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Ace Bear
19-08-2006, 23:44
W/*
Swordmanship 16(12+4)
Tactics 12(11+1)
Strength 7(6+1)

Sever Artery
Gash
Final Thrust
"Charge"
Healing Sig
Frenzy
Balanced Stance
Res Sig
*look familiar? Premade war with balanced stance instead of hex breaker as a frenzy cancel which was made for preference*

W/E
Axe Mastery 16(12+4)
Tactics 10(9+1)
Strength 9(8+1)
Air magic 5

Eviscerate
Executionor's strike
Axe Rake
Healing Sig
Shock
Frenzy
Sprint
Res Sig
*Premade exactly :D*

A/*
Critical Strikes 13(11+2)
Dagger Mastery 12(11+1)
Shadow Arts 9(8+1)

Unsuspecting Strike
Wild Strike
Temple Strike[ELITE]
Critical Strike
Return
Shadow's Refuge
Critical Eye
Res Sig

I probably need to explain this one. Pressure damage basically. Every 4 seconds for the lead and offhand and 6 for the dual every 25 seconds is Temple Strike on a Ele, Monk, or whatever. Coolest thing about Temple Strike is that if they want to CoP the daze off they have two enchantments otherwise the blind covers daze. Return allows it to get out of danger if needed or to cripple a group of them.

N/Mo
Death Magic 14(12+2)
Soul Reaping 9(8+1)
Protection Prayers 9
Blood Magic 4(3+1)

Tainted[ELITE]
Putrid Explosion
Blood Ritual
Dealth Swarm
Convert Hexes
Draw Conditions
Aegis
Resurrection Chant
*Admittedly another Pre-made with two different skills heh*

Me/N
Illusion Magic 12(10+2)
Fast Casting 10(9+1)
Inspiration 9(8+1)
Curses 9

Expel Hexes[ELITE]
Images of Remorse
Shadow of Fear
Faintheartedness
Parasitic Bond
Power Drain
Drain Enchantment
Res Sig

E/mo
Air Magic 11(9+2)
Earth Magic 11(10+1)
Energy Storage 9(8+1)
Heal Party 9

Lightning Orb
Windborne Speed
Blindind Flash
Ward vs Melee
Ward vs Foe
Ether Prodigy[ELITE]
Heal Party
Res Sig

Mo/Me
Protection Prayers 11(9+2)
Divine Favor 13(12+1)
Inspiration 9

Reversal of Fortune
Mend Ailment
Guardian
Sig of Devotion
Life Sheath[ELITE]
Drain Enchantment
Inspired Hex
Ether Sig

Mo/Me
Protection Prayers 10(9+1)
Divine Favor 14(12+2)
Inspiration 9

Reversal of Fortune
Mend Ailment
Guardian
Sig of Devotion
Blessed Light
Drain Enchantment
Inspired Hex
Ether Sig

What ya think?

scamPOR
21-08-2006, 09:00
Life Shealth and Ether sig are both real bad imo. 1 hexer seems kinda pointless.

Monstrum
21-08-2006, 10:12
ur assassin build doesnt work for ra, let alone gvg... althought it looks great on paper, take it from an experienced sin: test it first and see for urself

balanced stance is near useless on war, the problem with the sword warrior is the general lack of knockdowns... u better off swapping charge for bulls rush, and balanced for something like shock for the kd's.... or if u want to keep charge, ur gonna have to go with sprint/rush.... use frenzy with charge, and cancel it with sprint if u getting bashed... but u dont have a kd or interrupt, which is very ineffective

once again, most people prefer something else to axe rake... be it bulls strike, disrupting blow or whatever

im assuming ur ele is the runner, u cant have a runner be a warder as well

Ace Bear
21-08-2006, 18:36
ur assassin build doesnt work for ra, let alone gvg... althought it looks great on paper, take it from an experienced sin: test it first and see for urself
I have, it works. It isn't like other assassin builds for base ganking or anything like that, and it puts out really high damage in a very short time. But the best thing about it is the damage is cheap and easily spammable, the damage is less then a wars but recharges faster then most war skills(about as fast as a healing sig heh). When you get done with the Un-wild-Crit Combo your Un is recharged to go again. Temple Strike when needed. Return for crippling them and for defense. Not sure how it is a bad build, just different from the AoD version.

balanced stance is near useless on war, the problem with the sword warrior is the general lack of knockdowns... u better off swapping charge for bulls rush, and balanced for something like shock for the kd's.... or if u want to keep charge, ur gonna have to go with sprint/rush.... use frenzy with charge, and cancel it with sprint if u getting bashed... but u dont have a kd or interrupt, which is very ineffective
I didn't take sprint/rush because I had "charge" so I wanted a cancel stance for my Frenzy, if you are getting spiked Balanced seemed like a good idea. Also Bull's Charge is horrible when you have 3 or more melee chars, you should switch it out for "Charge". The only time you don't need to use frenzy is for when getting pressure(spiking, damage) or low on energy for the former balanced stance is nice to counter a spike.

once again, most people prefer something else to axe rake... be it bulls strike, disrupting blow or whatever
Why? High damage with a cripple. Bull strike could be subbed but that character has plenty of control of the target.

im assuming ur ele is the runner, u cant have a runner be a warder as well
Ok, we have started using this Ele since the thumpers came out and it works. See you run up cap the flag, Ward in a few places, make a nice push, maybe even end up killing their flagger then go and get another flag. With a smart runner this is an awesome asset to the team.

Life Shealth and Ether sig are both real bad imo. 1 hexer seems kinda pointless.
I like Life Sheath for its stopping of damage ability. In a pinch it comes out and for only 5 energy too. Ether sig is kind of bad but frankly I can't make good monk builds(I let our monks do that) lol so I just put what sounded good. And the 1 hexer is there for a little War hate since we have none(and for some reason alot of the teams we have faced lately carry little to no anti-hexes).

Hendrixbrother
22-08-2006, 08:45
There's not really any reason to run that assassin. Less pressure, spike, toughness, and easier to shut down than a warrior. Thumper imo, or maybe real assassin (real assassins have AoD)

Lack of Extinguish is sadface.

Boonprots win

Profane is really good vs smite, much better than deathly swarm. Also rotting is nice, but not always necessary

Axe rake is kind of lame. Bull's strike would be much better on that character. As it is you have 1 knockdown between both of your warriors.

deathy
22-08-2006, 17:57
switch out the wards on the ele for gale and extinguish?

or just replace that assassin with a crip shot? and then switch windborne for gale

also depending on map/play style etc you may want to consider taking the res off the flagrunner

Monstrum
26-08-2006, 10:11
if it "works" why are you asking for advice?

it might work, but if u include the suggested changes, it will work better

blind and daze are scary in ra... not in gvg... ur casting them max every 25 sec, its takes 1-2 secs for them to be removed... theyre just not scary unless ur up against some very bad teams

ur ward runner doesnt work either, take the adivce or dont, its up to u

Dragonfire Archer
27-08-2006, 03:17
A/*
Critical Strikes 13(11+2)
Dagger Mastery 12(11+1)
Shadow Arts 9(8+1)

Unsuspecting Strike
Wild Strike
Temple Strike[ELITE]
Critical Strike
Return
Shadow's Refuge
Critical Eye
Res Sig

I probably need to explain this one. Pressure damage basically. Every 4 seconds for the lead and offhand and 6 for the dual every 25 seconds is Temple Strike on a Ele, Monk, or whatever. Coolest thing about Temple Strike is that if they want to CoP the daze off they have two enchantments otherwise the blind covers daze. Return allows it to get out of danger if needed or to cripple a group of them.


No offense but I observe GvG a lot and use a sin a lot and I think the best GvG combo for a sin is to go as a soloer.

Sundering Daggers are best 20'20 with a max Fortitude mod for the other part I'd say is best. Also instead of Sundering you may have a 33% longer for bleeding, Deep Wound, or Poison

here are 2 different usefull builds(all attack skills ar used in order going down)

Shove Build A/W:
-Shove[ELITE]
-Falling Spider
-Twisting Fangs
-Recall(used to teleport back to the Guild Theif standing by door to retreat from enemies)
-Dark Escape or Dash
-Signet of Malice(only use when you have used at least Falling Spider on your opponent or if there is already some conditions on it)
-Healing Sig(I figure that 2 healing spells are usefull since sometimes when invading you'll be put under pressure and will need massive healing especially when it has no extra enrgy cost)
-Shadows Refuge(remember to use this one before Healing Sig so any extra damage taken from the -40Armour is replaced quickly because of the fast regen.)

AoD Build:
-Aura of Displacement[ELITE]
-Golden Phoenix Strike(must have an enchant on you, so use AoD to tele to your opponent first)
-Horns of the Ox(make sure you heed its backfire effect)
-Falling Spider
-Twisting Fangs
-Dark Escape or Dash
-Signet of Malice(only use when you have used at least Falling Spider on your opponent or if there is already some conditions on it)
-Shadows Refuge(remember to use this one before Healing Sig so any extra damage taken from the -40Armour is replaced quickly because of the fast regen.)