A Manuvering teambuild?, team build idea....
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A Manuvering teambuild?, team build idea....
well, heres the basic theroy and idea behind this - Manuverablilty.
basically, one thing that i note a lot is that battles tend to be fairly static - that is that everyone runs in, then begins to bash each other with verious implements and spells.. while in reality its a lot more complex, my point is that very few people actually move around the battlfield - understable given how it effects things - but i think that the abuilty to control movemnt of yourself and your oppents team is highly undertated..
so heres the basic premise. a buil consting of at least two rangers, w hydromances (water eles), and two monks equppide with running spells. the last two slots are open, althjough Mesmers or necros, or a third monk and a warrior could all work - this is for now pure theroy craft.
it would require a lot of team practice to pull off, mainly due to the fact that themembers would have to get used to everyone be constantly on the move. the other imporatn fact is the team would be dived up into two man "Squads" each assianged to differnet tasks, and ideally each capable of sruving and casuing as much hell as possible on their own.
what i could really do with help with heres is people ot come up withsome hydromancer/monk builds, as well as suggestions for the remaing two slots, as im only really experainced with Rangers. id also really apprecaite if people are willing to particapte in giving this build testing with me, and im more than willing to guild hop etc to find people to test this with
in any case heres the start to the build list - ill cover rangers for now as i have very little monk and hydromancer experiance.
Okay the first ranger build is one that i have tested for a loooong tiem now, and can fully confrim it works.
in anycase, the Melandrus Skirmisher build -
13 Expertise
12 Wilderness survival
12 Marksmanship
Skills -
Melandrus Arrows (strange that eh?)
Troll Unguent
Penetrating Attack
Distracting Shot
Pin Down
Storm Chaser
Serpents Quickness
Res Signet
general stratergy of this build is to be the flag runner- its also a caster killer, but thats more for when the flag isnt needing to be run. pin down allows for enemy movement control, while storm chaser makes you a pain in the rectum to catch, and allows for skirimsing and hit and run tactics... and of course Flag running =)
ill post the othe build later ... which is still therotical, and im feeling tired after doing all this typing...
any advice, tips and builds.. and help is highly apperciated!!
Okay, time for me to extended this furthewr- heres the (Therotical, highly therotical) second ranger build
Water Trident {E}
Troll Ungunet
Pin Down/Apply Posion (id favour apply, esp if it is workign with the above ranger build...)
Shard Storm/Ice prision - or another water snare
Conjour Frost
Storm Chaser
Serpents Quickness
Res Signet
This build is made as a "Compelemntary" build to the above MS build, that is the second part of the first two man team- unlike the other build, it uses low expertise, conecetrating more on pure bow and the conjour damage, as well as tatical and timed use of its sanres for devestaing effects. it should be albe to well and trulynut opponet runners, comeplete and utterly stopping a target in its tracks (and lets face it - pin down, a water snare, AND knock down means you are doomed. well and truly.) http://www.theamazonbasin.com/gw/forums/index.php?showtopic=3089
basically, one thing that i note a lot is that battles tend to be fairly static - that is that everyone runs in, then begins to bash each other with verious implements and spells.. while in reality its a lot more complex, my point is that very few people actually move around the battlfield - understable given how it effects things - but i think that the abuilty to control movemnt of yourself and your oppents team is highly undertated..
so heres the basic premise. a buil consting of at least two rangers, w hydromances (water eles), and two monks equppide with running spells. the last two slots are open, althjough Mesmers or necros, or a third monk and a warrior could all work - this is for now pure theroy craft.
it would require a lot of team practice to pull off, mainly due to the fact that themembers would have to get used to everyone be constantly on the move. the other imporatn fact is the team would be dived up into two man "Squads" each assianged to differnet tasks, and ideally each capable of sruving and casuing as much hell as possible on their own.
what i could really do with help with heres is people ot come up withsome hydromancer/monk builds, as well as suggestions for the remaing two slots, as im only really experainced with Rangers. id also really apprecaite if people are willing to particapte in giving this build testing with me, and im more than willing to guild hop etc to find people to test this with
in any case heres the start to the build list - ill cover rangers for now as i have very little monk and hydromancer experiance.
Okay the first ranger build is one that i have tested for a loooong tiem now, and can fully confrim it works.
in anycase, the Melandrus Skirmisher build -
13 Expertise
12 Wilderness survival
12 Marksmanship
Skills -
Melandrus Arrows (strange that eh?)
Troll Unguent
Penetrating Attack
Distracting Shot
Pin Down
Storm Chaser
Serpents Quickness
Res Signet
general stratergy of this build is to be the flag runner- its also a caster killer, but thats more for when the flag isnt needing to be run. pin down allows for enemy movement control, while storm chaser makes you a pain in the rectum to catch, and allows for skirimsing and hit and run tactics... and of course Flag running =)
ill post the othe build later ... which is still therotical, and im feeling tired after doing all this typing...
any advice, tips and builds.. and help is highly apperciated!!
Okay, time for me to extended this furthewr- heres the (Therotical, highly therotical) second ranger build
Water Trident {E}
Troll Ungunet
Pin Down/Apply Posion (id favour apply, esp if it is workign with the above ranger build...)
Shard Storm/Ice prision - or another water snare
Conjour Frost
Storm Chaser
Serpents Quickness
Res Signet
This build is made as a "Compelemntary" build to the above MS build, that is the second part of the first two man team- unlike the other build, it uses low expertise, conecetrating more on pure bow and the conjour damage, as well as tatical and timed use of its sanres for devestaing effects. it should be albe to well and trulynut opponet runners, comeplete and utterly stopping a target in its tracks (and lets face it - pin down, a water snare, AND knock down means you are doomed. well and truly.) http://www.theamazonbasin.com/gw/forums/index.php?showtopic=3089
sznnp- Posts : 42
Join date : 2008-04-03
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