Build:Team - Frozen Feet

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • exhaustion problems
  • energy problems
  • not very practical

Contents

This build works on the basis that enemies are completely or almost completely shut down with KD, powerless to stop what's happening to them. The extreme exhaustion from the smiters are countered with the +15 energy -1 regen weapons and Frozen Soil.

The build employs 2 Smiters, one ranger and one boon prot.

[edit] Two Smiters

[edit] Attributes and Skills

MonkElementalistMonk / Elementalist Attribute Rank
Smiting Prayers 12 + 1 +3
Air Magic 12
Divine Favor 3 +1
Signet of Judgment

Signet of Judgment

Stonesoul Strike

Stonesoul Strike

Holy Strike

Holy Strike

Balthazar's Aura

Balthazar's Aura

Glyph of Lesser Energy

Glyph of Lesser Energy

Shock

Shock

Gale

Gale

Bane Signet

Bane Signet

[edit] Equipment

  • Ascetics armor
  • 2 +15 energy -1 energy regen

[edit] The Ranger

[edit] Attributes and Skills

RangerRanger / Any Attribute Rank
Marksmanship 12 + 1 +3
Wilderness Survival 9 +1
Expertise 9 +1
Punishing Shot

Punishing Shot

Savage Shot

Savage Shot

Dual Shot

Dual Shot

Marauder's Shot

Marauder's Shot

Brambles

Brambles

Kindle Arrows

Kindle Arrows

Frozen Soil

Frozen Soil

Troll Unguent

Troll Unguent

[edit] Equipment

  • Druid's Armor
  • 15^50 Shortbow, Max vamp, +1 marksmen or +30 HP

[edit] The Boon Prot

Is a Boon prot.

[edit] Usage

While effective against almost any enemy, it's usage for maximum effectiveness is difficult to master, so new players to GW are not advised to use this Build.

Targets: Smiter A and Ranger target the strongest link in the build and call the target (usually a boon prot or blessed monk). Smiter B targets the 2nd strongest player, usually assassin followed by mesmer followed by ritualist followed by everything else.

Both Smiters start off by using Glyph of Lesser Energy, followed by Balthazar's Aura. While you will lose about 50 damage from lack of contact with your target, it is well worth the gain in time. Start out with a Shock-Holy Strike, then a Gale-Stonesoul Strike-Signet of Judgment-Holy Strike. Any target should have been dead by now, although if they are not keep KDing and Striking until 0 energy, in which case weapons need to be switched out and energy regened.

The Ranger starts the battle with Frozen Soil and continues like a ranger spike build, only without stopping the chain of attacks. Using Frozen Soil at start of battle may seem noobish; however, it must be done because a) In any normal circumstances you should get two kills before they get one, and B) stopping to use Frozen Soil in battle allows the more experienced TA people to instantly res sig someone, causing only your own side loss from the skill.

[edit] Counters

Extremely high healing (3+ monks or 2 monks and an anti-melee) Equinox (which I have yet to see used anywhere) And for some reason Rit Lords, I think this is because one cannot hold constant KDs on the spirits as one can on the players. Obviously, anti-knockdown skills are the bane of this build. Balanced Stance, Ward of Stability and Dolyak Signet make any target extremely tough.

[edit] Variants

Earthbind would be devasating if it could be somehow be added in. Also, the ranger can be replaced with a third Monk/Ele. This build can be modded to 8 vs 8 very easily (and allows for the yummy earthbind), tho in long battles like GvG it suffers from exhaustion.

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