User:Nova11623



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Okay, first a message to all you anonymous users. Do not give us bullshit for deleting the builds section, we created it in the first place and it was all at the admins' discretion. You don't own it, you don't have the least amount of right to oppose it because, after all, GuildWiki made it and GW has the power to delete it. As for all the insults you're throwing at us, consider this: What in all the world did YOU do to help GuildWiki? You probably just view the builds. You have little right to oppose the build wipe because you never even contributed to it! It's like a free gold nugget, and when it gets taken away you all cry like babies about it even though many of you never deserved that gold nugget in the first place. Those who have contributed vigorously to the build section, esp. admins, they have some right to go against the decision, but they don't.

GvG Build Idea
An idea for a versatile GvG build. Currently under construction.

W/Mo NPC Slaughterhouse
A build designed to be able to apply pressure to the Guild Hall NPCs and kill any single person who resurrects at the Resurrection Shrine. Unlike Assassin gankers, this build has almost no downtime between fights and can be well relied on to kill NPCs, many of whom do meager damage and are Warriors or Rangers, at a steady pace.


 * A possible variant would be going W/A and using Signet of Malice, Shadow Walk and Dash. You could also replace Flail or Enraging Charge with Resurrection Signet if preferred.


 * Get the Guild Thief if applicable and try to stay out of human detection until you find your way to the secondary entrance to their Guild Hall.
 * Once the Thief has opened the gate, leave her outside! Enraging Charge->"You're All Alone!"->Flail and begin killing NPCs. Use Sever Artery first, and then use the three attack skills as they recharge.
 * Move from NPC to NPC, and try to kill every group except the one in the middle of the Hall (the big mob with the Guild Lord in it). This will make VoD easier as well as making it easier for you to kill anyone who spawns at the Resurrection shrine.
 * Once most of the mobs are clear, try to pull and pick off the "internal mob" NPCs one by one. However, killing whomever spawns at the Resurrection Shrine and whomever comes back to base is your top priority now.
 * Mending Touch is for condition removal, and Healing Signet is for healing.
 * If the opposition retreats to their Guild Hall, attack them from behind "You're All Alone!" helps wonders when they retreat at different intervals. Your guildmates should be along very soon.
 * If the opposition splits, stay at the Guild Hall unless the split team reaches their Guild Hall. At this point, attempt to keep them busy at the gates.
 * Against "impossible" odds, which should be very rare unless the entire opposition team is at their Guild Hall and your allies are nowhere to be seen, rid yourself of conditions using Mending Touch and Enraging Charge your way out of danger.
 * If your allies need help anywhere, go to them and attack the opposition from behind. Once they start losing the upper hand, run back the way you came and kill any people who may have resurrected.

E/Mo Flagrunner
A flagrunner. (S)he is part of whatever team is at the Flag Stand.


 * Replace Blinding Flash or Aegis with Resurrection Signet if preferred.


 * Storm Djinn's Haste is to be kept up during flagrunning.
 * Ether Prodigy should be used to keep up energy.
 * Spam Heal Party when you are in your allies' range of influence.
 * Extinguish is to counter AoE condition spells, and Aegis may or may not be used in an Aegis chain.
 * Heal yourself using Healing Breeze.
 * At the flag stand, snare people with Deep Freeze.
 * Blinding Flash is to be used defensively.
 * This character can also be a substitute/support healer if the opposition at the flag stand is very low (e.g. split)

E/N Shutdown Elementalist
A Spike/Shutdown hybrid.


 * Replace Ice Spear or Icy Prism with Glyph of Lesser Energy if it is a problem.


 * Maintain Water Attunement.
 * Spike together with a Tiger Assassin. Select a target, preferably a spellcaster. Use Spinal Shivers, then Maelstrom, and then chain Shatterstone and Vapor Blade for a small spike. Follow up with Ice Spear if necessary.
 * Use Icy Prism as a signet interrupter, e.g. Healing Signet or, more importantly, Resurrection Signet.
 * You are not very resilient. Stay in a spike team.
 * It is not necessary to spike with this build, you can also use it to keep Monks pressured while not spiking.
 * For an independent spike, use Spinal Shivers, Icy Shackles, Maelstrom, Ice Spear, Icy Prism, Armor of Mist, Water Attunement, and Resurrection Signet.

A/W Tiger Assassin

 * Use Vampiric daggers for spiking, Ebon for Warriors or when not spiking, and Zealous when in need of energy. If coordinating spikes with the Shutdown Ele, use Icy daggers.


 * Time your spike with the Shutdown Ele, when necessary.
 * When the shutdown Ele just finishes casting Maelstrom, use Shadow Prison and unleash the attack chain, from left to right up to Blades of Steel.
 * Use Expose Defenses when attacking blocking targets.
 * You have good spike power and moderate resilience. Don't be afraid to spike down overextended targets or targets in small spike teams.

Me/N Virulence/Fragility Spiker
A support Viru-Frag spiker.


 * Distortion or Images of Remorse can be replaced with Illusion of Weakness.


 * You are one of the team's caster spikers.
 * To spike, use the skills from left to right (up to Virulence) on a target.
 * Drain Enchantment is for energy management.
 * You easily have enough firepower to kill someone without healing. Don't be afraid to spike overextended targets.
 * But, you are very easy to kill too. Stay with a split team.

Mo/A Spiker
A very deadly and rather innocent-looking spiker. (Thanks goes out to The Modest Monk for the build.. and killing me in 7 seconds flat with it :D)


 * Fill the Optional slot with Augury of Death if you want to spike without support, Vigorous Spirit for a tad more survivability in case they feed on your flesh during spiking, Bane Signet to cap it off if it isn't enough... Almost anything, really.


 * Spike in time with the Virulence Fragility Spiker when needed. The moment you see a dark brown arrow pointing down or a greyed-out section of the target's health bar (Deep Wound from Accumulated Pain), spike from left to right, from Aura of Displacement to Signet of Toxic Shock, and then take off AoD.
 * This build has very little survivability on its own, but it can easily gank a few NPCs/small split teams/flagrunners/overextended people, just like an assassin. For a more independent build, bring Augury of Death and cast between Aura of Displacement and Iron Palm, and replace Resurrection Signet with Vigorous Spirit with 3 + 1 Healing Prayers and a + 3 Smiting Prayers rune.

Mo/A Blessed Escaper
A Heal/Prot hybrid monk, very versatile and capable of splitting.


 * The three Optional slots are for Protection spells. Choose from these: Protective Spirit, Guardian, Aegis, Spirit Bond, Reversal of Fortune, Shield of Absorption, or Dismiss Condition.


 * This build is a versatile healer/protector capable of splitting. It is more protection-oriented.
 * Blessed Light is your main spell, which heals while removing both conditions and hexes.
 * Gift of Health and Signet of Devotion are your "healing" spells.
 * The three Optional slots should be filled, which will then be your "protection" spells.
 * Dark Escape is to be used when taking heavy damage, and Return is to be used when being attacked by Warriors.
 * Replace one of the two "healing" spells with another "protection" spell if desired, since you have a Boon healer anyway.

Mo/Me Inspiration Boon Healer

 * Replace Dwayna's Kiss with Smite Hex if preferred.
 * Replace Ethereal Light with Heal Party if preferred.


 * This build is a versatile healing build, with light condition and hex removal, and capable of splitting. It is more healing-oriented.
 * Cast Healer's Boon at the start, and renew it whenever it ends.
 * You have many interesting spells at your disposal:
 * Orison of Healing is to be used for ordinary and maintenance healing. It is perhaps your most basic spell.
 * Dwayna's Kiss can be effectively used on allies taking lots of damage, as they usually have hexes or enchantments on them.
 * Ethereal Light is a very efficient healing spell. If you are not in danger, this can be used to heal your allies.
 * Healing Touch is purely for self-healing.
 * Dismiss Condition is basic condition removal.. It can be used for minor healing if necessary.
 * Inspired Hex is mainly hex removal, but also provides energy management.
 * Channeling is energy galore. Keep it up...
 * Healer's Boon is your universal healing buff. Keep it up.

Usage of GvG team build

 * As mentioned before, this build is a very versatile GvG team build, capable of splitting and many other things in different situations. It requires a lot of co-ordination, however, including a designated caller who will call spike targets, spike timing and splits. It also requires on-the-spot thinking.
 * Each and every of the four spike builds can spike independently, either using the build listed or a variant, or they can all spike together. They can pressure different targets for a pressure build, or run a spike build. Each spiker also has enough firepower to kill a person without healing very fast (except the Shutdown Ele, which can kill but would take a bit longer), which means creative splits can be created, and a GvG can be done in many ways.
 * There are many ways to split. You may consider a 3/3 split with each team having a monk and two spellcasters, or you can split 2/4, utilizing the Blessed Escaper's resilience to be able to split with a spellcaster and do many things.
 * The Tiger sin and the Shutdown Ele can team up to snatch a flagrunner out of the air.
 * The Mo/A Spiker can split off and join the W/Mo "YAA" paladin to help gank.
 * If your base is being ganked, the Boon monk could go with the Mo/A Spiker and E/N Shudown to relieve it. The Mo/A Spiker works well because of the Archer's Pin Down, and the E/N, when helped by the archers as well, will wreak havoc among the gankers and force a retreat.
 * The "YAA" paladin should make his/her way to the enemy guild hall as soon as the battle begins, and stay there as long as possible, causing pressure.
 * The E/Mo Flagrunner should constantly be running the flag.
 * The rest of the tactics and strategies are variable.

Me/E Deathly Machine Gunner AB/CM/RA/TA Build

 * Use an Earth Staff with 20% HCT Earth head, 20% HCT Earth inscription and +20% Enchantments wrapping.


 * Simple. Use Earth Attunement and Elemental Attunement whenever they recharge, and fire away. Each two "dagger bullets" gains 5 energy: 2 from Earth and 2 from Elemental Attunements, and 1 from +4e regeneration. This means you should have unlimited energy while you use these three skills.
 * Suggestions for Optionals: Obsidian Flame, Ward Against Melee, Distortion, Illusion of Weakness, Conjure Phantasm, Power Leak, Power Spike, Leech Signet, Resurrection Signet, Ward Against Foes, Illusion of Haste, Ward Against Elements, etc.

TA Ranger Spike
A Ranger Spike build designed for TA...

Spiking Rangers

 * First optional: Debilitating Shot, Troll Unguent, Drain Enchantment
 * Second optional: Each party member must bring one of these: Favorable Winds, Frozen Soil/Nature's Renewal, Winnowing


 * Spike...
 * Set up spirits.
 * Read the Wind.
 * Dual Shot-Punishing-Savage Shot.
 * Use Optional as needed.

Monk
Under construction