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Frozen Feet GvG Build (My First ONE!)

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Zirgey_Man Profile

Author: Zirgey_Man
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The Frozen Feet GvG Build

This is my first GvG build so please go easy, im still testing it

Ill list the characters that are needed by Number

1) Monk/Necromancer

Skill 1: Orison of Healing
Skill 2: Healing Touch
Skill 3: Infuse Health
Skill 4: Offering of Blood
Skill 5: Mend Ailment
Skill 6: Holy Veil
Skill 7: Smite Hex
Skill 8: Healing Seed

Healing Prayers 11 + 4
Protection Prayers 10 + 1
Blood Magic 10 + 0

Heals in spikes or small lumps depending on the situation. Infuse is to counter spikes that get through Life Barrier, OOB for energy management. +1 heal tattoo, sup heal, minor prot rune.

2) Monk/Mesmer

Skill 1: Life Barrier
Skill 2: Blessed Signet
Skill 3: Mantra of Inscriptions
Skill 4: Aegis
Skill 5: Divine Healing
Skill 6: Mend Ailment
Skill 7: Holy Veil
Skill 8: Reversal of Fortune

Protection Prayers 10 + 4
Divine Favor 11 + 1
Inspiration Magic 10 + 0

Basic Barrier monk taking a few liberties. Barrier up to 6 people not including the Flag runner until he is within range. Use a Protection staff with +5armor head and +20%enchant duration wrapping to extend the life of Aegis. Also include secondary weapon set up to include wand/foci of+30 energy and -2pips. Blessed Signet for energy management. +1prot tattoo, sup prot, minor DF rune
3) Monk/Necromancer

Skill 1: Orison of Healing
Skill 2: Healing Touch
Skill 3: Infuse Health
Skill 4: Offering of Blood
Skill 5: Mend Ailment
Skill 6: Holy Veil
Skill 7: Smite Hex
Skill 8: Healing Seed

Healing Prayers 11 + 4
Protection Prayers 10 + 1
Blood Magic 10 + 0

Heals in spikes or small lumps depending on the situation. Infuse is to counter spikes that get through Life Barrier, OOB for energy management. +1 heal tattoo, sup heal, minor prot rune.
4) Elementalist/Memser

Skill1: Ice Spikes
Skill2: Shard Storm
Skill3: Deep Freeze
Skill4: Grasping Earth
Skill5: Water Attunement
Skill6: Mind Freeze (elite)
Skill7: Arcane Echo
Skill8: Res Signet

Water Magic 12 + 3
Energy Storage 10+2
Rest in Earth magic

This is the key part of the build, this player focuses on slowing down mass amounts of enemies, and individuals wandering into the traps set up around the area. Arcane Echo deep freeze and look for places with large groups close together, call it out when you do so the trapper can trap near those enemies.

5) Ranger/Mesmer

Skill 1: Spike Trap
Skill 2: Dust Trap
Skill 3: Flame Trap
Skill 4: Barbed Trap
Skill 5: Storm Chaser
Skill 6: Serpents Quickness
Skill 7: Distortion
Skill 8: Resurrection Signet

Illusion Magic 8
Wilderness Survival 16
Expertise 13

This is the flag runner. He has time after capping the flag to lay traps at the stand and in the surrounding area. After prepping this position is designed to focus on trapping near enemies that are slowed down and chasing spellcasters. Uses pvp illusion staff that increases skill recharge/ casting speed for illusion magic with a +5 energy head and armor + (?) against physical. Use all druids armor for the use a wilderness Survival mask sup wilderness rune, major. rune.
6) Player 6

Warrior/Ranger

Skill 1: Earth Shaker
Skill 2: Mighty Blow
Skill 3: Hammer Bash
Skill 4: Irresistible Blow
Skill 5: Endure Pain
Skill 6: Frenzy
Skill 7: Sprint
Skill 8: Resurrection Signet

Hammer Mastery 12 + 4
Strength 12 + 1

Player 6 is smashes revised r/w into something that deals a vastly superior amount of damage. Earth Shaker is an aoe knockdown for interruption or general pinning. Your hammer is a +dmg while in a stance hammer, with a zealous grip and a +5armor mod. Your secondary hammer is a +dmg% while in a stance hammer base with a 5/1 vamp grip and +5armor mod. Your armor is a +1 hammer helm, glad. chest. glad leggings, knights boots (for the global armor reduction), and stonefist guantlets for extended knockdown time. runes include sup abs., sup vig., sup hammer, minor str. Use frenzy for ias, if you are under attack cancel it with sprint, endure pain to survive spikes.
7) Player 8

Ranger/Mesmer

Skill 1: Punishing Shot
Skill 2: Concussion Shot
Skill 3: Savage Shot
Skill 4: Read the Wind
Skill 5: Barbed Trap
Skill 6: Flame Trap
Skill 7: Whirling Defense
Skill 8: Resurrection Signet

Marksmanship 11 + 4
Wilderness Survival 10 + 1
Expertise 10 + 1

Has traps to aid in kiting, throw dirt to mitigate some warrior or ranger based damage momentarily. All druids armor for + energy. Bow includes a Marks based short or horn bow, +dmg while health >50, with zealous mod and +5armor mod, and a secondary bow with +dmg% while health >50 with a 5/1 vamp mod and +5armor mod. Runes include: sup vig, sup marks, +1 marks mask, minor exp and wilderness.

8) Battery Necro
Skill1. Vampric Gaze: Steal 57 Health.
Skill2. Blood Renewal: (Can substitute for Heal Party, Life Siphon etc.)
Skill3. Well of Blood: 19 Seconds, +6 Health Regeneration on target corpse.
Skill4. Blood is Power (Elite): 10 Seconds of +6 Energy Regeneration. (33% Sacrifice)
Skill5. Heal Other: Heal target ally for 151 Health
Skill6. Healing Breeze: 10 Seconds of +8 Health Regeneration.
Skill7. Heal Area: Heal all nearby creatures for 150 Health
Skill8. Rebirth.
Keep the elementalist and monk’s energy up and going
Blood Magic: 14 (Scar and Superior Rune)
Soul Reaping: 11 (Superior Rune
Healing Prayers: 12
Character Health: 330-370. Energy: 45-49.

Equipment: 20/20 Collectors Blood Staff. Blood Wand (Green or Collectors) with 20/20 Collectors Healing Ankh.


Build Strategy:
The warrior should run around attacking the main targets that player 5 calls, make sure to focus on enemy spellcasters such as mesmers and monks. The elementalist should listen to calls and slow down individuals being targeted but also be looking for large groups, basically just have fun, trap the hell out of large areas, and make sure the tank bashes on the slow people.

This build was written by Zirge Bloodmage

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User Comments
  maddog199 on 04/05/06 05:58

looks nice although your healing touch is worth 0 the divine favor is doubled with the move that makes it so good but you have 0 so 0x2=0

  Riotpoll on 04/05/06 10:16

As maddog pointed out, your heal monks dont have Divine Favour, a monks best ally! Since you're only using Mend Ailment surely divine favour woulb be better?

  Zirgey_Man on 04/05/06 16:39

it can be tweaked to an individuals satisfaction. but also healing touch heals wihtout divine favor still jsut not as much, so eya itsd be good to ahve some divine. please more feedback pplz?

good job  everdream on 04/05/06 20:46

nice work on your first guide Zirgey.

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