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Old May 17, 2006, 01:37 PM // 13:37   #1
Krytan Explorer
 
Join Date: Sep 2005
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Default [B] Dueling Smiters

The full build can be viewed here.

The Mantra of Recovery Mesmer is designed for strong team defensive ability, combined with offensive disruption. The two domination skills, Diversion and Cry of Frustration, do their job quite well without speccing a ton of points into domination- this lets me drop points directly into energy management through inspiration. Seven points in prot net a 8 second (9s w/ 20% enchant) Aegis, and M'o'Recovery knocks the recharge down to 15. Resurrect casts in 2.87 seconds, slightly faster than a Rez Sig.
Shared Burden Mesmer drops, as you might guess, Shared Burden. Under Mantra of Persistance, Shared Burden lasts for 30 seconds, Conjure Phantasm lasts 25, and Images of Remorse lasts 17. I'm working off of numbers from TheEdge 2.0.0, so I'm not sure this is 100% correct- I put Illusion at 15 to hit the breakpoint on IoR from -3 to -4 degen. Anyway, this character also packs Consume Corpse (.69 second cast) and Rend Enchantments (2.07) for additional utility. Just don't Rend anyone with a full stack of Monk enchants, at only 3 curses you could just kill yourself.

Dual Smiter A uses RoF and Guardian with Air of Enchantment to trigger Zealots Fire on the cheap. Spamming 1e spells is already a winning proposition, and Channeling makes it doubly so. Draw Conditions, though it's been used as a vehicle for Zealots in other builds, is here just as a utility, though it could still theoretically still be spammed if RoF is diverted or something of the sort (at the full 5e cost, however). Smite Hex is one of four single hex removals in this build, and does some very nice damage (90) at 16 Smiting. Balth Aura is intended for use on either the Warrior or Thumper. If you feel like a Rez Sig has to be switched in, I'd say take out Smite Hex.
Dual Smiter B has much the same setup, but is geared for the more expensive spells- Aegis and Balth Aura. Glyph of Lesser Energy helps to defray the costs a little, though it may not be pulling it's weight in this build. Judges Insight gives the R/W in particular some extra punch, but might also be switched for a Rez Sig (if you'd rather keep G'o'LesserE).

The Wilderness Thumper uses Apply Poison to spread additional degen while charging adrenaline for its KD chain. Eight points in Beastmastery yield a 9 second Tigers Fury, and Troll Gives +8 regen. It should be noted that this Ranger does not call for a Superior rune.
The Warrior build can be switched up some; I really just used my random arena axe build.

The WoH healer is just about 100% standard for HA. The Inspired Hex is very weak, netting only 3e- it might be swapped for channeling or holy veil.
The Infusion healer is not at all standard, making use of the new energy elite Boon Signet. It returns 2e for each enchantment on the ally it heals, up to 6e- with the number of enchants, particularly stacked ones, in this build it should be fairly reliable e management. I've put Ethereal Light in the place of Heal Other; by doing this I'm freeing up energy for Prot Spirit and Spirit Bond to be placed proactively. Mantra of Concentration gives a little wiggle room where Ethereal Light is concerned, and also protects boon signet from interruption.
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Old May 17, 2006, 04:48 PM // 16:48   #2
Ascalonian Squire
 
Join Date: Mar 2006
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This build is messed up for so many reasons...

1) Your shutdown mesmer won't work effectively against good monks (diversion is too easy to avoid). Why is the mesmer running protection? If it's a shutdown, shouldn't the mesmer focus on domination skills? In place of this mesmer, I would go for the standard edenial, cof, div mesmer.

2) You only have 3 ress signets in the build. I know the mesmer has a hard ress, but what if he/she drops? Then you're basically screwed.

3) The snare/degen mesmer is pointless. I assume you want the snare mainly to slowdown foes while they are getting smited to death. Instead of this mesmer, try running a n/e with ward of foes and cc.

4) The bunny thumper idea is okay, but why the heck do you have WS skills? Suggestion: drop all WS attributes points, ungent, apply poison, and bring some tactic shouts. Or, just use a warrior.

5) Your build has no sprint and no windborn (or equivalent). By doing this, you are asking to lose on the Broken Tower map.

6) The warrior should not have any tactics and heal signet. I suggest all points into axe and strength and bring another str skill.

7) #3 smiter does not need channeling. Put all points into smite and protection with remaining in divine.

8) Smiters should bring resses. (#4 smiter should drop glyph for ress)

9) The woh is okayish, but inspiration is a bit low for effective channeling - I suggest 8-10 points, which puts your divine favor lower. Therefore your signet of devotion wont be as effective - you could drop sig of devo for veil or another hex removal.

10) I think the infuser would do better as a standard sb/infuse build. Your use of mantra of conc is pretty bad - you're saying you want to use it to keep boon sig from being interrupted, but you can only use mantra once every 20 seconds and it is only for ONE skill. Bit of a waste there.

Just my two cents.
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Old May 17, 2006, 04:56 PM // 16:56   #3
Krytan Explorer
 
Join Date: Feb 2006
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About gwshack: if you want to show attributes, type something like fas=10+1+1 , in other words type the first 3 letters of an attribute then type "=" followed by the attribute number. If you do that, gwshacks will automatically change the skill descriptions.

About the build, some changes i suggest:
-Add another monk (boon-prot) in place of the degen/snare guy.
-Change smite hex on the second smiter into guardian.
-change glyph of less E and channeling into res sig.
-add serious hex removal (smite hex for example) to the monks (in place of spirit bond and ihex)
-add channeling on the infuser (in place of MoC)
-change etheranl light in healing wisper (with 4 people that stay in the backline, it should be usefull)
-drop boon signet, it isn't capable of returning enough health and energy in a short time, what about using the standard sb/infuse?
-change apply poison into sprint for a speed boost (it's still great at 0 strength)
-drop troll for a evasion stance. (+ change attributes)

I don't think that this build needs degen at all, the 2 warrior and the 2 smiters should keep enough pressure.

Last edited by suiraCLAW; May 17, 2006 at 04:58 PM // 16:58..
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