User:Shining/in progress

This is a GvG build that is intended to be easy to run for guilds that are just getting into GvG, because of its heavy use of the premade template characters. While being successful with the build may take time getting used to it, it should not be hard for members new to PvP to get the necesary unlocks. The intention of the build is to win through heavy pressure, getting too many targets to low health for enemy monks to be able to keep them all alive.

Composition
The general structure of the team is:
 * Two Warriors
 * One AoE Smiter
 * One Cripshot Ranger
 * One Tainted Support Necro
 * Two Monks
 * One Runner

While this page will outline a rather specific build, many positions in the build can be replaced for similar effect. As long as you are applying constant heavy pressure, it should still work under the same principle.

Equipment

 * Gladiator's Armor for extra energy
 * Any sword will work, barbed is nice for the extra bleeding duration

Usage
The warriors' jobs are to spread bleeding around as well as keep up the built in DPS of regular sword attacks. The attack chain of Sever Artery, Gash, Final Thrust should be used to finish targets off. If the AoE smiter is smiting off you, be aware and try to get near as many enemies as possible, especially while you have Balthazar's Aura on you. Also refer to adrenaline spikes later in the article.

Variants
Having more than one charge is a bit redundant, so one could be replaced with Quivering Blade or another sword attack elite for better DPS. You can also change your secondary to elementalist and replace hex breaker with Shock, a popular option for GvG warriors. If you do this, it is advised that you replace Frenzy with Tiger Stance or another increased attack speed stance, since you won't have a cancel for frenzy.

Equipment

 * Ascetic's Armor
 * Smiting staff with +20% enchanting mod or +5 energy sword/axe with +20% enchanting mod and smiting offhand

Usage
Always keep Zealot's Fire on yourself and spam Air of Enchantment, Reversal of Fortune and Guardian on one of the warriors. Balthazar's aura and smite hex can be used on the warriors for very heavy damage, and Judge's Insight can be used to increase the warriors' DPS.

Variants
Judge's Insight can be replaced by a number of skills. Draw conditions can be used to help keep the warriors clean, windborne speed can be used to help keep them on their targets, or Scourge healing can be used as a counter to teams that have HP spamming E/Mos.

Equipment

 * Druid's Armor
 * Recurve bow with crippling or poisoning bowstring

Usage
The cripshot ranger has a number of jobs. You should spread poison around as well as spreading crippled offensively and defensively. Crippling Shot can be used to take pressure off your team by snaring enemy warriors, as well as crippling enemy targets for your warriors to attack. If the enemy team has an E/Mo spamming Heal Party, it is important to catch it with distracting shot, as HP can be a big problem for heavy pressure. Extinguish is much harder to interupt, but still possible if you are looking for it. Also look out for aegis and wards, commonly taken measures that can slow down your offense significantly.

Variants
Storm chaser can be kept to increase flexibility, making the cripshot more mobile and giving you the option of switching it to flag runner if you think the runner will be more useful at the stand, but it isn't really needed. It can be replaced by drain enchantment (useful for taking ether prodigy off E/Mos) or a trapping skill.

Equipment

 * Scar Pattern
 * Death staff with enchanting mod or +5 energy sword/axe with enchanting mod and death offhand

Usage
The tainted's job is keep your team enchanted with tainted flesh. If the other team is using melee characters, or if the disease isn't spreading to the backline, use rotting flesh to keep the entire enemy team diseased. Use draw conditions to keep the warriors clean, as their DPS is important and can be easily stopped with blind, weakness and crippled. Use aegis when it is available to relieve pressure from the monks. Use putrid explosion as soon as anything dies, as the high damage can turn one kill into a rout, especially when the entire enemy team is being pressured near low health. When you have nothing else to do, spam deathly swarm to deal large amounts of damage

Variants
While well of the profane can be devastating to the other team, its high energy cost and casting time make it difficult to use. You can replace it with another support skill, such as hex removal, or more pressure, such as rising bile or well of suffering (although in GvG the only way to get enemies into the well is to put your backline there and the warriors will chase them in).

Equipment

 * Ascetic's armor
 * Any monk equipment should be fine

Usage
No different from any other build, the monks' job is to keep the team alive.

Variants
One monk should replace protective spirit with spirit bond, so that a player doesn't get double prot spirited. One monk may want to switch mend condition for mend ailment to give more flexibility in case of a split.

Euipment

 * Archmage's Armor
 * +5 energy sword/axe of enchanting or fortitude and air offhand with +30 health mod.

Usage
Use windborne speed to run flags quickly, and shoot off a few spells while you are at the flag stand. If the other team is running heavy pressure, spam HP while in range of your team and use ether prodigy to manage your energy. This particular running build is better at killing the other runner than forcing morale by delaying them, since it has no snares. If you are being bodyblocked, get the smiter to smite off you, so that they will be taking heavy AoE if they continue to try to force morale.

Variations
Lightning strike or enervating charge can be replaced with extinguish to make this more of a support character. Extinguish can also be used when in range of your party against heavy pressure.

Team Tactics
While the general strategy of the build is clear and each individual members' role is described above, there are more things you can do if you are not scoring kills or if you are not making progress.

Adrenaline Spikes
If the heavy pressure is working, the warriors should be able to score kills with their attack chains alone, but if it isn't working, you can try an adrenaline spike. Once both warriors have full adrenaline, one should call a target and after a countdown (through VoIP) both warriors unload all their attack skills on that target. Other characters can assist by draining enchantments or snaring the called target.

Splitting
Because of the high self-sufficiency characters used in this build, it may be a good option to split off part of the team and see if more progress can be made than when it is the full 8v8 or 7v7. Possible splits include: Also note that the charge warrior is ideal for splitting, as it gives the entire split team increased mobility.
 * The cripshot leaving the flagstand to solo enemy NPCs to work for advantage at VoD
 * A warrior and AoE smiter leaving to try to take out NPCs; if ignored, they could take out the entire base
 * And other larger three or four man splits