, 2006, 02:02 PM // 14:02
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#8
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
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For monk 1:
http://www.guildwarsguru.com/forum/s....php?t=3006190
See IMO_Word in that post. You can switch Healing Light in for Word of Healing, but thats a personal preference IMO.
For monk 2 (switching to boon prot), see the bottom of this post:
http://www.guildwarsguru.com/forum/s...88#post1454688
The IMO_BoonProt doesn't have the alternate configurations and lacks hex removal, so I'm more of a fan of this configuration.
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Jun 06, 2006, 02:29 PM // 14:29
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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 kryshnysh
The IMO_BoonProt doesn't have the alternate configurations and lacks hex removal, so I'm more of a fan of this configuration.
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Indeed; The FnlD defensive build is quite dated now. Back when that was designed and used there weren't really very many hexes around that seriously needed removal. That build was designed to power through degen with an overload of Heal Partys, as opposed to removal.
I would probably agree with your suggested monk build choices now though. The suggestion of Healing Light over word is decent; it should work well with Tainted and Order of Pain. Whether that is enough Enchantments to reliably fuel it over the course of a whole game is a bit dubious though.
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