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sakkura x
30-07-2007, 05:00
my build is basically your standard pressure build, along with condition spreading and keep-yourself-alive tactics.

Frontline:
Dervish
-avatar of melandru
-rending sweep
-mystic sweep
-crippling sweep
-mystic regeneration
-watchful intervention
-heart of fury
basically the strongest spiker we have (maybe exception to the ele)

R/W
-lightning reflexes
-savage slash
-apply poison
-sever artery
-gash
-ViM
-Troll Unguent
-rush
mainly an interruptor and a condition spreader ViM tank.

Midline:

P/Me
-Expel Hexes
-GFTE
-Anthem of Flame
-Leader's Zeal
-Leader's Comfort
-Glowing Signet
-Spear of Lightning
-rez sig
a supporter that keeps anthem and GftE up while able to heal himself.

Ranger
-choking gas
-savage shot
-pin down
-delibitating shot
-practiced stance
-throw dirt
-troll unguent
-rez sig
a e-denial, interruptor

Me/Mo
-Migraine
-conjure nightmare
-spirit failure
-Ether phantom or drain enchantments (to get rid of conjure on wars and regen enchants from monks)
-signet of humility
-power drain
-hex eater signet
-res chant
caster shutdown, causes nightmares with crazy degen added on to burning from anthem of flames. signet of humility and spirit failure are good for shuting down cripslash (axe) spike wars with eviscerate as an elite.

backline:
E/Rt
-Freezing gust
-icy shackles
-blurred vision
-water attunement
-glyph of lesser energy
-weapon of warding
-wielders boon
-armor of mist
shutdown of attacking wars, relieving pressure off of casters.

Mo/E
-RoF
-Shield of Regen
-protective spirit
-shielding hands
-aegis
-dismiss condition
-glyph of lesser energy
-renew life
your basic rof protect monk

Monk
-sig of rejuvenation/sig of devotion
-word of healing
-healing breeze
-dwayna's kiss
-protective spirit/watchful healing
-holy veil/deny hexes
-heavens delight
-renew life
healing monk, 'nuff said lol
alternative skills for hex build guilds, cause according to other ppl, you need a good amount of hex removal to counter it

well here's the basic setup, i tried to make this build as team-oriented as possible, so that teamwork will make this build move smoothly.

planned start:
mes, 2 tanks, and ranger unleash hell on the monks as the others try to keep us alive and enemies at bay. because monks will be occupied with healing themselves (hopefully) the others will be easy pickings for the paragon and elementist (hopefully also lol, still yet to test this build, for my guildies arent always on at once). and after the monks die we kill the rest and rush the guild lord (but i have second thoughts about this, if we kill the opponents quick enough i think it will work).

any comments and suggestions are welcome!:laugh:

no flames please! :grin:

ekiru
30-07-2007, 05:33
my build is basically your standard pressure build, along with condition spreading and keep-yourself-alive tactics.

Frontline:
Dervish
-avatar of melandru
-rending sweep
-mystic sweep
-crippling sweep
-mystic regeneration
-watchful intervention
-heart of fury
basically the strongest spiker we have (maybe exception to the ele)

You're not a hex build so replace Rending Sweep with Wearying Strike, replace crippling sweep with wild blow, mystic regen with bull's strike, and watchful intervention with Eremite's Attack. Possibly replace Heart of Fury with Natural Healing or something if you're intent on a self-heal.



R/W
-lightning reflexes
-savage slash
-apply poison
-sever artery
-gash
-ViM
-Troll Unguent
-rush
mainly an interruptor and a condition spreader ViM tank.

No. Just run a warrior. Dragon slash or any good sword warrior works well for condition pressure.



P/Me
-Expel Hexes
-GFTE
-Anthem of Flame
-Leader's Zeal
-Leader's Comfort
-Glowing Signet
-Spear of Lightning
-rez sig
a supporter that keeps anthem and GftE up while able to heal himself.

Leader's Zeal->Aggressive Refrain, Leader's Comfort->Vicious Attack, Glowing Signet->Mirror of Disenchantment or Power Return.



Ranger
-choking gas
-savage shot
-pin down
-delibitating shot
-practiced stance
-throw dirt
-troll unguent
-rez sig
a e-denial, interruptor

Just run a BA or a Cripshot.



Me/Mo
-Migraine
-conjure nightmare
-spirit failure
-Ether phantom or drain enchantments (to get rid of conjure on wars and regen enchants from monks)
-signet of humility
-power drain
-hex eater signet
-res chant
caster shutdown, causes nightmares with crazy degen added on to burning from anthem of flames. signet of humility and spirit failure are good for shuting down cripslash (axe) spike wars with eviscerate as an elite.

Too energy heavy and weak outside of a hex build. Just stick a dom mes or something in there.



backline:
E/Rt
-Freezing gust
-icy shackles
-blurred vision
-water attunement
-glyph of lesser energy
-weapon of warding
-wielders boon
-armor of mist
shutdown of attacking wars, relieving pressure off of casters.

Too weak these days. Probably go with the meta E/Mo SoR



Mo/E
-RoF
-Shield of Regen
-protective spirit
-shielding hands
-aegis
-dismiss condition
-glyph of lesser energy
-renew life
your basic rof protect monk

No resses on monks. Replace SoR with Shield of Deflection, Renew with Holy Veil, and Shielding Hands with Gift of Health.



Monk
-sig of rejuvenation/sig of devotion
-word of healing
-healing breeze
-dwayna's kiss
-protective spirit/watchful healing
-holy veil/deny hexes
-heavens delight
-renew life
healing monk, 'nuff said lol
alternative skills for hex build guilds, cause according to other ppl, you need a good amount of hex removal to counter it

Just run an LoD/Infuse.

Reverse Vision
30-07-2007, 11:31
Looks funny. I'd definitely want to win with that build.
Too many "weird" and not effective skills.
Please repost the tweaked build please :)

sakkura x
30-07-2007, 23:51
kk, ty for the suggestions, ill try to tweak it into your standards (while also keeping some of my tactics and strategy)

David Holtzman
31-07-2007, 03:39
You need at least 4 rez sigs worked into that build, not on the monks or flagger. You also need to keep a hardrez on the mesmer or gon.

Monstrum
31-07-2007, 07:39
i dont see you spiking anyone with this build... atleast not in a top 1000 guild.

your r/w swordsman main damage comes from sever/gash, so you've got deepwound + 25 AI damage + 2 puny sword strikes... assuming ur derv already gets a deep wound, ur not adding much to the spike.. compare that to say a shock axe who hits with evis/exec/agonizing for deepwound + 100 AI dam + 3 axe hits... if u add shock or 3 x conjure on top...

you dont have any defence... the list goes on and on....

your mesmer also has an identity problem.. not only that, but being the lone hexer in your build (not counting the runner) he is going to be SHUT DOWN

i think you would be better off copying a (relatively simple & balanced) popular build, and then adjusting it according to your playing style.. if u dont have a dedicated mesmer or a ranger with good reflexes for example, u'd be better off with a hex/pressure build...

sakkura x
01-08-2007, 04:14
ok corrected the build by observing some more and taking some advice from you guys (except for mesmer part of the build i guess)

frontline:
D/W
-Avatar of Melandru
-wearying strike
-eremites attack
-victorious sweep
-wild blow
-pious haste
-heart of fury
-res sig

W/E
-sprint
-disrupting chop (i onlky have prophecies X.X)
-eviscerate
-frenzy
-bulls strike
-executioners strike
-shock
-res sig
question about this guy, can i instead of shock put in a conjure? either that or can i replace res sig with a healing sig, or can i just go W/R and put in a TU in place of shock?

midline:
R/Mo
-apply poison
-savage shot
-distracting shot
-burning arrow
-natural stride (or should i put something else here?)
-TU
-mending touch
-res sig

P/Me
-expel hexes
-GFtE
-anthem of flame
-vicious attack
-spear of lightning
-mirror of disenchantment
-aggressive refrain
-res sig

Me/Mo
-Migraine
-Auspicious incantation
-conjure nightmare
-conjure phantasm
-sig of humility
-power drain
-drain enchantment
-renew life
didnt change this much, i saw a guild use this mes build with this guild build, so i didnt change it.

backline:
E/Mo
-freezing gust
-SoR
-blurred vision
-ice spikes
-glyph of lesser energy
-armor of mist
-extinguish
-aegis

Mo/E
-rof
-shield of deflection
-protective spirit
-gift of health
-aegis
-dismiss condition
-glyph of lesser energy
-holy veil

Monk
-rof
-light of deliverance
-sig of rejuvenation
-deny hexes
-divine spirit
-infuse health
-spirit bond
-renew life (or should i just go Mo/E and replace this with another glyph? or replace it with something else)
LoD/infuse monk

heres a heavily corrected build, and please answer some of the questions i asked!

Monstrum
01-08-2007, 07:11
this is the build i run, these are all proph skills:

[Shock][Eviscerate][Executioner's Strike][protectors strike][Frenzy][Conjure Lightning][rush][Resurrection Signet]

prot is great for a spike with its 1/2 cast, does huge damage on a runner, and is great for a 2nd warrior (u join the spike, u dont call) since its always ready with its 3 sec recharge... agonizing is better on a caller, and our caller-war already carries it

the build looks a lot better now, but i would swap the mesmer for another mesmer, since as the only hexer in your build, he is not effective- all teams carry some minimum of hex removal.. try soemthing like this:


[diversion][shame][power leak][power drain][mantra of recovery][drain enchantment][shatter enchantment][resurrection chant]

although diversion and shame are also hexes, they're different kind of hexes- u dont stack them, u try to cast them on an annoying skill half a second before its used- ie. something like blinding surge... moR really powers your energy management & skills overall, and i cant stress how important enchant removal is- u wont spike without it.

Ace Bear
01-08-2007, 07:57
prot is great for a spike with its 1/2 cast, does huge damage on a runner, and is great for a 2nd warrior (u join the spike, u dont call) since its always ready with its 3 sec recharge... agonizing is better on a caller, and our caller-war already carries it
He already has no snares except for 2 on a runner. Bull's Strike is needed, at the very least for movement control of their team. However his build is nice, just take a Bull's Strike instead of Prot Strike. Although, it is just preference really.

(or should i put something else here?)
That build has been running for a long time, it is very good. If you do need more snares though just replace BA with Cripshot, reduction in energy makes that skill awesome.

-renew life (or should i just go Mo/E and replace this with another glyph? or replace it with something else)
LoD/infuse monk
A glyph is fine. We run return, but many guilds run hex-breaker to prevent a shame or diversion on the infuse/lod.

However, with your build. You have one dismiss condition for 4 physical damage characters. Mending touch pretty much covers the Ranger(but I don't think he should be forced to do it himself the entire game). Mel Form keeps the conditions off the Derv but only for half the match. What if the game lasts 20 minutes? Thats 10 minutes of blind. I would just say put in a draw on your me/mo somewhere.

And finally the Migraine Mesmer. I wouldn't be opposed to running something like that. Even with all the pressure you are putting out I really don't see monks spending that much time removing hexes. Anotherwords, that character wouldn't be causing alot of problems. That and you have no defense at all except for your runner for your monks/runner/mesmser.
How about this:
Replace Expel Hexes on the Par for Defensive Anthem and Make the Mesmer:
Diversion
Hex Eater Vortex
Drain Enchantment(this could also be Shatter Hex for more removal)
Signet of Humility
Mantra of Inscriptions
Power Drain
Draw condition
Hard Rez
It gives you more pressure while keeping your War/Derv/Par/Rng clean. Also Defensive Anthem is nice even with the 2 second cast.

sakkura x
01-08-2007, 16:49
kk, ty for all your help^^

i couldve never made my build work without you guys XD

hmm, well could i replace defensive anthem with a crippling anthem and go prot strike with my war instead and put in the elite for the paragon somewhere else?

Monstrum
02-08-2007, 09:08
your ranger will probably be more effective with cripshot as well, keeping in mind the amount of block there is in the meta. imo its better to have poison and cripple on 4 targets than poison and burning on 1-2, and 20 extra damage on the spike. like ace bear said, prot or bulls, its a matter of preference- i tend to find bulls less effective on my build, because i already have shock, and my fellow warrior carries bulls, while our ranger carries cripshot. in addition, bulls is often blocked making it less effective on the flagstand (its better for split though). prot also makes up for the damage lost if u lose burning for cripshot on the ranger, but once again, its a matter of preference.

David Holtzman
02-08-2007, 10:05
The migraine mesmer makes no sense in that build. Swap him for a dom mesmer or a bsurge.