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Old Jan 06, 2006, 11:33 PM // 23:33   #1
JR
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Default [IDK] Hammer Smite Ownage

"Hammer Smite Ownage"
Credited to: My current guild - [IDK]
Type: GvG - Full 8 Man Team

This is a build that we have been developing for a while. Baisly its full on DPS with smite and blood buffed warriors. A lot of people suggested that we should use Axe instead of Hammer, to make the most of smiting enchantments, however this build is so strong because of the additional shutdown you get from hammer warriors. Also their ability to keep someone in one place for a limited time, to make the most of AoE smite such as Balthazars Aura.

It's very simple to run. Enchant the warriors, call a target, hit it untill it dies or is too over-protected, then move on. If neccasary the Utility Warrior can go off-target to knockdown chain a monk or just force them to kite and self heal, to make killing someone in that space of time easier.

This builds strong point is probably mobility and terrain controll, with two character carrying Ward Against Foes. Weak point is definately only having one enchantment removal. We have tried to find ways to modify it to satisfy all of us, but it is already very strong and will probably be left as it is.

Here it is:

Painfull Smite Monk
This is a warrior buff monk, who will maintain Strength of Honor on one of the Earth Hammer warriors, as well as using Judges Insight and Order of Pain whenever possible to help them further. Balthazars Aura is to be used selectively on the warrior that it will be most effective on, but be carefull not to overlap it with the other monks Balthazars Aura.

Draw conditions to relieve the warrior of any conditions that may hamper them, such as Weakness, Blind or Cripple. Smite hex for hex removal and large AoE damage.

Offering of Blood for energy management.


Monk/Necromancer

Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Smiting Prayers: 16 (12+4)
Protection Prayers: 4 (3+1)
Blood Magic: 12

- Resurrection Signet ()
- Strength of Honor (Smiting Prayers)
- Order of Pain (Blood Magic)
- Judge's Insight (Smiting Prayers)
- Balthazar's Aura (Smiting Prayers)
- Draw Conditions (Protection Prayers)
- Smite Hex (Smiting Prayers)
- Offering of Blood [Elite] (Blood Magic)


Furious Smite Monk
This is a warrior buff monk, who will maintain Strength of Honor on one of the Earth Hammer warriors, as well as using Judges Insight and Dark Fury whenever possible to help them further. Balthazars Aura is to be used selectively on the warrior that it will be most effective on, but be carefull not to overlap it with the other monks Balthazars Aura.

Draw conditions to relieve the warrior of any conditions that may hamper them, such as Weakness, Blind or Cripple. Smite hex for hex removal and large AoE damage.

Offering of Blood for energy management.


Monk/Necromancer

Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Smiting Prayers: 16 (12+4)
Protection Prayers: 4 (3+1)
Blood Magic: 12

- Resurrection Signet ()
- Strength of Honor (Smiting Prayers)
- Dark Fury (Blood Magic)
- Judge's Insight (Smiting Prayers)
- Balthazar's Aura (Smiting Prayers)
- Draw Conditions (Protection Prayers)
- Smite Hex (Smiting Prayers)
- Offering of Blood [Elite] (Blood Magic)


Earth Hammer
This warrior uses Ward Against Foes to help prevent the opponent from kiting away from the smite and melee damage. Try and use knockdown chains whilst Balthazars Aura or Judges Insight is on you for extra damage.

Warrior/Elementalist

Furious Hammer of Fortitude

Strength: 11 (10+1)
Hammer Mastery: 16 (12+4)
Earth Magic: 8

- Resurrection Signet ()
- Frenzy (Warrior other)
- Devastating Hammer [Elite] (Hammer Mastery)
- Mighty Blow (Hammer Mastery)
- Hammer Bash (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Sprint (Strength)
- Ward Against Foes (Earth Magic)


Earth Hammer
This warrior uses Ward Against Foes to help prevent the opponent from kiting away from the smite and melee damage. Try and use knockdown chains whilst Balthazars Aura or Judges Insight is on you for extra damage.

Warrior/Elementalist

Furious Hammer of Fortitude

Strength: 11 (10+1)
Hammer Mastery: 16 (12+4)
Earth Magic: 8

- Resurrection Signet ()
- Frenzy (Warrior other)
- Devastating Hammer [Elite] (Hammer Mastery)
- Mighty Blow (Hammer Mastery)
- Hammer Bash (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Sprint (Strength)
- Ward Against Foes (Earth Magic)


Utility Warrior
This warrior is in charge of stripping any critical enchants from the target, whilst also maintaining high DPS.

This warrior can be on target to help finish someone, or off target shutting down another character with a knockdown chain (i.e. a monk).


Warrior/Necromancer
Furious Hammer of Fortitude

Strength: 11 (10+1)
Hammer Mastery: 16 (12+4)
Blood Magic: 8

- Resurrection Signet ()
- Frenzy (Warrior other)
- Devastating Hammer [Elite] (Hammer Mastery)
- Mighty Blow (Hammer Mastery)
- Hammer Bash (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Sprint (Strength)
- Strip Enchantment (Blood Magic)


Infuse Monk
This monk is generally just another heal monk, keeping the team alive through heals, and removing conditions and hexes.

Against spike teams, you also have infuse health on this character for near instant huge heals. Also, prot spirit to help limit damage taken.

Offering of Blood for energy management.


Monk/Necromancer

Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Healing Prayers: 14 (12+2)
Protection Prayers: 9 (8+1)
Blood Magic: 10

- Orison of Healing (Healing Prayers)
- Heal Other (Healing Prayers)
- Infuse Health (Healing Prayers)
- Healing Touch (Healing Prayers)
- Protective Spirit (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Holy Veil (Monk other)
- Offering of Blood [Elite] (Blood Magic)


Party Monk
This monk is generally just another heal monk, keeping the team alive through heals, and removing conditions and hexes.

Against degen teams, you also have heal party on this character for a very efficient way to heal through mass degen. Also, prot spirit to help limit damage taken.

Offering of Blood for energy management.


Monk/Necromancer

Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+30 Energy Wand and Focus Set
Empty Slot

Healing Prayers: 16 (12+4)
Protection Prayers: 9 (8+1)
Blood Magic: 10

- Orison of Healing (Healing Prayers)
- Heal Other (Healing Prayers)
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Holy Veil (Monk other)
- Heal Party (Healing Prayers)
- Offering of Blood [Elite] (Blood Magic)


Flag Runner
This character is your flag runner. Built to be very self reliant so that it may run flags quickly without assistance. Troll ungent as a self heal, with Divine Boon and Contemplation of Purity to quickly remove hexes or conditions from yourself.

Crippling Shot and Apply poison to snare and degen the opposing flag runner, with interrupts to hinder any attempt they make to cast.


Ranger/Monk

Zelous Recurve Bow of Defence
Vampiric Short Bow of Fortitude

Expertise: 12 (11+1)
Wilderness Survival: 10 (9+1)
Marksmanship: 12 (10+2)

- Troll Unguent (Wilderness Survival)
- Crippling Shot [Elite] (Marksmanship)
- Apply Poison (Wilderness Survival)
- Savage Shot (Marksmanship)
- Distracting Shot (Expertise)
- Storm Chaser (Wilderness Survival)
- Divine Boon (Divine Favor)
- Contemplation of Purity (Divine Favor)
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Old Jan 07, 2006, 03:09 AM // 03:09   #2
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sounds good, glue the hammer warriors to the 2 monks, have the axe warrior go hunting.


your ranger is absolutly horrid tho. take out the 2 divine favor moves for holy veil+mend ailment. take out savage shot for hunters shot, and use a +1 marksminship hat.
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Old Jan 07, 2006, 03:33 AM // 03:33   #3
JR
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Quote:
Originally Posted by carnivore
sounds good, glue the hammer warriors to the 2 monks, have the axe warrior go hunting.
Thanks, but it's three hammer warriors, for reasons explained at the start.

Quote:
Originally Posted by carnivore
your ranger is absolutly horrid tho. take out the 2 divine favor moves for holy veil+mend ailment.
Boon and CoP is also very fast and efficient way to remove hexes and conditions. The recharge is not as good as mend ailment, but far better than holy veil. The coice between Boon+Cop or Mend and Veil is entirely down to the runner. Runners in builds are pretty much trivial anyway, unless they carry some crucial team support like Aegis/Orders etc. Other than that they are entirely independant characters. My preferred combo is Boon and CoP. However if someone wanted to run Veil and Mend Ailment, thats just fine.

Quote:
Originally Posted by carnivore
take out savage shot for hunters shot,
That slot is again pure preference. Some people run Dodge there, some run hunters, some run a second interrupt... Being the runner, its customisable. The runner here is just a generic crip-shot build for people who may not have come across one before.

Quote:
Originally Posted by carnivore
and use a +1 marksminship hat.
That was a typo on my part, appreciate you pointing it out. It should infact be Marksmanship 12 (10+2). Out of preferrence (that old chestnut) I don't like running superiors on runners. They are after all, all about survival. It also hits the damage breakpoint of 12, no need to go much higher.
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Old Jan 07, 2006, 05:20 AM // 05:20   #4
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i just saw you guys using this build, too bad you played EnS.

P.S.: dont let tiny play anything when shes krunked
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Old Jan 07, 2006, 08:50 AM // 08:50   #5
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And also just so you know J, Order of Pain only works on Physical Damage so an Ebon Hammer upgrade would change the damage to Elemental which would cancel Order of Pain out.
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Old Jan 07, 2006, 03:51 PM // 15:51   #6
JR
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Quote:
Originally Posted by Suol
And also just so you know J, Order of Pain only works on Physical Damage so an Ebon Hammer upgrade would change the damage to Elemental which would cancel Order of Pain out.
Argh, it's meant to be furious >_<

I always nub up writing up builds
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Old Jan 07, 2006, 07:50 PM // 19:50   #7
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You should really reconsider the two warriors that are being smited on. Make them axe and they'll gain more benefit out of orders, dark fury and strength of honor. I'd imagine the damage increase would be huge, and you'd still have your ward against foes (and actually enough energy to use them; it's tough to keep up constant WaF + irresistible blow on just a furious hammer).
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Old Jan 07, 2006, 07:52 PM // 19:52   #8
JR
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Quote:
Originally Posted by Red Locust
You should really reconsider the two warriors that are being smited on. Make them axe and they'll gain more benefit out of orders, dark fury and strength of honor. I'd imagine the damage increase would be huge, and you'd still have your ward against foes (and actually enough energy to use them; it's tough to keep up constant WaF + irresistible blow on just a furious hammer).
Did you read the start of the post?

Seriously, we have tested it pretty extensively, and it really works best with three hammer warriors. The additional shutdown and disruption they cause really makes the build as solid as it is.
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Old Jan 08, 2006, 08:47 AM // 08:47   #9
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Judge's Insight will cancel out the orders, and since the warriors are meant to have it on them to do more damage, order of pain seems useless. If it were me (which it isn't I know) I would have that guy bring dark fury also and you can chain it with the other monk so it's not such an energy burden you can keep it up better. We ran a build once where 4 W/N's chained dark fury, with strength of honor and judges on them.

Have you thought about earth shaker instead of devestating hammer? I know the AoE is pretty small, but there is occaison when it hits more than one person, and under dark fury it takes the same number of hits to charge as devestating hammer. Since you aren't using heavy blow you don't need the weakness from devestating hammer.
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Old Jan 08, 2006, 09:05 AM // 09:05   #10
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Quote:
Originally Posted by SaintGreg
Judge's Insight will cancel out the orders, and since the warriors are meant to have it on them to do more damage, order of pain seems useless.
Judges Insight will be on warriors about 60% of the time, but probably only on one warrior at a time unless it overlaps.

Quote:
Originally Posted by SaintGreg
If it were me (which it isn't I know) I would have that guy bring dark fury also and you can chain it with the other monk so it's not such an energy burden you can keep it up better. We ran a build once where 4 W/N's chained dark fury, with strength of honor and judges on them.
We have infact recently made a modification to the build, that we are still refining. The smite monks are now Mo/E with Glyph of Energy and Ward foes. With the glyph you can use both wards and balths spirit very energy efficiently, it moves the wards off the warriors and allows for a longer spec, and it frees up the warriors for another strip. At the moment we are considering dropping the "Utility Warrior" for some kind of other offensive caster, we are as yet undecided though.

Quote:
Originally Posted by SaintGreg
Have you thought about earth shaker instead of devestating hammer? I know the AoE is pretty small, but there is occaison when it hits more than one person, and under dark fury it takes the same number of hits to charge as devestating hammer. Since you aren't using heavy blow you don't need the weakness from devestating hammer.
The devastating hammer chain is the best going in terms of damage and knockdown chaining.
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Old Jan 08, 2006, 11:53 AM // 11:53   #11
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since you're already investing in earth magic, why not take out mightly blow for at least 1 aftershock....
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