View Full Version : GvG build I made up.....Is it any good?
Artimues Hunter
17-08-2007, 20:37
Ok.....After Numerous searches around, I have thought of a good GvG build that would suit the team nicley as long as it was run correctly. It would be able to be spilt 4/4 which proves it is a very versatile build to run. So ima put it down now. Keep in mind........I have no attributes posted here...only skills and how they work.....u can work out the atts. yoursef, scince im sure u will know them better than me. This build is a condition spamming heavy build, that always tries to take out the monks first. All the spells feed off of eachother causing quite a bit of dmg and chaos. This build is also able to shut down 3 monks at a time, and deal impressive dmg even with the opposing monks healing th enemy team(if they arent dead). So here it is. Credit: ME :D
Flag Runner
Ok...I know this is not like the other flag runners that you have seen, but it runs quite nicley, and is impossible to kill. The primary purpose is to cap the flag stand, with 1 offensive skill to slow down the enemy flag runner.
Monk/Ele Flag Runner
Life Sheath (elite) -This will be uesed to negate any dmg tat comes to you, and will be the primary spell that keeps this flag runner alive from melee. This enchantment must be kept up at ALL times.
Glyph of Lesser Energy- This is just used as a back up plan if you are ever low on energy and need to use another spell or enchant.
Mend Aliment- This is the primary condition Remover....only used in this build, for its fast recharge and health giving bonus, for remaining conditions.
Protective Spirit- This is just used to make sure you dont get spiked from massive amounts of dmg. Only used when you are in the range of a large group of foes, or an AoE caster.
Storm Djins Haste- This is the Runners Primary Speed Skill. The great thing about this skill, is that unlike some skills that make you move 25% faster with no energy, this skill lets you move 33% faster. And scince you have +4 energy regen, instead of losing energy each second you move, you actually gain energy instead.
Revesre Hex- This is the hex Shutdown Skill. For a non-elite skill....this is the fastest hex removal skill for a monk in the game. It also helps when you are being spiked, b/c it negates the damage from the next hit,allowing you to put up your life sheath if runs dry, or any other enchants.
Words of Comfort- This skill is used primarily for a fast quick heal. With a great recharge time, and no interrupt casting, it is a great healing spell to have at hand.
Relase Enchantments- This skill is only used in a near wipe out situation. If you have all your enchants up at the time, this would be used as a super buffed up heal party, used to aid your team and give them a little time to get back together and regroup instead of having a TPK.
Res Signet- Typical Hard Res.
Damage Players.........These players would be used primarily to Deal out masive DPS at close range while being able to still hold thier own somewhat in battle, so that the monks do not have to constantly drain thier energy healing them.
Axe Shock Warrior:
This would be your typical High DPS warrior, using countinuous knockdowns and eviscarate to overload the opposing team with impressive amounts of dmg. Along with the Virulence Mesmer, (which is talked about below) they should both go for an opposing monk, stopping his spells with shock, using conjure lighting for added dmg and using evescirate to reduce his max health.
Beserker Stance- This is the primary skill used to charge up all the other adren skils that you will use.
Penetrating blow- This is used basically as a high DPS hitter, only needing 5 adren and hitting high dmg with its 20% armor penetration. With the added dmg of conjure lighting, this attack can devestate your target pretty severly.
Live Vicariously- This is only used to heal yourself and to do as much DPS as possible, so you basically heal yourself all the time for virtually no energy cost. Even tho it puts your energy at 1 bip per second, you will only have to use conjure lightning once every minute, and shock here and there to constantly disrupt your opponents.
Eviscarate- (elite) The axe warriors best firend, this skill is used to constantly hit your opponent with DW, while combing it with Axe Rake to cripple him so you can bash his brains out. With its low adren cost, this skill is a MUST have for all axe warriors.
Axe Rake- The main purpose of this skill is to hit your opponent with Cripple, but it also comes in handy as a nice finisher, with that extra dmg that this skill deals.
Conjure Lighting- Basically used to add that extra dmg on top of your already high dmg....to help inflict MASSIVE dmg on your opponent.
Shock- This is the skill that you use to fustrate your opponent with knockdown. Knockdowns are a monks worst friend, and using shock as much as you can will utimatly help in killing the monk pretty fast.
Res Signet- Typical Hard Res
Virulence Mesmer:
This is the 2nd of the high DPS Duo...and basically feeds off the warriors condition spamming and high DPS rate to help inflice dmg of his own.
Fragility- This spell basically feeds off the warriors condition spamming and puts the monks in a futile position. Take off the conditions that the warrios spammed on me? Or take them off and suffer dmg? Either way, this spell will stop up the opposing monk, and other opposing teamates.
Phantom Pain- This is just a skill that feeds off of fragility, while giving the opponent health degen at the same time.
Shatter Delusions- This is just used to inflict dmg if your mesmer hexes are getting removed. This allows you to remove them yourself, and inflict dmg on the person at the same time.
Virulence (elite)- This skill is used as ANOTHER feed off of the warrior, crapping out the oppsing team member with deasise and weakness if they are suffering from a condition.
Plauge touch- If you are getting knocked with conditions, Hey! Why not tranfer themto some1 else. This is a great skill to use to remove conditions from yourself, and tranfer them away to an opposing teamate.
Ether Feast- This is just used for a quick fast heal, so that the monks do not have to constantly heal you.
Drain Enchantment- used to gain a pretty decent amount of energy if you ever need any.
Res Signet- Agiain.....your typical Hard Res :?
Now, as you have probably figuried out, this build is used to shut down the opposing monks, before the opposing team has a chance to react. Now, oh lord.....what do you do when that pesky other monk keeps healing the one your trying to kill? Say hello to the Blackout Ranger.
Blackout Ranger
This characters main objective is to shut down the other opposing monk long enough for the spike duo to kill the first one. Using condition skills, this character can aslo inflict alot of DPS too.
Crip Shot (elite)- This is the best condition skills for the ranger b/c.........it cant be blaocked or evaded. w00t w00t. Use this to cripple the monk that is getting spiked or on any other opponet so they do not run away.
Blackout- This is the primary skill for this charachter. It is used to shut down one monk from healing the other, so that the spike duo can kill one monk uninterrupted. It is also good because you can keep spamming it if need be. :D
Wasterels Worry- This skill is just used for an unsuspecting dmg that occurs out of the blue after 3 seconds. Good for a distraction, or a finisher.
Distracting Shot- Dont feel like using blackout? Monks dead and you dont need blackout? then use DS to interrupt nything that seems to be slowing your team down. Use it on AoE casters scine thier skills take a LONG time to cast. BAD BAD BAD BAD to all the eles that use meteor shower in GvG.
Apply poison- This skill is just used to inflict poison dmg on top of everyting else. Not muvh to say about it rlly, but it rlly helps.
Natures Renewal- This can be both good and bad depending on where u decide to set it up. Set it up far anough away from your casters and monks, but close enough to thier casters and monks, so you dont get screwed over by its side effects.
Res Signet- Do I even have to say what this is again?
Gale Ele: Now.....im sure you have the question .......what if there is 3 monks??????? Well......while the warrior and the mesmer are on 1 monk, the ranger on the next monk, the Gale ele, will be crawling all over the 3rd monk, blasting him with gale and other shutdown and dmg spells.
Windborne Speed- This is just used to plow ahead and get to the monk, or any other opponet, if he seems to be running away.
Gale- Use this spell to inflict constant knockdowns on your opponent. Also a god way to aid the flag runner if you se the opposing flag runner, and close enough to blast him.
Iron Mist- Another Flag runner helper. This could also help the backlines, by slowing up enemy warriors on a warrior heavy team, so that your casters do not get destroyed.
Stoning- This is just used to inflict quick impressive dmg on any opponent. And wth that added bonus, if your foe is weakeded, he is also knocked down.
Ward against foes- Typical snare spell....and is helpful for blasting away those pesky warriors as they try to crawls through the ard towards your casters.
Ward against Harm(elite)- this spell is used to aid your casters with additional armor, and help reduce the damage of a massive AoE spike.
Archane echo- This skill is just used to echo another skill that might have a slong echarge time, or that you need to spam again.
Res Signet- Arrggghhhh...damn res sig........we all know what this is.... :x
Time for the monks BEST friend on out GvG team. Say hello to the Blood Ritual Necro. The only thing this necro does is aid the monks with energy, while causing alot of energy degen to the other team. This charachter also aids with a small amount of dmg here and there.
Blood Ritual- This is used to give the monks or anyone who might need it...a fair bit of energy regen to help aid them.
Blood is Power(Elite)- More than one teamte low on energy? Use this on another teamate for some MORE energy regen. :lol:
Malaise- This is just used to put down the enrgy regen by 1 point on the opposing team. This is a great skill....b/c it only gives you -1 health degen which iss WAY less severe then -1 energy regen.
Song of Power- Used to give everyone in range energy regen. This can work very well when vsing mesmer heavy spike teams. The only downside, is that you cant do anything while your energy recharges. :?
Well of Weariness- Use this if you ever see a dead body in range to screw over everyones energy on the opposing team. This can aslo be good for spike heavy spam teams, b/c either they will be forced out of range, to avaoid the energy degen, so that you will have time to regroup, or they will hav -1 energy degen, which will screw over thier energy, so you can move in and take them down.
Mark of Pain- Good version of a necro non elite AoE dmg spell. With this spell target the foe that is being punded on the most, and is in the closest range of everyone to get the full effect.
Shadow of Fear- use this to slow down the enemy melee attackers, so that you have time to get rid of them before they melee you to death.
Now...time for the floor of the GvG teams......the monks.....now keep in mind, these monks might not be lite other monks that you have seen builds for b4, but I think if used correctly would fair pretty well.
ED Heal Monk: the main pourose of this monk is to constantly heal all the time, while using energy drain, to sap up more enrgy to use, so that you dont run out.
Orioson of healing- Your typical healing spell, used to heal for a good amount and it has a fast recharge time.
Heal other- This is a GREAT healing spell...with a SUPER FAST recharge time, used to heal for massive amounts of health. only downside is that you cant use it on yourself.
Healing Whisper- This is a good healing spell that costs minimal energy to use, with a pretty fast recharge time. use it for a good quick heal.
Divine healing- Use this in replace for Heal party. At max divine favor, this spell will heal all party members in the area for 210 points, for only 10 energy. Keep in mind tho, only use this in near wipout situations, b/c it has a long 30 second recharge time.
Energy Drain- (elite)- This monks primary source for energy managment, this spell alows the monk to cast high energy spells, while still being able to manage enrgy normally. use this when you think your are gonna get low on energy or getting prepared for a spike.
Holy Haste- Scince this is the only enchanmant that this monk uses...might as well make the best of it. This skill allows the monk to rapid-fire- healing spells at an amazingly fast rate, while not having to worry about it being cut short, b/c of the fact that this is the only enchant this monk uses.
Signet of Devotion- What happens if you run out of energy? This signet comes in handy as a back up, no energy cost, heal, so that you will still be able to heal, while your enrgy holds up. (keep note...if this GvG build is run correctly, the BR nrcro hould prevent this from hapening. But.........in the case that he cant, this is a good backup)
Res Signet-.............. :evil:
RC Prot Monk
Restore Condition(elite) basically why this monk is called an 'RC' this is the main ground of this monks build. Use this to remove al conditions from a target foe, while healing him in the process.
Shelding Hands- This skill is meant to be used on close range melee attackers such as assassins, or warriors, to difuse the damage that could ultimatly end up killing you.
Protective Spirit- This spell is used on anyone and anything, just to make sure that they dont lose to much health. Also a great spell when you are being spiked with massive amounts of dmg.
Ageis- Again, this spell is used maily on low armor casters to prevent them from falling to the aggression of a melee attacker. Although the recharge is long, it is a good thing to keep in hand, in case you have a ondition spamming melee attacker.
Drain Enchantment- This skill is exactly like ED, exept that you have to remove an enchantment to reicve the enrgy benifet. So dont go firing it around at anyone. Monks and dervs are almost a sure way to get energy, scince they live off of enchants.
Inspired hex- A good fast way to remove some1s hex, and gain enrgy. Again, as with the DE, this only works if the ally you are targeting has a hex to begin with. Otherwise, this spell will have no effect.
Res Signet- .................ZOMFG IM NOT EXPLAIING WHAT THIS IS AGAIN lol:grin:
Sp thats about the jist of the GvG build, and I hopeyou like it, b/c it seems like a pretty sturdy build to me lol.:grin:
Tsai Cooper
17-08-2007, 20:43
live vicariously=....just no
sor on flag runner, life sheath sucks
virulence is older than time itself, get something newer
your monks suck
umm yeah thats all i can bare to read
sorry
You know what they say, if you can't say anything nice, don't say anything at all.
"................................."
I'm sure someone with more time on their hands can tell you why it's bad, but I don't feel like going through 75% of your build explaining why it'll never work.
Smite goes forums
17-08-2007, 21:23
This was painfull to read through. Okay firstly
Flag runner -
"Ress Signet - Typical Hard Ress" as ress signet is not a hard ress i'll ignore this. A runner normally will not bring a ress as it should have all its skills devoted to self survival,running, snares and utility. This runner is atrocious, (and thats putting it nicely). An example of a good runner build would be-
SoR,guardian,dismiss,blurred vision,GoLe,armour of mist,freezing gust,ice spikes. This can run flags, not die whilst doing so, snare targets, defend base, blurred vision is amazing. This is therefore good. your runner can run and destroy all its protting for a mediocre heal party.
"Beserker Stance- This is the primary skill used to charge up all the other adren skils that you will use.
Penetrating blow- This is used basically as a high DPS hitter, only needing 5 adren and hitting high dmg with its 20% armor penetration. With the added dmg of conjure lighting, this attack can devestate your target pretty severly.
Live Vicariously- This is only used to heal yourself and to do as much DPS as possible, so you basically heal yourself all the time for virtually no energy cost. Even tho it puts your energy at 1 bip per second, you will only have to use conjure lightning once every minute, and shock here and there to constantly disrupt your opponents.
Eviscarate- (elite) The axe warriors best firend, this skill is used to constantly hit your opponent with DW, while combing it with Axe Rake to cripple him so you can bash his brains out. With its low adren cost, this skill is a MUST have for all axe warriors.
Axe Rake- The main purpose of this skill is to hit your opponent with Cripple, but it also comes in handy as a nice finisher, with that extra dmg that this skill deals.
Conjure Lighting- Basically used to add that extra dmg on top of your already high dmg....to help inflict MASSIVE dmg on your opponent.
Shock- This is the skill that you use to fustrate your opponent with knockdown. Knockdowns are a monks worst friend, and using shock as much as you can will utimatly help in killing the monk pretty fast.
Res Signet- Typical Hard Res"
I would keep eviscerate,shock,ress sig and maybe conjure. Beserker stance is complete trash. You need a constant 33% atack buff, not some crap that ends if you use a skill.
"Live Vicariously" besides from making your warrior a W/E/Mo is complete trash, what are you gona do farm the guild lord? In GvG you have monks the only thing you will need in ways of a heal would be healing signet if you need to split from stand team.
I cant be bothered to write anything else, but this looks like loads of RA builds .
"I hopeyou like it, b/c it seems like a pretty sturdy build to me lol." i loled
Res Signet isn't a hard res.
Your W/E/Mo is extremely impressive.. please inform us on how you were able to unlock this triple profession ability.
Tsai Cooper
17-08-2007, 21:26
I cant be bothered to write anything else, but this looks like loads of RA builds .
pssht
if they were on my team they would be ra builds with only 2 teamates
Flag Runner
Ok...I know this is not like the other flag runners that you have seen, but it runs quite nicley, and is impossible to kill. The primary purpose is to cap the flag stand, with 1 offensive skill to slow down the enemy flag runner.
Monk/Ele Flag Runner
Life Sheath (elite) -This will be uesed to negate any dmg tat comes to you, and will be the primary spell that keeps this flag runner alive from melee. This enchantment must be kept up at ALL times.
Don't run life sheath flaggers. If you don't suck and are running either an SoR E/Mo or a ZB Monk runner or a Weapon of Remedy Rt/E or something like that, you should do fine for self and base defense. Also, Life sheath gets torn apart by BA rangers on a split. BA rangers are probably the most commonly split character.
Glyph of Lesser Energy- This is just used as a back up plan if you are ever low on energy and need to use another spell or enchant.
GoLE is good. Keep this.
Mend Aliment- This is the primary condition Remover....only used in this build, for its fast recharge and health giving bonus, for remaining conditions.
MTouch or Dismiss are the options for Mo/ or /Mo flagger condi removals.
Protective Spirit- This is just used to make sure you dont get spiked from massive amounts of dmg. Only used when you are in the range of a large group of foes, or an AoE caster.
Prot Spirit is good to bring on monk flaggers.
Storm Djins Haste- This is the Runners Primary Speed Skill. The great thing about this skill, is that unlike some skills that make you move 25% faster with no energy, this skill lets you move 33% faster. And scince you have +4 energy regen, instead of losing energy each second you move, you actually gain energy instead.
Good choice for a speed boost.
Revesre Hex- This is the hex Shutdown Skill. For a non-elite skill....this is the fastest hex removal skill for a monk in the game. It also helps when you are being spiked, b/c it negates the damage from the next hit,allowing you to put up your life sheath if runs dry, or any other enchants.
This can work with GoLE, so keep it or run veil instead, I guess. Veil is better against most non-SP hexes on a split.
Words of Comfort- This skill is used primarily for a fast quick heal. With a great recharge time, and no interrupt casting, it is a great healing spell to have at hand.
More RoF please.
Relase Enchantments- This skill is only used in a near wipe out situation. If you have all your enchants up at the time, this would be used as a super buffed up heal party, used to aid your team and give them a little time to get back together and regroup instead of having a TPK.
Why would you consider running this outside of maybe some weird SoMW spike, in which you still wouldn't run it.
Res Signet- Typical Hard Res.
Res Sig's not a hard res... also, this makes 9 skills...
Axe Shock Warrior:
This would be your typical High DPS warrior, using countinuous knockdowns and eviscarate to overload the opposing team with impressive amounts of dmg. Along with the Virulence Mesmer, (which is talked about below) they should both go for an opposing monk, stopping his spells with shock, using conjure lighting for added dmg and using evescirate to reduce his max health.
Going after the enemy monks constantly is a bad idea.
Beserker Stance- This is the primary skill used to charge up all the other adren skils that you will use.
Never run berserker stance.
Frenzy is good.
Penetrating blow- This is used basically as a high DPS hitter, only needing 5 adren and hitting high dmg with its 20% armor penetration. With the added dmg of conjure lighting, this attack can devestate your target pretty severly.
Executioner's > This
Live Vicariously- This is only used to heal yourself and to do as much DPS as possible, so you basically heal yourself all the time for virtually no energy cost. Even tho it puts your energy at 1 bip per second, you will only have to use conjure lightning once every minute, and shock here and there to constantly disrupt your opponents.
Healing Signet
Eviscarate- (elite) The axe warriors best firend, this skill is used to constantly hit your opponent with DW, while combing it with Axe Rake to cripple him so you can bash his brains out. With its low adren cost, this skill is a MUST have for all axe warriors.
Low adren cost? lol, but Evisc owns.
Axe Rake- The main purpose of this skill is to hit your opponent with Cripple, but it also comes in handy as a nice finisher, with that extra dmg that this skill deals.
This doesn't own. Bull's is the best snare a warrior could run.
Shock- This is the skill that you use to fustrate your opponent with knockdown. Knockdowns are a monks worst friend, and using shock as much as you can will utimatly help in killing the monk pretty fast.
Shock is good.
I only saw seven skills for that bar...
Virulence Mesmer:
No.
This is the 2nd of the high DPS Duo...
No.
and basically feeds off the warriors condition spamming and high DPS rate to help inflice dmg of his own.
No. Fragility is not good damage.
Fragility- This spell basically feeds off the warriors condition spamming and puts the monks in a futile position. Take off the conditions that the warrios spammed on me? Or take them off and suffer dmg? Either way, this spell will stop up the opposing monk, and other opposing teamates.
Monks run these skills that removed hexes. Your build is now useless.
Phantom Pain- This is just a skill that feeds off of fragility, while giving the opponent health degen at the same time.
This used to be good in casterspikes, although now Augury of Death is too good to pass up.
Shatter Delusions- This is just used to inflict dmg if your mesmer hexes are getting removed. This allows you to remove them yourself, and inflict dmg on the person at the same time.
see aboved.
Virulence (elite)- This skill is used as ANOTHER feed off of the warrior, crapping out the oppsing team member with deasise and weakness if they are suffering from a condition.
No.
Plauge touch- If you are getting knocked with conditions, Hey! Why not tranfer themto some1 else. This is a great skill to use to remove conditions from yourself, and tranfer them away to an opposing teamate.
Plague Touch is okay on warriors.
Ether Feast- This is just used for a quick fast heal, so that the monks do not have to constantly heal you.
No.
Drain Enchantment- used to gain a pretty decent amount of energy if you ever need any.
Yes.
Now, as you have probably figuried out, this build is used to shut down the opposing monks, before the opposing team has a chance to react.
I haven't seen any shutdown except for a single shock so far on a warrior with no energy.
Now, oh lord.....what do you do when that pesky other monk keeps healing the one your trying to kill? Say hello to the Blackout Ranger.
Wow, that's outdated.
This characters main objective is to shut down the other opposing monk long enough for the spike duo to kill the first one. Using condition skills, this character can aslo inflict alot of DPS too.
Crip Shot (elite)- This is the best condition skills for the ranger b/c.........it cant be blaocked or evaded. w00t w00t. Use this to cripple the monk that is getting spiked or on any other opponet so they do not run away.
You don't seem to have played the game recently, since you mentioned evade.
Blackout- This is the primary skill for this charachter. It is used to shut down one monk from healing the other, so that the spike duo can kill one monk uninterrupted. It is also good because you can keep spamming it if need be. :D
Blackout's not very good anymore.
Wasterels Worry- This skill is just used for an unsuspecting dmg that occurs out of the blue after 3 seconds. Good for a distraction, or a finisher.
No.
Distracting Shot- Dont feel like using blackout? Monks dead and you dont need blackout? then use DS to interrupt nything that seems to be slowing your team down. Use it on AoE casters scine thier skills take a LONG time to cast. BAD BAD BAD BAD to all the eles that use meteor shower in GvG.
The only eles that use meteor shower in GvG are either so bad you can actually beat them with this build or they're using glyph of sacrifice with it.
Apply poison- This skill is just used to inflict poison dmg on top of everyting else. Not muvh to say about it rlly, but it rlly helps.
Is very good.
Natures Renewal- This can be both good and bad depending on where u decide to set it up. Set it up far anough away from your casters and monks, but close enough to thier casters and monks, so you dont get screwed over by its side effects.
Don't run NR with enchantments or hexes, beyond RoF or Prot Spirit on the monks.
Gale Ele: Now.....im sure you have the question .......what if there is 3 monks??????? Well......while the warrior and the mesmer are on 1 monk, the ranger on the next monk, the Gale ele, will be crawling all over the 3rd monk, blasting him with gale and other shutdown and dmg spells.
Gale, that means air ele! This one might actually be good!
Windborne Speed- This is just used to plow ahead and get to the monk, or any other opponet, if he seems to be running away.
No. This is not 2005.
Gale- Use this spell to inflict constant knockdowns on your opponent. Also a god way to aid the flag runner if you se the opposing flag runner, and close enough to blast him.
Constant KD? lol
Iron Mist- Another Flag runner helper. This could also help the backlines, by slowing up enemy warriors on a warrior heavy team, so that your casters do not get destroyed.
No.
Stoning- This is just used to inflict quick impressive dmg on any opponent. And wth that added bonus, if your foe is weakeded, he is also knocked down.
No.
Ward against foes- Typical snare spell....and is helpful for blasting away those pesky warriors as they try to crawls through the ard towards your casters.
Yes.
Ward against Harm(elite)- this spell is used to aid your casters with additional armor, and help reduce the damage of a massive AoE spike.
No.
Archane echo- This skill is just used to echo another skill that might have a slong echarge time, or that you need to spam again.
No.
Time for the monks BEST friend on out GvG team. Say hello to the Blood Ritual Necro. The only thing this necro does is aid the monks with energy, while causing alot of energy degen to the other team. This charachter also aids with a small amount of dmg here and there.
Tell your monks to learn to manage energy and get rid of this character and run something useful.
Blood Ritual- This is used to give the monks or anyone who might need it...a fair bit of energy regen to help aid them.
Blood is Power(Elite)- More than one teamte low on energy? Use this on another teamate for some MORE energy regen. :lol:
No.
Malaise- This is just used to put down the enrgy regen by 1 point on the opposing team. This is a great skill....b/c it only gives you -1 health degen which iss WAY less severe then -1 energy regen.
Fun in hex builds, but this will get removed and interrupted a lot.
Song of Power- Used to give everyone in range energy regen. This can work very well when vsing mesmer heavy spike teams. The only downside, is that you cant do anything while your energy recharges. :?
Mesmer heavy spike teams? lol Eurospike is dead. No.
Well of Weariness- Use this if you ever see a dead body in range to screw over everyones energy on the opposing team. This can aslo be good for spike heavy spam teams, b/c either they will be forced out of range, to avaoid the energy degen, so that you will have time to regroup, or they will hav -1 energy degen, which will screw over thier energy, so you can move in and take them down.
No.
Mark of Pain- Good version of a necro non elite AoE dmg spell. With this spell target the foe that is being punded on the most, and is in the closest range of everyone to get the full effect.
No.
Shadow of Fear- use this to slow down the enemy melee attackers, so that you have time to get rid of them before they melee you to death.
Okay.
Now...time for the floor of the GvG teams......the monks.....now keep in mind, these monks might not be lite other monks that you have seen builds for b4, but I think if used correctly would fair pretty well.
You are probably wrong. The top level players have ran pretty much ever build they could, and they run the ones they do because they are the best options.
ED Heal Monk: the main pourose of this monk is to constantly heal all the time, while using energy drain, to sap up more enrgy to use, so that you dont run out.
Healing....
Orioson of healing- Your typical healing spell, used to heal for a good amount and it has a fast recharge time.
No.
Heal other- This is a GREAT healing spell...with a SUPER FAST recharge time, used to heal for massive amounts of health. only downside is that you cant use it on yourself.
This is fine.
Healing Whisper- This is a good healing spell that costs minimal energy to use, with a pretty fast recharge time. use it for a good quick heal.
No.
Divine healing- Use this in replace for Heal party. At max divine favor, this spell will heal all party members in the area for 210 points, for only 10 energy. Keep in mind tho, only use this in near wipout situations, b/c it has a long 30 second recharge time.
No.
Energy Drain- (elite)- This monks primary source for energy managment, this spell alows the monk to cast high energy spells, while still being able to manage enrgy normally. use this when you think your are gonna get low on energy or getting prepared for a spike.
This is not 2005.
Holy Haste- Scince this is the only enchanmant that this monk uses...might as well make the best of it. This skill allows the monk to rapid-fire- healing spells at an amazingly fast rate, while not having to worry about it being cut short, b/c of the fact that this is the only enchant this monk uses.
No.
Signet of Devotion- What happens if you run out of energy? This signet comes in handy as a back up, no energy cost, heal, so that you will still be able to heal, while your enrgy holds up. (keep note...if this GvG build is run correctly, the BR nrcro hould prevent this from hapening. But.........in the case that he cant, this is a good backup)
Meh.
Res Signet-.............. :evil:
Never run a res on a monk, unless they're a smiter or maybe some kind of Life Barrier flagger.
RC Prot Monk
Yay, RC.
Shelding Hands- This skill is meant to be used on close range melee attackers such as assassins, or warriors, to difuse the damage that could ultimatly end up killing you.
Shield of Absorption
Protective Spirit- This spell is used on anyone and anything, just to make sure that they dont lose to much health. Also a great spell when you are being spiked with massive amounts of dmg.
Fun. Your build doesn't seem to have a Spirit Bond though... :/
Ageis- Again, this spell is used maily on low armor casters to prevent them from falling to the aggression of a melee attacker. Although the recharge is long, it is a good thing to keep in hand, in case you have a ondition spamming melee attacker.
Aegis is less amazing now, since guardian is buffed to awesomeness and you can no longer prot people halfway across the map with Aegis.
Drain Enchantment- This skill is exactly like ED, exept that you have to remove an enchantment to reicve the enrgy benifet. So dont go firing it around at anyone. Monks and dervs are almost a sure way to get energy, scince they live off of enchants.
No. Don't.
Inspired hex- A good fast way to remove some1s hex, and gain enrgy. Again, as with the DE, this only works if the ally you are targeting has a hex to begin with. Otherwise, this spell will have no effect.
Holy Veil.
Res Signet- .................ZOMFG IM NOT EXPLAIING WHAT THIS IS AGAIN lol:grin:
No.
Sp thats about the jist of the GvG build, and I hopeyou like it, b/c it seems like a pretty sturdy build to me lol.:grin:
No.
David Holtzman
17-08-2007, 21:50
The best advice I can give a new GvG player is never make your own builds. You don't know enough about the game yet to be able to see all the little holes. Go to observor, find a build you like from a top team, and play that. Focus on getting better at the game; having a build you know is good will help that.
Ryuujinx
17-08-2007, 21:51
I'll break this apart. One build at a time...
Flag Runner
Ok...I know this is not like the other flag runners that you have seen, but it runs quite nicley, and is impossible to kill. The primary purpose is to cap the flag stand, with 1 offensive skill to slow down the enemy flag runner.
Monk/Ele Flag Runner
Life Sheath (elite) -This will be uesed to negate any dmg tat comes to you, and will be the primary spell that keeps this flag runner alive from melee. This enchantment must be kept up at ALL times.
Glyph of Lesser Energy- This is just used as a back up plan if you are ever low on energy and need to use another spell or enchant.
Mend Aliment- This is the primary condition Remover....only used in this build, for its fast recharge and health giving bonus, for remaining conditions.
Protective Spirit- This is just used to make sure you dont get spiked from massive amounts of dmg. Only used when you are in the range of a large group of foes, or an AoE caster.
Storm Djins Haste- This is the Runners Primary Speed Skill. The great thing about this skill, is that unlike some skills that make you move 25% faster with no energy, this skill lets you move 33% faster. And scince you have +4 energy regen, instead of losing energy each second you move, you actually gain energy instead.
Revesre Hex- This is the hex Shutdown Skill. For a non-elite skill....this is the fastest hex removal skill for a monk in the game. It also helps when you are being spiked, b/c it negates the damage from the next hit,allowing you to put up your life sheath if runs dry, or any other enchants.
Words of Comfort- This skill is used primarily for a fast quick heal. With a great recharge time, and no interrupt casting, it is a great healing spell to have at hand.
Relase Enchantments- This skill is only used in a near wipe out situation. If you have all your enchants up at the time, this would be used as a super buffed up heal party, used to aid your team and give them a little time to get back together and regroup instead of having a TPK.
Res Signet- Typical Hard Res.
Life sheath is... ok. I'd Rather LoD, SoR or Mind Blast on the runner however. (I like the E/Rt mind blast runners...)
Don't put a res on Runners.
Damage Players.........These players would be used primarily to Deal out masive DPS at close range while being able to still hold thier own somewhat in battle, so that the monks do not have to constantly drain thier energy healing them.
Axe Shock Warrior:
This would be your typical High DPS warrior, using countinuous knockdowns and eviscarate to overload the opposing team with impressive amounts of dmg. Along with the Virulence Mesmer, (which is talked about below) they should both go for an opposing monk, stopping his spells with shock, using conjure lighting for added dmg and using evescirate to reduce his max health.
Beserker Stance- This is the primary skill used to charge up all the other adren skils that you will use.
Penetrating blow- This is used basically as a high DPS hitter, only needing 5 adren and hitting high dmg with its 20% armor penetration. With the added dmg of conjure lighting, this attack can devestate your target pretty severly.
Live Vicariously- This is only used to heal yourself and to do as much DPS as possible, so you basically heal yourself all the time for virtually no energy cost. Even tho it puts your energy at 1 bip per second, you will only have to use conjure lightning once every minute, and shock here and there to constantly disrupt your opponents.
Eviscarate- (elite) The axe warriors best firend, this skill is used to constantly hit your opponent with DW, while combing it with Axe Rake to cripple him so you can bash his brains out. With its low adren cost, this skill is a MUST have for all axe warriors.
Axe Rake- The main purpose of this skill is to hit your opponent with Cripple, but it also comes in handy as a nice finisher, with that extra dmg that this skill deals.
Conjure Lighting- Basically used to add that extra dmg on top of your already high dmg....to help inflict MASSIVE dmg on your opponent.
Shock- This is the skill that you use to fustrate your opponent with knockdown. Knockdowns are a monks worst friend, and using shock as much as you can will utimatly help in killing the monk pretty fast.
Res Signet- Typical Hard Res
Ew. Just..Ew.
Let's see, you got Conjure, Shock, Eviscerate Right.
This is a typical conjure shock axe -
Shock
Eviscerate
Agonizing Chop
Executione's Strike
Frenzy
Rush
Conjure
Rez Sig
Virulence Mesmer:
This is the 2nd of the high DPS Duo...and basically feeds off the warriors condition spamming and high DPS rate to help inflice dmg of his own.
Fragility- This spell basically feeds off the warriors condition spamming and puts the monks in a futile position. Take off the conditions that the warrios spammed on me? Or take them off and suffer dmg? Either way, this spell will stop up the opposing monk, and other opposing teamates.
Phantom Pain- This is just a skill that feeds off of fragility, while giving the opponent health degen at the same time.
Shatter Delusions- This is just used to inflict dmg if your mesmer hexes are getting removed. This allows you to remove them yourself, and inflict dmg on the person at the same time.
Virulence (elite)- This skill is used as ANOTHER feed off of the warrior, crapping out the oppsing team member with deasise and weakness if they are suffering from a condition.
Plauge touch- If you are getting knocked with conditions, Hey! Why not tranfer themto some1 else. This is a great skill to use to remove conditions from yourself, and tranfer them away to an opposing teamate.
Ether Feast- This is just used for a quick fast heal, so that the monks do not have to constantly heal you.
Drain Enchantment- used to gain a pretty decent amount of energy if you ever need any.
Res Signet- Agiain.....your typical Hard Res :?
Rez Sig is not a hard rez.
Frag is pathetic damage (woo 22 damage...)
Drop this character completely as damage. Replace it with a Hammer war, an AoM dervish..some other kind of physical.
Now, as you have probably figuried out, this build is used to shut down the opposing monks, before the opposing team has a chance to react. Now, oh lord.....what do you do when that pesky other monk keeps healing the one your trying to kill? Say hello to the Blackout Ranger.
Blackout Ranger
This characters main objective is to shut down the other opposing monk long enough for the spike duo to kill the first one. Using condition skills, this character can aslo inflict alot of DPS too.
Crip Shot (elite)- This is the best condition skills for the ranger b/c.........it cant be blaocked or evaded. w00t w00t. Use this to cripple the monk that is getting spiked or on any other opponet so they do not run away.
Blackout- This is the primary skill for this charachter. It is used to shut down one monk from healing the other, so that the spike duo can kill one monk uninterrupted. It is also good because you can keep spamming it if need be. :D
Wasterels Worry- This skill is just used for an unsuspecting dmg that occurs out of the blue after 3 seconds. Good for a distraction, or a finisher.
Distracting Shot- Dont feel like using blackout? Monks dead and you dont need blackout? then use DS to interrupt nything that seems to be slowing your team down. Use it on AoE casters scine thier skills take a LONG time to cast. BAD BAD BAD BAD to all the eles that use meteor shower in GvG.
Apply poison- This skill is just used to inflict poison dmg on top of everyting else. Not muvh to say about it rlly, but it rlly helps.
Natures Renewal- This can be both good and bad depending on where u decide to set it up. Set it up far anough away from your casters and monks, but close enough to thier casters and monks, so you dont get screwed over by its side effects.
Res Signet- Do I even have to say what this is again?
NR.. bad for monks. NR means they can't pre-vel or use alot of their good Prots. (like SoA and Guardian) Wastrel's on a Ranger.. bad. Blackout is allright on a ranger, but.. just run a cripshot :/
R/Mo
Cripshot
D-Shot
Savage Shot
Apply Poison
Mendin TOuch
Natrual
Trolls
Rez Sig
Gale Ele: Now.....im sure you have the question .......what if there is 3 monks??????? Well......while the warrior and the mesmer are on 1 monk, the ranger on the next monk, the Gale ele, will be crawling all over the 3rd monk, blasting him with gale and other shutdown and dmg spells.
Windborne Speed- This is just used to plow ahead and get to the monk, or any other opponet, if he seems to be running away.
Gale- Use this spell to inflict constant knockdowns on your opponent. Also a god way to aid the flag runner if you se the opposing flag runner, and close enough to blast him.
Iron Mist- Another Flag runner helper. This could also help the backlines, by slowing up enemy warriors on a warrior heavy team, so that your casters do not get destroyed.
Stoning- This is just used to inflict quick impressive dmg on any opponent. And wth that added bonus, if your foe is weakeded, he is also knocked down.
Ward against foes- Typical snare spell....and is helpful for blasting away those pesky warriors as they try to crawls through the ard towards your casters.
Ward against Harm(elite)- this spell is used to aid your casters with additional armor, and help reduce the damage of a massive AoE spike.
Archane echo- This skill is just used to echo another skill that might have a slong echarge time, or that you need to spam again.
Res Signet- Arrggghhhh...damn res sig........we all know what this is.... :x
L.M.A.O.
Ward against HARM?! ffs it's an elite watch yourself.
Run a b-surge here.
Blinding Surge
L.Orb (assist spike)
Draw Conditions
Gale
Ward Vs Melee
Ward Vs Foes
Air Attunement
Rez Sig
Time for the monks BEST friend on out GvG team. Say hello to the Blood Ritual Necro. The only thing this necro does is aid the monks with energy, while causing alot of energy degen to the other team. This charachter also aids with a small amount of dmg here and there.
Blood Ritual- This is used to give the monks or anyone who might need it...a fair bit of energy regen to help aid them.
Blood is Power(Elite)- More than one teamte low on energy? Use this on another teamate for some MORE energy regen. :lol:
Malaise- This is just used to put down the enrgy regen by 1 point on the opposing team. This is a great skill....b/c it only gives you -1 health degen which iss WAY less severe then -1 energy regen.
Song of Power- Used to give everyone in range energy regen. This can work very well when vsing mesmer heavy spike teams. The only downside, is that you cant do anything while your energy recharges. :?
Well of Weariness- Use this if you ever see a dead body in range to screw over everyones energy on the opposing team. This can aslo be good for spike heavy spam teams, b/c either they will be forced out of range, to avaoid the energy degen, so that you will have time to regroup, or they will hav -1 energy degen, which will screw over thier energy, so you can move in and take them down.
Mark of Pain- Good version of a necro non elite AoE dmg spell. With this spell target the foe that is being punded on the most, and is in the closest range of everyone to get the full effect.
Shadow of Fear- use this to slow down the enemy melee attackers, so that you have time to get rid of them before they melee you to death.
Um. Wow. Necro hexers suck outside of hexway. It's sad, but true. You already have melee control with the cripshot and B-surge, make this a MoR mes...
Mantra of Recovery
Shame
Diversion
P. LEak
P. Drain
Drain Enchant
Shatter Enchant
Res Chant (this is a hard rez, hard rezes can be used more then once without a morale boost)
Now...time for the floor of the GvG teams......the monks.....now keep in mind, these monks might not be lite other monks that you have seen builds for b4, but I think if used correctly would fair pretty well.
ED Heal Monk: the main pourose of this monk is to constantly heal all the time, while using energy drain, to sap up more enrgy to use, so that you dont run out.
Orioson of healing- Your typical healing spell, used to heal for a good amount and it has a fast recharge time.
Heal other- This is a GREAT healing spell...with a SUPER FAST recharge time, used to heal for massive amounts of health. only downside is that you cant use it on yourself.
Healing Whisper- This is a good healing spell that costs minimal energy to use, with a pretty fast recharge time. use it for a good quick heal.
Divine healing- Use this in replace for Heal party. At max divine favor, this spell will heal all party members in the area for 210 points, for only 10 energy. Keep in mind tho, only use this in near wipout situations, b/c it has a long 30 second recharge time.
Energy Drain- (elite)- This monks primary source for energy managment, this spell alows the monk to cast high energy spells, while still being able to manage enrgy normally. use this when you think your are gonna get low on energy or getting prepared for a spike.
Holy Haste- Scince this is the only enchanmant that this monk uses...might as well make the best of it. This skill allows the monk to rapid-fire- healing spells at an amazingly fast rate, while not having to worry about it being cut short, b/c of the fact that this is the only enchant this monk uses.
Signet of Devotion- What happens if you run out of energy? This signet comes in handy as a back up, no energy cost, heal, so that you will still be able to heal, while your enrgy holds up. (keep note...if this GvG build is run correctly, the BR nrcro hould prevent this from hapening. But.........in the case that he cant, this is a good backup)
Res Signet-.............. :evil:
Your monk sucks. Yes, sorry but it does.
No infuse, what are you going to do about spikes? LoD/Infuse -
Light of Deliverance
Infuse Health
Dwayna's Kiss
Reversal of Fortune
Prot Spirit
Holy Veil
DIsmiss Condition/Words
Return
RC Prot Monk
Restore Condition(elite) basically why this monk is called an 'RC' this is the main ground of this monks build. Use this to remove al conditions from a target foe, while healing him in the process.
Shelding Hands- This skill is meant to be used on close range melee attackers such as assassins, or warriors, to difuse the damage that could ultimatly end up killing you.
Protective Spirit- This spell is used on anyone and anything, just to make sure that they dont lose to much health. Also a great spell when you are being spiked with massive amounts of dmg.
Ageis- Again, this spell is used maily on low armor casters to prevent them from falling to the aggression of a melee attacker. Although the recharge is long, it is a good thing to keep in hand, in case you have a ondition spamming melee attacker.
Drain Enchantment- This skill is exactly like ED, exept that you have to remove an enchantment to reicve the enrgy benifet. So dont go firing it around at anyone. Monks and dervs are almost a sure way to get energy, scince they live off of enchants.
Inspired hex- A good fast way to remove some1s hex, and gain enrgy. Again, as with the DE, this only works if the ally you are targeting has a hex to begin with. Otherwise, this spell will have no effect.
Res Signet- .................ZOMFG IM NOT EXPLAIING WHAT THIS IS AGAIN lol:grin:
No Rez on monks. Period.
No GOH on a prot bar? Only one aegis int he entire build makes it pointless to have that...
If you insist on running an RC, use something like
RC
Gift of Health
RoF
Shield of Absoprtion
Holy Veil
Spirit Bond
Dark Escape
Return
otherwise use an SoD monk.
Crabby Mc Motherclaws
18-08-2007, 12:34
epic troll!
happy feet
18-08-2007, 14:17
Ok.....After Numerous searches around, I have thought of a good GvG build that would suit the team nicley as long as it was run correctly. It would be able to be spilt 4/4 which proves it is a very versatile build to run. So ima put it down now. Keep in mind........I have no attributes posted here...only skills and how they work.....u can work out the atts. yoursef, scince im sure u will know them better than me. This build is a condition spamming heavy build, that always tries to take out the monks first. All the spells feed off of eachother causing quite a bit of dmg and chaos. This build is also able to shut down 3 monks at a time, and deal impressive dmg even with the opposing monks healing th enemy team(if they arent dead). So here it is. Credit: ME :D
Flag Runner
Ok...I know this is not like the other flag runners that you have seen, but it runs quite nicley, and is impossible to kill. The primary purpose is to cap the flag stand, with 1 offensive skill to slow down the enemy flag runner.
Monk/Ele Flag Runner
Life Sheath (elite) -This will be uesed to negate any dmg tat comes to you, and will be the primary spell that keeps this flag runner alive from melee. This enchantment must be kept up at ALL times.
Glyph of Lesser Energy- This is just used as a back up plan if you are ever low on energy and need to use another spell or enchant.
Mend Aliment- This is the primary condition Remover....only used in this build, for its fast recharge and health giving bonus, for remaining conditions.
Protective Spirit- This is just used to make sure you dont get spiked from massive amounts of dmg. Only used when you are in the range of a large group of foes, or an AoE caster.
Storm Djins Haste- This is the Runners Primary Speed Skill. The great thing about this skill, is that unlike some skills that make you move 25% faster with no energy, this skill lets you move 33% faster. And scince you have +4 energy regen, instead of losing energy each second you move, you actually gain energy instead.
Revesre Hex- This is the hex Shutdown Skill. For a non-elite skill....this is the fastest hex removal skill for a monk in the game. It also helps when you are being spiked, b/c it negates the damage from the next hit,allowing you to put up your life sheath if runs dry, or any other enchants.
Words of Comfort- This skill is used primarily for a fast quick heal. With a great recharge time, and no interrupt casting, it is a great healing spell to have at hand.
Relase Enchantments- This skill is only used in a near wipe out situation. If you have all your enchants up at the time, this would be used as a super buffed up heal party, used to aid your team and give them a little time to get back together and regroup instead of having a TPK.
Res Signet- Typical Hard Res.
Damage Players.........These players would be used primarily to Deal out masive DPS at close range while being able to still hold thier own somewhat in battle, so that the monks do not have to constantly drain thier energy healing them.
Axe Shock Warrior:
This would be your typical High DPS warrior, using countinuous knockdowns and eviscarate to overload the opposing team with impressive amounts of dmg. Along with the Virulence Mesmer, (which is talked about below) they should both go for an opposing monk, stopping his spells with shock, using conjure lighting for added dmg and using evescirate to reduce his max health.
Beserker Stance- This is the primary skill used to charge up all the other adren skils that you will use.
Penetrating blow- This is used basically as a high DPS hitter, only needing 5 adren and hitting high dmg with its 20% armor penetration. With the added dmg of conjure lighting, this attack can devestate your target pretty severly.
Live Vicariously- This is only used to heal yourself and to do as much DPS as possible, so you basically heal yourself all the time for virtually no energy cost. Even tho it puts your energy at 1 bip per second, you will only have to use conjure lightning once every minute, and shock here and there to constantly disrupt your opponents.
Eviscarate- (elite) The axe warriors best firend, this skill is used to constantly hit your opponent with DW, while combing it with Axe Rake to cripple him so you can bash his brains out. With its low adren cost, this skill is a MUST have for all axe warriors.
Axe Rake- The main purpose of this skill is to hit your opponent with Cripple, but it also comes in handy as a nice finisher, with that extra dmg that this skill deals.
Conjure Lighting- Basically used to add that extra dmg on top of your already high dmg....to help inflict MASSIVE dmg on your opponent.
Shock- This is the skill that you use to fustrate your opponent with knockdown. Knockdowns are a monks worst friend, and using shock as much as you can will utimatly help in killing the monk pretty fast.
Res Signet- Typical Hard Res
Virulence Mesmer:
This is the 2nd of the high DPS Duo...and basically feeds off the warriors condition spamming and high DPS rate to help inflice dmg of his own.
Fragility- This spell basically feeds off the warriors condition spamming and puts the monks in a futile position. Take off the conditions that the warrios spammed on me? Or take them off and suffer dmg? Either way, this spell will stop up the opposing monk, and other opposing teamates.
Phantom Pain- This is just a skill that feeds off of fragility, while giving the opponent health degen at the same time.
Shatter Delusions- This is just used to inflict dmg if your mesmer hexes are getting removed. This allows you to remove them yourself, and inflict dmg on the person at the same time.
Virulence (elite)- This skill is used as ANOTHER feed off of the warrior, crapping out the oppsing team member with deasise and weakness if they are suffering from a condition.
Plauge touch- If you are getting knocked with conditions, Hey! Why not tranfer themto some1 else. This is a great skill to use to remove conditions from yourself, and tranfer them away to an opposing teamate.
Ether Feast- This is just used for a quick fast heal, so that the monks do not have to constantly heal you.
Drain Enchantment- used to gain a pretty decent amount of energy if you ever need any.
Res Signet- Agiain.....your typical Hard Res :?
Now, as you have probably figuried out, this build is used to shut down the opposing monks, before the opposing team has a chance to react. Now, oh lord.....what do you do when that pesky other monk keeps healing the one your trying to kill? Say hello to the Blackout Ranger.
Blackout Ranger
This characters main objective is to shut down the other opposing monk long enough for the spike duo to kill the first one. Using condition skills, this character can aslo inflict alot of DPS too.
Crip Shot (elite)- This is the best condition skills for the ranger b/c.........it cant be blaocked or evaded. w00t w00t. Use this to cripple the monk that is getting spiked or on any other opponet so they do not run away.
Blackout- This is the primary skill for this charachter. It is used to shut down one monk from healing the other, so that the spike duo can kill one monk uninterrupted. It is also good because you can keep spamming it if need be. :D
Wasterels Worry- This skill is just used for an unsuspecting dmg that occurs out of the blue after 3 seconds. Good for a distraction, or a finisher.
Distracting Shot- Dont feel like using blackout? Monks dead and you dont need blackout? then use DS to interrupt nything that seems to be slowing your team down. Use it on AoE casters scine thier skills take a LONG time to cast. BAD BAD BAD BAD to all the eles that use meteor shower in GvG.
Apply poison- This skill is just used to inflict poison dmg on top of everyting else. Not muvh to say about it rlly, but it rlly helps.
Natures Renewal- This can be both good and bad depending on where u decide to set it up. Set it up far anough away from your casters and monks, but close enough to thier casters and monks, so you dont get screwed over by its side effects.
Res Signet- Do I even have to say what this is again?
Gale Ele: Now.....im sure you have the question .......what if there is 3 monks??????? Well......while the warrior and the mesmer are on 1 monk, the ranger on the next monk, the Gale ele, will be crawling all over the 3rd monk, blasting him with gale and other shutdown and dmg spells.
Windborne Speed- This is just used to plow ahead and get to the monk, or any other opponet, if he seems to be running away.
Gale- Use this spell to inflict constant knockdowns on your opponent. Also a god way to aid the flag runner if you se the opposing flag runner, and close enough to blast him.
Iron Mist- Another Flag runner helper. This could also help the backlines, by slowing up enemy warriors on a warrior heavy team, so that your casters do not get destroyed.
Stoning- This is just used to inflict quick impressive dmg on any opponent. And wth that added bonus, if your foe is weakeded, he is also knocked down.
Ward against foes- Typical snare spell....and is helpful for blasting away those pesky warriors as they try to crawls through the ard towards your casters.
Ward against Harm(elite)- this spell is used to aid your casters with additional armor, and help reduce the damage of a massive AoE spike.
Archane echo- This skill is just used to echo another skill that might have a slong echarge time, or that you need to spam again.
Res Signet- Arrggghhhh...damn res sig........we all know what this is.... :x
Time for the monks BEST friend on out GvG team. Say hello to the Blood Ritual Necro. The only thing this necro does is aid the monks with energy, while causing alot of energy degen to the other team. This charachter also aids with a small amount of dmg here and there.
Blood Ritual- This is used to give the monks or anyone who might need it...a fair bit of energy regen to help aid them.
Blood is Power(Elite)- More than one teamte low on energy? Use this on another teamate for some MORE energy regen. :lol:
Malaise- This is just used to put down the enrgy regen by 1 point on the opposing team. This is a great skill....b/c it only gives you -1 health degen which iss WAY less severe then -1 energy regen.
Song of Power- Used to give everyone in range energy regen. This can work very well when vsing mesmer heavy spike teams. The only downside, is that you cant do anything while your energy recharges. :?
Well of Weariness- Use this if you ever see a dead body in range to screw over everyones energy on the opposing team. This can aslo be good for spike heavy spam teams, b/c either they will be forced out of range, to avaoid the energy degen, so that you will have time to regroup, or they will hav -1 energy degen, which will screw over thier energy, so you can move in and take them down.
Mark of Pain- Good version of a necro non elite AoE dmg spell. With this spell target the foe that is being punded on the most, and is in the closest range of everyone to get the full effect.
Shadow of Fear- use this to slow down the enemy melee attackers, so that you have time to get rid of them before they melee you to death.
Now...time for the floor of the GvG teams......the monks.....now keep in mind, these monks might not be lite other monks that you have seen builds for b4, but I think if used correctly would fair pretty well.
ED Heal Monk: the main pourose of this monk is to constantly heal all the time, while using energy drain, to sap up more enrgy to use, so that you dont run out.
Orioson of healing- Your typical healing spell, used to heal for a good amount and it has a fast recharge time.
Heal other- This is a GREAT healing spell...with a SUPER FAST recharge time, used to heal for massive amounts of health. only downside is that you cant use it on yourself.
Healing Whisper- This is a good healing spell that costs minimal energy to use, with a pretty fast recharge time. use it for a good quick heal.
Divine healing- Use this in replace for Heal party. At max divine favor, this spell will heal all party members in the area for 210 points, for only 10 energy. Keep in mind tho, only use this in near wipout situations, b/c it has a long 30 second recharge time.
Energy Drain- (elite)- This monks primary source for energy managment, this spell alows the monk to cast high energy spells, while still being able to manage enrgy normally. use this when you think your are gonna get low on energy or getting prepared for a spike.
Holy Haste- Scince this is the only enchanmant that this monk uses...might as well make the best of it. This skill allows the monk to rapid-fire- healing spells at an amazingly fast rate, while not having to worry about it being cut short, b/c of the fact that this is the only enchant this monk uses.
Signet of Devotion- What happens if you run out of energy? This signet comes in handy as a back up, no energy cost, heal, so that you will still be able to heal, while your enrgy holds up. (keep note...if this GvG build is run correctly, the BR nrcro hould prevent this from hapening. But.........in the case that he cant, this is a good backup)
Res Signet-.............. :evil:
RC Prot Monk
Restore Condition(elite) basically why this monk is called an 'RC' this is the main ground of this monks build. Use this to remove al conditions from a target foe, while healing him in the process.
Shelding Hands- This skill is meant to be used on close range melee attackers such as assassins, or warriors, to difuse the damage that could ultimatly end up killing you.
Protective Spirit- This spell is used on anyone and anything, just to make sure that they dont lose to much health. Also a great spell when you are being spiked with massive amounts of dmg.
Ageis- Again, this spell is used maily on low armor casters to prevent them from falling to the aggression of a melee attacker. Although the recharge is long, it is a good thing to keep in hand, in case you have a ondition spamming melee attacker.
Drain Enchantment- This skill is exactly like ED, exept that you have to remove an enchantment to reicve the enrgy benifet. So dont go firing it around at anyone. Monks and dervs are almost a sure way to get energy, scince they live off of enchants.
Inspired hex- A good fast way to remove some1s hex, and gain enrgy. Again, as with the DE, this only works if the ally you are targeting has a hex to begin with. Otherwise, this spell will have no effect.
Res Signet- .................ZOMFG IM NOT EXPLAIING WHAT THIS IS AGAIN lol:grin:
Sp thats about the jist of the GvG build, and I hopeyou like it, b/c it seems like a pretty sturdy build to me lol.:grin:
AHHHHHHHH >< OMFG WTF ZOMG -_- :< LEARN2PLAY!!!!!!!!!!!!
(sorry couldn't resist)
But kidding aside were you intoxicated at the time of creating this build???
I'll start from the beginning...
Flag Runner - WTF Life sheath??? you don't have anything to counter the opposing flagger aside from body blocking, mending touch > mend ailment, holy veil > reverse hex, everything > prot spirit (I have no idea what you were thinking here, this is a wasted slot...) res sig is not a hard res....
Ranger - ?????? blackout disables all of your skills for 8 seconds so are you just running around aimlessly during this time????
Shock axe - I thought i was looking at a SF stance tanks build for farming at first with live vicaorsly at first, then I realized WTF this is a W/E/Mo???? get back to me when you manage to get to work ok????
Necro - O yes how orignal......
Ele - Pointless.......
Monks - UGGGGHHH heal other sucks, and your rc has 7 skills listed... was that planned??
Your build is bad.
I'll let the previous posters explain why.
wow..................................no words.....just run that and critque yourself.....
Parker Bsb
28-08-2007, 20:24
When you post a build post the attribs associated - I suggest using gwshack or some other program to ensure you don't make mistakes (ie the 3 class bar).
I won't critique the build because others have mersilessly done that already however what David said is a gem of advice given for free - watch observer mode and go from there.
Ok, i am bored at work so i will critique your build and try to be nice about it :)
Flag Runner
Life Sheath (elite) What can i say, other than awful
Glyph of Lesser Energy- GOOD!
Mend Aliment- ehhh not so good
Protective Spirit- BAED
Storm Djins Haste- fine
Revesre Hex- fine
Words of Comfort- BAED
Relase Enchantments- BAED
Res Signet- Typical Hard Res. ???? If you dont know the difference between a hard res and a soft rez or a resurrection signet its highly likely you should probably not try to make your own build yet
This runner is super bad, life sheath and PS do not compliment each other, it has no snares and no defense other than heals... its very awfull
Damage Players
Axe Shock Warrior:
Beserker Stance- REALLY BAD....
Penetrating blow- decent, there are better choices.. ex. executioners
Live Vicariously- NO NO NO NO NO, if you need a heal bring heal sig.
Eviscarate- (elite) YES! One of the best elites in the game
Axe Rake- Has its uses... but not here!!!!
Conjure Lighting- its OK..
Shock- Good...
Res Signet- Typical Hard Res NOT A HARD REZ...
Where is the bulls strike??? How is this a /mo and /e????
Virulence Mesmer:
Fragility- dont have enough hexes or conditions in the build to use this well
Phantom Pain- deep wound go go
Shatter Delusions- deep wound go go
Virulence (elite)- - yeah! degen...
Plauge touch- and while you are getting trained by diseased warriors is this going to help?
Ether Feast- Ewwwwwww BAED
Drain Enchantment- fine
Res Signet- see previous comments
Blackout Ranger
Crip Shot (elite)- GOOD!
Blackout- old school... but whatever
Wasterels Worry- WTF is this on a ranger for? BADDDDDDDDDDDD
Distracting Shot- GREAT
Apply poison- GREAT
Natures Renewal- ??????? WHY??? YOU ARE USING HEXES!!!!!!!!!!
Res Signet-
8th skill i will add it for you
Savage shot-GREAT
Gale Ele:
Windborne Speed- are you running FC air spike? Why not storm djinns?
Gale- YEAH!
Iron Mist- BOOOOO Why???
Stoning- Ewwww
Ward against foes- Fine
Ward against Harm(elite)- EWWWWWWWW
Archane echo- WHY?????
Res Signet-
This char is doing like 4 different things and doing 0 of them well... Its specced into water for ward against harm, earth for the other wards, air for gale and speed buff and then e-storage too... WTF if archane echo for? This car serves no purpose in the overall build and is really adding nothing.
Blood Ritual Necro.
Blood Ritual- WHY? YOU HAVE BIP!!!!!
Blood is Power(Elite)- fine...
Malaise- why? you have no other e-denial in the build
Song of Power- this skill is so bad i dont even know what it does
Well of Weariness- EWWWWW BAD BAD BAD
Mark of Pain- ok
Shadow of Fear- ok
What hex are you using to cover mark of pain and shadow of fear? WHY WHY WHY ARE YOU RUNNING NATURES RENEWAL WHEN YOU ARE RUNNING HEXES AND ENCHANTMENTS???
Do you know that NR makes hexes and enchants take 2x as long to cast and 2x as much energy to maintain? AKA live vicariously gives your warrior 0 energy regen... all these hexes are going to take a month to case.... etc etc etc etc
ED Heal Monk:
Orioson of healing-
Heal other-
Healing Whisper-
Divine healing-
Energy Drain- (elite)-
Holy Haste-
Signet of Devotion-
Res Signet-.............. :evil:
This bar is not good at all so i will comment on it as a whole.
1)Res sig on monk... if your monk and the rest of the team is doing their job the DO NOT need a sig. e-drain is not good on anything but a mesmer with really high inspiration then it is still arguably baed. Your choice of heals is also rather poor, and this monk lacks any condy removal or hex removal
RC Prot Monk
Restore Condition(elite)
Shelding Hands-
Protective Spirit-
Ageis-
Drain Enchantment-
Inspired hex-
Res Signet-
RC monk needs small prots too like rof guardian etc... AEGIS UNDER NR??? we talked about this already... SUPER BAD... drain enchant is terrible for monks now... long cast time and 15 e-cost.... inspired hex???? you have 1 whole hex removal in the entire build... you are going to need more than this... no rez sig.... etc etc etc
Sp thats about the jist of the GvG build, and I hopeyou like it, b/c it seems like a pretty sturdy build to me lol.:grin:
This build is about as sturdy as a piece of wet toilet paper lol. You really need to look for skills that snyergize well together...
as in NR= minimal # of enchants and like 0 hexes...
push b and look at what good monks are actually running... they run those bars for a reason (there is no need to reinvent the wheel)
etc etc etc
thats as nice as it gets....
B Ephekt
29-08-2007, 00:49
This is an epic build for an epic thread.
Please do yourself and favor and take David and Wet's advice. If you feel offended by the posts in this thread, just let it go and take the good advice.
the ettins kiss
29-08-2007, 08:25
I wish there where more threads like this, I enjoyed reading all of it. It was both painfull and enlightning.
Wow wtf is this. Use observer please.
Wow wtf is this. Use observer please.
This build is about as sturdy as a piece of wet toilet paper lol.
I haven't seen any shutdown except for a single shock so far on a warrior with no energy
ROFL!
Seriously wet one did a great job of telling you what is good and wrong with this build. I have nothing to add really.
Live vicariously under nr made me smile :)
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