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[Build] Basic GvG Template for Balanced Pick-up Groups

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[Build] Basic GvG Template for Balanced Pick-up Groups Empty [Build] Basic GvG Template for Balanced Pick-up Groups

Post  saeimc Sun Apr 13, 2008 12:29 am

Using a more detailed template similar to the one created by Bunnz, this basic template is for building useful, balanced pick-up groups for GvG. Change as appropriate.

Source: Garbad_the_Weak

DAMAGE (Pick 2-3):
Damage toons should be geared for damage and disruption. Self heals are typically not needed, although some match leaders like to have self sufficient damage chars to allow for infiltration. One damage char (a war) typically runs the flag the final stretch.

Basic Axe - W/E
Strength: 11 (10+1)
Axe Mastery: 16 (12+4)
Air Magic: 8

Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Bull's Strike (Strength)
Frenzy (Warrior other)
Sprint (Strength)
Shock (Air Magic)
Endure Pain (Strength)
Resurrection Signet

Basic Axe with TTL - W/E
Faster adren charge, but less disruption and knockdown.
Strength: 11 (10+1)
Axe Mastery: 16 (12+4)
Tactics: 8 (7+1)
Air Magic: 4

Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Shock (Air Magic)
Frenzy (Warrior other)
Sprint (Strength)
"To The Limit!" (Tactics)
Endure Pain (Strength)
Resurrection Signet

Axe Sin - W/A
Better at spiking, but no shock so less disruption.
Strength: 13 (12+1)
Axe Mastery: 16 (12+4)
Shadow Arts: 3

Bull's Strike (Strength)
Frenzy (Warrior other)
Eviscerate [Elite] (Axe Mastery)
Executioner's Strike (Axe Mastery)
Sprint (Strength)
Endure Pain (Strength)
Death's Charge (Shadow Arts)
Resurrection Signet

Basic Hammer - W/E
Strength: 13 (12+1)
Hammer Mastery: 16 (12+4)

Devastating Hammer [Elite] (Hammer Mastery)
Crushing Blow (Hammer Mastery)
Hammer Bash (Hammer Mastery)
Frenzy (Warrior other)
Sprint (Strength)
Irresistible Blow (Hammer Mastery)
Endure Pain (Strength)
Resurrection Signet

Raw Damage Hammer - W/E
This is a nontradditional hammer build for raw damage, not knockdowns.
Strength: 13 (12+1)
Hammer Mastery: 16 (12+4)
Air Magic: 3

Forceful Blow [Elite] (Hammer Mastery)
Fierce Blow (Hammer Mastery)
Irresistible Blow (Hammer Mastery)
Frenzy (Warrior other)
Sprint (Strength)
Shock (Air Magic)
Endure Pain (Strength)
Resurrection Signet

Hammer Sin - W/A
This hammer is better at spiking, but more spikable.
Strength: 13 (12+1)
Hammer Mastery: 16 (12+4)
Shadow Arts: 2

Frenzy (Warrior other)
Devastating Hammer [Elite] (Hammer Mastery)
Crushing Blow (Hammer Mastery)
Irresistible Blow (Hammer Mastery)
Hammer Bash (Hammer Mastery)
Sprint (Strength)
Death's Charge (Shadow Arts)
Resurrection Signet

Auspicious Sword - W/E
Infiltration war. Good damage, High defense.
Strength: 9 (8+1)
Swordsmanship: 16 (12+4)
Tactics: 10 (9+1)
Air Magic: 5

Sever Artery (Swordsmanship)
Gash (Swordsmanship)
Final Thrust (Swordsmanship)
Auspicious Parry [Elite] (Tactics)
Sprint (Strength)
Gale (Air Magic)
Healing Signet (Tactics)
Resurrection Signet

Charge! Sword Warrior - W/Mo
This warrior helps the team's mobility at the cost of disruption.
Strength: 11 (10+1)
Swordsmanship: 16 (12+4)
Tactics: 9 (8+1)

"Charge!" [Elite] (Tactics)
Sever Artery (Swordsmanship)
Gash (Swordsmanship)
Final Thrust (Swordsmanship)
Frenzy (Warrior other)
Sprint (Strength)
Endure Pain (Strength)
Resurrection Signet

Crippling Assassin - A/Me
This sin helps snare targets to reduce kiting.
Critical Strikes: 13 (11+2)
Dagger Mastery: 14 (11+3)
Shadow Arts: 9 (8+1)
Illusion Magic: 3

Unsuspecting Strike (Critical Strikes)
Jungle Strike (Dagger Mastery)
Death Blossom (Dagger Mastery)
Moebius Strike [Elite] (Dagger Mastery)
Caltrops (Shadow Arts)
Way of the Fox (Shadow Arts)
Distortion (Illusion Magic)
Dash (Assassin None)

Infiltration Sin A/E
This sin uses AoE for positioning advantage. Excellent at infiltration.
Critical Strikes: 13 (12+1)
Dagger Mastery: 14 (12+2)
Shadow Arts: 3

Aura of Displacement [Elite] (Assassin None)
Golden Phoenix Strike (Dagger Mastery)
Horns of the Ox (Dagger Mastery)
Falling Spider (Dagger Mastery)
Twisting Fangs (Critical Strikes)
Shadow Refuge (Shadow Arts)
Dark Escape (Shadow Arts)
Shock (Air Magic)

Cop Sin - A/Mo
Alternate version of an infiltrator. Less disruption, but more defense.
Critical Strikes: 13 (12+1)
Dagger Mastery: 14 (12+2)
Shadow Arts: 4 (3+1)

Aura of Displacement [Elite] (Assassin None)
Golden Phoenix Strike (Dagger Mastery)
Horns of the Ox (Dagger Mastery)
Falling Spider (Dagger Mastery)
Twisting Fangs (Critical Strikes)
Shadow Refuge (Shadow Arts)
Contemplation of Purity (Divine Favor)
Dark Escape (Shadow Arts)

OFFENSIVE ASSIST (Pick 1-2):
Offensive Assistance helps the warriors kill by snaring, keeping the warriors clean, disabling monks, or additional damage.

Me_E - Basic Domination
This char hurts monks with gale, blackout, diversion, enchant remove combos. Use FFS + Straw Effigy for high recharge without messing up spike timing.
Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Inspiration Magic: 10 (9+1)
Illusion: 3 (2+1)
Air Magic: 5

Gale (Air Magic)
Blackout (Domination Magic)
Diversion (Domination Magic)
Energy Surge [Elite] (Domination Magic)
Energy Burn (Domination Magic)
Shatter Enchantment (Domination Magic)
Drain Enchantment (Inspiration Magic)
Resurrection Signet ()/Distortion

Me_E - Domination AntiHex
This mesmer trades surge for a powerful hex remove.
Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Inspiration Magic: 10 (9+1)
Air Magic: 5

Gale (Air Magic)
Blackout (Domination Magic)
Energy Burn (Domination Magic)
Diversion (Domination Magic)
Shatter Enchantment (Domination Magic)
Drain Enchantment (Inspiration Magic)
Expel Hexes [Elite] (Mesmer other)
Resurrection Signet ()

M_Mo Anti Hex Alt
Trades Gale for Distortion and adds hard rez
Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Inspiration Magic: 10 (9+1)
Illusion Magic: 3 (2+1)
Healing Prayers: 5

Expel Hexes [Elite]
Energy Burn
Drain Enchantment
Shatter Enchantment
Diversion
Blackout
Distortion
Resurrection Chant

Me_Mo - Resmer
This toon provides a hard res and basic domination.
Fast Casting: 11 (10+1)
Domination Magic: 14 (10+4)
Inspiration Magic: 10 (9+1)
Illusion Magic: 8 (7+1)

Distortion (Illusion Magic)
Blackout (Domination Magic)
Energy Surge [Elite] (Domination Magic)
Energy Burn (Domination Magic)
Diversion (Domination Magic)
Shatter Enchantment (Domination Magic)
Drain Enchantment (Inspiration Magic)
Resurrect (Monk other)

Me_Mo - Resmer with Conditions
This toon hard reses, keeps the warriors clean, and shuts down monks. Not for the beginner.
Fast Casting: 11 (10+1)
Domination Magic: 16 (12+4)
Inspiration Magic: 9 (8+1)
Protection Prayers: 2

Mantra of Recovery [Elite] (Fast Casting)
Draw Conditions (Protection Prayers)
Energy Burn (Domination Magic)
Shatter Enchantment (Domination Magic)
Diversion (Domination Magic)
Inspired Hex (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Resurrect (Monk other)

Me_Mo Shame Resmer
Similar to resmer with conditions, this mesmer spreads thin to do a lot of jobs. Best with a three warrior team and a highly skilled mesmer.
Fast Casting: 9+1
Domination Magic: 12+4
Inspiration Magic: 9+1
Healing Prayers: 2

Mantra of Recovery [Elite] (Fast Casting)
Draw Conditions (Protection Prayers)
Diversion (Domination Magic)
Shame (Domination Magic)
Energy Burn (Domination Magic)
Feedback (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Resurrection Chant (Healing Prayers)

Me_Mo - Alt Resmer
This mesmer trades diversion for the surefire arcane thievery. Roll the dice!
Fast Casting: 11 (10+1)
Domination Magic: 14 (10+4)
Inspiration Magic: 10 (9+1)
Illusion Magic: 8 (7+1)

Distortion (Illusion Magic)
Blackout (Domination Magic)
Energy Surge [Elite] (Domination Magic)
Energy Burn (Domination Magic)
Arcane Thievery (Domination Magic)
Shatter Enchantment (Domination Magic)
Drain Enchantment (Inspiration Magic)
Resurrect (Monk other)

R_Me - CripSpam
Expertise: 14 (10+4)
Wilderness Survival: 8 (7+1)
Marksmanship: 9 (8+1)
Domination Magic: 8
Illusion Magic: 8

Apply Poison (Wilderness Survival)
Crippling Shot [Elite] (Marksmanship)
Savage Shot (Marksmanship)
Distracting Shot (Expertise)
Blackout (Domination Magic)
Drain Enchantment (Inspiration Magic)
Distortion (Illusion Magic)
Resurrection Signet ()

R_Me - Old School Runner
This toon cripspams with a speed boost. Has less interrupts than the crip spam, but makes a solid flag runner.
Expertise: 15 (11+4)
Wilderness Survival: 10 (9+1)
Marksmanship: 9 (8+1)Illusion Magic: 8

Apply Poison (Wilderness Survival)
Crippling Shot [Elite] (Marksmanship)
Savage Shot (Marksmanship)
Distracting Shot (Expertise)
Zojun's Haste (Expertise)
Troll Unguent (Wilderness Survival)
Distortion (Illusion Magic)
Resurrection Signet ()

R_Me - Melandru Ranger
Spreads conditions to deal damage and cover snares and blinds.
Expertise: 14 (10+4)
Beast Mastery: 5 (4+1)
Wilderness Survival: 10 (9+1)
Marksmanship: 12 (11+1)
Domination Magic: 2

Melandru's Arrows [Elite] (Wilderness Survival)
Storm Chaser (Wilderness Survival)
Tiger's Fury (Beast Mastery)
Distracting Shot (Expertise)
Savage Shot (Marksmanship)
Penetrating Attack (Marksmanship)
Blackout (Domination Magic)
Resurrection Signet ()

DEFENSIVE ASSIST (Pick 2):
These chars support the monks and join in spikes as they can. One defensive assist char typically runs the flag the first leg. However, depending on the team/situation you might want an offensive assist toon to run a flag. As needed, rotate in or out hard res, healing breeze, and res sig to the appropriate toon based on what job they will be doing.

E_Mo - Water Runner
This build is ideal for flag running while helping the warriors with condition removes and snares. It also has HP to heal degen damage. Don't forget your 20% longer enchants.
Energy Storage: 9 (8+1)
Water Magic: 16 (12+4)
Healing Prayers: 10
Protection Prayers: 2

Deep Freeze (Water Magic)
Ice Spikes (Water Magic)
Shard Storm (Water Magic)
Ether Prodigy [Elite] (Energy Storage)
Armor of Mist (Water Magic)
Extinguish (Protection Prayers)
Heal Party (Healing Prayers)
Healing Breeze (Healing Prayers)

E_Mo - Blindbot
This build negates wars with blind and enerv while supporting the monks with heal party and convert.
Energy Storage: 9 (8+1)
Air Magic: 16 (12+4)
Healing Prayers: 10

Blinding Flash (Air Magic)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Enervating Charge (Air Magic)
Ether Prodigy [Elite] (Energy Storage)
Convert Hexes (Protection Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()

Rit_Me - Ritual Lord
This ritualist is designed to stop spikes. It also has a hard res. Don't use faster recharge items. Uses Major runes.
Spawning Power: 11 (10+1)
Channeling Magic: 12 (10+2)
Communing: 14 (11+3)

Gaze from Beyond (Channeling Magic)
Essence Strike (Channeling Magic)
Boon of Creation (Spawning Power)
Ritual Lord [Elite] (Spawning Power)
Displacement (Communing)
Shelter (Communing)
Union (Communing)
Flesh of my Flesh (Restoration Magic)

E_Mo - Hybrid WaterAir
This attempts to provide the best of blindbot and water snare.
Energy Storage: 9 (8+1)
Water Magic: 10 (9+1)
Air Magic: 14 (10+4)
Healing Prayers: 9
Protection Prayers: 3

Blinding Flash (Air Magic)
Lightning Orb (Air Magic)
Deep Freeze (Water Magic)
Ice Spikes (Water Magic)
Ether Prodigy [Elite] (Energy Storage)
Extinguish (Protection Prayers)
Heal Party (Healing Prayers)
Windborne Speed (Air Magic)

Rit_Me - Pure Spirit Spam
This Rit is Purely defensive. It gives up the ability to join spikes for more powerful spirits. Disenchantment can be swapped out for Soothing or
Spawning Power: 14 (12+2)
Restoration Magic: 4 (3+1)
Communing: 15 (12+3)

Ritual Lord [Elite] (Spawning Power)
Boon of Creation (Spawning Power)
Displacement (Communing)
Shadowsong (Communing)
Union (Communing)
Shelter (Communing)
Disenchantment (Communing)
Flesh of my Flesh (Restoration Magic)

MONKS (Pick two):
Monks heal. Don't die.

Mo_Me - Standard MOR
This monk is the baseline.
Divine Favor: 16 (12+4)
Protection Prayers: 9 (8+1)
Inspiration Magic: 10

Divine Boon (Divine Favor)
Contemplation of Purity (Divine Favor)
Reversal of Fortune (Protection Prayers)
Protective Spirit (Protection Prayers)
Signet of Devotion (Divine Favor)
Mend Ailment (Protection Prayers)
Inspired Hex (Inspiration Magic)
Mantra of Recall [Elite] (Inspiration Magic)

Mo_Me - Standard Edrain
This is the baseline with Edrain. It has less overall energy than the baseline, but has faster condition removal and more energy on demand. Don't forget your fast recharge items.
Divine Favor: 16 (12+4)
Protection Prayers: 10 (9+1)
Inspiration Magic: 9

Divine Boon (Divine Favor)
Contemplation of Purity (Divine Favor)
Reversal of Fortune (Protection Prayers)
Protective Spirit (Protection Prayers)
Guardian (Protection Prayers)
Mend Condition (Protection Prayers)
Inspired Hex (Inspiration Magic)
Energy Drain [Elite] (Inspiration Magic)

Mo_Me - Go Prot
This monk uses Gift of Health as a counter to blood spike, degen teams, and shadow shroud. This monk has less powerful heals and less energy than the baseline.
Divine Favor: 15 (11+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9

Divine Boon (Divine Favor)
Contemplation of Purity (Divine Favor)
Reversal of Fortune (Protection Prayers)
Protective Spirit (Protection Prayers)
Gift of Health (Healing Prayers)
Mend Ailment (Protection Prayers)
Inspired Hex (Inspiration Magic)
Mantra of Recall [Elite] (Inspiration Magic)

Mo_Me - Defensive Boon Prot
This monk has less powerful heals and less energy than the baseline, but is more surviable against rspike or warriors.
Divine Favor: 15 (11+4)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
Illusion Magic: 8

Divine Boon (Divine Favor)
Contemplation of Purity (Divine Favor)
Reversal of Fortune (Protection Prayers)
Protective Spirit (Protection Prayers)
Distortion (Illusion Magic)
Mend Ailment (Protection Prayers)
Inspired Hex (Inspiration Magic)
Mantra of Recall [Elite] (Inspiration Magic)

Mo_Me - Pdrain Boon Prot
This monk uses edrain and pdrain with several fast recharge items for a high energy pool. It has less efficient heals, but more overall energy if played well. It is more vulnerable to diversion. Don't forget your fast recharge items.
Divine Favor: 16 (12+4)
Protection Prayers: 10 (9+1)
Inspiration Magic: 9

Divine Boon (Divine Favor)
Contemplation of Purity (Divine Favor)
Reversal of Fortune (Protection Prayers)
Protective Spirit (Protection Prayers)
Power Drain (Inspiration Magic)
Mend Ailment (Protection Prayers)
Inspired Hex (Inspiration Magic)
Energy Drain [Elite] (Inspiration Magic) http://www.theamazonbasin.com/gw/forums/index.php?showtopic=6719
saeimc
saeimc

Posts : 133
Join date : 2008-04-01

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