spirit walk is for assasin to maybe overextend and get back quick.
shoveassasin
Assassin/Warrior
Level: 20
Critical Strikes: 10 (9+1)
Dagger Mastery: 14 (10+4)
Shadow Arts: 9 (8+1)
Tactics: 9
Shove [Elite] (Tactics)
Lose all Adrenaline. All of your other non-attack skills are disabled for 7 seconds. Target touched foe is knocked down and takes 51 damage.
Energy:5 Cast:0.75 Recharge:20
Falling Spider (Dagger Mastery)
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +34 damage and target foe is Poisoned for 19 seconds.
Energy:5 Cast:0 Recharge:8
Horns of the Ox (Dagger Mastery)
Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +29 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
Energy:5 Cast:0 Recharge:12
Shadow Refuge (Shadow Arts)
For 4 seconds, you gain 8 Health regeneration. When Shadow Refuge ends, you gain 56 Health if you are attacking.
Energy:5 Cast:1 Recharge:8
Dash (Assassin None)
For 3 seconds, you run 50% faster.
Energy:5 Cast:0 Recharge:15
"Retreat!" (Tactics)
If there are any dead allies in the area, your party moves 33% faster for 9 seconds.
Energy:5 Cast:0 Recharge:20
"None Shall Pass!" (Tactics)
All nearby foes that are moving are knocked down.
Energy:10 Cast:0 Recharge:45
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
Alternative configuration
Spirit Walk (Assassin None)
Shadow Step to target spirit.
Energy:5 Cast:0.25 Recharge:8
crip-apply
Ranger/Assassin
Level: 20
Expertise: 11 (10+1)
Wilderness Survival: 14 (10+4)
Marksmanship: 12 (11+1)
Crippling Shot [Elite] (Marksmanship)
If Crippling Shot hits, your target becomes Crippled for 7 seconds. This attack cannot be blocked or evaded.
Energy:8.4 Cast:0 Recharge:1
Distracting Shot (Expertise)
If Distracting Shot hits, it interrupts target foe's action but deals only 12 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
Energy:2.8 Cast:0.5 Recharge:10
Apply Poison (Wilderness Survival)
For 24 seconds, foes struck by your physical attacks become Poisoned for 14 seconds.
Energy:8.4 Cast:2 Recharge:12
Dodge (Expertise)
For 9 seconds, you move 33% faster and have a 62% chance to "evade" incoming arrows. Dodge ends if you attack.
Energy:2.8 Cast:0 Recharge:30
Storm Chaser (Wilderness Survival)
For 19 seconds, you move 25% faster, and you gain 5 Energy whenever you take elemental damage.
Energy:5.6 Cast:0 Recharge:30
Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +10.
Energy:2.8 Cast:3 Recharge:10
Brambles (Wilderness Survival)
Create a level 9 Spirit. Non-spirit creatures that are knocked down in its range take 5 damage and begin Bleeding for 19 seconds. This Spirit dies after 142 seconds.
Energy:5.6 Cast:5 Recharge:60
Whirling Defense (Expertise)
For 17 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 9 piercing damage.
Energy:5.6 Cast:0 Recharge:60
ritspammer
Ritualist/Monk
Level: 20
Spawning Power: 16 (12+4)
Restoration Magic: 9 (8+1)
Communing: 11 (10+1)
Shelter (Communing)
Create a level 6 spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 38 Health. This spirit lasts 52 seconds.
Energy:10 Cast:5 Recharge:60
Union (Communing)
Create a level 6 spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. The Spirit dies after 52 seconds.
Energy:15 Cast:3 Recharge:60
Displacement (Communing)
Create a level 8 spirit. Attacks made by non-Spirit foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 45 damage. This spirit dies after 52 seconds.
Energy:15 Cast:3 Recharge:60
Ritual Lord [Elite] (Spawning Power)
For 30 seconds, your Rituals recharge 79% faster.
Energy:10 Cast:0 Recharge:30
Boon of Creation (Spawning Power)
For 63 seconds, whenever you create a creature, you gain 53 Health and 8 Energy.
Energy:10 Cast:2 Recharge:45
Mend Body and Soul (Restoration Magic)
Target ally is healed for 55 Health. That ally loses one Condition for each allied Spirit in your area.
Energy:5 Cast:0.75 Recharge:3
Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12
Flesh of my Flesh (Restoration Magic)
Lose half of your Health. Resurrect target ally with your current Health and 14% Energy.
Energy:5 Cast:5 Recharge:0
healer
Monk/Mesmer
Level: 20
Divine Favor: 10 (9+1)
Healing Prayers: 16 (12+4)
Protection Prayers: 4 (3+1)
Inspiration Magic: 9
Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 138% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0
Word of Healing [Elite] (Healing Prayers)
Heal target other ally for 84 points. Heal for an additional 106 points if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:4
Healing Touch (Healing Prayers)
Heal target touched ally for 63 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5
Orison of Healing (Healing Prayers)
Heal target ally for 73 points.
Energy:5 Cast:1 Recharge:2
Heal Party (Healing Prayers)
Heal entire party for 84 points.
Energy:15 Cast:2 Recharge:2
Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 22 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5
Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25
hammerwar1
Warrior/Elementalist
Level: 20
Strength: 11 (10+1)
Tactics: 9 (8+1)
Hammer Mastery: 16 (12+4)
Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 21 seconds.
Adrenaline:7
Crushing Blow (Hammer Mastery)
If this attack hits, you strike for +21 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Energy:5 Cast:0 Recharge:10
Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +32 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 32 damage. Irresistible Blow cannot be "evaded."
Energy:5 Cast:0 Recharge:4
Bull's Strike (Strength)
If this attack hits a moving foe, you strike for +23 damage, and your target is knocked down.
Energy:5 Cast:0 Recharge:8
Rush (Strength)
For 17 seconds, you move 25% faster.
Adrenaline:4
Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
"Retreat!" (Tactics)
If there are any dead allies in the area, your party moves 33% faster for 9 seconds.
Energy:5 Cast:0 Recharge:20
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
hammerwar2
Warrior/Necromancer
Level: 20
Strength: 13 (12+1)
Tactics: 4 (3+1)
Hammer Mastery: 16 (12+4)
Devastating Hammer [Elite] (Hammer Mastery)
If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 21 seconds.
Adrenaline:7
Auspicious Blow (Hammer Mastery)
If Auspicious Blow hits, you strike for +21 damage. If it hits a foe suffering from Weakness you gain 8 Energy.
Adrenaline:8
Heavy Blow (Hammer Mastery)
Lose all adrenaline. If this attack hits a foe suffering from Weakness, that foe is knocked down and you strike for +32 damage.
Adrenaline:6
Irresistible Blow (Hammer Mastery)
If this attack hits you strike for +32 damage. If Irresistible Blow is "blocked," your target is knocked down and takes 32 damage. Irresistible Blow cannot be "evaded."
Energy:5 Cast:0 Recharge:4
Rush (Strength)
For 18 seconds, you move 25% faster.
Adrenaline:4
Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4
"None Shall Pass!" (Tactics)
All nearby foes that are moving are knocked down.
Energy:10 Cast:0 Recharge:45
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
earthrit
Elementalist/Ritualist
Level: 20
Energy Storage: 11 (10+1)
Earth Magic: 15 (11+4)
Communing: 10
Dragon's Stomp (Earth Magic)
You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 100 earth damage. This Spell causes Exhaustion.
Energy:25 Cast:3 Recharge:15
Earthquake (Earth Magic)
You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 100 earth damage. This Spell causes Exhaustion.
Energy:25 Cast:3 Recharge:15
Ash Blast (Earth Magic)
Target foe is struck for 40 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 10 seconds.
Energy:5 Cast:1 Recharge:8
Ward Against Foes (Earth Magic)
You create a Ward Against Foes at your current location. For 20 seconds, non-Spirit foes in this area move 50% slower.
Energy:15 Cast:1 Recharge:20
Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 20 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20
Glyph of Energy [Elite] (Elementalist other)
Your next Spell costs 20 less Energy to cast and does not cause Exhaustion.
Energy:5 Cast:1 Recharge:15
Earthbind (Communing)
Create a level 7 spirit. All non-Spirit foes knocked down within its range are knocked down for at least 3 seconds. Whenever this happens, this Spirit loses 33 Health. This Spirit dies after 35 seconds.
Energy:15 Cast:5 Recharge:60
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
boonprotter
Monk/Mesmer
Level: 20
Divine Favor: 16 (12+4)
Protection Prayers: 9 (8+1)
Inspiration Magic: 10
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 54.
Energy:5 Cast:0.25 Recharge:2
Guardian (Protection Prayers)
For 5 seconds, target ally has a 38% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2
Protective Spirit (Protection Prayers)
For 16 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5
Mend Condition (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 44 points.
Energy:5 Cast:0.75 Recharge:2
Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 85 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10
Divine Boon (Divine Favor)
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 73 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:1
Revealed Hex (Inspiration Magic)
Remove a Hex from target ally and gain 11 Energy. For 20 seconds, Revealed Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
Mantra of Recall [Elite] (Inspiration Magic)
For 20 seconds, you gain no benefit from it. You gain 23 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20
This is basically a pressure build, got 3 hex and 2 condition removal, at start the assasin if he has dash will dash to get ahead and continue until he is close enough to do a none shall pass and then get back to the group.
Warriors provide pressure and the 3 melee characters provide kd on whoever needs to be kd'd. ele uses earthbind for 3 sec kd and changes between dragon stomp and earthquake while doing wards inbetween to not do so much exhaustion ans ashblast kd'd warriors to make them useless for a few seconds, coordinate kd if warrior heavy for maximum blind. ritualist spams spirits that provide extra defense, hex and condition removal as needed. monks should do what they do best. ranger is runner and puts down brambles if when he brings the flag since most fighting is usually done there. if we go against a split then the first 4 stay at back since they are more defensive while the remaining four should go clear out the ppl from our hall. If against spike then split same as above but with the last four charging the hall from behind. comment plz. ty
-thoughts of change-
assasin doesnt need lead attack cause falling spider activates on kd and horns activates on offhand which spider is so u could just keep rotating those 3 but i could change shadow refuge for jagged strike cause shadow refuge is bad now after nerf.
Possibility of changing e/rt to e/mo with draw conditions maybe and adding a e/mo air ele runner with air kd. good idea of changing to stoning i didnt think of the weakness from the warriors. and if the rt/mo doesnt work then maybe e/mo
Take out 1 of the retreats for another skill, earthbind onto the rit, rt/mo to e/mo air ele kder. runner to water ele runner. healing sig stead of shadow refuge on assasin and adding in a lead attack for spamming.
Knockdown Build
watami
Byron
Seems like you've worked hard there. I have seen some top tier guilds running a heavy KD build, such as Be Team, terrorizing the ranks with their 4 bunny thumpers.
That said, your individual characters seem pretty solid. I especially like the addition of the warder with that earthbind spirit. What bugged me was the lack of removals - hex, condition, and enchantments. Defense should be decent, yes, with the defensive ritualist and wards, but come across necro hate, and your team could be in serious trouble. SS and/or faintheartedness will very sucessfully shut down your offense. Aegis would also do a number, and even an air of enchantment smiter would give you problems. Granted, you cannot prepare for everything, but I feel that the amount of hex removal needs to be addressed. Enchantments are much easier to work around.
Another thing- much of your defense will be stationary, though your offense will be peaked while you have the enemy on the run. The best part of a KD build is picking off the team as they try to run away. Having the stable defense, as you do, will prevent that. More often, teams won't come charging into your ward and spirit fortress, and working the map is half the battle in top-tier GvG. I don't know how to fix that, but I think it should be brought to your attention.
A few picky things:
There are better elites than "shove" Recharge 20s ftl.
I don't see how "dash" is at all effective on any character.
You have two "retreat" skills. I dont think spirits count as allies.
"None shall pass" isn't as effective as you might think.
No signet of devotion on your boon? A cardinal offense...
Hammer warrior 1 is likely going to be hurting for energy
Hammer warrior 2 has no crushing blow! whaaa?
Otherwise, i think its worth trying...
That said, your individual characters seem pretty solid. I especially like the addition of the warder with that earthbind spirit. What bugged me was the lack of removals - hex, condition, and enchantments. Defense should be decent, yes, with the defensive ritualist and wards, but come across necro hate, and your team could be in serious trouble. SS and/or faintheartedness will very sucessfully shut down your offense. Aegis would also do a number, and even an air of enchantment smiter would give you problems. Granted, you cannot prepare for everything, but I feel that the amount of hex removal needs to be addressed. Enchantments are much easier to work around.
Another thing- much of your defense will be stationary, though your offense will be peaked while you have the enemy on the run. The best part of a KD build is picking off the team as they try to run away. Having the stable defense, as you do, will prevent that. More often, teams won't come charging into your ward and spirit fortress, and working the map is half the battle in top-tier GvG. I don't know how to fix that, but I think it should be brought to your attention.
A few picky things:
There are better elites than "shove" Recharge 20s ftl.
I don't see how "dash" is at all effective on any character.
You have two "retreat" skills. I dont think spirits count as allies.
"None shall pass" isn't as effective as you might think.
No signet of devotion on your boon? A cardinal offense...
Hammer warrior 1 is likely going to be hurting for energy
Hammer warrior 2 has no crushing blow! whaaa?
Otherwise, i think its worth trying...