Build:Team - Surging Melandru
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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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Another year passes and new builds are developing all the time. Even though some things remain constant, there is still an ever-changing metagame within Guild Wars that guilds should keep an eye on when designing team builds.
After initial GvG testing of builds and strategies, Spirits of War decided on a build to play while waiting for the next shake-up of balance changes. After experimenting with Hex pressure last year we changed to a spike-style build this year. The result is a solid build that held up to top teams on the ladder and gave us an opportunity to train new members and gain valuable experience.
[edit] The Surging Melandru Build
[edit] Character 1: Dervish/Assassin
Avatar of Melandru bypasses the large amount of Blinding skills currently used in the metagame. The extra Health also gives a near guarantee that Chilling Victory does its maximum damage on spikes. Use your interrupt to disrupt important spells or enemy resurrection attempts.
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Attribute Rank |
---|---|
Mysticism | 12+1+1 |
Scythe Mastery | 11+1 |
Wind Prayers | 6+1 |
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[edit] Character 2: Dervish/Assassin
While Character 1 spikes primarily with Chilling Victory, Character 2 is responsible for using Wearying Strike to apply Deep Wounds. Hardly any spike is effective without some way to inflict Deep Wound. Character 1 follows up with another Wearying Strike in case the enemy removes the first Deep Wound. Also try to spike while in Form but don't forget to back away from the front lines to reactivate your Avatar.
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Attribute Rank |
---|---|
Mysticism | 12+1+1 |
Scythe Mastery | 11+1 |
Wind Prayers | 6+1 |
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[edit] Character 3: Mesmer/Monk
Character 3 is our main Area of Effect damage dealer. This character spikes with Energy Surge or Spiritual Pain and follows up with either Shatter Enchantment or Wastrel's Demise. Also, this character has the hard rez on the build and Hex/Condition removal to help the Monks against high pressure teams.
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Attribute Rank |
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Domination Magic | 12+1+1 |
Fast Casting | 12+1 |
Healing Prayers | 3 |
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[edit] Character 4: Mesmer/Elementalist
With a dual role, this Mesmer keeps enemies Blind and comes in for spikes with other skills. It's especially important to put Blindness on anything moving into the backline, because this generally signals an impending spike. When not casting Blinding Surge, this Mesmer spikes with Spiritual Pain and Wastrel's Demise. Use Gale to knockdown a Monk during a spike or to isolate an opponent from a retreating team.
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Attribute Rank |
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Domination Magic | 12+1+1 |
Fast Casting | 10+1 |
Air Magic | 10 |
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[edit] Character 5: Necromancer/Elementalist
We use this as a free slot to adapt to the metagame. It allows flexibility in the build, with options including Mesmers for disruption, Necromancers for Hex pressure, Elementalists for spike skills and Area of Effect, or a character good at splitting. Currently our Necromancer runs pressure with Spoil Victor and covers it with quick Hexes. Spoil Victor can really deter enemy Dervishes from attacking and can also distract enemy Monks. Strip Enchantment supplements the Mesmer's Enchantment removal.
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Attribute Rank |
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Blood Magic | 12+1+1 |
Curses | 7+1 |
Earth Magic | 9 |
Soul Reaping | 6+1 |
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[edit] Character 6: Monk/Assassin
This is our primary infuser for spike protection. It also has some quick Healing spells and basic Protection skills. Depending on the split, this character generally stays with the more aggressive team.
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Attribute Rank |
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Healing Prayers | 10+1+1 |
Divine Favor | 11+1 |
Protection Prayers | 10+1 |
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[edit] Character 7: Monk/Assassin
This Protection Monk casts Zealous Benediction on the infuser as well as using Protection Prayers for general damage negation.
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Attribute Rank |
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Protection Prayers | 12+1+1 |
Divine Favor | 11+1 |
Shadow Arts | 6 |
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[edit] Character 8: Elementalist/Monk
This is the primary flag runner, which changes according to the metagame. This version can deal out enough damage to kill, but also has some self healing and a potential snare. Even though the build has no Water Hexes, Arc Lightning serves as another cheap damage spell that enemies can't dodge or hide from behind a wall, unlike Lightning Orb. Against high pressure teams like Hex-heavy builds, this character sits back and uses Glyph of Lesser Energy for multiple castings of Heal Party. In those cases our Necromancer takes up flag running.
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Attribute Rank |
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Air Magic | 12+1+1 |
Energy Storage | 10+1 |
Healing Prayers | 8 |
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[edit] Modular Build Construction
When Spirits of War put this build together we designed it so we could add different characters based on an evolving metagame.
The Necromancer originally spiked with the team, but we found that forcing enemy Monks to cope with Hex pressure and a high damage spike was a better combination than a straight spike.
We have also used an Obsidian Flame Elementalist in this position too. Wards can add much needed defense against the Dervishes prevalent in the metagame. The Earth Magic attribute line also has knockdowns or can be paired with Water Magic snares for easier target killing.
A pure split character could also occupy this slot. The pressure coming from a rear split might be beneficial against amateur teams. Top teams, however, generally are prepared for splits and often a lone character can't apply proper pressure.
Lastly, characters' attributes can change according to the current metagame. For example, the Domination Mesmer can easily drop points into Fast Casting for extra points in Inspiration. This allows for Energy management like Drain Enchantment or a shutdown skill like Signet of Humility.
[edit] Dealing with Splits
On this build we use an Even-Odd style of splitting. The even players, characters 2, 4, 6, and 8, are part of the rear split while the off characters maintain pressure on the front. Since we use a spike-based build we always look to engage the enemy with a numbers advantage and play defensively on our splits. Generally, the flag runner assesses the professions and skills of the enemy split and then calls for the proper counters to return and minimize rear damage while maintaining a spike advantage on the front.
[edit] Strengths and Weaknesses
During the last few weeks we've determined which enemies we're strong against and which ones give us some problems.
Overall, this build has very basic Hex removal. Against high pressure teams with a lot of Hexes it becomes hard to maintain the spike, so we counter those teams with dynamic tactics and splits.
We have had success against teams designed for splitting. We've gone up against top teams and lost, but by studying their tactics, we were often able to counter with a different split and secure a victory. Both employing and defending against a split strategy is often a matter of experience, though, and we've certainly paid the price with some bad calls against split teams.
[edit] Success
Currently Spirits of War has had above average success since we've changed to this build. We've won more games than we've lost and have had solid victories against top guilds, although we've also had some bad losses against lower ranked guilds. The build isn't always why we win or lose. Sometimes success is based on strategic decisions made in game. In a close match it only takes one mistake to lose.
This build makes use of popular conventions in the metagame right now. Wastrel's Demise is a very powerful Mesmer skill and having Dervishes immune to Blindness makes our damage strong and fast. Our tactics are improving and we're always looking to adapt to the metagame, especially when balance changes get introduced.