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Old Mar 07, 2006, 08:58 AM // 08:58   #1
Jungle Guide
 
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Default GvG Build Idea

Updated

R/W #1
Beast Mastery: 10+1+3
Hammer Mastery: 12
Expertise: 8+1

Irresistible Blow
Hammer Bash
Crushing Blow
Tiger's Fury
Ferocious Strike*
Charm Animal
Call of Haste
Res Sig

R/W #2
Beast Mastery: 10+1+3
Hammer Mastery: 12
Expertise: 8+1

Irresistible Blow
Hammer Bash
Crushing Blow
Tiger's Fury
Ferocious Strike*
Revive Animal
Res Sig

W/E #3

Charge
Sever Artery
Gash
Final Thrust
Healing Signet
Rez Sig
Frenzy
sprint/rush (stance cancell)

E/N #4
Water Magic: 16 (12+4)
Energy Storage: 11 (10+1)
Blood Magic: 8

1- Shard Storm (Water Magic)
2- Ice Prison (Water Magic)
3- Blurred Vision (Water Magic)
4- Strip Enchantment
5- Glyph of Lesser Energy (Elementalist General)
6- Blood Is Power
7- Parasitic Bond (cover)
8- Resurrection Signet


Mo/N #5

Divine Favor: 16 (12+1+3)
Protection Prayers: 10 (9+1)
Blood Magic: 9

485 health, +30 Health, +20% Enchant
1- Reversal of Fortune (Protection Prayers)
2- Protective Spirit (Protection Prayers)
3- Mend Ailment (Protection Prayers)
4- Guardian (Protection Prayers)
5- Offering of Blood [E] (Blood Magic)
6- Divine Boon (Divine Favor)
7- Holy Veil (Monk General)
8- Aegis (Protection Prayers

Mo/X #7


Protection: 13 (Minor Rune)
Divine Favor: 14 (Minor Rune + Scalp Pattern)

Hale Staff of Enchanting
Rod +15 energy, Focus +12, +15 energy

Spellbreaker [E]
Reversal of Fortune
Guardian
Signet of Devotion
Aegis
Remove Hex
Draw Conditions
Divine Boon

Mo/X #8

15 (12+3) Smiting
(10+1+1) 12 Healing
Divine Favor 8

Judge's Insight
Mrytar*
Purge Conditions
Smite Hex
Heal Other
Orison of Healing
Ressurect
Healing Touch

E/Mo #8 Runner
(guild build, not very good with flaggers)
Air Magic: 15 (11+4)
Energy Storage: 11 (10+1)
Healing Prayers: 10

485 Health, +30 Health, +20% Enchantment
1- Lightning Orb (Air Magic)
2- Blinding Flash (Air Magic)
3- Windborne Speed (Air Magic)
4- Ether Prodigy [E] (Elementalist General)
5- Mend Ailment (Protection Prayers)
6- Healing Breeze (Healing Prayers)/Hard Rez
7- Heal Party (Healing Prayers)
8- Holy Veil (Monk General)

The idea is for the smiting monk to use Judges Insight on the R/W's and keep conditions off them. Purge Conditions was used because of the new nerf to Mend Aligment. The R/W's and the W/E will use charge to help the warriors and deal his own damage. The snarer will try to slow down the runner if he sees them comming in and to snare soft targets and cover the Ice Prison with Parasitic Bond. He will BiP to keep the monks energy up.

Last edited by Guillaume De Sonoma; Mar 12, 2006 at 07:42 PM // 19:42..
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Old Mar 07, 2006, 09:13 AM // 09:13   #2
JR
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Reminds me of the Rifts build. Two fire eles, a minion necro, an axe warrior and a bunny thumper, if I remember correctly. Basicly the fire eles burn themselves out frying stuff, to try and get some quick deaths so the minion master can get to work. On top of that, there is something like 6 pets in the build, for even more corpses.

To be honest, I don't think your build is going to work as well. You have three bunny thumpers, which are great pressure damage, but it will take you a while to start actually dropping people. Untill you do, your necro is offensively useless.

I would also look at seperating your defense and smite monks more clearly. At the moment neither seems to do much. Up one smite monk to 16/15 smite, 9 divine, 10 blood. Give the other two actual decent heal/prot monk builds. With how it is at the moment, you have a very weak backline, splitting it's energy between two jobs.

Trying to come up with suggestions to improve this build, but it just keeps on bringing me back to the rifts build. The concept is very simmilar, and a nice concept at that. You might want to try and catch them on observer mode some time, and check it out.
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Old Mar 07, 2006, 10:05 AM // 10:05   #3
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Their build is posted on their GotW.
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Old Mar 07, 2006, 10:06 AM // 10:06   #4
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Using tainted flesh would make this build a lot more viable, the pets love to carry and spread disease therefore fuelling your necro with corpses and energy when they die.

JR is on the money when he said split the smiter from the monks, make a proper smiter with 2 boon prots and your on the way to a decent build. A E/Mo smiter is good too since it can power out those expensive smite skills with its ether machine.

Personally I love wells for death necros, theres a lot of maps where wells will totally give you huge advantage over the other team. You seen a boon prot try and heal someone in a well of profane? its not easy!
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Old Mar 08, 2006, 01:54 AM // 01:54   #5
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Quote:
Originally Posted by JR-
Reminds me of the Rifts build.

Untill you do, your necro is offensively useless.

I would also look at seperating your defense and smite monks more clearly. At the moment neither seems to do much. Up one smite monk to 16/15 smite, 9 divine, 10 blood. Give the other two actual decent heal/prot monk builds. With how it is at the moment, you have a very weak backline, splitting it's energy between two jobs.

Trying to come up with suggestions to improve this build, but it just keeps on bringing me back to the rifts build. The concept is very simmilar, and a nice concept at that. You might want to try and catch them on observer mode some time, and check it out.
The idea for the build came from a GvG I did when we met an unrated team that was running 2 Bunny Thumpers, 3 Monk (2 of them smited off the thumpers and one carried Bip and ran around the backline with it), and from there they had some other chars. The next idea came from another guild we faced that used an MM and we had absolutly no corpse control and we just got pounded.

I have seen the Rift's build and it works great. I'm sorry that it is so similar, but these teams were probably afected by Rifts themselves, and in designing the R/W's I was afected too. For the R/W though I took a iQ one posted on this forum and switced in Call of Haste, Call of Protection, and Revive Animal. The idea for the Calls came from Rifts as I usually see BM as a weaker attribute, but given the update now it did get substantial boosts.

The MM was kind of basic though, but I've always wanted a MM that uses infuse condition and myrtar, giving it great condition control.

On the subject of changing the build I'll go with the suggestions so how does this sound:

2 Mo/N Smiters/heal assiagned to R/W's one and two. And the 3rd monk as an active prot/mytar maybe.

I'm thinking that R/W #3 can be changed or taken out completely (R/W #2 takes Revive Animal instead of Call of Protection) to allow for a mesmer or a snarer.

The MM will take out Infuse condition and myrtar and give him BiP to make him useful while the kills are slow and another attack skill. That means lowering Soul Reaping to 8+1 and having 10+1 Blood and (deathly swarm is taken out) for 1 attack skill from the Blood Line. Vamp Gave to gain back some health after a BiP or maybe a skill like Mark of subversion. Health Stealing would help with this after a BiP so for sure fire things maybe a vamp gave is best.

The new warrior could be a Sword W/E charger (if we take out the 3rd R/W) so he would have something along the lines of:

Charge
Sever Artery
Galrath Strike
Final Thrust
Healing Signet
Rez Sig
Furry
Distracting Blow

Comments, suggestions, feeback?
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Old Mar 08, 2006, 06:44 AM // 06:44   #6
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Maybe you can go try it out in GvG and tell us how things go? with 3 warriors I hope you have decent hex removal
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Old Mar 08, 2006, 03:17 PM // 15:17   #7
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Yeah its a great concept, my guild has just started running our own take on the rifts concept, and its superb really. Im just considering dropping some of the preassure damage for a 3 monk backline but I dunno.

The only problems we have had are hex heavy builds.
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Old Mar 08, 2006, 06:01 PM // 18:01   #8
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Quote:
Originally Posted by Guillaume De Sonoma
The new warrior could be a Sword W/E charger (if we take out the 3rd R/W) so he would have something along the lines of:

Charge
Sever Artery
Galrath Strike
Final Thrust
Healing Signet
Rez Sig
Furry
Distracting Blow

Comments, suggestions, feeback?
Take out Galrath Slash for Gash because Deep Wound means more damage, and because of the way it works your Final Thrust can take 200+ hp off their bar.

Flurry over Frenzy is an odd choice to me.
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Old Mar 08, 2006, 09:50 PM // 21:50   #9
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Even if flurry only affects the regular weapon damage, it's still a big difference. That would be about 8 average damage off each hit I believe. Frenzy is definitely superior, though you'd have to drop heal sig or d. blow for rush/sprint.
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Old Mar 09, 2006, 03:45 AM // 03:45   #10
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Quote:
Originally Posted by Vindexus
Take out Galrath Slash
Flurry over Frenzy is an odd choice to me.
I'm sorry I meant to write Frenzy

edit: also update build, removed the MM changed a R/W to W/E. 1 smiter and 2 boon prots.

Last edited by Guillaume De Sonoma; Mar 09, 2006 at 04:32 AM // 04:32..
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Old Mar 09, 2006, 04:54 AM // 04:54   #11
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Quote:
Originally Posted by Guillaume De Sonoma
I'm sorry I meant to write Frenzy

edit: also update build, removed the MM changed a R/W to W/E. 1 smiter and 2 boon prots.
You do need a stance cancel for Frenzy, in that case. Take out Heal Sig or D Blow so that you'll actually be able to use Frenzy.
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Old Mar 12, 2006, 04:04 AM // 04:04   #12
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Quote:
Originally Posted by tafy69
Maybe you can go try it out in GvG and tell us how things go? with 3 warriors I hope you have decent hex removal
It did alright in our GvG's today. We went 3-1 with a loss to Black Cresent. The damage output would get really high and once we got one monk down and with a bit of DP we started rolling. The defense though was weak compared to other build we run.
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