Energy denial + spike, An 8 player gvg build
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Energy denial + spike, An 8 player gvg build
I wanted to try a splittable team that works together for a spike, or as an energy denial pressure build.
Characters
1 Ran/Mes Expertise 14, Marks 14, Illusion 4
Distortion, *Punishing Shot, Dual Shot, Savage Shot, Debilitating Shot, Read the Wind, Favorable Winds, Res Sig
2 Mes/Nec Domination 12+1+1, Illusion 3+!, Inspiration 9+1, Death 4, Fast Cast 8+1
Distortion, Consume Corpse, Drain Enchantment, Energy Burn, *Energy Surge, Signet of Weariness, Mind Wrack, Res Sig
3 Ran/Mes Expertise 14, Marks 14, Illusion 4
Distortion, *Crippling Shot, Dual Shot, Savage Shot, Debilitating Shot, Read the Wind, Favorable Winds, Res Sig
4 Mes/Mo Dom 11+3+1, Illusion 6+1, Insp 9+1, Protection 3, Fast Cast 9+1
Distortion, (Inspired Hex or Energy Burn), Drain Enchantment, Sympathatic Visage, *Energy Surge, Signet of Weariness, Mind Wrack, Rebirth
5 Ran/Mes Expertise 14, Marksmanship 10, Wilderness 12, Illusion 4
Distortion, Storm Chaser, *Crippling Shot, Savage Shot, Apply Poison, Debilitating Shot, Barbed Trap, Res Sig
6 Nec/Mo Blood 16, Soul Reaping 7, Healing 11, Protection 2
Order of Pain, *Offering of Blood, Heal Party, Healing Breeze, Heal Other, Convert Hexes, Mend Ailment, Vampiric Gaze.
7 Mo/Nec 15 Divine Favor, 11 Protection, 10 Blood Magic
*Offering of Blood, Divine Boon, Reversal of Fortune, Mend Ailment, Protective Spirit, Holy Veil, Guardian, (Shielding Hands, Signet of Devotion or Contemplation of Purity)
8 Mo/Nec 15 Divine Favor, 11 Protection, 10 Blood Magic
*Offering of Blood, Divine Boon, Reversal of Fortune, Mend Ailment, Protective Spirit, Holy Veil, Guardian, (Shielding Hands, Signet of Devotion or Contemplation of Purity)
Equipment:
Rangers 1 and 3 want both longbow (choice of mods) and shortbow (+5 vampiric)
Mesmers want wand/focus both giving improved recharge on dom skills and a +30/-2 energy switch.
Ranger 5 (flagger) wants longbow (for range) and recurve bow (for flight time), both with increase poison duration on them.
6, 7 and 8 all want blood staff, with +20% enchant length
The intention is that characters 1 and 2 will together work on one target, while characters 3 and 4 will work on a second target; other damagers should probably join in together on one of the two, anlthough the other ranger (character 5), when not fetching a flag, should cripple warriors or overextended targets, and generally spread around poison.
Each mesmer should attempt to keep Mind Wrack on their target all the time, it is easy to spot when it is gone, as there are no other hexes is the build.
The rangers 1 and 3 should use Debilitating Shot on their target whenever it is hexed.
It is possible for this build to work as a 5/3 or 4/3/1 split. Characters 1 and 2 should take one of the prot boon monks (7 or with them to go kill npcs. 2 has necrotic traversal to avoid requiring a thief when entering a guild hall.
When the full group is fighting together, they have the option of doing spikes, involving order of pain and the nature rituals boosting the ranger damage (with dual shot + punishing/savage shot), and the mesmers (2&4) and the necro (6) adding in coordinated damage spells.
Quickening zephyr, while expensive and of short duration, can increase the speed at which the enemies energy is depleated, while enabling the faster reuse of key skills - offering of blood, energy surge, energy burn, signet of weariness. Sadly, it has been nerfed far to badly and has been taken out for not doing enough anymore. http://www.theamazonbasin.com/gw/forums/index.php?showtopic=4754
Characters
1 Ran/Mes Expertise 14, Marks 14, Illusion 4
Distortion, *Punishing Shot, Dual Shot, Savage Shot, Debilitating Shot, Read the Wind, Favorable Winds, Res Sig
2 Mes/Nec Domination 12+1+1, Illusion 3+!, Inspiration 9+1, Death 4, Fast Cast 8+1
Distortion, Consume Corpse, Drain Enchantment, Energy Burn, *Energy Surge, Signet of Weariness, Mind Wrack, Res Sig
3 Ran/Mes Expertise 14, Marks 14, Illusion 4
Distortion, *Crippling Shot, Dual Shot, Savage Shot, Debilitating Shot, Read the Wind, Favorable Winds, Res Sig
4 Mes/Mo Dom 11+3+1, Illusion 6+1, Insp 9+1, Protection 3, Fast Cast 9+1
Distortion, (Inspired Hex or Energy Burn), Drain Enchantment, Sympathatic Visage, *Energy Surge, Signet of Weariness, Mind Wrack, Rebirth
5 Ran/Mes Expertise 14, Marksmanship 10, Wilderness 12, Illusion 4
Distortion, Storm Chaser, *Crippling Shot, Savage Shot, Apply Poison, Debilitating Shot, Barbed Trap, Res Sig
6 Nec/Mo Blood 16, Soul Reaping 7, Healing 11, Protection 2
Order of Pain, *Offering of Blood, Heal Party, Healing Breeze, Heal Other, Convert Hexes, Mend Ailment, Vampiric Gaze.
7 Mo/Nec 15 Divine Favor, 11 Protection, 10 Blood Magic
*Offering of Blood, Divine Boon, Reversal of Fortune, Mend Ailment, Protective Spirit, Holy Veil, Guardian, (Shielding Hands, Signet of Devotion or Contemplation of Purity)
8 Mo/Nec 15 Divine Favor, 11 Protection, 10 Blood Magic
*Offering of Blood, Divine Boon, Reversal of Fortune, Mend Ailment, Protective Spirit, Holy Veil, Guardian, (Shielding Hands, Signet of Devotion or Contemplation of Purity)
Equipment:
Rangers 1 and 3 want both longbow (choice of mods) and shortbow (+5 vampiric)
Mesmers want wand/focus both giving improved recharge on dom skills and a +30/-2 energy switch.
Ranger 5 (flagger) wants longbow (for range) and recurve bow (for flight time), both with increase poison duration on them.
6, 7 and 8 all want blood staff, with +20% enchant length
The intention is that characters 1 and 2 will together work on one target, while characters 3 and 4 will work on a second target; other damagers should probably join in together on one of the two, anlthough the other ranger (character 5), when not fetching a flag, should cripple warriors or overextended targets, and generally spread around poison.
Each mesmer should attempt to keep Mind Wrack on their target all the time, it is easy to spot when it is gone, as there are no other hexes is the build.
The rangers 1 and 3 should use Debilitating Shot on their target whenever it is hexed.
It is possible for this build to work as a 5/3 or 4/3/1 split. Characters 1 and 2 should take one of the prot boon monks (7 or with them to go kill npcs. 2 has necrotic traversal to avoid requiring a thief when entering a guild hall.
When the full group is fighting together, they have the option of doing spikes, involving order of pain and the nature rituals boosting the ranger damage (with dual shot + punishing/savage shot), and the mesmers (2&4) and the necro (6) adding in coordinated damage spells.
Quickening zephyr, while expensive and of short duration, can increase the speed at which the enemies energy is depleated, while enabling the faster reuse of key skills - offering of blood, energy surge, energy burn, signet of weariness. Sadly, it has been nerfed far to badly and has been taken out for not doing enough anymore. http://www.theamazonbasin.com/gw/forums/index.php?showtopic=4754
saeimc- Posts : 133
Join date : 2008-04-01
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