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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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