May 29, 2006, 04:05 PM // 16:05
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#1
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Pre-Searing Cadet
Join Date: Apr 2006
Guild: ODL
Profession: W/E
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GvG team for my guild
http://gwshack.us/d5253
Please could someone help me by giving a little feed back, Im not too sure about the anti warrior mesmer really, never made ot played one of them before attributes havent been done yet but the only one I need them on is the anti warrior mesmer. My guild has been playing this build but with 2 surgers and not anti warrior. Were playing balanced unless you hadnt guessed . Thanks in advance.
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May 29, 2006, 04:50 PM // 16:50
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#2
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Forge Runner
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Take out shock on your hammer warrior and replace with irresistable or protector's, or even one of the factions attacks.
Assuming the anti-melee mesmer is using a decent FC level, use remove on him over convert.
I would suggest taking out spirit shackles for shatter ench or power drain.
Last edited by TheOneMephisto; May 29, 2006 at 06:40 PM // 18:40..
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May 29, 2006, 05:01 PM // 17:01
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#3
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Krytan Explorer
Join Date: May 2005
Location: Somewhere
Guild: C A K E[YuM]
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Suggestion:
Take out Second Wind for Ether Renewal.
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May 29, 2006, 05:05 PM // 17:05
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#4
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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Quote:
Originally Posted by Bahumhat
Suggestion:
Take out Second Wind for Ether Renewal.
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i think he means ether prodigy.
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May 29, 2006, 06:41 PM // 18:41
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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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As always, IMHO:
Both of your warriors are going to have energy woes running bull's strike and shock and sprint. I would definitely either remove shock entirely or replace bull's strike(with an adrenal attack) and sprint(with rush).
Considering your Air E/Mo is going to be sticking with the group, I would strongly consider running draw conditions to combat blindness and weakness on your warriors. This would also really help your monks out, who seem to be the only way of removing covered conditions.
I don't see why spirit shackles is on your surger. With a full time blinder, that doesn't seem at all necessary. Definitely replace that with blackout, IMO. Cry of frustration needs a place, because it is so amazing.
And, considering you have a prodigy-fueled blinder, I don't really understand all of the warrior hate going on with your second mesmer. Just as well, all of those spells are big energy, and the poor mesmer has no e-management. Both convert hexes and extinguish seem quite out of place on an illusion mesmer. I would strongly consider running a true shutdown in that slot (ie, diversion, signet of humility, arcane thievery, etc) with expel hexes.
Monks seem pretty solid, though you might have some problem with redundant prots. I'd consider subbing out guardian for gift of health on one of them. And, if possible, sqeezing in an infuse.
Second wind on your runner makes no sense. I'll assume you didn't mean to put that there. And blurred vision seems only slightly useful.
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May 29, 2006, 07:07 PM // 19:07
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#6
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Jungle Guide
Join Date: Nov 2005
Guild: Hoser Down[HD]
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Warriors: I would replace either shock or bull strike. Definately take irresistable on the hammer.
Mesmers: With a air emo with blind and enervating, ditch the crippling anguish for another surger or even a shroud mesmer possibly. Spirit Shackles is unneccessary and should be replaced with cry or shatter enchant. Personally, I would take out shame to and bring cry + shatter enchant.
Air Ele: looks fine
Water Ele: Bring ether prodigy instead of second wind.
Monks: Take a goh or something that can combat shadow shroud.
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May 29, 2006, 09:55 PM // 21:55
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#7
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Lion's Arch Merchant
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Attribute levels would be nice
Don't think there's a need for two hard resses. You're illusion mesmer is a bit out of place imo, all those hexes are going to be ripped off in a second without a cover, and he doesn't have any energy management with 4 15e spells. Your a bit enchantremoval light, as well.
With a two warrior frontline, draw conditions is an absolute must. I'd take out the ill mesmer and put a necro/monk with OoB, Bloodrit,Shadow strike, draw conditions, convert hexes, shadow of fear, ressig,price of failure, move the air to flagrunner and the water to frontline, removing armour of mist for utility. And yeah. This is on top of most of the other changes people suggested, especially the warriors.
imo.
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May 29, 2006, 10:35 PM // 22:35
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#8
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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mehh interesting suggestions to a build needing help. Personally (knowing most about mesmer), your E-Surger is gonna have major energy problems. Try
E-Surge, E-Burn, E-Tap, Drain Enchantment (Shame is crap because of CoP) Shack/Wrack is nice but you've got plenty of warrior/ranger management already, (if you really want Shack/Wrack give it to 2nd mesmer) Diversion, Blackout and Cry of Frustation.
Second mesmer either goes heavy hexer e.g. Phantasm + images of remorse with draw condition (if thats how you wanna handle conditions on warriors) or another E-denial but possibly with Martyr or Expel Hexes instead of E-surge.
I wouldn't use 2 ele's either. My preference at the moment is using a water ele to snare enemy warriors with blurred vision, shard storm and most of the stuff you've used but defo ether prodigy (and/or mend condition depending on how you wanna deal with conditions). This should be enough warrior management so you don't need the air ele as well. Don't have ele as flag runner either. Have him staying with team keeping up constant snares. Instead use a crippling shot ranger with apply poison/storm chaser etc to run the flag.
w/e - axe using rush instead of sprint (defo keep shock)
w/e - hammer using rush too + irresistible (defo keep shock and backbreaker)
r/me - cripple shot flag runner + poison spammer
me/mo - E-Surge
me/mo - E-Denial (with expel hexes or martyr) or hex spammer illusionist
mo/me - Monks are pretty sound although I would use one restore conditions
mo/me - and one mantra of recall.
e/mo - water snarer with heal party (and mend condition)
This is just my opinion. It doesn't so much matter about the build though, your posted build would work better than any suggestions made if thats how your guild knows how to play. Use what works best, other skills/tactics work best for other people. Experiment with ideas posted here and use some of your own and just work as a team to see what works best. The idea of a balanced team is it can cope with every situation so try do a enough GvGs so you encounter enough situations to decide whats a good balanced team and what isn't.
And above all, enjoy what your doing
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