GW BuildsBase

http://www.guildwars.com
User avatar
Syes Mattus
baronet
baronet
Posts: 1051
Joined: Wed 15 Jun, 2005 18:08
Location: In a Castle
Contact:

GW BuildsBase

Postby Syes Mattus » Sat 15 Oct, 2005 17:53

Born here.

So here it is. To explain this thread briefly, it’s purpose is to house a selection of simple, effective builds that can be used in PvP from Random Arenas to Tombs, stopping off at Droknar’s and the Guild Hall in between. Ideally, somebody should be able to train using the build in randoms, take the same character to practice combining with others in team arenas, before unleashing a fully prepared and tested assault on GvG and Tombs. This is not intended to replace Guild efforts such as WOR Hunters, just to provide a viable and easily accessible alternative.

Anybody is welcome (and encouraged!) to develop their own builds and add it to this thread, but I ask that they follow the following rules:

1. The build must be self-contained. Any build that requires a friend with a specific skill, or type of skill, does not belong here. Obviously healing etc is not covered by this rule; we’ll assume a friendly monk will come along.

2. The build must be usable in any form of PvP. A player should be able to practice in random arenas, and then take exactly the same build into GvG.

3. Give every possible detail when posting. Skill choice, usage, attributes runes  - even preferred weapon. If you have to make a decision when creating the character, post what you think the answer should be. Follow my format if you like, but I won’t get upset if you don’t.

4. Don’t spam. Whether it’s builds or comments lets keep this thread streamlined and user friendly. I’m sure we all tried many, many PvP builds that worked well, but the idea here is to make sure we have the best, and that they are always useful. Which leads to…..

5. IT MUST BE TESTED! The idea is anybody can pick this up and know it will work. If you think a build is great, don’t tell us, take it to arenas and play with it, kill with it and win with it. When you’ve got to team arenas via 10 consecutive wins and are happy with every single skill, then come post it.


There you have it. I hope people find this a worthwhile project, both for their personal PvP pleasure and the advancement of the Guild. The last thing I’d like to say is that, unless there are objections, I intend to moderate this thread quite heavily to keep it as usable as possible. I may edit comments posted into the relevant build post, and delete anything that becomes obsolete. If it still becomes unwieldy, then we’ll look at better options.

Enjoy,

Syes.
Image

User avatar
Syes Mattus
baronet
baronet
Posts: 1051
Joined: Wed 15 Jun, 2005 18:08
Location: In a Castle
Contact:

Postby Syes Mattus » Sat 15 Oct, 2005 17:55

Holy Hammer

A simple hammer build based on a knockdown chain ending in holy strike for nice damage. It is very similar to aftershock hammer builds in effect, but cheaper on energy, and focused on one target.

W/Mo

Strength 8+1
Hammer 10+1+3
Smite 12
+ vigor & absorption runes

Hammer +1 Helm
Gladiator chest
Gladiator legs
Stonefist gloves
Knight’s boots

-Furious Hammer of Defence

Sprint
Irresistible blow
Berserker Stance
Earthshaker/Devastating Hammer{E}
Crushing Blow
Hammer Bash
Holy Strike
Res sig.

Usage notes:

Charge in, use Berserker Stance to fuel hammer adrenal skills, then let rip with combo all the way through to Holy Strike, with an Irresistible to finish if necessary. Irresistible is great against those who evade/block your knockdowns, sprint keeps you in contact to keep attacking. Be careful not to waste Berserker’s by activating an unnecessary skill at the wrong time, and make sure you time the knockdown-knocked down effect skill combo right. A little practice and you should get the hang of activating the next skill whilst the current is in progress. Get it right, and your target will take a lot of damage without being able to reply. Without outside intervention, it is possible to kill a target with a single good combo.

On the choice of Earthshaker/Devastating, it is mostly down to personal choice, as they both have similar adrenaline costs. I prefer Earthshaker for the possibility of collateral kd’s, but the weakness effect of Devastating is also useful. It can of course be used with heavy blow instead of hammer bash to produce the second kd, but I prefer the reliability of hammer bash. Used in the chain correctly, the ‘lose all adrenaline’ effect is a very minor thing.

Strengths: The kd chain both shuts down and provides a very good damage spike. Holy Strike is cheap and armour ignoring.

Weaknesses: The same as any warrior but multiplied. A missed/evaded attack is always annoying, but if that attack is Earthshaker…. Also, the lack of a shield makes him more vulnerable than the average wamo.

Combine with: Anything. There is almost always a place for a good hammer war. A team that provides good condition removal is a major help, as is enchantment removal for those evil block/evade effect, and snares to keep him close to targets.
Last edited by Syes Mattus on Sat 15 Oct, 2005 19:42, edited 1 time in total.
Image

User avatar
Syes Mattus
baronet
baronet
Posts: 1051
Joined: Wed 15 Jun, 2005 18:08
Location: In a Castle
Contact:

Postby Syes Mattus » Sat 15 Oct, 2005 17:57

Expert Touch

This build heavily abuses the necro ‘skill’ skills, Touch of Agony, Vampiric Touch, and Plague Touch, which all benefit from reduced energy cost via Expertise.

R/N

Expertise 10+1+3
Wilderness Survival 8+1
Blood Magic 12
+ vigor rune

Expertise mask
Full Druids (maybe elemental chest of choice)

-Defensive Blood Staff of Defence

Touch of Agony
Vampiric Touch
Plague Touch
Offering of Blood {E}
Blood Renewal
Whirling Defence
Storm Chaser
Res Sig.

Usage Notes:

With recharge times of 3 and 2 seconds respectively, and cost of 2 and 6 energy at Expertise 14, Agony and Vampiric can be spammed almost constantly. When you do finally run out of energy (which only happens if you spam all the time), hit Offering to boost you right back up. Use Storm Chaser to catch your victim/run from trouble, Whirling when under unwanted attention, and Blood Renewal if you’re actually managing to take damage. Plague Touch is self-explanatory (and awesome versus trappers).

Strengths: The two main damage dealers, Agony and Vampiric, both ignore armour. Warriors die as fast as everyone else. Also, there are very few natural counters to this build. There is no need to ‘attack’, so block and evade abilities are useless, as are spells such as empathy. Similarly, you use very few spells, so Backfire etc and most interrupts are again an exercise in futility. With Whirling and life stealing, this is a tough build to kill, especially when armour + staff gives base 80 armour.

Weaknesses: Few. Obviously the need to get up close and personal is less than preferable, but well worth it. In testing, the greatest weakness I’ve found is against health degen. hexes, but a good monk cancels that out. Timing your stance usage, and watching how much you use Agony when at lower health counters most problems.

Combine With: Shutdown builds. This build is very capable of dealing out consistent damage, and staying alive whilst doing so, but lacks in spiking and disruption power. One-on-one against healer, is simply a matter of who can keep going the longest. Ideally, you should team this up with interrupters and energy drainers, so your damage can be used to full effect. Another possibility is a death necro with Dark Aura, to really max out your damage output (when using Agony, renewal or Offering). This build could work well with multiple copies, in an iway or air spiker kind of way; particularly if you bring the Dark Aura death necro. 3 x touch of Agony anyone ? :P
Image

User avatar
Syes Mattus
baronet
baronet
Posts: 1051
Joined: Wed 15 Jun, 2005 18:08
Location: In a Castle
Contact:

Postby Syes Mattus » Sat 15 Oct, 2005 17:58

Prot-Boon Spammer

Hard to write a textbook monk, as there are too many possible combinations. This one’s main strength is its versatility, providing good protective abilities with decent spot healing and excellent energy management.

Mo/Me

Divine Favour 11+1+1
Protection Prayers 10+1
Inspiration 10
+ vigor rune.

Divine scalp
+5 el armour chest
Rest tattoos

-Insightful Holy Staff of Defence or Enchantment (20/20 protection prayers version)

Reversal of Fortune
Mend Ailment
Guardian
Protective Spirit/Aegis/Shielding Hands
Energy Drain {E}
Inspired Hex
Channelling
Divine Boon

Usage Notes:

Very, very straight forward to use. Apply Divine Boon, then spam RoF, Mend and Guardian as necessary. RoF against spike attacks, mend against conditions (obviously), and Guardian against people suffering from warrior/ranger love. Use Energy Drain as often as you can, preferably against suitable enemies, Inspired Hex as required, and Channelling whenever enemies are close. Even 1 enemy within channelling range effectively equates to a 20% reduction in energy usage on almost all your spells. With team using effective target calling, you’ll be surprised at how many times you can stand unmolested in a group of enemies and spam cast for ever with Channelling running. If you are the target, then pray they have lots of warriors. Warriors standing around you + Channelling and Guardian can be quite amusing.

For spell choice 4, any of the stated is good, but obviously have different uses. Aegis is a fine choice in the current iway meta-game, Prot Spirits > spikers, and Shielding hands is always useful, but with a painfully slow recharge that doesn’t really fit the spamability of the build as a whole.

Strengths: Good defence against almost all attack types. RoF > Spike damage, Guardian > attacks. Spamability means you can quickly apply your skills to whoever the next target is, as opposed to some long recharge abilities that are wasted by a quick target switch. Remember, with divine Boon running, each monk skill heals for ~100 before any of the spells own affects apply. RoF can be worth about ~200 health for only 7 energy.

Weaknesses: Lacks in all out healing power, but usually won’t be a problem in an 8 man team as combines well with a full healer. Hexes can be a problem, with the only hex removal, inspired hex, effectively having a 20 sec recharge. Try and ensure that the team has more consistent hex removal than that.

Combines with: Any team that needs healing/protection, so anybody. Ideally combine with an all-out power healer (or two).
Image

User avatar
Syes Mattus
baronet
baronet
Posts: 1051
Joined: Wed 15 Jun, 2005 18:08
Location: In a Castle
Contact:

Postby Syes Mattus » Sat 15 Oct, 2005 17:59

Cursed Earth
A classic Earth Ele with just a tiny bit of Curses thrown in to make a tasty little combo. Good mix of damage and defence.

E/N

Energy Storage 10+1
Earth Magic 12+1+3
Curses 8
+ vigor rune

Earth hat
Full ele armour of choice (recommend air or fire).

-Insightful Earth Staff of Enchanting

Obsidian Flame
Enfeeble
Stoning
Aftershock
Armour of Earth
Ward against Melee
Elemental Attunement {E}
Res Sig.

Usage Notes:

The focus of this build is Enfeeble + Stoning. This combo gives an okay hit of damage, and potentially a knockdown every 5 seconds. If you happen to kd a target standing next to you, then Aftershock makes for a great follow up, and a finishing spike of Obsidian flame is always nice. The energy management of this build is not the best an ele has to offer, but the defensive abilities allow a little room to watch and time your skill use.

Strengths: This build is not a constant damage dealer, it’s strength lies in staying alive and timing a knockdown spike to aid the more damage focused team members.

Weaknesses: This is not a fire-and-forget build. Spam without thinking and you’ll find yourself unable to pull out the big hit when needed. Get your defence up and running, watch the game, and hit hard when you can get a kill. As for defence, enchantment stripping and the usual mes anti-caster nasties are your greatest fears.

Combines with: Most builds. Ward against Melee is always useful to have around, and Armour of Earth usually soaks up a nice portion of damage before the enemy realises you’re not a good target. The knockdown spike attack makes this build work well with both spike damage teams and warrior assault, the knockdown providing a sweet target.
Image

User avatar
Robert
knight
knight
Posts: 572
Joined: Wed 29 Jun, 2005 01:28
Location: Germany

Postby Robert » Sun 16 Oct, 2005 10:25

Like the first 3 builds, but dont know if the E/N build will be good. He isnt a real dmg dealer nor a real defensive ele. So he will be only usefull to finsih somebody with obsidain flame and you cant spam obsidain flame because of exhaustion. Stoning + enfeeble isnt spamable, and as a combo to knock down i dont like it atm cause you have to cast 2 spells, i think gale is better to knock down someone or earthquake with a glyph of energy before(no exhaustion) so you can knockdown all enemies in the area + aftershock so more than 1 targett takes very high dmg.
Also i think if you create a earth ele ward against foes i a must-have for cap the relict maps to slow them + your dmg as described their runner is nearly dead^^
I would suggest this skills: Aftershock, Earthquake, Gale, Ward aganst Melee, Ward against Foes, Glyph of Energy (E) to keep the exhaustion so low as possible, Earth Attunement, Rezz signet.

Like your monk build very much: Would like to test it in tombs maybe with such a combo of 3 monks:

1 MoNec Booner Prot - 12+4 Divine, 10+1 Protection, 8 Blood
Offering of Blood*, Divine Boon, Reversal of Fortune, Guardian, Mend Ailment, Convert Hexes, Protective Spirit, Signet of Devotion
NOTE: Use +20% Enchantment staff.
Or your boon build^^

1 Mo/Nec Booner Heals - 12+4 Divine, 10+1 Healing, 8 Blood
Offering of Blood*, Divine Boon, Remove Hex, Infuse, Orison, Healing Touch, Dwayna’s Kiss, Heal Other

1 MoNec Conditions - 11+4 Divine, 10+1 Protection, 10 Blood, 1+1 Healing
Offering of Blood*, Mend Condition, Mend Ailment, Aegis, Infuse Health, Healing Touch, Remove Hex, Divine Boon
NOTE: Use +20% Ench when casting Aegis.

  :tworcrules:

Hitmann47
baron
baron
Posts: 1646
Joined: Mon 02 Aug, 2004 13:13
Location: Belgium
Contact:

Postby Hitmann47 » Mon 17 Oct, 2005 10:30

Axe Bonder
First used in early WOR GvGs and many times after, probably known to most but doesnt hurt to list it here. Idea is to use adrenaline and have your energy regen eaten by 2 Life Bonds.

W/Mo

protection prayers 10
strength 10+1
axe mastery 11+1+3

furious stance axe of fortitude
stance str shield
+energy rod & focus

Penetrating Blow
Executioners Strike
Dismember
Disrupting Chop
Battle Rage {E}
Life Bond(/Life Attunement)
Purge Signet
Ressurection Signet(/Axe Twist /Axe Rake)

Usage Notes:

Pretty straightforward, apply 2 life bonds on the prime targets before combat. Mostly monks and/or mesmers. Then proceed to chop'em up. One thing you need to make sure is to have Battle Rage active at all times. It's lose all adrenaline property makes this a bit risky. It's optimal to reactivate it right when the previous one was going to end, if done too late you'll have to build up 4 adrenaline again if done to early you lost all (maybe could have landed another exe ;) ).

The purge signet is there mostly to use on yourself, conditions and hexes can really ruin a warrior but dont hesitate to use on teammates in critical situations as well. Downside is the 30sec recharge & 2 second cast time.

Nother important remark is the reapplying of bonds. When you or one of your blood brothers bites the dust or the bond is stripped in any other way, you'll probably be at zero energy so use the focus for a quick boost.

Ressurection signet might not be extremly usefull in a GvG, axe rake or axe twist are replacements here. Rake when there's multiple warriors around twist if you want additional hitting power. The 'combo' Dismember + Rake/Twist is extremely annoying for a monk since the deep wound gets burried under another condition (cover condition aka cc).

One last thing before I shut up about the bonder:
Life bond can be replaced by Life Attunement (go for 11 protection in this case). Pro of this one is the fact that it helps against all dmg, not only against melee/bows/rods.
Luck is for Losers - Hitt
Image

Hitmann47
baron
baron
Posts: 1646
Joined: Mon 02 Aug, 2004 13:13
Location: Belgium
Contact:

Postby Hitmann47 » Mon 17 Oct, 2005 10:54

Tiger Axe
My personal favorite to roam the randoms with. This one is a pure raw damage machine & might look familiar for those that played IWAY ;)

W/R

Str 9+1
Axe Mastery 12+1+3
Beast Mastery 9

zealous stance axe of mastery
stance str shield

Eviscerate {E}
Penetrating Blow
Swift Chop
Tigers Fury
Sprint
Predatory Seasons
Antidote Signet
Ressurection Signet

Usage Notes:

This is probably one of the easiest builds out there. In Competition Arenas you will kill on your own with this sweetie, very much so if they try to run from you since you'll land nice axe criticals all the time (60ish dmg). It might look rather newbish or dumb but it works. Run up to them activate Tigers fury and start with a swift chop. Then go for pentrating/eviscerates as soon are they are charged (= faaast). Be sure to have Tigers on at all times.

Hitting fast has a way load of advantages for this warrior:
1. Adrenaline accumulates faster
2. Energy accumulates faster thx to zealous mod
3. Predatory gives you a tiny bit of hp regen, 4 per hit to be exactly.

I'm not entirely sure wheter the heal negate from deep wound + predatory just gets added = 40% or gets applied after the first effect has taken place =36% but fact is that healers are chanceless against you.

Irritating stuff: snares and block evade things. Read water magic, mesmer burdens, cripple. Block evade things read: ranger stances, protection monks, ward against melee ... Its worthwile to switch target if this happens.

Happy Chopping.
Luck is for Losers - Hitt

Image

Hitmann47
baron
baron
Posts: 1646
Joined: Mon 02 Aug, 2004 13:13
Location: Belgium
Contact:

Postby Hitmann47 » Thu 20 Oct, 2005 08:20

Aura Booner
Got this one mainly off a forum with some minor changes thrown in. It's a boon protection monk but with high heal output.

Mo/Me

Domination Magic 3
Protection Prayers 12+1
Divine Favor 12+1+3

Insightfull divine favor Staff of Enchanting

Reversal Of Fortune
Signet of Devotion
Mend Ailment
Holy Veil
Divine Spirit
Hex Breaker
Divine Boon
Aura of Faith {E}

Usage Notes:

Before the game starts apply Aura of Faith on someone who is likely to get targetted, with the +enchantment staff it lasts for 72 seconds anyway. Like 20 seconds before actual combat use aura on yourself & cover up with Divine Boon, activate Hex Breaker as well. Spam Signet of Devotion as much as possible until things get heavy, with Faith active it heals for 160+ and is, offcourse, free. RoF only if a target is <1/2hp, heals for 170+ straight then counters dmg. This beauty fills HP bars if facing something like spikes, elementalist are rendered completly powerless. Mend ailment is HP bar filler as well, only use it when target has multiple conditions though (or has one that needs urgent removal), trappers get laughed at.

Hardest part of this monk is energy management, cant go spamming RoF & MA withtout activating Divine Spirit and even then you wont gain much. Once yr down on energy (either because you died, went crazy on rof or were drained) you'll have a hard time recovering.
Luck is for Losers - Hitt

Image

User avatar
Yomghee
marquess
marquess
Posts: 3247
Joined: Sat 08 Feb, 2003 15:06
Location: Yommidays oh Yommidays
Contact:

Postby Yomghee » Mon 07 Nov, 2005 12:34

Fast Flare Mesmer

Build for a Flareway build.

Mes/Ele

Fast Casting  16 (12 + 3 Superior rune + mask)
Inspiration Magic  4 (3 + 1 minor rune)
Fire magic 12

Fire PVP Staff of Enchanting + 30 health

Flare
Fire Attuenement
Elmental Atuenement  [elite]
Out : Fireball / (ins : Lava Fount)
Out : Fire Storm / (ins : Incendary bounds)
Out : Meteor Shower / (ins : Inferno)
Inspired Hex
Rez signet

Usage notes:

Cast First Elmental Atuenement then Fire Attuenement to have energy back. Then 2 strategy.  

Outside : Flare spaming on target in distance and using Meteor Shower , Fire Storm only if oppoment is regrouping.

Inside : Rune inside of the oppoment group in casting Lava fount, Incendary bounds and inferno then finish them with flare spamming.

Important : Inspired hex is used to remove backfire if you don't you'll be dead quickly if you're doing flare spam.

Strengths: Good damage very quicly with Fast casting.

Weaknesses: Same as a Air nuker , you're weak. In a flareway build doesnt matter because you're not alone. But in another build, ask the protection of a monk.  

Combine with: Other flareway build with one playing earth daggers + wards. Or with another group with anoter ele could work also


Return to “GuildWORs”



Who is online

Users browsing this forum: No registered users and 3 guests