User:Mgrinshpon/Guild Builds/Archive 1

For adding all the builds GWEN uses and doesn't want to repeat.

Under construction

Please Allow Anon edits here. They are guild members tweaking the build. Guild members- please use the talk page.

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GvG
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2 E-Surge Mesmers
Equipment: Virtuoso's Armor or Enchanter's Armor, a cane with 20% HSR on Inspiration and a 20/20 Domination Focus.

Usage: Find a specific person to put pressure on– usually a monk or spellcaster. Be aware of your target's current energy so you don't waste spells. This includes watching his/her weapon set for energy hiding. The occasional Drain Enchantment should suffice for energy management. Kite away from warriors as your armor is not enough to withstand a beating. When overextending to Blackout a Monk on a spike, be sure to use Distortion before Blackout so that you aren't caught far away from your monks with Footmen and Warriors on you with no way to protect yourself. When using Diversion try to keep in mind the recharge of the skill you want to Divert, it will make it easier to time. Blackout can also be used defensively to drain the adrenaline from a Warrior.
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Shock Axe
Equipment: Full Gladiator's Armor with Stoneskin Gauntlets to raise energy pool, a Vampiric Axe of Fortitude, an Ebon Axe of Fortitude, and a -5 damage (20%)/+30hp shield.

Usage: Upon entering combat, build adrenaline on a target. Once you and any other warriors on your team have adrenaline, organize a spike on a suitable target. Open your spike with Shock, and use Eviscerate quickly followed by Executioner's Strike. Attempt to spike down low-health targets. Don't stay on one character for too long, if you see them being enchanted with skills such as Guardian or Protective Spirit, switch targets. Use Shock to counter any slow-casting spells and to snare kiters. Be careful, however, and don't just spam the button, as your limited energy reserves will quickly be greyed out from exhaustion. Use Frenzy carefully to gain adrenaline, up your DPS, and to speed up your spikes. Use Sprint to reach your target if it is kiting and to cancel frenzy if you come under focused fire. Use Healing Signet to keep your health up and to ease pressure off your monks. Use your wand to build adrenaline before engaging and whenever you break off fighting. Use your ebon weapon to bypass enemy warriors' extra defense against physical damage. And, obviously, use the Resurrection Signet to revive fallen allies. Do not fall for the temptation to replace it with another offensive skill.
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Devastating Hammer
Equipment: Full Gladiator's Armor with Stoneskin Gauntlets to raise energy pool, a Vampiric/Zealous Hammer of Fortitude and an Ebon Hammer of Fortitude.

Usage: Upon entering battle, begin building adrenaline. When you and any other warriors on your team have adrenaline, organize a spike on a suitable target. Try to spike down low health targets. Don't stay on a target if he gets enchanted by skills like Protective Spirit. Spam Irresistible Blow on targets that are blocking for knockdowns and extra damage. Use Frenzy to build adrenaline faster and to speed up your spikes. Use Rush to catch kiting targets and to cancel Frenzy if you come under focused fire. Use Healing Signet to keep your health up and to ease pressure off of your monks. Don't use it when under focused fire. Use your Ebon weapon to bypass enemy warriors' resistance to physical damage. Of course, use Resurrection Signet to resurrect dead party members.
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Tainted Warder
Equipment: Full Scar except for Bloodstained Boots, +5 Energy +30 Health Axe/Sword, +5 Energy 20% Enchanting Axe/Sword, 20% Recharge +30 Health Earth Scroll.

Usage: Start Tainting your whole party, including any pets, at around 12 seconds before the start of the match. Drop your wards, starting with Foes, at the front of your backline. Use Well of the Profane as corpses fall. Use Putrid Explosion if your well is recharging and if there are enemies within range of the corpse. Consume the corpse if no enemies are within Putrid range. Re-Taint periodically or when you see disease spreading through your team. Re-cast your wards as soon as they come up while in heavy battle. Cast wards at the edges of existing wards to give your backline greater freedom to kite in. Use Ward Against Foes to aid your frontline if your backline is not under melee pressure.
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Blessed Light Healer (Blight)
Equipment: Insightful 20/20 Divine Favor Staff of Fortitude and another of Enchanting.

Usage: Use Blessed Light as a big, all-purpose heal that removes Conditions and nasty Hexes and provides an ample 163-point life boost. Signet of Devotion is a great Energy saver that also grants a free 100-point Health boost every seven seconds. Use it early and often. Drain Enchantment is another great Energy management skill. After casting a few spells, use it to regain 7 net Energy and remove an important Enchantment from your foe. Revealed Hex, like Drain Enchantment, also serves a dual purpose. Use it to remove nasty Hexes and gain a small Energy boost.
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Boon/RC
Equipment: Insightful 20/20 Protection Staff Staff of Enchanting and another of Fortitude.

Usage: Reversal of Fortune is going to be your main heal with high energy. Use Guardian when someone is under attack from Warriors. Restore Condition is for someone under conditions. Use it as a powerful heal when they are. When you yourself is under attack, use Guardian and Reversal of Fortune, then Contemplation of Purity for a powerful Heal.
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Flag Runner
Usage: Your primary job is to run the flag. As such, do not get overly involved in the fighting unless you have superiority at flag stand. Keep Windborne Speed up while running the flag. Use Blinding Flash to protect yourself and your team from warriors, rangers, and assassins. If you have time, assist your team by snaring the opposing team with your water hexes or heal and remove conditions with Heal Party and Extinguish. Use Ether Prodigy while assisting the team with heals or snares to regain energy.

Equipment: +5 Energy Sword of Enchanting and a 20/20 Water Focus. Armor should be Archmages or Tempest.
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