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Old Jan 16, 2006, 10:09 AM // 10:09   #1
Academy Page
 
Join Date: Aug 2005
Guild: The Sith Caboose [Scab]
Profession: Mo/A
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Default Build Idea

This is the same build idea I posted in the tombs forum but slightly modified. I wanted to get another perspective of the build.

Scroll down a bit if you want to read the strategy of the build first.

1 N/E - Corpse denial
1 Me/N - Sacker
1 Me/Mo - Rezmer/Prot
1 Mo/E - Healer
1 Mo/Me - Boon Prot
1 E/Mo - Air Spike
2 R/x - Ranger Spike

N/E
Blood Magic: 8 [7+1(minor)]
Death Magic: 16 [12+3(superior)+1(headpiece)]
Soul Reaping: 7 [6 + 1 (minor)]
Earth Magic: 9

Well of Power [E]
Well of Blood
Well of Suffering
Well of Profane
Putrid Explosion
Ward Against Foes
Ward Against Elements
Death Nova

Me/N
Fast Casting: 15[11+3(superior)+1(headpiece)]
Blood Magic: 11
Curses: 8

Dark Pact
Signet of Agony
Blood is Power [E]
Order of Pain
Touch of Agony
Price of Failure
Rend Enchantments
Malaise

Me/Mo
Fast Casting: 16[12+3(superior)+1(headpiece)]
Inspiration: 8[7+1(minor)]
Healing Prayers: 6
Protection Prayers: 9

Shielding Hands
Aegis
Mantra of Resolve
Restore Life
Martyr [E]
Holy Veil
Remove Hex
Purge Conditions

Mo/E
Earth Magic: 10
Healing Prayers: 15 [11+3(superior)+1(headpiece)]
Divine Favor: 11 [10+1(minor)]

Healing Touch
Word of Healing [E]
Orison of Healing
Dwayna's Kiss
Heal Other
Mend Ailment
Holy Veil
Ward Against Melee

Mo/Me
Illusion Magic: 8
Protection Prayers: 11 [10+1(minor)]
Divine Favor: 16 [12+3(superior)+1(headpiece)]

Reversal of Fortune
Guardian
Mend Ailment
Spellbreaker [E]
Aegis
Protective Spirit
Arcane Conundrum
Divine Boon

E/Mo
Air Magic: 16 [12+3(superior)+1(headpiece)]
Energy Storage: 10 [9+1(minor)]
Healing Prayers: 9

Windborne Speed
Mind Shock [E]
Lightning Orb
Lightning Strike
Air Attunement
Infuse Health
Healing Breeze
Resurrection Signet

R/x x2
Expertise: 14 [10+3(superior)+1(headpiece)]
Wilderness Survival: 11 [10+1(minor)]
Marksmanship: 12 [11+1(minor)]

Read the Wind
Dual Shot
Distracting Shot
Savage Shot
Punishing Shot [E]/ Crippling Shot [E]
Healing Springs/ Troll Unguent
Favorable Winds/ Barbed Trap
Resurrection Signet/ Storm Chaser

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STRATEGY
The sacker will provide energy and do damage to the other team. He will die at tactical points in the map and allow the corpse exploiter to summon wells. With both well of blood and well of power, the entire team will have a health regeneration of +8 and energy regeneration of +2 given the current amount of attribute points put into blood magic. In addition to the blood is power provided by the sacker, the energy of the team shouldn't be much of a problem.

After setting up a comfortable defense (both wells and a ward appropriate against the other team), the sacker can transition into the offensive phase. He has malaise, which he can cast on the entire other team since the health degeneration does not bother him (he does not care about dying). He also has some offensive sacking skills that should help him die while doing some damage in the process. In the offensive phase, he should venture into enemy territory while the corpse exploiter casts death nova on him. When he dies, the death nova will trigger and the corpse exploiter can either:
a) cast Well of the Profane to remove enchantments to make spiking easier
b) cast Well of Suffering for area control (since most people will not be standing in it for long)
c) cast Putrid Explosion for extra area of effect damage
The well of suffering with the poison from death nova will make all enemies in its radius have near max health degeneration. The effect the others have are pretty obvious.

The rezmer is there to continually resurrect the sacker, cast some assisting protection spells, and remove most hexes. He casts fast so the protection spells and hex removal should not interfere with his resurrecting job. Restore life is used instead of the other resurrection spells because it brings the person back with ample energy. This way the sacker can continue to use blood is power to provide energy for the team, cast order of pain to help boost the damage done by the rangers, or continue to strain the other team's energy with malaise.

The healer supports the team with solid heals (rather than health regeneration) and casts wards when the corpse exploiter is busy casting wells. The boon prot, on the other hand, serves as both an offensive and defensive character. He will use guardian in addition to the aegis and wards to make hitting our team extremely frustrating. He has a secret (secret because monks usually do not carry attacking spells) arcane conundrum that should be coordinated with attacks. The boon prot casts that on the other team's protection monk to slow down the protection enchantments, giving the spikers more time to finish off a target.

The air spiker will deal burst damage and help the monks protect the team against spike damage with infuse health. In a GvG battle, this character will also secondary as a flag runner. In a regular battle, the air spiker will cast windborne speed on the sacker to help him reach his target before he dies and triggers death nova.

The ranger spikers will work in coordination with the air spiker to eliminate single targets. Although healing should not be a problem, they carry healing springs at the moment just in case. The target called will be crippled to make spiking easier and then bombarded with various interrupts along with the air spikes. The ranger with the barbed trap should use that at the edges of the wells or in tactical points as a defensive mechanism.
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Phew, I spent a lot of time on that. Hope somebody actually reads through it all, haha. Please put comments, criticism, feedback, changes, etc. I'm thinking this build might have trouble against split teams so if anyone can address that problem and come up with a possible solution, that'd be great. What I think this build would do against a split team at the moment would be to have the necros, rezmer, and heal monk on one team and the attackers and the prot boon on the other. In other words, one mostly defensive that stays at the base and one mostly offensive to go strike the enemy. It might not be the best build but its something I thought up myself. Through practice and tweaking, I think it could be viable for actually usage. Have fun.

Last edited by stokey; Jan 18, 2006 at 05:24 AM // 05:24..
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Old Jan 16, 2006, 12:41 PM // 12:41   #2
Frost Gate Guardian
 
Join Date: Dec 2005
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Did you actually try this build?
I guess if nobody else uses the corpse of your sacker you may have a chance. Still I think 3 warrios will more likely to kill your entire team in now time at all. Especially if they start knocking down your necros and ele. btw 1 ele + 2 rangers can't spike. You won't be able to kill some target in one shot. Or for that matter I doubt that E + 2R can kill a single monk if she heals herself.
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Old Jan 17, 2006, 01:09 PM // 13:09   #3
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Actually... orb+bolt=150 damage-ish, ranger spike with order of pain = (20*2+10*2+40+10+30+10)*2 rangers= 300-ish A spike of 450 can take down a weakened character as long as it's done well. If the monk can get a heal in under a second, sure they'll live. Oh, and did I mention that at the time the monk woudl be knocked down from a mind shcok?
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Old Jan 17, 2006, 11:17 PM // 23:17   #4
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Location: San Jose, CA, USA
Guild: Xen Of Onslaught [XoO]
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Your N/me saccer is using fast casting...
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Old Jan 17, 2006, 11:29 PM // 23:29   #5
Lion's Arch Merchant
 
Join Date: Nov 2005
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Guild: Idiot Savants [iQ]
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Seems to me that 8 squizzies wouldn't be able to survive. May be put a bonder somewhere?
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Old Jan 18, 2006, 05:32 AM // 05:32   #6
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Guild: Xen of Onslaught
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For making GW builds, I find GWFreaks works good www.gwfreaks.com
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Old Jan 18, 2006, 05:50 AM // 05:50   #7
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Guild: The Sith Caboose [Scab]
Profession: Mo/A
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Yea, I meant Me/N.

The team has a constant +8 health regeneration and wards + aegis + guardian so warriors shouldn't be a problem.

I was thinking about putting a bonder in there, but I thought an active prot monk would help more. As of now, there are already spellbreaker, aegis, wards, guardian, and prot spirit to protect the team. However, adding a bonder in there might help much more than the heal monk since there are wells and the boon prot monk already. Can anyone try this out and tell me? My guild is reluctant to try this out since they have a build of their own that they are working out the kinks with at the moment.
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