User:Nova11623



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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.


 * If you are not comfortable with Axe, replace the first four skills with Sever Artery, Gash, Galrath Slash, and Distracting Blow, and move points from Axe Mastery to Sword Mastery.


 * Cast Mending at the start of the battle. 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! Cast Vigorous Spirit and begin killing NPCs. Use Dismember 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.
 * Healing Hands is only to be used when fighting Humans at the Rez shrine or the Guild Lord's mob. Vigorous Spirit should be more than enough for anything else.
 * If the opposition retreats to their Guild Hall, run into the "internal mob" and tank their damage. Your guildies 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, just tank it out (and die).
 * 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.


 * 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 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.


 * 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.
 * You have very little survivability on your own, but you 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.