Tingtong's Group Build
Tingtong's Group Build
Well After some PvP Experiance and running with a few High ranking guilds I think I have come up with a decent competitive build.
Her it goes
War/N- DD with AE Dots of goodness
War/N- DD with AE Dots of goodness
W/Me- Monk Hexxer and assist train helper
W/Me- Monk Hexxer and assist train helper, Could be subbed with a illisionary warrior Build.
Mo/N- Full Healing
Mo/N- Full Healing
Mo/Me- Possible Protection Monk
R/Me- Snare and keeping monks Hexxed and shooting a poison arrrow or 2
I pretty much come to the conclusion that if your running a 4tank assist train most everything will die within 5-seconds or so. Mesmer is a good Combination for keeping healers contained and disenchanted. You will notice the build has no casters. I just feel that casters do not do any noticable damage in PvP and are healer mana drains. Setting people on fire is fun, but doesn't kill anything specially with a Protection Monk.
Her it goes
War/N- DD with AE Dots of goodness
War/N- DD with AE Dots of goodness
W/Me- Monk Hexxer and assist train helper
W/Me- Monk Hexxer and assist train helper, Could be subbed with a illisionary warrior Build.
Mo/N- Full Healing
Mo/N- Full Healing
Mo/Me- Possible Protection Monk
R/Me- Snare and keeping monks Hexxed and shooting a poison arrrow or 2
I pretty much come to the conclusion that if your running a 4tank assist train most everything will die within 5-seconds or so. Mesmer is a good Combination for keeping healers contained and disenchanted. You will notice the build has no casters. I just feel that casters do not do any noticable damage in PvP and are healer mana drains. Setting people on fire is fun, but doesn't kill anything specially with a Protection Monk.
Ok switched to a Warrior / Necro. Mosthula Malik is the name.



Cthulhu - 50 ML6 - Shadowblade - Merlin (Un-Retired)
Cliibhlibh - 50 ML6 - Shaman - Merlin(Ya I actually RvR with him)
Nosthu - 50 ML3 - Zerk - Merlin
Mosthula - 50 - Minstrel - Albion Lamorak (Retired)
Mosthula - 50 - Lurikeen Champ - Mordred (Retired)
Cliibhlibh - 50 ML6 - Shaman - Merlin(Ya I actually RvR with him)
Nosthu - 50 ML3 - Zerk - Merlin
Mosthula - 50 - Minstrel - Albion Lamorak (Retired)
Mosthula - 50 - Lurikeen Champ - Mordred (Retired)
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- Keyboard Molesting Forum G33k
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- Joined: Sat Apr 30, 2005 6:33 pm
dont discount the usefullness of a elementalist. I was trying out my build in pvp last night and it was rocking. My lightning orb with armor penetration does insane dmg.. I hit someone last night for 141. Also with blindness and pacifism I can shut down tanks very easy. I noticed last night I saved alot of casters by blinding/pacifying tanks that were jumping them. Air ele can also interrupt casters with javelin. Finally with 2 heal spells and a rez on my bar I can drop heals and rezzes when needed. Nice thing about that is I don't get targeted as quickly as a monk but I can do decent heals (my heal other heals for about 130). I would replace one of those warriors with an Ele/Mo.
dude its just as easy to shut down any other class. I can shut down tanks. whats your point? How is the dmg irrelevant if i can do more dmg than a tank and i can shoot from a distance how does that not make a diference? your logic makes no sense to me
EDIT: not to mention i have twice the mana as a monk so when the monk is out of mana.. whos gunna be keeping people alive? me
EDIT2: I am a firm believer that you should play a class that you enjoy most. I dont see a class combo in your group build that I think I would enjoy playing. So if you feel there is no place for Elementalists in your groups then I guess I won't be able to pvp with you.... now id still be willing to log a monk on if we were short one now and then but my primary class is going to be elementalist.
EDIT3: I think most combinations of classes can work in a group build provided that you have enough DPS and healing power. Its just a matter of everyone selecting the right skills that would best compliment the rest of the group.
EDIT: not to mention i have twice the mana as a monk so when the monk is out of mana.. whos gunna be keeping people alive? me
EDIT2: I am a firm believer that you should play a class that you enjoy most. I dont see a class combo in your group build that I think I would enjoy playing. So if you feel there is no place for Elementalists in your groups then I guess I won't be able to pvp with you.... now id still be willing to log a monk on if we were short one now and then but my primary class is going to be elementalist.
EDIT3: I think most combinations of classes can work in a group build provided that you have enough DPS and healing power. Its just a matter of everyone selecting the right skills that would best compliment the rest of the group.
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- Keyboard Molesting Forum G33k
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Here is the two things every group will have...
Mesmers
Monks
A mesmers wet dream is any E/Xx or Xx/E because 2 spells totally completely shut you down. Even if you take the chance at removing the hexes they drop you will be almost killing yourself.
Sadly tanks are the main damage in game. E are great damage dealers no doubt, but without tanks supported by monks you are fodder on the field.
I agree play what you want... argue your points. That is healthy for the group. We need to skip the perfect setups and get into some GvsG... meaning we need a hall ASAP.
Get everyone into non stop matches with whoever wants some... get people in and let them see if their templates, ideas, or whatever else works.
Fighting it out here is like playing DAoC on the SC calculator... it isn't the real deal.
Ting is right in a lot of areas with this build. Remember there is a counter to everything in this game... but there is obvious things that will always be constant. Monks for healing and Mesmers to stop monks.
You will run into caster heavy builds that will tear everyone up. Then a mesmer tank group comes in and ends their parade.
Its about balancing within a single group the widest array of damage, healing, and counters that all work efficiently together.
Mesmers
Monks
A mesmers wet dream is any E/Xx or Xx/E because 2 spells totally completely shut you down. Even if you take the chance at removing the hexes they drop you will be almost killing yourself.
Sadly tanks are the main damage in game. E are great damage dealers no doubt, but without tanks supported by monks you are fodder on the field.
I agree play what you want... argue your points. That is healthy for the group. We need to skip the perfect setups and get into some GvsG... meaning we need a hall ASAP.
Get everyone into non stop matches with whoever wants some... get people in and let them see if their templates, ideas, or whatever else works.
Fighting it out here is like playing DAoC on the SC calculator... it isn't the real deal.
Ting is right in a lot of areas with this build. Remember there is a counter to everything in this game... but there is obvious things that will always be constant. Monks for healing and Mesmers to stop monks.
You will run into caster heavy builds that will tear everyone up. Then a mesmer tank group comes in and ends their parade.
Its about balancing within a single group the widest array of damage, healing, and counters that all work efficiently together.
its true what you say about the tournament battles not being the true test.... but two things i have noticed so far is:
being an ele i almost never get the assist train on me, which means i stay back an heal while the monks are getting beat on
i have not yet once ran into a mesmer that tried to shut me down...again it comes down to monks being the primary targets ... i usually get forgotten while im sitting back nuking and healing.
Again this is pickup group pvp ... i havent experienced GvG so it might be different. All I have to say is if this game comes down to a bunch of warriors doing damage, monks healing, and mesmers shutting down monks. im not gunna stick around very long.
being an ele i almost never get the assist train on me, which means i stay back an heal while the monks are getting beat on
i have not yet once ran into a mesmer that tried to shut me down...again it comes down to monks being the primary targets ... i usually get forgotten while im sitting back nuking and healing.
Again this is pickup group pvp ... i havent experienced GvG so it might be different. All I have to say is if this game comes down to a bunch of warriors doing damage, monks healing, and mesmers shutting down monks. im not gunna stick around very long.
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- Phineas
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I'm a War/Ele and this is the build I want:
10 Strength
10 Swordsmanship
9 Air
Whirlwind - Spell
All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.
Conjure Lightning - Enchantment Spell
Lose all enchantments. For 60 seconds, your attacks strike for an additional 1-13 lightning damage.
Sprint - Stance
For 8-13 seconds, you move 25% faster.
Sever Artery - Sword Attack
If this attack hits, the opponent will begin bleeding for 5-21 seconds, losing health over time.
Gash - Sword Attack
If this attack hits a bleeding foe, you strike for 5-9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.
Final Thrust - Sword Attack
Lose all adrenaline. If Final Thrust hits, you deal 1-32 more damage. This damage is doubled if your target was below 50% health.
Frenzy - Stance
For 8 seconds, you attack 25% faster, but take double damage
Hundred Blades {Elite} - Sword Attack
Swing twice at target foe and foes adjacent to your target.
When I'm rushing at a caster, I can Sprint In, Do Hundred Blades + Whirlwind + Frenzy and go apeshit. If they're still up, I follow with Sever Artery and Gash, using another Hundred Blades, then Final Thrust. I can also sub Sever Artery and Gash out for Hamstring for chasing down runners, which also lets me drop in a rez signet.
I'll put that DPS up against just about anything in the game. As part of an assist train, it's balls out fugly against casters.
10 Strength
10 Swordsmanship
9 Air
Whirlwind - Spell
All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.
Conjure Lightning - Enchantment Spell
Lose all enchantments. For 60 seconds, your attacks strike for an additional 1-13 lightning damage.
Sprint - Stance
For 8-13 seconds, you move 25% faster.
Sever Artery - Sword Attack
If this attack hits, the opponent will begin bleeding for 5-21 seconds, losing health over time.
Gash - Sword Attack
If this attack hits a bleeding foe, you strike for 5-9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.
Final Thrust - Sword Attack
Lose all adrenaline. If Final Thrust hits, you deal 1-32 more damage. This damage is doubled if your target was below 50% health.
Frenzy - Stance
For 8 seconds, you attack 25% faster, but take double damage
Hundred Blades {Elite} - Sword Attack
Swing twice at target foe and foes adjacent to your target.
When I'm rushing at a caster, I can Sprint In, Do Hundred Blades + Whirlwind + Frenzy and go apeshit. If they're still up, I follow with Sever Artery and Gash, using another Hundred Blades, then Final Thrust. I can also sub Sever Artery and Gash out for Hamstring for chasing down runners, which also lets me drop in a rez signet.
I'll put that DPS up against just about anything in the game. As part of an assist train, it's balls out fugly against casters.

Hey Supreem,
Instead of jumping on the defensive and trying to explain to us how uber your Thane is.... try to understand that i'm putting a build together for PvP and not Pve. You limited PUG experiance is Irrevilent in GUILD vs GUILD.
I play to win and frankly your telling us all that your rather NOT be a teamplayer but do your own thing and play whatever u feel like. Thats fine and dandy play why u feel is FUN, but don't get mad when you get passed up for a guild grp for not being a team player.
I may not know everything but I know a good deal about the PvP in this game. If there is a better Group build that i'm missing then I'm open for adjustments and changing things around ...
But right now your talking to a brick wall by telling me you have no wish to contribute as a team player. Enjoy your Pug's
Instead of jumping on the defensive and trying to explain to us how uber your Thane is.... try to understand that i'm putting a build together for PvP and not Pve. You limited PUG experiance is Irrevilent in GUILD vs GUILD.
I play to win and frankly your telling us all that your rather NOT be a teamplayer but do your own thing and play whatever u feel like. Thats fine and dandy play why u feel is FUN, but don't get mad when you get passed up for a guild grp for not being a team player.
I may not know everything but I know a good deal about the PvP in this game. If there is a better Group build that i'm missing then I'm open for adjustments and changing things around ...
But right now your talking to a brick wall by telling me you have no wish to contribute as a team player. Enjoy your Pug's
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