User:The Sins We Die By/My Building Area/Dream Team

From Guild Wars Wiki
Jump to navigationJump to search

Archive[edit]

Dream Team (Post 20081009 Update)[edit]

Due to an update decreasing the effectiveness of Incendiary Arrows and "For Great Justice!" I was forced to modify both the ranger and warrior in the team build to retain effectiveness. The two previous builds relied on gimmicky tactics therefore I worked in staple builds. Thanks to a buff to burning arrow it made it fit very well into the team format and I also implemented Conjure Axe. Unfortunately "They're on Fire!" will only have minimal effectiveness without the help of Fevered Dreams. Spiking Does not suffer any loss due to the change, degen pressure comes close to evening out, and no conditions are lost.
I've made a few tweaks to some of the skills in the builds, post 20081009 update. The most noteworthy of which is probably the change in the conjure ax build. I took out evicerate and put in body blow to free up the elite slot. The point of this was to allow a change from rush to battle rage. The dervish and the warrior were swapped in the splits Since there is some cracked armor already in the team build it does not lose much effectiveness. To ensure effectiveness though sundering weapon was added to the ritualists bar for warmonger's weapon. There was a gap in the second split so a hard was rez was given to the ranger to further team rezing effectiveness. While both splits can cause cracked armor now, it more beneficial to have the dervish be with the heal monk since it's only aid is from draws on part of the necromancer. Now both sides of the split have cracked armor, two healers each, heavy condition relief, and deepwound.

Warrior[edit]

W/E (Conjure Axe)
Strength 8+1, Axe Mastery 12+1+1, Air Magic 10
Body Blow.jpgExecutioner's Strike.jpgDisrupting Chop.jpgBull's Strike.jpgShock.jpgConjure Lightning.jpgFrenzy.jpgBattle Rage.jpg
Weapons
Axes - Zealous, Element
Longbow - +5 energy, +20% Enchant duration
Staff - Air Staff, +5 defense, 20% chance +1 attribute
Health - 480+15+10+5+5+10+10+10+30+30=605

Dervish[edit]

D/W (Striking Wind)
Mysticism 8+1, Scythe Mastery 12+1+1, Wind Prayers 10
Wounding Strike.jpgChilling Victory.jpgDistracting Strike.jpgHarrier's Haste.jpgImbue Health.jpgWatchful Intervention.jpgHeart of Fury.jpgResurrection Signet.jpg
Weapons
Scythes - Zealous, Vampiric, Element
Health - 480+25+15+10+5+5+5+10+10+10+30=605

Paragon[edit]

P/X (Slow Chanter)
Leadership 10+1, Spear Mastery 12+1+1, Command 8
Crippling Anthem.jpg"They're on Fire!".jpgAggressive Refrain.jpg"Lead the Way!".jpg"Go for the Eyes!".jpgSpear of Lightning.jpgSpear Swipe.jpgSignet of Return.jpg
Weapons
Spears - Zealous, Vampiric, Element
Health - 480+15+10+5+5+5+10+10+10+30+30=610

Ranger[edit]

R/X (Burning Arrow)
Expertise 11+1+1, Marksmanship 11+1, Wilderness Survival 8, Healing Prayers 3
Burning Arrow.jpgSavage Shot.jpgDistracting Shot.jpgApply Poison.jpgAntidote Signet.jpgNatural Stride.jpgTroll Unguent.jpgRenew Life.jpg
Weapons
Shortbow - Zealous
Recurve Bow - Poisonous
Horn Bow - Vamp
Long Bow
Health - 480+15+10+5+5+5+10+10+10+30=580

Necromancer[edit]

N/Me (Dream Catcher)
Soul Reaping 10+1+1, Curses 12+1, Illusion Magic 8
Fevered Dreams.jpgParasitic Bond.jpgDefile Defenses.jpgRend Enchantments.jpgFoul Feast.jpgPlague Sending.jpgEnfeebling Blood.jpgResurrection Signet.jpg
Weapons
Wand/Offhand - Curses 20/20 HCT and HSR

Ritualist[edit]

Rt/Mo (Conditions of Healing)
Spawning Power 2, Restoration 12+1+1, Channeling 12+1, Communing 2
Empathic Removal.jpgProtective Was Kaolai.jpgSoothing Memories.jpgSpirit Light.jpgWeapon of Warding.jpgAncestors' Rage.jpgSundering Weapon.jpgFlesh of My Flesh.jpg
Weapons
Wand/Offhand - Restoration 20/20 HCT and HSR

Monk (Protection Prayers)[edit]

Mo/A (Restore Condition)
Divine Favor 12+1, Protection Prayers 12+1+1
Restore Condition.jpgMending Touch.jpgSignet of Devotion.jpgReversal of Fortune.jpgGuardian.jpgSpirit Bond.jpgDeny Hexes.jpgReturn.jpg
Weapons
Spear/Shield - 20% Enchant Duration and -5 energy +15% attack
Wand/Offhand - Protection Prayers 20/20 HCT + HSR

Monk (Healing Prayers)[edit]

Mo/E (Word of Healing)
Divine Favor 10+1, Healing Prayers 12+1+1, Protection Prayers 8
Word of Healing.jpgPatient Spirit.jpgDismiss Condition.jpgGuardian.jpgProtective Spirit.jpgContemplation of Purity.jpgHoly Veil.jpgGlyph of Lesser Energy.jpg
Weapons
Spear/Shield - 20% Enchant Duration and -5 energy +15% attack
Wand/Offhand - Healing Prayers 20/20 HCT + HSR

Tactics[edit]

Condition Spike
Crippling Anthem
Apply Poison
Foul Feast Paragon for Cracked Armor and other conditions
Fevered Dreams with cover on Target
(Actions from here down are Simultaneous)
Wounding Strike on Target
Spear Swipe on Target
Burning Arrow on Target
Plague Sending + Enfeebling Blood on Target
Condition Spike should apply to all foes in the area of target, including npcs:
Bleeding, Poison, Burning, Deepwound, Weakness, Crippling, Cracked Armor, Daze
Damage Spike
Plague Sending Cracked Armor + Defile Defenses
Sundering Weapon + Ancestors' Rage
"Go for the Eyes!"
Eviscerate + Executioner's Strike
Burning Arrow + Savage Shot (With Horn Bow)
Wounding Strike + Chilling Victory
Spear of Lightning
Wanding
Damage without deepwound, without defile defenses, without vampiric weapons, and without wanding always averages around 550 due to cracked armor. Potentially can hit this spike every 10 seconds, however in reality you will only get it off 3-4 times max a minute.
Damage with deepwound, with vampiric weapons, with conjure, and with 2 seconds of degen, and still having cracked armor is around 750 damage.
Assuming every hit is a critical, damage would be around 960 if you are very lucky. and over 1000 if it so happens shock or bull's strike were used before everything happened.
Split
4-4
Split 1
Dervish, Paragon, Necromancer, and Heal Monk
Split 2
Warrior, Ranger, Ritualist, and Prot Monk
Interrupts
Dervish - Distracting Strike (necromancer can help with cracked armor)
Warrior - Disrupting Chop + Shock
Ranger - Distracting Shot + Savage Shot
Paragon - Hit with Warmonger's Weapon
Daze - After a condition spike keep an eye on spell casters to shutdown.
Damage Reduction
Ranger - Spam Burning on greatest damage dealers as much as possible
Paragon - Combine "They're on Fire!" with ranger's burning
Necromancer - Use Enfeebling Blood on attackers
Standard Blocking skills as well