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Old Apr 04, 2006, 09:21 AM // 09:21   #1
Wilds Pathfinder
 
Join Date: Sep 2005
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Default Dual Smite GvG Build

We all remember the good old days of dual smite teams, well they were nerfed quite hard but are still a viable imo

Hammer 1

Warrior/Elementalist
Level: 20

Strength: 10 (9+1)
Tactics: 10 (9+1)
Hammer Mastery: 16 (12+4)

- Bull's Charge [Elite] (Strength)
- Frenzy (Warrior other)
- Hammer Bash (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Protector's Strike (Strength)
- Healing Signet (Tactics)
- Resurrection Signet ()
Axe 1

Warrior/Elementalist
Level: 20

Strength: 8
Axe Mastery: 16 (12+4)
Tactics: 10

- Frenzy (Warrior other)
- Sprint (Strength)
- Eviscerate [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Shock (Air Magic)
- Healing Signet (Tactics)
- "Shields Up!" (Tactics)
- Resurrection Signet ()
Smiter 1

Elementalist/Monk
Level: 20

Energy Storage: 13 (9+4)
Air Magic: 4
Healing Prayers: 10
Smiting Prayers: 11

- Balthazar's Aura (Smiting Prayers)
- Judge's Insight (Smiting Prayers)
- Draw Conditions (Protection Prayers)
- Windborne Speed (Air Magic)
- Ether Prodigy [Elite] (Energy Storage)
- Heal Other (Healing Prayers)
- Smite Hex (Smiting Prayers)
- Resurrection Signet ()
Smiter 2

Elementalist/Monk
Level: 20

Energy Storage: 13 (9+4)
Air Magic: 4
Healing Prayers: 10
Smiting Prayers: 11

- Balthazar's Aura (Smiting Prayers)
- Judge's Insight (Smiting Prayers)
- Draw Conditions (Protection Prayers)
- Windborne Speed (Air Magic)
- Ether Prodigy [Elite] (Energy Storage)
- Smite Hex (Smiting Prayers)
- Heal Other (Healing Prayers)
- Resurrection Signet ()
Word Healer

Monk/Mesmer
Level: 20

Divine Favor: 11 (10+1)
Healing Prayers: 12 (11+1)
Inspiration Magic: 10

- Word of Healing [Elite] (Healing Prayers)
- Orison of Healing (Healing Prayers)
- Dwayna's Kiss (Healing Prayers)
- Healing Touch (Healing Prayers)
- Infuse Health (Healing Prayers)
- Power Drain (Inspiration Magic)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
Boon1

Monk/Mesmer
Level: 20

Divine Favor: 15 (11+4)
Protection Prayers: 11 (10+1)
Inspiration Magic: 10

- Guardian (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Divine Boon (Divine Favor)
- Contemplation of Purity (Divine Favor)
- Inspired Hex (Inspiration Magic)
- Energy Drain [Elite] (Inspiration Magic)
Boon2

Monk/Mesmer
Level: 20

Divine Favor: 15 (11+4)
Protection Prayers: 11 (10+1)
Inspiration Magic: 10

- Guardian (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Divine Boon (Divine Favor)
- Contemplation of Purity (Divine Favor)
- Inspired Hex (Inspiration Magic)
- Energy Drain [Elite] (Inspiration Magic)
Air Runner

Elementalist/Monk
Level: 20

Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Healing Prayers: 10

- Enervating Charge (Air Magic)
- Lightning Orb (Air Magic)
- Blinding Flash (Air Magic)
- Windborne Speed (Air Magic)
- Ether Prodigy [Elite] (Energy Storage)
- Healing Breeze (Healing Prayers)
- Heal Party (Healing Prayers)
- Resurrect (Monk other)


Very much an attrition build with the healing power to withstand some huge pressure.

Needs to split versus spike teams 5/3 format.

Constuctive comments please.
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Old Apr 04, 2006, 09:39 AM // 09:39   #2
Jungle Guide
 
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Guild: Charr Women [hawt]
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We played against EaSy recently who were running something very similar only with a death necro running tainted/rotting/fiends in place of one of the monks that you have. It was awesome, the damage immense. They got away with two monks because of all the healing on the secondary characters (the three e/mos.)

Although we were running spike they didn't split at all (none of the top teams seem to to be honest) and just owned us with the hammers.
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Old Apr 04, 2006, 10:00 AM // 10:00   #3
JR
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Power Drain seems a bit excessive on the Word Healer. I usually roll with Inspired Hex and Drain Enchant, and only really have to use drain enchant to assist the warriors or when under particularly heavy pressure. And that is with Heal Party/Infuse on my bar aswell.

I like the idea of Windborne on the smiters, that could come in very handy. I would probably try and fit a second Heal Party on one of them though. I think you could get away with running one Draw Conditions. I would also be tempted to try and squeeze a Gale on one of them, it is still a very powerfull on-demand snare. Good for spike disrupting, catching incoming flagers, galing monks on spikes... etc.

I am not especially a fan of three monk backlines, I tend to find a utility character outweighs the use of a third monk. More monks = more over healing. However that is probably just due to my style of play, so i'll put that down to personal preference.

Aside from those minor points, looks fairly solid.
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Old Apr 04, 2006, 12:32 PM // 12:32   #4
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The main reason I decided on 3 monks was that the warriors can just go right for the backline and get the monks and have the healing power to do it. Especially on the split where they will hide in the Guild Lord area.

The build isnt tested so if anyone wants to run it and report back here i would be gratefull.

Good point about the Draw conditions, one of those could easily be swapped for a Heal Party or utility spell
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Old Apr 04, 2006, 05:04 PM // 17:04   #5
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There is only 1 change i would make and its a really small one.

The first warrior you have there has no skills from its secondary, I would make it a W/N and switch one skill for Plague Touch, this will allow you to rid urself of blind, a blind warrior is worthless.
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Old Apr 04, 2006, 05:07 PM // 17:07   #6
JR
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Quote:
Originally Posted by Cecil The Magician
There is only 1 change i would make and its a really small one.

The first warrior you have there has no skills from its secondary, I would make it a W/N and switch one skill for Plague Touch, this will allow you to rid urself of blind, a blind warrior is worthless.
Find him a 9th skill slot and I'm sure he will consider it.

Not to mention that with one or two copies of Draw Conditions on midline characters, conditions on warriors are not much of an issue. This is not Random Arena, you do have a team that will support you.
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Old Apr 04, 2006, 05:33 PM // 17:33   #7
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Ah, I suppose I am in that Random Arena mindset.

Nevermind, Just stay in range of your monks.
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Old Apr 04, 2006, 08:32 PM // 20:32   #8
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Looks like a good build, I would like to try this out. Like other's said, add another Heal Party to help out the monks. Actually, I think if you took out Heal Other from the smiters and put Heal Party instead. Then you would probably be able to do it with a 2 monk backline with good healing. Then you can add a necro in that spot or whatever you like.

So basically, I think 2 monks and 3 E/Mo with heal party should be good. But that's just me.
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Old Apr 04, 2006, 10:43 PM // 22:43   #9
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Why heal other on the smiters instead of heal party or even (ack) zealot's fire?

3 monk backline should be plenty of single target healing that just throwing out heal others to spend your energy is a bit wasteful, heal party could actually do something useful, as could zealot's fire spamming draw to spend your energy (and add a little bit to your spikes). Plus if you are just using heal other it seems the healing attributes would be better spent into air and 1 point higher smiting.
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Old Apr 04, 2006, 11:26 PM // 23:26   #10
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I've thought about using ether prodigy to run e/mo smite before, but ultimately I think that the current trend in energy denial will just own it up.

We ran a really good build in tombs that used ether renewal under QZ that was pretty much like the old smite and it did really well. Just lacked holding power, but is good enough to run you through to halls.

In factions I think there is a enery skill (energy boon)? that gives eles pretty fast access to energy replenishment so maybe it could work with that.
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Old Apr 05, 2006, 01:17 AM // 01:17   #11
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Well... a 20% Enchanting Staff and Ether Renewal could help maybe. Then again theres other viable sources of energy. If you had a ranger that used Energizing Wind+QZ then all skills would recharge faster and cost slightly less. But you wouldn't want to help the enemy now would you?
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Old Apr 05, 2006, 05:45 AM // 05:45   #12
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Zealots Fire is a big no im afraid as Ether Prodigy makes you lose all enchants.

The main reason of the Heal Other on the smiters was because the warriors will be overextending a lot as they are going for the backline directly.

If the smiters couldnt heal their warriors then you would be in a spot of trouble I think but maybe not, needs to be tested.

Oh btw I really cant see Dual Surge Giving this build much problems, 3 monk backlines and 3 e/mo will outpower their 2 warrior damage by a mile.
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Old Apr 05, 2006, 08:56 AM // 08:56   #13
JR
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Quote:
Originally Posted by tafy69
The main reason of the Heal Other on the smiters was because the warriors will be overextending a lot as they are going for the backline directly.
Exactly. With mid-line healing and condition removal, your monks wont need to extend and clean up your Warriors. This helps a lot to protect them from Surge/Burn mesmers.

Although your plan for Warriors going straight to the backline is a little dangerous I think. Even with the E/Mos that still puts them at risk, and leaves your own backline fairly vaunerable.
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Old Apr 05, 2006, 10:00 AM // 10:00   #14
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How would your current GvG build stand up to this type of build JR? How would you begin to take it down?
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Old Apr 05, 2006, 10:36 AM // 10:36   #15
JR
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Funnily enough this build would probably fair quite well against the build we run at the moment, which was largely designed to counter the Surge/Burn trend. We have a trapper and Blinding Flash bot, both of which would be slightly gimped by your Draw Conditions. We also have a Water Ele, who would be fairly ineffective due to your large amount of hex removal.

It would probably be a matter of our monks Draining the Smite enchants off your warriors as often as possible, whilst our Warriors work on your monks. The weakness in your build that we would probably try and exploit would be lack of Warrior hate. To counter us sending our Warriors into your backline the only think you could do against it would be splitting a Warrior off to harass them. This would probably hurt your build quite a lot, giving you much less of an active offense.

However with three monks you could just rely on them to keep each other up, whilst your warriors do their thing. At which point we would try Blacking-Out one of your monks, chain gale another with our Eles, and adren spike down the third. We would probably keep working on your warriors with the Trapper and Flash Bot, keeping your EMos busy with condition removal whilst the Water Ele snares your monks for our Warriors.

It would certainly be interesting.
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Old Apr 05, 2006, 03:55 PM // 15:55   #16
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lol that does sound interesting
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Old Apr 05, 2006, 05:48 PM // 17:48   #17
JR
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For reference, I have posted the build here:

http://www.guildwarsguru.com/forum/s....php?t=3006190
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