Aderon's New Battle
#16
Posted 08 January 2007 - 11:15 PM
I've been looking into GvG strategy, and I think we should try a team that relies on knockdowns and interrupts. This will take a lot of pressure off of us, because foes that are knocked down can't fight back or heal. It also gives me a good excuse to burn someone alive with an echoed savannah heat!
Neraphym Archaeon

GWAMM

GWAMM
#17
Posted 09 January 2007 - 04:38 PM
Knockdowns and interrupts requires bunny thumpers and interrupt rangers and maybe mesmers but most interrupt = rangers...
Bunny Thumper builds are gimmicky and not brilliant for GvG due to the monks.. Interrupts are hard to keep on a monk due to his fast healing spells and arrows cannot travel there fast enough leaving us with mesmer as interrupts and most of those interrupts would be guesswork.
We should think of something which would play better to the strengths of the guild.
I know most people have a Necromancer which can make a blood spike build... or on those lines... Touch Rangers =/
Interrupts are useful but shouldn't build a whole team around it as it requires lots of pvp skill and timing to understand how to interrupt effectively.. e.g. what is worth interrupting and such forth.
I also know we are lacking in monk's and so we should try to either train some up with healing spells. Not just 55 and Spirit Bond skills
We also lack in the amount of mesmers we have. We need to garner a few more for flexibility and I know Tan will agree with me. Mesmers are particularly versatile and should be exploited to our advantages they aren't just Domination based.
Maybe rather than following gimmick builds we ought to think outside of the box and think of something knew which no-one has many counters for.
I haven't been on a while so don't count me on this but we ought to have a meeting time in game in the Guild Hall to organise this.
Bunny Thumper builds are gimmicky and not brilliant for GvG due to the monks.. Interrupts are hard to keep on a monk due to his fast healing spells and arrows cannot travel there fast enough leaving us with mesmer as interrupts and most of those interrupts would be guesswork.
We should think of something which would play better to the strengths of the guild.
I know most people have a Necromancer which can make a blood spike build... or on those lines... Touch Rangers =/
Interrupts are useful but shouldn't build a whole team around it as it requires lots of pvp skill and timing to understand how to interrupt effectively.. e.g. what is worth interrupting and such forth.
I also know we are lacking in monk's and so we should try to either train some up with healing spells. Not just 55 and Spirit Bond skills
We also lack in the amount of mesmers we have. We need to garner a few more for flexibility and I know Tan will agree with me. Mesmers are particularly versatile and should be exploited to our advantages they aren't just Domination based.
Maybe rather than following gimmick builds we ought to think outside of the box and think of something knew which no-one has many counters for.
I haven't been on a while so don't count me on this but we ought to have a meeting time in game in the Guild Hall to organise this.
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