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Author: Zirgey_Man
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5 Comments
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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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