01_INTRO <-- Introduction
02_V1 ß V.1 I-way build
03_V2 ß V.2 I-way build
04_V3 ß V.3 I-way build
05_V3A ß V.3.1 I-way build
06_V3B ß V.3.2 I-way build
07_V4 ß V.4 I-way build – as yet effectively unseen variant, but possible/probably evolution
08_V3B_B ß V.3.2 I-way build – Class list/basic outline
09_V4_B ß V.4 I-way build – Class list/basic outline
10_SS1 ß SS Build idea
11_SS1_B ß Basic build outline
12_CONC ß conclusion/brief analysis of SS
14_C_S ß Source material
01_INTRO
Ok... I, like many people, are tired of IWAY builds basically taking any 'creativity' out of tombs.
I am not going to say they are bad/Noobish or whatever, because they are not; in my opinion they are just a very good build, with few weaknesses and is relatively easy to play. --> I would say a large proportion of players choose a W/? as a first character - usually a Mo or Ranger. I am also not going to say it should be ‘nerfed’; that’s the easy way out from the problem and that just wouldn’t do now would it!
So, this is the 'problem' now it needs to be solved, and the build outlined below will hopefully begin the process of this. I am not going to claim it is a 1337, invinci build etc as, as always, there are counters to it. (I often think of Guild Wars like a game of rock, paper, scissors; where one build will easily beat another, but can also be countered easily by another) Except it can often seem as though I-WAY is a stick of dynamite :P
Well, we first have to examine how the current I-WAY team actually works and the various revisions/versions that it goes through. (I am sure there are many variations that will not be mentioned, but these are the main ones that I have seen whilst playing in the Tombs).
02_V1
V.1 – Appeared a few months ago – early fall I would say. Though it could have been earlier than this. The basic premise was to have nearly an entire team of W/R whom would let their pets die and then use the I-Way skill to flatten an enemy. At the time of its first iteration, the attack speed had not been lowered from 150% to 133%.
Why it worked: It takes advantage of Warrior primary’s high defensive rating and survivability; coupled with the lower armour rating of other caster classes.
The pets were useful to draw damage, and people often attack them, as they are ‘annoying’ so to speak. This is exactly what people want to happen!
Finally, the Crux of the build – the I-Way skill… Health regeneration, probably an average of 5 for most W/R’s and an increase in attack speed (up to 150%). This was what made the build very hard to beat, monks just could not cope with the high amount of healing that was required due to the massive Dmg sec-1 that was being produced.
03_V2
V.2 – Appeared after the September 29th change really. In this version, influences were taken from the ranger spike team. It was now common to have a N/Mo with the elite skill “Order of the Vampire” and “Order of Pain”. This has the potential to increase the Dmg per Attack by 26. Given the low recharge time, this can easily be cast on several W/R. In many ways, this compensated for the recent speed cap decrease.
04_V3
V.3 – The inclusion of Trapper rangers. One of the main weaknesses with the above build was the relative weakness of the ‘Orders’ Necro(s). Trapping was then used as a counter to this. Especially ‘Dust’ trap skill, used to blind other warriors when playing I-Way teams which were starting to become quite popular at this time.
05_V3A
V.3.1 – The inclusion of the skill “Edge of Extinction” – Opposing players could often be dropped very fast if the target calling was up to scratch. But why stop there? Why not damage the entire team? This skill causes on average 40 dmg to all PC’s within its range. Whilst this includes the ‘layers’ team, Warriors inherently have high health, so its effect is reduced. But enemy casters or those near death would suffer greatly. This would often great a near ‘chain reaction’ where by players would die due to EOE, which would cause more players to die etc. It now also became common for the N/Mo(‘s) to take heal party.
06_V3B
V.3.2 – The inclusion of the skill ‘ Tainted flesh’. Another skill used by and against IWAY teams. Due to the ‘physical’ nature and often ‘bunched’ fighting of an I-way team, this skill could often be used to disease an entire team. Due to the often poor condition removing of an I-way team this would often drop a team not ready/prepared for it.
07_V4
V.4?? – I list this with question marks, as I have only seen what must be a grand total of 2 teams using it – and even then none were in the context of an I-Way build. This is the inclusion of the skill ‘Martyr’. This provides a counter to V.3.2 which is the most widely used build at the minute. This is due to the mass ‘condition’ removal provided. This could also be coupled with Protection based skills on the part of the Monk or possibly Necro that is using it.
Below is a list of the current V.3.2 builds and possible V.4 builds.
08_V3B_B
V.3.2
4 Warriors with I-Way – often Axe with eviscerate and Tigers Frenzy as well.
2 Necros – 1 being the ‘Orders’ Necro and the other being the ‘Tainted flesh’ Necro.
2 Rangers – Both Trapper and spirits – with the most common being flame, dust and spike traps, combined with Winnowing and EOE.
09_V4_B
V.4??
4 Warriors with I-Way – often Axe with eviscerate and Tigers Frenzy as well.
2 Necros – 1 being the ‘Orders’ Necro and the other being the ‘Tainted flesh’ Necro.
1 Ranger –Trapper and spirits – with the most common being flame, dust and spike traps, combined with Winnowing and EOE.
1 Protection Monk – Martyr and hex removal or protection – e.g. Aegis or Guardian.
10_SS1
Right then… now that we have examined the I-Way throughout all its main stages of development, we will examine some possible counters and specifically the SS based counter mentioned in the title of the post.
SS stands for Spiteful Spirit and is an elite Necro skill. It became ‘widespread’ during the last approx 2 months with Underworld 2 man farming teams - 1 SS/SV Necro and a 55hp tank monk. But unlike some skills, this one also translates well when put into the context of a PvP environment. Lets first examine its description/function A.
“For 8...18 seconds, whenever target foe attacks or uses a skill, Spiteful spirit deals 5...29 shadow damage to that foe and all adjacent foes.”
Energy Cost: 15 Activation Time:2 Recharge Time:10
This is a very effective ‘counter skill’ – when ever the target does ‘anything’ except run from you (sadly) it will take damage. This damage also effects surrounding allies. This is what makes it so effective against I-Way. Increasing their attack speed and bunching up is exactly what you want them to do!!
Whilst I have this skill become much more popular in PvP – over the last approx roughly 3-2 weeks, I don’t think that its full potential has yet been realised. At the minute, it is often only wieldy by a few Necros. As with so many skills, the effect is not hugely noticeable when only 1 is cast, but multiple have a huge effect.
For example, in the following build there will be 4 used in total. Hitting for a total of 80 dmg/ activity in total. But the effectiveness of this is multiplied so to speak against I-Way.
11_SS1_B
Here is a basic outline of the build.
4W/N – All with SS
2 Necros 1 Orders, and the other Tainted Flesh.
2 Monks – 1 Martyr, 1 Heal
But wait I here you see – that’s got 4 Warriors in it!! Yes, it has…. This build looks similar to an I-WAY team in many teams BUT! It can also be played by different classes. For example the inclusion of Mes/Necros with empathy (finally us Mes’s may get included in teams again!!

Whilst this build outline may seem brief, I intended it to be. I think it should be used as a rough guide for other players as a possible combination of professions. I also know that players like to choose as many of their skills ‘personally’ and will always be better playing with those that they feel used to.
12_CONC
Now lets look at some weaknesses of the build.
The spell breaker team – If you can’t cast the spell on them, the builds effectiveness is reduced. – But, this skill has a long recharge time and can only be carried if at least 1 part of the Primary/Secondary mix is a Monk. Even then only really by primaries due to requiring the Divine Favour attribute.
The spike team – high damage, comparably not very often to other builds. So by reducing the effectiveness of the skill.
Shatter hex – Self explanatory.
I am sure there are others, but I have listed the main ones above.
In conclusion, I would consider this team strongest against:
I-Way – high attack rate teams – with bunched up fighting
Mixed teams – they often contain 2 W/? and Rangers, both with a fairly high attack rate.
And weakest against
Hexes team – Not much hex removal ability
Spike team – Mainly ranger spike, as Ele teams have a lower armour rating. – Although wards may compensate for this.
Final note:
Whilst I-Way is a very strong build, it can be beaten, and I believe this build will accomplish this task. Whilst it has not been thoroughly tested, based on extrapolations it should work fine. – Just 2 people with it allowed us to beat a full team of 8 with 3 real people and 5 henches!!
Please feel to make constructive criticism, as builds can always be improved.
If you want to look at more build ideas, please feel free to stop by our guild forums, where we have listed over 30+ individual player builds.
http://www.burningsun.revilo-studios...forum.php?f=11
14_C_S
Sources : www.guildwiki.org - skills listing/description.
Thx and I hope you found this helpful,
Mcmiver