Build:Team - Frozen Feet
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
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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
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Attribute Rank |
---|---|
Smiting Prayers | 12 + 1 +3 |
Air Magic | 12 |
Divine Favor | 3 +1 |
[edit] Equipment
- Ascetics armor
- 2 +15 energy -1 energy regen
[edit] The Ranger
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Marksmanship | 12 + 1 +3 |
Wilderness Survival | 9 +1 |
Expertise | 9 +1 |
[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.