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Old May 24, 2006, 04:05 AM // 04:05   #1
Jungle Guide
 
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Default Balanced GvG Build

Update:http://gwshack.us/187da
Inspired Enchantment is replaced by power drain because its recharge is not reduced by MoR.
The Hammer now has Death's Charge and Shock is gone.

I'm happy with the build now. Any more comments are nice.

UPDATE:http://gwshack.us/8e3d5

Put Prot Spirit on the monks.
Added Monk attributes.
Put Shatter Enchantment on the Mesmers (still doesn't feel right0
Warrior now has bulls strije(hammer)


http://gwshack.us/1c9d5

I didn't get the attributes to work but oh well.

The build is designed to be a standard balanced build with the ability to force morale.

The Mesmers run Mantra of Recovery and try to keep diversion on the monks at all times. They can stop spikes with cry and carry draw conditions and remove hex to support the warriors.
The Warriors are standard. They carry shock and will pressure the enemy offensive spell casters.
The first Emo has a bit of everything with snares, blinds, Heal Party, and Gale.
The second Emo is a Runner with Gale to help force morale.
Standard Boon Prots. Something feels wrong with them, but I'm not quite sure.

Forcing Morale: If you really need the morale boost and are quite close start beating on the runner. Have the warriors first shock chain it. Then co-ordinate gales after one another. Backbreaker will help keep them down. I figure that you can keep them down for 16 seconds easily counting knockdown time alone. Snares will factor in too and help the timer run.


Last edited by Guillaume De Sonoma; May 26, 2006 at 06:09 PM // 18:09..
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Old May 24, 2006, 08:57 AM // 08:57   #2
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Mesmers lack energy management imo. Inspiring MoR isn't exactly reliable...
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Old May 24, 2006, 12:32 PM // 12:32   #3
JR
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The main problem I see is lack of damage contribution from the mesmers. They are looking great for Utility; hexes and conditions aren't going to be a major issue to this build. However, this does only leave your offense with two Warriors and an Elementalist with Lightning Orb that will consistantly be at the stand.

The rest of the build looks fairly solid.
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Old May 24, 2006, 01:26 PM // 13:26   #4
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you might want to use inspired hex instead of remove hex. the warrior's got two run buffs, which is pretty odd...

anyways, the attributes work like this: the first three letters of the attribute name, an = sign, and a number.

ex: healing 12+1+3 is hea=12+1+3
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Old May 24, 2006, 01:45 PM // 13:45   #5
JR
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Quote:
Originally Posted by moriz
the warrior's got two run buffs, which is pretty odd...
I did think that was a touch odd.
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Old May 24, 2006, 02:01 PM // 14:01   #6
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some suggestions:
-change drain enchantment into protective spirit / spirit bond on the boon prots
-change healing breeze into gift of health / heal other
-change draw conditions on the first mesmer into power drain
-change inspired hex on the first mesmer into shatter enchant
-change rush into distracting blow
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Old May 24, 2006, 11:13 PM // 23:13   #7
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Id suggest taking shock off the axe and sprint off the hammer for healing signets.

The monk builds need some adjusting to fit in prot spirit and a goh or healer for shadow shroud.

The mesmers need more offense in general
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Old May 25, 2006, 03:25 AM // 03:25   #8
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updated. And about the runner I would rather have a self heal than something like heal other.
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Old May 25, 2006, 12:17 PM // 12:17   #9
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3 enchant removals on each mesmer? That might be a little too much, 6 enchant removals. I would go with switching one to draw conditions, and the other to an interrupt, probably cry of frustration. That leaves you with 4 removals and some more utility.
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Old May 25, 2006, 10:56 PM // 22:56   #10
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I'd also try to fit in a Healing Signet on both warriors, replaceing shock on the hammer, which is kinda odd, and protectors on the axe. If you're not scared of the type of damage healsig would fix, I'd suggest Distracting Blow or Endure for when you meet spikes, or just for some nice utility.
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