Competition Arenas: Build to WIN
Txib
The random arenas. Three other people you've never met and may never meet again, vying against a similar selection for faction and fun. The first place many PvP oriented folks go, and the spot (judging from the sheer number of instances) that most of them remain. Although it has traditionally been the home of newbs and testers, that need not be so. One can go to the Competition Arena(CA) with the intention of winning there, and be successful.
How?
Autonomy.
Every other arena depends, to a greater extent, not only opon the actions of your fellows, but upon their builds' synergy with your own. When you are fighting against groups whose goal is to work together as a group, you too must keep that in goal in mind. Not that tactics and teamwork are unnecessary in the CA, they are critical... but they cannot work on the assumption that somebody else will fill the gaps in your skill set.
Here I provide my assumptions as to what each CA build should have, a sample build, a few general observations of arena play... and then I open the floor for comments and further builds from the peanut gallery.
Each CA build must have:
A way to heal itself.
A way to do damage.
A method for dealing with enemy hexes, conditions, and/or enchantments.
A resurrection signet.
Example: Fi Boon Redux
12 blood
3 healing
12 divine favor
(whatever runes you please)
Healing Touch
Orison of Healing
Mend Ailment
Shadow Strike
Offering of Blood(e)
Contemplation of Purity
Divine Boon
Resurrection Signet
Purity/Boon is an underappreciated combo to remove hexes from oneself.
Resurrection Signet (unless the build is DESIGNED for Vengence or Unyielding Aura) is the best rez going. If you need to resurrect folks more than once you're losing anyway.
BASIC CA RULES
1. Choose a caller and attack the same target.
2. Attack the warriors only after everyone else has been killed, rez'd, and killed again.
3. Be aware of how where your allies are and how they're doing.
4. Resurrect QUICKLY.
5. Any of the first four rules can be discarded with a good reason, so...
6. TALK TO YOUR ALLIES.
---
I listed a monk because I like to play monks, and a sturdy monk is the most likely buildto help newbs survive, but in an ideal world no CA group would need one. Every other class has a number of ways to keep themselves safe and healed. I'd love to play in an ideal world. I open the floor, let's hear some ideas.
How?
Autonomy.
Every other arena depends, to a greater extent, not only opon the actions of your fellows, but upon their builds' synergy with your own. When you are fighting against groups whose goal is to work together as a group, you too must keep that in goal in mind. Not that tactics and teamwork are unnecessary in the CA, they are critical... but they cannot work on the assumption that somebody else will fill the gaps in your skill set.
Here I provide my assumptions as to what each CA build should have, a sample build, a few general observations of arena play... and then I open the floor for comments and further builds from the peanut gallery.
Each CA build must have:
A way to heal itself.
A way to do damage.
A method for dealing with enemy hexes, conditions, and/or enchantments.
A resurrection signet.
Example: Fi Boon Redux
12 blood
3 healing
12 divine favor
(whatever runes you please)
Healing Touch
Orison of Healing
Mend Ailment
Shadow Strike
Offering of Blood(e)
Contemplation of Purity
Divine Boon
Resurrection Signet
Purity/Boon is an underappreciated combo to remove hexes from oneself.
Resurrection Signet (unless the build is DESIGNED for Vengence or Unyielding Aura) is the best rez going. If you need to resurrect folks more than once you're losing anyway.
BASIC CA RULES
1. Choose a caller and attack the same target.
2. Attack the warriors only after everyone else has been killed, rez'd, and killed again.
3. Be aware of how where your allies are and how they're doing.
4. Resurrect QUICKLY.
5. Any of the first four rules can be discarded with a good reason, so...
6. TALK TO YOUR ALLIES.
---
I listed a monk because I like to play monks, and a sturdy monk is the most likely buildto help newbs survive, but in an ideal world no CA group would need one. Every other class has a number of ways to keep themselves safe and healed. I'd love to play in an ideal world. I open the floor, let's hear some ideas.
Yukito Kunisaki
Your CA build requirement screams w/mo. They carry exactly everything you'd need, lol. I agree with all of it except res signet... Why? If you're doing your job [I'm a warrior], nobody should be dying anyway...
What's more, I usually die the first because I'm suicidal like that, using this build...
12+1+3 Axe
8+1 Strength
7+1 Tactics
8 Curses
Swift Chop
Eviscerate {E}
Exe. Strike
Fear Me!
Frenzy
Sprint
Plague Touch
Rend Enchantments
The nature of this build is to die but at least bring 2 of them down with me... With Rend and Frenzy doing the majority of killing me, lol...
My best guess for a slight modification of this build would be to bring Healing Sig instead of Plague Touch and Res sig for Rend... But each time I do that, I die first anyway... [bah] oh well...
What's more, I usually die the first because I'm suicidal like that, using this build...
12+1+3 Axe
8+1 Strength
7+1 Tactics
8 Curses
Swift Chop
Eviscerate {E}
Exe. Strike
Fear Me!
Frenzy
Sprint
Plague Touch
Rend Enchantments
The nature of this build is to die but at least bring 2 of them down with me... With Rend and Frenzy doing the majority of killing me, lol...
My best guess for a slight modification of this build would be to bring Healing Sig instead of Plague Touch and Res sig for Rend... But each time I do that, I die first anyway... [bah] oh well...
Jetdoc
Why so high on the tactics? To pump up Fear Me?
It seems that if you're truly suicidal, you'd pump up your strength or curses to maximize your damage. I personally carry:
Eviscerate
Executioner's Strike
Swift Chop
Disrupting Chop
Axe Rake
Sprint
Frenzy
Res Signet
That can be for any warrior. Pump up Axe and Strength to the max and hack away. I know the Axe Rake and Sprint are overkill, but I found that I always have a way to track down and disable those pesky casters that are trying to run from me. It's also EXTREMELY low on energy as well, which I like as an axe warrior.
It seems that if you're truly suicidal, you'd pump up your strength or curses to maximize your damage. I personally carry:
Eviscerate
Executioner's Strike
Swift Chop
Disrupting Chop
Axe Rake
Sprint
Frenzy
Res Signet
That can be for any warrior. Pump up Axe and Strength to the max and hack away. I know the Axe Rake and Sprint are overkill, but I found that I always have a way to track down and disable those pesky casters that are trying to run from me. It's also EXTREMELY low on energy as well, which I like as an axe warrior.
Yukito Kunisaki
Fear Me! according to Eonwe's trials has a ward AoE effect.
It's not 4 energy from your foe in front of you, it's 16 energy from the entire team as a whole... That's worth 7+1 tactics
It's not 4 energy from your foe in front of you, it's 16 energy from the entire team as a whole... That's worth 7+1 tactics
JYX
...heres something extremely quick 'n easy for you to farm faction with. Its just a monk basically, and a good enough one for most purposes...basically you gut out a Fi Boon healer to make a Boon Protector:
10 Prot + whatever runes you got
11 Divine Favour + 1 hat (or in prot if you want)
10 Blood
equipment: You'd think this wouldn't matter...but I'm pedantic like this. I use Judge's set for torso and pants...and tatoos for the hands and feet. I use necro wand/focus both with increased recharge on it. The point being that all our other skills recharge extremely quickly and cast fast (part from 1). Except Offering...we need offering, the faster the offering the more we can cast.
Skills:
Offering of Blood <- those 3 are from Fi Boon healer. They're pretty essential.
Divine Boon
Remove Hex
Reversal of Fortune <- standard prot stuff. Combine with boon for good prot/healing in one.
Mend Ailment
Guardian
Shielding Hands
Protective Spirit. (or rez sig)
I don't believe a monk should touch a rez sig. Even in 3 secs someone could die, in effect its a little longer because you have to re-adjust...get your bearings on where everyone is etc. Also eles seem to be out of fashion...but I've had some nasty suprises with them...so I always bring Protective Spirit even if I use it maybe 1 in 2 matches at a push. BUT...if you really love your rez sig, I think you can swap out Spirit for it.
Point in this build is simple...stop people dying. When people die...you've failed. In any case, if you keep everyone alive...they're bound to kill someone...right? Its easy to make as 3/8 of the skills including your elite are on the Boon healer. A further 3/8 skills can be found in pre-searing...Guardian is in Ascalon...Ailment is a bit far...but...I can't find an alternative :S
10 Prot + whatever runes you got
11 Divine Favour + 1 hat (or in prot if you want)
10 Blood
equipment: You'd think this wouldn't matter...but I'm pedantic like this. I use Judge's set for torso and pants...and tatoos for the hands and feet. I use necro wand/focus both with increased recharge on it. The point being that all our other skills recharge extremely quickly and cast fast (part from 1). Except Offering...we need offering, the faster the offering the more we can cast.
Skills:
Offering of Blood <- those 3 are from Fi Boon healer. They're pretty essential.
Divine Boon
Remove Hex
Reversal of Fortune <- standard prot stuff. Combine with boon for good prot/healing in one.
Mend Ailment
Guardian
Shielding Hands
Protective Spirit. (or rez sig)
I don't believe a monk should touch a rez sig. Even in 3 secs someone could die, in effect its a little longer because you have to re-adjust...get your bearings on where everyone is etc. Also eles seem to be out of fashion...but I've had some nasty suprises with them...so I always bring Protective Spirit even if I use it maybe 1 in 2 matches at a push. BUT...if you really love your rez sig, I think you can swap out Spirit for it.
Point in this build is simple...stop people dying. When people die...you've failed. In any case, if you keep everyone alive...they're bound to kill someone...right? Its easy to make as 3/8 of the skills including your elite are on the Boon healer. A further 3/8 skills can be found in pre-searing...Guardian is in Ascalon...Ailment is a bit far...but...I can't find an alternative :S
Fantus
Quote:
Originally Posted by Yukito Kunisaki
Your CA build requirement screams w/mo. They carry exactly everything you'd need, lol. I agree with all of it except res signet... Why? If you're doing your job [I'm a warrior], nobody should be dying anyway...
LOL... Usually I don't even TRY to heal that special breed of warrior who usually will kick in his run skill and rush across the map and into the enemies before the other players even have a chance to be there. It would be wasted energy.
Btw. If you're doing your job (I am a monk), nobody should need to be healed anyway.
Btw. If you're doing your job (I am a monk), nobody should need to be healed anyway.
smurfhunter
Quote:
Originally Posted by Yukito Kunisaki
I agree with all of it except res signet... Why? If you're doing your job [I'm a warrior], nobody should be dying anyway...
whoa. what part of a warriors job is keeping you alive? youre saying that as a warrior you can kill all the enemy offense and thus save your teamates asses?
umm...
no.
no no no no no no no no no.
as a warrior you shuold be the first to res. basic rule. as a warrior you are last on the list and therefore should bring a res, since you will probably stay alive the longest.
and to answer the OP, the best build to 'win' would be to try a good monk build. if you can keep your shitty teamates alive (lol), you should be able to get at least a stalemate unless the other team is really good, or the people in your team suck beyond belief.
umm...
no.
no no no no no no no no no.
as a warrior you shuold be the first to res. basic rule. as a warrior you are last on the list and therefore should bring a res, since you will probably stay alive the longest.
and to answer the OP, the best build to 'win' would be to try a good monk build. if you can keep your shitty teamates alive (lol), you should be able to get at least a stalemate unless the other team is really good, or the people in your team suck beyond belief.
Iraqalypse Now
most of the faction you get from comp/team arena is from kills, not victories. And in general, people suck at playing guild wars, your teammates will usually suck, so.... yea, don't bother with res sig in random arena. It just delays games usually, sometimes it gives you +45 faction when you make a 1v1 into a 2v1.... and you shouldn't need a res sig to get the 1 or 2 kills on the enemy team to make it worthwhile fighting them.
The best way to go is to make an annoying mes/nec frag gank and go after the wars in front of the party with ethereal burden, fragility, phantom pain, shatter delusions, virulence. Then wait for recharge and combo out another guy if you can. I'm sorry for encouraging people to ruin random arena even more, everyone....
The best way to go is to make an annoying mes/nec frag gank and go after the wars in front of the party with ethereal burden, fragility, phantom pain, shatter delusions, virulence. Then wait for recharge and combo out another guy if you can. I'm sorry for encouraging people to ruin random arena even more, everyone....
smurfhunter
Quote:
Originally Posted by Iraqalypse Now
most of the faction you get from comp/team arena is from kills, not victories. And in general, people suck at playing guild wars, your teammates will usually suck, so.... yea, don't bother with res sig in random arena. It just delays games usually, sometimes it gives you +45 faction when you make a 1v1 into a 2v1.... and you shouldn't need a res sig to get the 1 or 2 kills on the enemy team to make it worthwhile fighting them.
The best way to go is to make an annoying mes/nec frag gank and go after the wars in front of the party with ethereal burden, fragility, phantom pain, shatter delusions, virulence. Then wait for recharge and combo out another guy if you can. I'm sorry for encouraging people to ruin random arena even more, everyone.... no resigs have won matches in 4-4. if your monks drop, a good res can make the match. just use the sigs damit, i doubt your build really needs that 8th spot
The best way to go is to make an annoying mes/nec frag gank and go after the wars in front of the party with ethereal burden, fragility, phantom pain, shatter delusions, virulence. Then wait for recharge and combo out another guy if you can. I'm sorry for encouraging people to ruin random arena even more, everyone.... no resigs have won matches in 4-4. if your monks drop, a good res can make the match. just use the sigs damit, i doubt your build really needs that 8th spot
NatalieD
Quote:
Originally Posted by smurfhunter
whoa. what part of a warriors job is keeping you alive? youre saying that as a warrior you can kill all the enemy offense and thus save your teamates asses?
umm... Note that "you" and "I" are different words and have different meanings.
umm... Note that "you" and "I" are different words and have different meanings.
Nightwish
Though there are endless strategies that can used to win CA, I notice two most important factors that often gives the edge:
1.) Res Sig!
This is the only point I totally disagree with in all of Yukito's list of builds - res sig can reverse the situation. No matter how good the 8th skill is, I'm sure it will not outshine the effect of ressing a dead teamate back to full life (who might still have a res sig -woila - another teamate being ressed)
2.) Attacking monk/mesmer 1st
In CA, its too often my team lost badly because one of the warriors insists on dueling/chasing the enemy warrior who is clever enough to hunt down the softies. And some do not even have the sense to realize - that attacking a warrior/ranger with a monk healing from behind = waste of time.
1.) Res Sig!
This is the only point I totally disagree with in all of Yukito's list of builds - res sig can reverse the situation. No matter how good the 8th skill is, I'm sure it will not outshine the effect of ressing a dead teamate back to full life (who might still have a res sig -woila - another teamate being ressed)
2.) Attacking monk/mesmer 1st
In CA, its too often my team lost badly because one of the warriors insists on dueling/chasing the enemy warrior who is clever enough to hunt down the softies. And some do not even have the sense to realize - that attacking a warrior/ranger with a monk healing from behind = waste of time.
iggk
just think of a res sig as a dmg spell, as resing a fallen team mate will do more dmg than any other spell you could use in that spot.
Exar
CA W/R
1. TF
2. penetrating
3. eviscerate
4. rake (or sprint)
5. executioner
6. healing sig (or sprint)
7. antidote sig
8. rez sig
axe 12+3+1
beast mastery 7 (8 secs TF, enough usually)
tac 8+1
str 8+1
marksmanship 1 ^_^
axe ups: furious (or vamp), +15 above 50 (or +15% in stance ), +30hp
Initially Id skip using tac, but my +hp always shield reqired 9 so basing on it i added heal signet which buffed a bit my vitality (+107 hp is quite nice). Anyway tac can be easly skipped for sprint (if you think rake is not enough) and another +1 to strength.
I find heal quite useful anyway, as it gives some few secs more when You are crippled, hexed and bleeding. And those secs can make that one more winning kill/winning no-death more
The really good ranger thingy is Antidote Sig - this little precious makes W/R much more independent couse it removes CA warriors bane - Blindness (+ posion and deasese too). 2 sec stop is worthy.
There is another advantage in this build - no mana skills, so all rege pips go to fuel Tiger wheee And even with soothing images on or against sympathetic visage u can deal some nice dmg thx to TF axe.
One more - to properly use warrior one must remember a very important thing that many warriors (or their victims) do not keep attention to - always try attacing from behind
Its quite simple, ballanced and versatile build and im very happy with it. So have Your piece of phun too and lets meet on the field of battle
Cheers
------------------------
Lord Moriathor
I'm n00b and Im happy
------------------------
1. TF
2. penetrating
3. eviscerate
4. rake (or sprint)
5. executioner
6. healing sig (or sprint)
7. antidote sig
8. rez sig
axe 12+3+1
beast mastery 7 (8 secs TF, enough usually)
tac 8+1
str 8+1
marksmanship 1 ^_^
axe ups: furious (or vamp), +15 above 50 (or +15% in stance ), +30hp
Initially Id skip using tac, but my +hp always shield reqired 9 so basing on it i added heal signet which buffed a bit my vitality (+107 hp is quite nice). Anyway tac can be easly skipped for sprint (if you think rake is not enough) and another +1 to strength.
I find heal quite useful anyway, as it gives some few secs more when You are crippled, hexed and bleeding. And those secs can make that one more winning kill/winning no-death more
The really good ranger thingy is Antidote Sig - this little precious makes W/R much more independent couse it removes CA warriors bane - Blindness (+ posion and deasese too). 2 sec stop is worthy.
There is another advantage in this build - no mana skills, so all rege pips go to fuel Tiger wheee And even with soothing images on or against sympathetic visage u can deal some nice dmg thx to TF axe.
One more - to properly use warrior one must remember a very important thing that many warriors (or their victims) do not keep attention to - always try attacing from behind
Its quite simple, ballanced and versatile build and im very happy with it. So have Your piece of phun too and lets meet on the field of battle
Cheers
------------------------
Lord Moriathor
I'm n00b and Im happy
------------------------
Kabale
Bring Res Sig. I've lost count on the amount of times I've seen groups loose because nobody ressed.
Not even the best random team in the world can prepare for someone going down too fast for heals. Res sig is your friend...bring 'im!
Not even the best random team in the world can prepare for someone going down too fast for heals. Res sig is your friend...bring 'im!
Precur
Here is the build that I use for the Random Arenas which has proven its worth. The highlight of this build is Amity .. it owns in the Competitive Arenas. It will protect you from Warriors who are always after our butt and can be used offensively to take an opponent out of the fight for a good while.
Protection / Healer
Class: Monk / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Divine Favor: 10+2 (61) (Head gear + minor Devine rune)
Healing Prayers: 11+1 (77)
Protection Prayers: 10+3 (61) (Superior Protection rune)
Smiting Prayers: 1+1 (1)
Superior Vigor
Total attribute points used: 200/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Reversal of Fortune [Protection Prayers] (5,0,2) Enchantment: The next time target ally would take damage, that ally gains that amount of health instead, maximum 71.[Ascalon City (Sir Bertran)]
2) Orison of Healing [Healing Prayers] (5,1,2) Spell: Heal target ally for 60 health.[Ascalon City (Sir Bertran) Quest: Sowing Seeds]
3) Dwayna's Kiss [Healing Prayers] (5,1,3) Spell: Heal target other ally for 51 health and an additional 17 health for each enchantment or hex on that ally.[Quarrel Falls (Sorim), Henge of Denravi (Master Scout Kiera) Quest: Graven Images (North Kryta Province)]
4) Healing Touch [Healing Prayers] (5,1,5) Spell: Heal target touched ally for 51 health. Health gain from Divine Favor is doubled for this spell.[Droknar's Forge (Bartoch) Quest: The Misplaced Sword (Heroes Audience)]
5) Mend Ailment [Protection Prayers] (5,1,2) Spell: Remove one condition from target ally. That ally is healed for 61 health for each remaining condition.[Quarrel Falls (Sorim) Quest: The Hot Springs Murders (Nebo Terrace)]
6) Aegis [Protection Prayers] (15,1,30) Enchantment: For 10 seconds, all party members have a 50% chance to block attacks.[Fisherman's Haven (Mazzim)]
7) Amity [Protection Prayers] (5,0,60) Hex: For 19 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage. This is an elite skill.[Boss: Pravus Obsideo (Perdition Rock)]
8) Resurrect Signet[none] (0,3,-) Signet: Resurrect target party member.
Have fun
DaMonk StormLord
Protection / Healer
Class: Monk / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Divine Favor: 10+2 (61) (Head gear + minor Devine rune)
Healing Prayers: 11+1 (77)
Protection Prayers: 10+3 (61) (Superior Protection rune)
Smiting Prayers: 1+1 (1)
Superior Vigor
Total attribute points used: 200/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Reversal of Fortune [Protection Prayers] (5,0,2) Enchantment: The next time target ally would take damage, that ally gains that amount of health instead, maximum 71.[Ascalon City (Sir Bertran)]
2) Orison of Healing [Healing Prayers] (5,1,2) Spell: Heal target ally for 60 health.[Ascalon City (Sir Bertran) Quest: Sowing Seeds]
3) Dwayna's Kiss [Healing Prayers] (5,1,3) Spell: Heal target other ally for 51 health and an additional 17 health for each enchantment or hex on that ally.[Quarrel Falls (Sorim), Henge of Denravi (Master Scout Kiera) Quest: Graven Images (North Kryta Province)]
4) Healing Touch [Healing Prayers] (5,1,5) Spell: Heal target touched ally for 51 health. Health gain from Divine Favor is doubled for this spell.[Droknar's Forge (Bartoch) Quest: The Misplaced Sword (Heroes Audience)]
5) Mend Ailment [Protection Prayers] (5,1,2) Spell: Remove one condition from target ally. That ally is healed for 61 health for each remaining condition.[Quarrel Falls (Sorim) Quest: The Hot Springs Murders (Nebo Terrace)]
6) Aegis [Protection Prayers] (15,1,30) Enchantment: For 10 seconds, all party members have a 50% chance to block attacks.[Fisherman's Haven (Mazzim)]
7) Amity [Protection Prayers] (5,0,60) Hex: For 19 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage. This is an elite skill.[Boss: Pravus Obsideo (Perdition Rock)]
8) Resurrect Signet[none] (0,3,-) Signet: Resurrect target party member.
Have fun
DaMonk StormLord
Man With No Name
Quote:
Originally Posted by Txib
Each CA build must have:
A way to heal itself.
A way to do damage.
A method for dealing with enemy hexes, conditions, and/or enchantments.
A resurrection signet.
I geniunely thought this thread might have been a good guide for people to read in order to raise the standards in CA -- annoyingly it's not -- it's just telling them to do what they already do.
Not one of those single "must have's" are correct....
A Warrior certainly wants a way to do damage but why would he want:
- Self-healing
- Hexes Removal
- Condition Removal
- Enchantments Removal
Have you played Warrior at all..?? At most a Warrior should bring 2 of those 4. And if he can only bring one the priority would read from bottom to top.
Taking your suggestion and bringing all 4 + Rez Signet would leave me with 3 Warrior skills so that's no Sprint or Frenzy which equals no damage
A solid Warrior build would consist like so:
W/N
Rez Signet
Eviscerate (E)
Executioner's Strike
Plague Touch ( anti-conditions )
Sprint ( speed boost )
Frenzy ( increased attack speed )
Wild Blow / Swift Chop ( anti-stance )
Rend Enchantments ( anti-enchantments )
You'll notice the lack of any healing and hex removal. Chopping anymore offense off and I might as well fight them 4 vs 1 -- since I'll be the tank that can do everything
Similarly why would a Monk want a way to do damage or why would a Monk carry a Rez Signet..?? The Monks job is to heal/protect -- the time wasted he spends rezzing is the time that himself and/or his teammates are dieing
Quote: Originally Posted by Yukito Kunisaki Your CA build requirement screams w/mo Quoted for truth
Quote:
Why? If you're doing your job [I'm a warrior], nobody should be dying anyway...
People are completely miss-interpreting this.
A Monk shouldn't carry a rez sig and if he/she is healing/protecting efficiently no one will die. If he/she does use a Rez Signet they are not healing/protecting which means even more people are dieing. A Monk should plan for success -- not to bring a Rez Signet
Where did Yukito Kunisaki ever say that a Warrior shouldn't carry a Rez Signet..??
Again it's Quoted for truth
Quote:
A Monk shouldn't carry a rez sig and if he/she is healing/protecting efficiently no one will die. If he/she does use a Rez Signet they are not healing/protecting which means even more people are dieing. A Monk should plan for success -- not to bring a Rez Signet
Where did Yukito Kunisaki ever say that a Warrior shouldn't carry a Rez Signet..??
Again it's Quoted for truth
Quote:
Hey! I think I ran with you last nite in Comp. Arena, lol...anyways, your build couldn't have DF anyways being that you're an E/Mo.
Originally Posted by Txib
BASIC CA RULES
1. Choose a caller and attack the same target. 2. Attack the warriors only after everyone else has been killed, rez'd, and killed again. 3. Be aware of how where your allies are and how they're doing. 4. Resurrect QUICKLY. 5. Any of the first four rules can be discarded with a good reason, so... 6. TALK TO YOUR ALLIES. Your basic rules are more solid -- I especially like the escape clause #5 To build to win means you have to be at least partially dependant on your team mates. Your all meant to have a function and creating four jack-of-all-trades builds -- is the perfect way to lose since you will have no offense. That's unless you like to win by having 1 hour war of attrition battles where two teams consisting of 2 Monks and 2 W/Mo's face off against each other only to get smashed in the next fight by a team of specialists The times when I have most success in Random is when I get a team of specialists and completely by chance -- Monks are kitted out to heal, Mesmers are kitted out to shutdown casters, Rangers are kitted out for damage or interuption and Warriors are kitted out for damage and to put real pressure on the enemy monks -- that is the true way to win -- ROLE SPECIALISATION Yukito Kunisaki
Quote:
Originally Posted by KuTeBaka
hah, have you ever been in tombs? Almost all axe builds use evis+executioners, and who the hell uses essence bond. Fear me is a very good energy denial shout, monks are in charge of healing not ressing, warriors and others are in charge of ressing the monks to keep themselves alive while doing damage.
Testbot has been denied!!! Dissing my build is one thing, but challenging me in the prescence of a competent team is something else. Why am I the first to die? Because I like CA that's why. It's crazy and the 'meta game' is never experienced in CA because nothing there is a constant. Everything is a variable. And if you didn't know what that meant testbot, you're the 12 yr. old...
I run 16 axe, 9 str, 8 tactics with 8 curses. Though I die, I can quickly take 2 foes with me or at least kill one and whittle another down to 10% hp... I don't need someone who never posts or looks around telling me I'm wrong... And thanks Kutebaka Yukito Kunisaki
Quote:
Originally Posted by smurfhunter
whoa. what part of a warriors job is keeping you alive? youre saying that as a warrior you can kill all the enemy offense and thus save your teamates asses?
umm... no. no no no no no no no no no. as a warrior you shuold be the first to res. basic rule. as a warrior you are last on the list and therefore should bring a res, since you will probably stay alive the longest. and to answer the OP, the best build to 'win' would be to try a good monk build. if you can keep your shitty teamates alive (lol), you should be able to get at least a stalemate unless the other team is really good, or the people in your team suck beyond belief. First off, 'everyone' has the assumption to bring a res sig due to having spare skill slots. I don't have them. What's more, if 3 of my teammates NEED to use res sigs, who cares? If we need to use all 3, we're dead regardless... First to res?! I'm the first to kill mofo... This is CA, wild rampant stuff is allowed to happen and it's not MEANT to be serious. If I die, hey I don't complain. I'm a W/N without a guarunteed monk for backup so hexes will own me no matter what. However, if I play by assumption that I might not have a monk, then I can just go full out offensive battle system and then do more than hindering myself one skill slot... Bringing a TA build to CA? Why not? I like it. Detrius
my 2 cents:
in random competition areans the chances of you getting a healer on your team are quite low (20% maybe). Teams with a healer will almost always defeat a team without one. So play a healer if you want to win. My character (a result of my only PvE character being a E/Mo who is in the crystal desert – meaning a very limited selection of skills being available) is as follows: Energy 11+3+1 Healing 12 Earth – 7+1 Ether Renewal {E} Aura of Restoration Kinetic Armor Mending Healing Breeze Heal Other Vigorous Spirit Orison of Healing Before you flame me for not taking res signet, I feel its better to let the fighters take because this build relies heavily on being enchanted. General strategy: have 4 personal enchantments on yourself at all times. When you get low on energy, hit Ether Renewal and if the situation permits, cast healing Breeze on yourself. You will then have 6 enchantments active Now consider the benefits: Casting Orizon of Healing for 5 energy on yourself gives approx (no in front of the game): Orison +60 Aura of Rest: 5x3.8 = 19 Vigorous: 11 Ether Renewal: 19x6 = 114 Total: 204 healing + 11 pips of health.and 30 energy recovered Because you have no res signet, you need to be spamming your healing spells like crazy to try to prevent people from dying (and to keep kinetic armor up). Yeah, no divine favour, but you have almost unlimited energy at your disposal. Just don’t go down, because its hard to get back after being res’d. Nightwish
While Yukito might not be able to pack a res sig in his build, i think most players (especially warriors/rangers) should bring res sig if possible. Imagine all the teamates do not bring res sig, the other team would definitely have the upperhand if they are equally competent (since death is inevitable).
p/s. I do not like to restrict my skill bar with res sig personally. Who does? But its importance is quite significant =/ I hope someone can convince me otherwise. Yukito Kunisaki
Quote:
Originally Posted by Nightwish
While Yukito might not be able to pack a res sig in his build, i think most players (especially warriors/rangers) should bring res sig if possible. Imagine all the teamates do not bring res sig, the other team would definitely have the upperhand if they are equally competent (since death is inevitable).
p/s. I do not like to restrict my skill bar with res sig personally. Who does? But its importance is quite significant =/ I hope someone can convince me otherwise. Well, if you think about it... If none of them brings a res sig but uses all the right skills, then YOUR team might have the upper hand since the enemy team has gimped themselves of 4 skills that could be used to killing you. If they get ressed? Kill them again. Not that hard to interrupt a rez signet either. But, since it's the 'general rule', I'm pretty sure ANY random team you're with will bring @ LEAST 2 res sigs by default since it's the global notion that 'noobs don't bring res sig...' smurfhunter
Quote:
Originally Posted by Yukito Kunisaki
Well, if you think about it... If none of them brings a res sig but uses all the right skills, then YOUR team might have the upper hand since the enemy team has gimped themselves of 4 skills that could be used to killing you. If they get ressed? Kill them again. Not that hard to interrupt a rez signet either. But, since it's the 'general rule', I'm pretty sure ANY random team you're with will bring @ LEAST 2 res sigs by default since it's the global notion that 'noobs don't bring res sig...'
hey look some builds really need 8 skills, but let me tell you 90% just dont. you can easily drop something useless for a res sig. and if no one brought any, well think of each map as having a permanent frozen soil down. not very cool >.<
i still strongly advise any non monk to bring a res sig. really. Effigy
In CA, if you're playing a monk you have to assume you're going to be the only monk. That means you need to bring all the vital monk skills, such as healing (preferably a lot of it), condition removal, hex removal, and some additional prot if possible. Beyond that, you need energy management skill(s) to make sure you can keep up the healing/prot for more than 30 seconds. Between all that, there just isn't much room for res sig. Not to mention that you might not have time to use it, like others have said.
Hell, even without res, I still don't have room for everything I want/need. Sure, you can probably drop one of the incidental skills for a res. But if I drop Prot Spirit and my team comes up against earth or air spike, we get owned in the face. If I drop hex removal and I come up against Backfire or whatnot, again, owned in the face. Dropping condition removal is pretty much out of the question, and the same goes for healing and energy management. Additionally, the monk is usually the first one to die because everybody and their mother guns for monks. Sometimes they go for a mesmer first, but that can be a mistake since the monk can often outheal the offense since it's only 4 people, less if they aren't all damage dealers. Carrying a res won't help if you're the one getting killed. Overall, I think it's better for a monk to focus on their job, which is vital to the team's success, and let the others bring the res sigs. I think almost everyone besides monks should bring one though. mr_boo
Quote:
Originally Posted by Detrius
Because you have no res signet, you need to be spamming your healing spells like crazy to try to prevent people from dying (and to keep kinetic armor up). Yeah, no divine favour, but you have almost unlimited energy at your disposal. Just don’t go down, because its hard to get back after being res’d. |
Quote:
Originally Posted by smurfhunter
hey look some builds really need 8 skills, but let me tell you 90% just dont. you can easily drop something useless for a res sig. and if no one brought any, well think of each map as having a permanent frozen soil down. not very cool >.<
i still strongly advise any non monk to bring a res sig. really. I agree with Smurf on this 100%. If everyone brought a Res Sig. (excluding Monks if need be), 2 good solid players could potenially cover up for their 2 bad teammates so long as everyone properly Resses. But if things were like Yukito suggests, that no one brings a res, you are now depending on people's individual builds to be effective. I'd rather have 2 mediocre teammates that know how to Res than 2 mediocre teammates that don't have Res but do have that 1 extra skill (which they probably don't need). I think it's important to point out that there are alot of assumptions going on here...but you have to throw those assumptions out the window....basically, it's best to abide and follow only 1 rule in Comp. Arena, and that's to bring a Res Sig (optional, if you're a Monk). Audhumla
Quote:
Originally Posted by Nightwish
Though there are endless strategies that can used to win CA, I notice two most important factors that often gives the edge:
1.) Res Sig! This is the only point I totally disagree with in all of Yukito's list of builds - res sig can reverse the situation. No matter how good the 8th skill is, I'm sure it will not outshine the effect of ressing a dead teamate back to full life (who might still have a res sig -woila - another teamate being ressed) 2.) Attacking monk/mesmer 1st In CA, its too often my team lost badly because one of the warriors insists on dueling/chasing the enemy warrior who is clever enough to hunt down the softies. And some do not even have the sense to realize - that attacking a warrior/ranger with a monk healing from behind = waste of time. An exception to that can be frag/vir mesmers. THe two warriors can go out and get that monk no problem, but I need to go after the warrior that's going after my monk. Two dead, same amount of time, monk still lives. |