Guillaume's 4 Melee Team GvG Build

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Guillaume's 4 Melee Team GvG Build

Post by Guillaume De Sonoma on Sat 20 Jan - 14:01

http://gwshack.us/709a4

The 2 W/E's will "lineback" the oposing warriors, which consists of knocking them down repeatedly. If your team is pushing very hard then have 1 or 2 warriors switch to the monks and start chain KD'ing them during the push. Have the 2 Dervishes train on one target when forms are up and have the E/MO MoM Smiter smite the grenths dervish and pulling blind off any of the melee characters. The runner when he is at the stand and has the time will gaile chaine the target being attacked by the 2 dervishes. The heal party is really high specced because I don't have an LoD. Versus teans that have no melee the warriors will disrupt the enemy offense with KD's and then chain KD enemy monks when needed.

The build's defense might seem like it is not alot, but trust me 2 linebackers will stop most anything, including dervish trains. The offense should just form up, call a target to be trained and then go to town. The 3 KD's from the warriors can be used to lockdown the enemy monks while you pound on something.

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Re: Guillaume's 4 Melee Team GvG Build

Post by Tearz on Sat 20 Jan - 20:35

Guillaume De Sonoma wrote:http://gwshack.us/709a4

The build's defense might seem like it is not alot, but trust me 2 linebackers will stop most anything, including dervish trains.

Yeah, except Steady Stance wars which are all too common nowadays. Basically the linebackers would just help them. :-\. Also enchant removal and diversion will kill the Master Of Magic, which is basically the only fast condition removal, because the monks will burn through their energy if the other team has a R/D or P/D with Ebon Dust Aura :-\ Just my input

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Sat 20 Jan - 21:48

would this work with: 2 linebackers, 1 n/rt(spirit summoners with blood ritual), 2 monks, 1 flag runner, 2 devs. (maybe 2 n/rt are better? as they can carry both offense and defense/healing spirits {but the 2 monks should be able to cover the health of the team} and the runner can spam gale on long casting spellcasters like ele, mes, nerco, {but i don't think more knockdowns are needed as there are already 2 tank trained on knockdown} when they are free )
we should try this build sometimes =)




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Re: Guillaume's 4 Melee Team GvG Build

Post by Guillaume De Sonoma on Mon 22 Jan - 0:11

Tearz wrote:
Guillaume De Sonoma wrote:http://gwshack.us/709a4

The build's defense might seem like it is not alot, but trust me 2 linebackers will stop most anything, including dervish trains.

Yeah, except Steady Stance wars which are all too common nowadays. Basically the linebackers would just help them. :-\. Also enchant removal and diversion will kill the Master Of Magic, which is basically the only fast condition removal, because the monks will burn through their energy if the other team has a R/D or P/D with Ebon Dust Aura :-\ Just my input

I feel that linebackers would definitly help the steady stance, but they would then start hurting themselves with self KD because the recharge on Steady Stance isn't enough that they can stop their self-KD's and the linebackers. Even if it doesn't then the line backers can still KD train monks while the Dervs kill stuff.

I don't know what end of the ladder you fight at or observe but I have seen Ebon Dust Aura under 3 times in gvg/obs mode. But if they do have one the melandru is immune, spending time blinding a line backer is mostly pointless because their is always another to KD the prime offense (grenths derv usually), and the grenths has a draw on him primarily. I would send a linebacker on the R/D anyway and bang away with KDs, I mean counter blow ftw.

Enchant removal is also a lot less common because of the nerf to drain enchantment, and that leaves a grenths (who should be linebacked and kited from), and a shatter enchantment which will almost always be used on their spikes.

You can what if anything to death, but their is always some way to work around it.

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Re: Guillaume's 4 Melee Team GvG Build

Post by skye on Mon 22 Jan - 2:17

lotsa wars-

it seems pretty ez to do. Just smite- not sure if smite is really all that great anymore

also- with a general thing now. Say 2 melee on offense, that means ur line backers are on them.

then that means ur only damage are the 2 dervs + some smite. Since most people know how to spread, the smite will most of the time only affect 1-2 people + sythe attacks. However, even those can be stopped from aegis/ blind. Just keep aegis for melandrus, and blind for grenth.

so ur relying on ur 2 dervishes to do all the damage basically. which could be good or bad.

what about split?

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guillaume De Sonoma on Tue 23 Jan - 0:35

The hammers have 16 Hammer 13 strength and can actually deal decent damage to the enemy. If I had to mod the build for splitting (SoH nerf ftw) I would make it a Mo/E runner and give the smiter a storm djinns health. I should do that, but then you lose condi removal, but whatever. The damage is a lot though james. 2 Hammers that play defensive but can make offensive pushes with 3 KD and Deep Wound. 2 Dervishes that are hard to shutdown. I do miss enchant removal, but until mesmers recieve a bigger buff I don't care.

Edit: If you guys play any of my builds hook me up with a guest yo.

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Tue 23 Jan - 0:42

lol....

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Re: Guillaume's 4 Melee Team GvG Build

Post by skye on Tue 23 Jan - 0:49

lol -we did play that first one.

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Tue 23 Jan - 21:08

lol! lol! lol! lol! lol! lol! lol!

we did?



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Re: Guillaume's 4 Melee Team GvG Build

Post by skye on Thu 25 Jan - 1:35

what if we switched the aoe smite to a expel hexes shutdown mesmer.

then replaced divert with lod

and

the flag runner with rt/a runner (good vs the new types of ganks)?

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guillaume De Sonoma on Thu 25 Jan - 2:57

I don't like that the Rt/A has no party support. I would rather have a Mo/E. The Mes/Mo could be like:

Mantra of Recovery
Remove Hex
Draw Conditions
Resurrection Chant
Drain Enchantment
Diversion
Power Drain
Power Leak

Not my ideal bar, but good support and has an enchant rip + diversion and 2 interupts.

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Re: Guillaume's 4 Melee Team GvG Build

Post by Krispera on Thu 25 Jan - 8:15

the Rt/A missed something. The heal was weak and the run time too. Disrupting Dagger is 1sec casting... can't really interrupt except long casting skills.

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Thu 25 Jan - 22:21

does the mo/ele have an elite for running? cause if it doesn't, maybe sandstorm will help? as it can dish out some dmg and make ppl run.......but something is telling me this is a bad idea lol

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guillaume De Sonoma on Fri 26 Jan - 0:58

Mo/El uses LoD and Storm Djinn's Haste.

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Re: Guillaume's 4 Melee Team GvG Build

Post by skye on Fri 26 Jan - 1:10

rt runner can work pretty well for anti gank- and can do some support if it has to run into the main crowd- plus if u need to gank or call back a melandru derivsh while it can do damage with weapon of remedy + vengeful and can keep other stuff somewhat alive.

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Fri 26 Jan - 1:12

yeah....my 6th sense was RIGHT!! yay!!

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Re: Guillaume's 4 Melee Team GvG Build

Post by skye on Sat 27 Jan - 0:26

we did this today.... we went from rank 500-->1000 =(

both teams were degen... we got owned from them...

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guillaume De Sonoma on Sat 27 Jan - 1:36

Does your runner know how to use heal party? Seriously degen is incredibly week, wait 20 minutes to VoD and win. Linebackers should be KD'ing important hexes and such.

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Re: Guillaume's 4 Melee Team GvG Build

Post by skye on Sat 27 Jan - 3:08

lol--- 2 interrupt rangers, sf's, tainted's degen... couldnt handle the degen... it hella money. even the lod got interrupted and everyhting. There was nothnig we could do. (ok there was stuff we could do), but we got beat horribly 2x- =(

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Re: Guillaume's 4 Melee Team GvG Build

Post by IceNutz on Sat 27 Jan - 12:53

-10 degen hurts...
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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Sat 27 Jan - 13:48

yeah i heard james or some1 else said they lost 2x while i was farming ghial's lol.......btw can't the linebacker shut down the interr rangers....maybe not.....but i mean you have KDs.......you can interr too...............
btw been a noob and pvp that i am, what's lod lol.....

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Re: Guillaume's 4 Melee Team GvG Build

Post by IceNutz on Sun 28 Jan - 12:42

Light of Deliverence: 5e heal all party members <80% health for some amount
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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Mon 29 Jan - 19:20

ty!

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guillaume De Sonoma on Mon 29 Jan - 22:41

shadow'sfury wrote:yeah i heard james or some1 else said they lost 2x while i was farming ghial's lol.......btw can't the linebacker shut down the interr rangers....maybe not.....but i mean you have KDs.......you can interr too...............
btw been a noob and pvp that i am, what's lod lol.....

yes you can. counter blow ftw.

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Re: Guillaume's 4 Melee Team GvG Build

Post by Guest on Tue 30 Jan - 0:31

Guillaume De Sonoma wrote:
shadow'sfury wrote:yeah i heard james or some1 else said they lost 2x while i was farming ghial's lol.......btw can't the linebacker shut down the interr rangers....maybe not.....but i mean you have KDs.......you can interr too...............
btw been a noob and pvp that i am, what's lod lol.....

yes you can. counter blow ftw.

i never said you can't, i was just asking: "can't the linebackers interrupt the enemy team's vital players so that they won't be able to function normally....and since i heard from james that they have heavy degen.....maybe hit the necros a few times with linebackers so that the team recovers a little from the degen and then KD the monks and the team kill the necros"

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