PDA

View Full Version : Our guild's first team...Please R&R.



penguinious
24-04-2007, 04:08
Ok, our guild wants to start competitive GvG. We've been talking and training about 2 weeks now, and now we want to start. We are not complete noobs with these builds, as we have scrimmaged each other and alliance for a long time now, practicing our roles.

We now have a fundamental grasp on GvG tactics, such as splits, positioning, etc.

We are ready to hop into competitive GvG, and see where we get. This is our team build, could any experts here please rate and review?

Frontline-

AoM Dervish - D/W
12+1+2 Mysticism - 12+1 Scythe Mastery
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Wild Blow
Crippling Sweep
Watchful Intervention
Heart of Fury
Ressurection Signet

Role- Activate AoM, watchful intervention, and heart of fury. Pressure casters, and spike with Wearying Strike > Mystic Sweep > Wild Blow. Use crippling sweep against kiters.

Crippling Slash Warrior- W/Mo
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Mending Touch
Frenzy
Rush > Or Enraging Charge
Ressurection Signet

Role- Use frenzy to build up adrenaline and spike, canceling with rush if under fire. Use mending touch to remove conditions. Cripple the enemy with crippling slash, and spike with Gash > FT, assuming target is already bleeding since we have 2 warriors that constantly inflict bleeding.

Magehunter Strike Sword Spiker
Swordsmanship 12+1+1 - Strength 12+1
Sever Artery
Gash
Final Thrust
Magehunter Strike
Frenzy
Enraging Rush > Rush
Ressurection Signet

Goal- Frenzy to build up adrenaline, rush or enraging charge to cancel. Whenever either or both warriors have adrenaline, coordinate a spike with the dervish. Spike chain is Gash > Final Thrust > Magehunter Strike. Magehunter strike is like protector's strike, meaning it a 1/2 second "Spike" activation time and does not follow normal swings. This allows for an enormous spike of damage. 70 + DW + 100 + 60 in 2 seconds.


Midline-

Ether Prodigy Flag Runner- E/Mo
10+1 Air Magic - 10+1 Energy Storage- 10 Healing Prayers
Storm Djinn's Haste
Ether Prodigy (E)
Heal Party
Extinguish >>> Or Mending Touch >>> Or Draw Conditions
Lightning Orb
Lightning Strike
Healing Breeze (For Running)
Ressurection Signet

Role- Run flags with SDH and Healing Breeze for sticky situations. While not running flags, support your party by spamming extinguish and heal party with energy from ether prodigy. Lightning orb and lightning strike should be used to help spikes.

Expel Hexes/Domination Mesmer-
12+1+1 Domination - 11+1 Fast Casting - 5 Air
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Gale
Shatter Enchantment
Spiritual Pain > Power Spike
Shame
Ressurection Chant

Role- Remove hex stacks with expel hexes. Use diversion on opponents spamming skills. Gale is used during a spike on a monk, and Shatter Enchantment > Spiritual Pain will be the main spiking skills, although interrupts can replace spiritual pain instead. Shame can also be used to temporarily shut down a monk, and drain his energy.

Blinding Surge Elementalist
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Gale
Aura of Restoration
Air Attunement
Ressurection Signet

Role- Keep enemy melee blinded with blinding surge. Interrupt key skills with gale, or knock down monks during a spike. Use Lightning Orb and Lightning Strike to assist a spike.


Backline-

ZB Monk- Mo/Me
Protection Prayers- 11+1 - Divine Favor 11+1 - Healing Prayers 8+1
Zealous Benediction (E)
Reversal of Fortune
Gift of Health
Dismiss Condition
Protective Spirit
Channeling
Aegis
Holy Veil

LoD/Infuse Monk - Mo/Me
12+1+1 Healing Prayers - 10+1 Divine Favor - 8+1 Protection Prayers
Light of Deliverance (E)
Infuse Health
Reversal of Fortune
Dwayna's Kiss
Holy Veil
Channeling
Aegis
Dismiss Condition



Does this team build sound good? We are going to practice practice practice with it. Our goal for our guild is to achieve the top 400. Do you guys think that with hard work and dedication that is a realistic goal, with this build?

Please rate and criticize, but NO FLAMING, PLEASE :laugh:

David Holtzman
24-04-2007, 05:17
This seems like a fairly solid build. There's a few things you may want to change up though:

2 sword warriors is ineffective. One is almost a necessity for splitting, but you'll probably want a hammer so you can maximize KD. KD is good on monks, flaggers, enermy warriors, midliners, pretty much anything. Hammers also do a lot of damage.

You also could use some interrupt. From what I see you have 2 gales and maybe a spike. I would definitely take an interrupt on the mesmer, but make it a leak. Spike does 100damage or so, or about 5e worth of healing from a monk. Leak knocks off 15 or more energy, the equivalent of 3x as much damage. It's too good a skill not to take, really.

For the backline, I think you will find that channeling doesn't get you anything. To use it they need to be next to the enemy, which is exactly where you don't want to be if you're a monk. Try Mo/E with glyph of lesser, that should do it for your energy. You could also drop Aegis on your healer and pick it up on your air ele in place of aura of resto. There's no reason to spec that much into ES, so he can easily afford the points in prot. Speaking of prot, you're probably going to want to run an RC over a ZB. RC is simply an amazing skill, especially with all the blind and cripslash and sins running around. I know our monks have found it superior to ZB. Still, I'm no backline expert.

For your flagger, you're going to need something way more split friendly. A modern split with a sin or YAA or BHA ranger is going to wreck that flagger somewhat nastily. You also could use snares. I'd recommend grabbing the E/Rt you'll find commonly on observor mode. It's got decent healing and prot, has snares, and has enough elite options to fill in as you need him. It's also extremely effective against splits.

penguinious
24-04-2007, 06:28
Ok, thanks for the suggestions David. I included your suggestions then...


Frontline-

AoM Dervish - D/W
12+1+2 Mysticism - 12+1 Scythe Mastery
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Wild Blow
Crippling Sweep
Watchful Intervention
Heart of Fury
Ressurection Signet

Role- Activate AoM, watchful intervention, and heart of fury. Pressure casters, and spike with Wearying Strike > Mystic Sweep > Wild Blow. Use crippling sweep against kiters.

Crippling Slash Warrior- W/E
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Mending Touch
Shock
Rush > Or Enraging Charge
Ressurection Signet

Role- Use frenzy to build up adrenaline and spike, canceling with rush if under fire. Use shock to interrupt key skills. Cripple the enemy with crippling slash, and spike with Crip Slash > Gash > FT.

Devastating Hammer Warrior- W/E
Hammer Mastery 12+1+2 - Strength 12+1
Devastating Hammer (E)
Crushing Blow
Fierce Blow
Bull's Strike
Frenzy
Enraging Charge >>> Rush
Shock
Ressurection Signet

Role- Use frenzy to build adrenaline, rush to cancel. Use bull's strike to knockdown and severely damage kiters. When adrenaline is charged, spike with Devastating Hammer > Crushing Blow > Fierce Blow. Use shock to interrupt key skills.

Midline-

Mind Blast Restoration Flag Runner- E/Rt
12+1+1 Fire Magic - 10 Restoration Magic - 8+1 Energy Storage
Mind Blast (E)
Liquid Flame
Fireball
Mark of Rodgort
Flame Djinn's Haste
Weapon of Warding
Mend Body and Soul
Fire Attunement

Goals- Run Flags, and when not running flags spam mind blast > mark of rodgort. Allied melee should bring along fiery weapons to trigger MoR, applying large pressure. Works extremely well when splitting, as Weapon of Warding followed by Mend Body and Soul can help support monks against spikes, along with providing fairly good healing.

Expel Hexes/Domination Mesmer-
12+1+1 Domination - 11+1 Fast Casting - 5 Air
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Gale
Shatter Enchantment
Power Leak >>> Spiritual Pain
Shame
Ressurection Chant

Role- Remove hex stacks with expel hexes. Use diversion on opponents spamming skills. Gale is used during a spike on a monk, and Shatter Enchantment > Spiritual Pain will be the main spiking skills, although interrupts can replace spiritual pain instead. Shame can also be used to temporarily shut down a monk, and drain his energy.

Blinding Surge Elementalist
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Gale
Aura of Restoration
Air Attunement
Ressurection Signet

Role- Keep enemy melee blinded with blinding surge. Interrupt key skills with gale, or knock down monks during a spike. Use Lightning Orb and Lightning Strike to assist a spike.


Backline-

RC Monk- Mo/E
Protection Prayers- 12+1+1 - Divine Favor 11+1
Restore Condition (E)
Reversal of Fortune
Signet of Devotion
Shield of Absorbtion
Mending Touch
Holy Veil
GoLE
Aegis

LoD/Infuse - Mo/E
Healing 12+1+1 - Divine Favor 10+1 - Protection 8+1
Reversal of Fortune
Light of Deliverance (E)
Infuse Health
Dwayna's Kiss
Signet of Devotion
Holy Veil
GoLE
Aegis




I quoted myself to make it easier.

What I did is I replaced the ZB Monk with a RC, went /E for monks for GoLE, and replaced the ether prodigy runner with a E/Rit Mind Blast runner.

And I replaced the magehunter strike spiker with a devastating hammer spiker. Since we now have a RC monk, who heals based off of conditions, I replaced all the mending touches on the 2 warriors with shock, as another interrupt.

Also, I used Power Leak as an interrupt option over spiritual pain instead of Power Spike, as suggested.

Please critique this new build now. And if you like, compare it my old build at top.

Sertu
24-04-2007, 06:51
The runner has no hex or condition removal. This might give him problems while he's away from main team, or if u want him to go and defend base from gankers.

Also the only e-managment the mesmer has is gole. Im our guilds gvg mesmer, and i prefer power drain over gole any maybe but maybe thats just me.

Last thing, u dont have any interupts, that could be a problem against certain builds. U could put in that power spike... But i would recommend power return. If u have no intention in denying energy to monks, its such a brutal skill. It can almost completly should down a single target.

In the case ur forced to split how would u split?

Ryuujinx
24-04-2007, 08:16
Your AoM dervish will have energy problems more then likely, I'd drop watchful for Zealous Renewal.

Wuzzman
24-04-2007, 08:22
solid...what up with weak mesmer builds lol. too much ulitily not enough down and dirty monk shut down. and why is their ressurection chant on a me/e? Oh and I never did like BB bots for anti-melee...diversion bait.

TLLOTS
24-04-2007, 08:40
I'd strongly recommend you drop Aura of Restoration on the Blinding Surge Elementalist for something else, possibly Aegis as David suggested, you can easily get the points for it by droping Energy Storage to around 8 or 9.

Also, as much as I love Shock, you really want to keep Mending Touch on one of those Warriors so that they can split.

rexkenley
24-04-2007, 17:07
Try it on the dummies on balt island. That is a good spot to hone your techniques.

Ace Bear
24-04-2007, 20:17
Your only condition removal for the build is mending touch(from a war and Monk) and Restore Conditions. I would suggest removing Dwayna's for a Dismiss or something.

Oh yeah just for clarity on your build:
Your Crippling War has both Shock and Mending Touch, I would suggest keep mending touch.

Expel Hexes Mesmer has both Gale, Gole, and Res Chant. Since you need a hard res I would suggest putting in Power Drain and Mirror of Disenchant to kill those Aegis chains(helps alot with 3 frontlines imo).

Offhand ideas(ya don't have to listen to this part, just personal opinions):
On your infuser put Sig of Rejuv instead of Sig of Devot, although you can cancel skills with just a button I would rather has Sig of Rejuv. Plus with all the melee characters it is a good chance you will get that conditional heal as well which makes a nice heal for no energy.

Only real reason to have Aura on an Ele in GvG is to cover the Air Attunement. I think an Aegis in there would be much more useful to the team.(if you don't keep mending touch on the War or add in a dismiss on your other monk, at least add Draw to this Ele in this spot)

Not really sure how useful Shock is on a Dev Hammer war that you have there.

penguinious
24-04-2007, 20:50
Changes from my original are BOLDED.


Frontline-

AoM Dervish - D/W
Role: Frontline Melee Spiker
12+1+2 Mysticism - 12+1 Scythe Mastery
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Wild Blow
Crippling Sweep
Watchful Intervention >>> Changed to Zealous Renewal
Heart of Fury
Ressurection Signet

Crippling Slash Warrior- W/Mo
Role : Frontline Melee Spiker/Crippler
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Shock >>> Changed to Mending Touch
Frenzy
Rush
Ressurection Signet

Devastating Hammer Warrior- W/Mo
Role : Frontline melee spiker/Knockdown
Hammer Mastery 12+1+2 - Strength 12+1
Devastating Hammer (E)
Crushing Blow
Fierce Blow
Bull's Strike
Frenzy
Rush
Shock >>> Changed to Mending Touch
Ressurection Signet (LOL... Chant was a Typo...)

Midline-

Mind Blast Restoration Flag Runner- E/Rt
Role:Runner/Support Healer/Support Damage
12+1+1 Fire Magic - 10 Restoration Magic - 8+1 Energy Storage
Mind Blast (E)
Liquid Flame
Fireball
Mark of Rodgort
Flame Djinn's Haste
Weapon of Warding
Mend Body and Soul
Fire Attunement

Expel Hexes/Domination Mesmer- Me/E
Role: Hex remover and monk shutdown.
12+1+1 Domination - 11+1 Fast Casting - 5 Air
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Gale
Shatter Enchant >>> Changed to Mirror of Disenchantment
Power Leak >>> Changed to Power Return
Shame
Ressurection Signet

Blinding Surge Elementalist
Role: Blindbot/Support Spiker
12+1+1 Air Magic - 9+1 Energy Storage - 8+1 Protection Prayers
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Gale
Aura of Restoration >>> Changed to Aegis (No cover enchant??? Whatever... you guys know more than me, I hope)
Air Attunement
Ressurection Signet.

Backline-

RC Monk- Mo/E
Protection Prayers- 12+1+1 - Divine Favor 11+1
Restore Condition (E)
Reversal of Fortune
Signet of Devotion
Shield of Absorbtion
Mending Touch >>> Changed to Dismiss Condition
Holy Veil
GoLE
Aegis

LoD/Infuse - Mo/E
Healing 12+1+1 - Divine Favor 10+1 - Protection 8+1
Reversal of Fortune
Light of Deliverance (E)
Infuse Health
Dwayna's Kiss >>> Changed to Dismiss Condition
Signet of Devotion
Holy Veil
GoLE
Aegis

penguinious
24-04-2007, 23:42
Ok guys This is my best Build yet IMO...

I tried to adress as many issues as possible. For instance, you said I was not packing enough interrupts. I now have interrupts on everythign except the monks. You said my build would not do well in a 2 way split, so I tried to...Ahem...Remedy that.

This is my final build. Because of RC, I changed the AoM Dervish and the Warrior to secondary Assassin, giving them Dash and Disrupting Dagger instead, which are great interrupts and speed boosts/ cancel stances.

The Ether Prodigy flag runner was changed to a much more suitable, versatile, and efficient Rit/A Weapon of Remedy Support Runner/Ganker.

The blinding surge Ele was given Glyph of Sac + Ressurection Chant over AoR.

The mesmer was given mirror of disenchantment to get rid of Aegis or Tainted Flesh, and Power Return as a much more efficient interrupt, since we are not trying to go E-Denial here.

All in all, our build has efficient damage in the form of AoM Dervish, Crip Slash Warrior, DH Hammer Spiker, Blinding Surge Elementalist, WoR Rit/A, and the Expel Hexes Domination mesmer.

We also are packing many many many many interrupts. Both Dervish and Crip Slash has disrupting dagger, the hammer warrior can knockdown, the WoR Support Runner has disrupting dagger, the mesmer can power return spells, and the BS Elementalist has Gale.

We are also using sufficient hex removal. Both monks have holy veil, and the mesmer has the elite hex removal expel hexes.

The mesmer takes the role of enchantment removal, mirror of disenchantment breaking aegis chains and shatter enchantment breaking whatever is stopping a spike from suceeding as well as doing moderate damage.

We also have excellent healing and damage mitigation. The WoR Ritualist, with Vengeful Weapon, Weapon of Remedy, and Soothing Memories is an efficient healer. The blinding surge elementalist is great at reducing damage from melee. The two monks both have powerful healing and condition removal skills.

We also operate extremely well in a split. If we need to split into two groups of 4-

Group A-
AoM Dervish
Crip Slash Warrior
RC/Prot Monk
Expel Hexes/Domination Mesmer

Group B-
LoD/Infuse Monk
DH Hammer Spiker
WoR Support Ritualist
Blinding Surge Elementalist


AoM Dervish - D/A
Role: Frontline Melee Spiker
12+1+2 Mysticism - 11+1 Scythe Mastery - 6 Deadly Arts
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Wild Blow
Disrupting Dagger
Dash
Zealous Renewal
Heart of Fury


Crippling Slash Warrior- W/A
Role : Frontline Melee Spiker/Crippler
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Disrupting Dagger
Frenzy
Dash
Ressurection Signet

Devastating Hammer Warrior- W/Mo
Role : Frontline melee spiker/Knockdown
Hammer Mastery 12+1+2 - Strength 12+1
Devastating Hammer (E)
Crushing Blow
Fierce Blow
Bull's Strike
Frenzy
Rush
Mending Touch
Ressurection Signet

Midline-

WoR Support Runner- Rt/A
Role: Assist healing and run flags.
12+1+1 Restoration - 12+1 Channeling- Deadly Arts 3
Weapon of Remedy (E)
Vengeful Weapon
Soothing Memories
Resilient Weapon
Channeled Strike
Generous was Tsungrai
Dash
Disrupting Dagger

Expel Hexes/Domination Mesmer- Me/E
Role: Hex remover, critical enchantment remover, and spike assist.
12+1+1 Domination - 12+1 Fast Casting -
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Shatter Enchantment
Mirror of Disenchantment
Power Return
Shame
Ressurection Signet

Blinding Surge Elementalist - E/Mo
Role: Blindbot/Support Spiker. Also can gale monks during an adrenaline spike.
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Glyph of Sacrifice
Gale
Air Attunement
Ressurection Chant

Backline-

RC Monk- Mo/E
Protection Prayers- 12+1+1 - Divine Favor 11+1
Restore Condition (E)
Reversal of Fortune
Signet of Devotion
Shield of Absorbtion
Dismiss Condition
Holy Veil
GoLE
Aegis

LoD/Infuse - Mo/E
Healing 12+1+1 - Divine Favor 10+1 - Protection 8+1
Reversal of Fortune
Light of Deliverance (E)
Infuse Health
Dismiss Condition
Signet of Devotion
Holy Veil
GoLE
Aegis

penguinious
25-04-2007, 01:03
AoM Dervish - D/A
Role: Frontline Melee Spiker
12+1+2 Mysticism - 11+1 Scythe Mastery - 6 Deadly Arts
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Wild Blow
Disrupting Dagger
Dash
Zealous Renewal
Heart of Fury




Hehehe whoops. Silly me, shame i can't be a D/A/W
Replace Wild Blow with Eremite's Attack.

David Holtzman
25-04-2007, 04:52
Zealous renewal is crap. If it cost 5e then maybe I would take it. Probably not though. Drop it for something that doesn't suck. A rez sig would be a particularly good choice.

Your warriors are switched. Swords split, not hammers. Give the sword the mendtouch and let the hammer go /a if that's what you need.

You still don't have any snares, by the way. Take the E/Rt. If you want damage on your flagger, take Shatterstone. ST + Gust does pretty decent spike damage, which is all a flagger really can do.

You also still need leak. Return is crap. You don't need to be interrupting that often, but when you do you want it to count. I would seriously consider dropping shame for burn as well. Damage is good, especially in a melee focused team like yours. It also combos very well with leak, which is a point in its favor.

Drop strike and take aegis. Get that off your LoD. He'll be busy enough spamming that skill, he shouldn't need to worry over Aegis too. Bsurge and strike do the same damage anyways, so it's not like you need both.

Also, I don't care which monk has it, but someone had better take prot spirit along. Whoever doesn't take it should bring spirit bond. You should also drop a veil for purge. Again, I don't really care which gets it. Dropping Aegis on the LoD will open that slot up for PS. As for a cover for Air, that's what Aegis is. Aegis will cover his enchant up just as easily as AoR will, and Aegis is good for everyone whereas AoR is only moderately good for one person.

Sertu
26-04-2007, 07:39
You also still need leak. Return is crap. You don't need to be interrupting that often, but when you do you want it to count. I would seriously consider dropping shame for burn as well. Damage is good, especially in a melee focused team like yours. It also combos very well with leak, which is a point in its favor.

Mesmers aint made for dmg and shouldnt be used as that. And yes they will need to interupt that often or if thay face an anti-melee necro there build is utterly useless. Now the mesmer can interupt price of failure, recless haste, ect everytime. Expell hexes is great, but preventing the hexes from beeing cast is the firstplace is far better. Also u now can interupt LOD, DH, aegis everytime it is cast. Like one powerleak on an LOD will do enything, 6 seconds later he'll just cast it again. Shame >> burn. Burn = 80 dmg, preventing the monk from infusing targets on spike = >200 healthgain negated. Also running only burn and leak wont give them enough e-denial to actually count.



Besides, build looks fine as it is. U should first do some testruns and see where u need improvement.

Ryuujinx
26-04-2007, 16:40
Zealous renewal is crap. If it cost 5e then maybe I would take it. Probably not though. Drop it for something that doesn't suck. A rez sig would be a particularly good choice.

I'm gonna have to disagree with you there, Zealous Renewal is not crap. Assuming no IAS younet 1+(mysticismrank/3) energy from it. And as you SHOULD be using an IAS...
With an IAS you would net 6+(mysticismtank/3) energy from it.


Point beeing his originla build would run out of energy, you need some form of Energy management, and since he's speccing high scythe and mysticism you might as well use Zealous.


Also, you don't need Both mystic and eremites, I would say use crippling sweep for anti-kite, or bring featherfoots for a speed boost. either/or, your pick. Prolly be better of with featherfoot's so you can reduce the duration of weakness on you while AoM is down.

B Ephekt
26-04-2007, 16:58
Zealous Renewal is a waste of a skill slot. That Dervish build will be fine with a zealous scythe as a switch.


Mesmers aint made for dmg and shouldnt be used as that.
This is simply false. Mesmers certainly aren't DPS powerhouses, but they can get damage in when it counts. Burn is a very nice skill damage wise for pressure or spike, and can push a hurting monk over the top if used at the right times.

I'm going to have to disagree with David on Power Return though. Leak is a pretty essential skill, however.

Sertu
26-04-2007, 20:47
k burn isn't a bad skill dont get me wrong (i'll always take it if i play e-denial) and 80 is nice but in this build its not necessairy. The ele can deal final blows if the mellee chars dont finish the job. If u feel u need it u can still toss it in but i wouldn't take it just yet if u havent tested the build yet.. Besides in 80% of the cases the mesmer will be able to use shatter enchantment to help spikes. Also i feel that tossing in another 10e skill could compromise the mesmers task beeing, keeping as much shame and diversion on primary targets, and interupting key spells. He's also in charge of hex removal and removing aegis. Thats a lot to keep an eye on. So assistance with spikes might not be such a good idea at least not for a beginning guild.

David Holtzman
27-04-2007, 00:26
Mesmers aint made for dmg and shouldnt be used as that.

Eburn is one of the best skills in the game. It is both an excellent spike skill and when coupled with leak is enough to fully edeny someone you don't like.


And yes they will need to interupt that often or if thay face an anti-melee necro there build is utterly useless.

No, it's not. Especially not at their rank. Leak the first reckless and sit a warrior on him so he has to kite. You should be fine. Return is bad.


Like one powerleak on an LOD will do enything, 6 seconds later he'll just cast it again.

Yeah, you just have no idea what you're talking about. A leak on an LoD can break a team right there, especially at low ranks. Not enough energy to party + 3 physicals = teamwipe, especially if they jump the other monk with 2 physicals and have the 3rd run around on off-targets.

************************************************** ********


I'm gonna have to disagree with you there, Zealous Renewal is not crap. Assuming no IAS younet 1+(mysticismrank/3) energy from it. And as you SHOULD be using an IAS...

Assuming you hit on every single swing. Which you won't ever because of aegis, blind, hexes, kiting, and so on. The best you'll get on ZR is a 3-4 net gain, which is crap considering on a Melandru you'll be riding your regen anyways. And almost no dervishes run an IAS- HoF is too expensive and not really worth it. Dervishes make up for this by using attack timer skills.


Point beeing his originla build would run out of energy, you need some form of Energy management, and since he's speccing high scythe and mysticism you might as well use Zealous.

He doesn't need EM, he needs to learn to manage his energy. If he's playing a physical he has no time for EM as he's supposed to be constantly swinging.

************************************************** ********


Zealous Renewal is a waste of a skill slot. That Dervish build will be fine with a zealous scythe as a switch.

Zealous Scythe is like zealous hammer: you're better off with the regen. Which, on a dervish, is really all you need. I've never had trouble with EM on my dervishes. Just know when to use attack skills and when to regen and you're fine. If you don't know when you should do which, it's a good time to start learning.


I'm going to have to disagree with David on Power Return though. Leak is a pretty essential skill, however.

It's been my experience that PReturn characters do nothing but interrupt. If I wanted to dedicate a character to interrupt, I'd take PD or PBlock. In general I want my mesmer focused on diverting key skills, not interrupting them. Giving someone preturn, especially a new player, makes them have to gues between diversioning a skill and interrupting it. Better to avoid that entirely and give them leak.

Djinn Effer
27-04-2007, 02:59
I'm sorry, Zealous Renewal is garbage. I don't say this often, but listen to David.

penguinious
27-04-2007, 03:26
AoM Dervish - D/A
Role: Frontline Melee Spiker
12+1+2 Mysticism - 11+1 Scythe Mastery - 6 Deadly Arts
Avatar of Melandru (E)
Wearying Strike
Mystic Sweep
Eremite's Attack OR Victorious Sweep (You guys tell me)
Disrupting Dagger
Dash
Heart of Fury
Ressurection Signet

Crippling Slash Warrior- W/A
Role : Frontline Melee Spiker/Crippler
12+1+1 Swordsmanship - 12+1 Strength
Crippling Slash (E)
Gash
Final Thrust
Bull's Strike
Disrupting Dagger
Frenzy
Dash
Ressurection Signet

Devastating Hammer Warrior- W/Mo
Role : Frontline melee spiker/Knockdown
Hammer Mastery 12+1+2 - Strength 12+1
Devastating Hammer (E)
Crushing Blow
Fierce Blow
Bull's Strike
Frenzy
Rush
Mending Touch
Ressurection Signet

Midline-

WoR Support Runner- Rt/A
Role: Assist healing and run flags, or gank the enemy base.
12+1+1 Restoration - 12+1 Channeling- Deadly Arts 3
Weapon of Remedy (E)
Vengeful Weapon
Soothing Memories
Resilient Weapon
Channeled Strike
Generous was Tsungrai
Dash
Disrupting Dagger

Expel Hexes/Domination Mesmer- Me/E
Role: Hex remover, critical enchantment remover, and spike assist.
12+1+1 Domination - 12+1 Fast Casting -
Expel Hexes (E)
Diversion
Glyph of Lesser Energy
Shatter Enchantment
Mirror of Disenchantment
Power Leak (It seems way more conditional to me than shame, and it's not like you can interrupt a infuse health.. But I'll listen to the experts here.)
Energy Burn
Ressurection Signet

Blinding Surge Elementalist - E/Mo
Role: Blindbot/Support Spiker. Also can gale monks during an adrenaline spike.
12+1+1 Air Magic - 12+1 Energy Storage
Blinding Surge (E)
Lightning Orb
Lightning Strike
Glyph of Lesser Energy
Glyph of Sacrifice
Gale
Air Attunement
Ressurection Chant

Backline-
Mo/E RC
Prot 12+1+1 Div 9+1 Heal 9+1
Gift of Health
Restore Condition (E)
Reversal of Fortune
Spirit Bond
Signet of Devotion
Deny Hexes
Glyph of Lesser Energy
Aegis

Mo/E infuse
Heal 12+1+1 Prot 10+1 Divine 8+1
Light of Deliverance (E)
Infuse Health
Protective Spirit
Shielding Hands
Holy Veil
Dismiss Condition
Glyph of Lesser Energy
Aegis



I changed the mesmer as suggested and the dervish. Since he is only using Heart of Fury and some 5e attack skills now and then, energy shouldnt be a problem. (Not counting when Avatar of Melandru has to be used.)

I also changed the monks, according to a suggestion from another forum. Obviously, I was lacking Protective Spirit :rolleyes:. And I also didn't need that many dismiss conditions, especially with a weapon of remedy ritualist.

I followed your suggestions with the mesmer, but I just don't see how it would work out. Energy management would be a large problem, with nothing but GoLE for E-Management. As stated earlier, the mesmer also has to spam hex removal, interrupt key skills, and put diversion on as many skill spammers as possible, all of which are extremely energy intensive skills.

At least shame gives energy back. E-Burn and Power Leak just suck up a lot of energy, although granted they suck even more energy out of monks.

But it's not like I'm the pro GvG'er here. So I'll listen to you guys.

Oh, and we had a couple of scrimmage matches against an alliance guild that GvG's. We won every time, although not as well as I wish we would have, since our adrenaline spikes were somewhat lacking in coordination between our melee, and the infuse monk doesn't have his "infuse trigger" down right yet. (I'm the AoM Dervish :embarassed: *Runs away and hides)

Oh well, practice makes perfect.

David Holtzman
27-04-2007, 20:20
The thing about mesmers is they shouldn't be spamming their skills. A good mesmer puts skills where they should go, he doesn't just click them on recharge. Playing correctly is EM all by itself.

I would take Victorious on your AoM so you have a heavy hitter when AoM is down. It's also really nice at VoD for keeping you alive in the NPC ball.

I still think you have your warrior secondaries mixed up. Swords split so they need self-condition removal. Hammers don't split so the stand monks can remove for him. Cripslash + Bulls is also somewhat redundant, as both do the same thing (namely, snare fleeing targets). Take a healsig, take mendtouch, and you have a very solid split warrior who is also very effective at the stand.

As for spiking, you have three physicals. Mostly you should be able to pressure teams fairly hard. A spike with the dervish and hammer every so often with the sword using his skills on recharge and most teams you fight should break.

You still have no snares. Movement is the key to GvG. Get snares in there.

Reverse Vision
09-06-2007, 16:51
Good thing you got prot spirit, would be better IMO if that build has both PS + Spirit Bond.
The lod/infuse CAN NOT use that aegis everytime it recharges (dunno w/ gole + pro skill timer). I suggest replacing Aegis for in lod build and bringing something else instead of it. Dark Escape works for lod also.

Shame is always gg in mesmer dom bars as is also hard res w/ or w/out draw conds (Im confused bcs u use anti cond derv and wor rt :S)
Good sides of Shame: Chant hard resses, spike assistance, general pressure, e management, relatively good for "low rank guilds".
Bad sides of Power Leak: Good interrupting skills required.

Some thoughts, im no pro. I have done something like 250 gvgs and these thigs popped into my head.

exjeh
13-06-2007, 15:01
If u are just starting GvG like you said , you shouldn't worry about the build(to mutch :p) , you should more worry about how you communicate , how good you know eachother. Just play meta or a build were evry one plays a roll he/she is good at. to start with. then u got some questions :

Who calls ? Who is the most capable warior te split ? What monk is the most capable to infuse , what one is the most capable to split off , preferable the RC (because u will probably need infuse on main team.) When evry one has his roll in the team they will practise it and eventualy become very skilled at it. Don't wory if it doesn't go perfectly at the start.

If u got an answer ready for all these questions and you got players that are practised in their profesion i think ure ready .

I know you did alot of practise with youre alliance , but i think its best to practise on the ladder itself because there are harder opponents (mostly :p)
And u got more variated builds against you etc.
Don't think u will get ure rank to low with it because , when you practise enough u will get ure rank back soon enough with the dayly tournements.

The u got a couple of choices:

1) Try and run the metagame
2) Make ure own build , designed for youre own players (top guilds use this mostly because then they're most likely to win)
3) Try to run antimeta game : advantage : you rise the ladder fast since u run a build designed to kill the most teams fast.
Counter: If u get an opponent that runs something that is not the current metagame , you will probably loose , unless u know what to do.