SF "gear tank" build

wonderworm

Ascalonian Squire

Join Date: May 2005

I find myself using the "gear trick" inside sorrows furnace very often. Since you obviously can't attack while carrying that thingy I tried to figure out a way of actually doing something while getting smacked. This one keeps you busy for most of the time so you won't die from boredom.

Warrior/Ranger
Strength 12+1+1
Tactics 8+1
Wilderness Survival 10

1. Fear Me
2. "To the limit!"
3. "Watch Yourself!"
4. Dolyak Signet
5. Shields Up
6. Meldandrus Resilience
7. Endure Pain or Troll Unguent
8. Rez Signet

Melandrus Resilience is a pretty nice way to counter all the hexes and conditions stacked on you while Dolyak Signet and "Watch Yourself" are your main defense vs all direct attackers.
Troll unguent is very often interrupted but of you get it off it helps quite a bit. I'm still testing if this or Endure Pain are more useful.

Feel free to post any suggestions for improvement or your own "gear tank" build

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

1-2. "To the Limit!" and "Fear Me!" is a sucky combination. -3 energy every 20 seconds will do pretty much nothing. You may think you are, but aren't.

3-5. Okay for boosting armor, especially against pesky Surveyors.

6. For +8-10 Health regen at max, it's not that efficient. A couple of Monk spells could easily counter degen, remove hexes/condition, or prevent hexes.

7. Troll Unguent takes too long; with all the focus on you, you don't want to be standing there wasting time. I have yet to bring anything with more than a 1 second cast time, and even then it gets interrupted occasionally. Endure Pain I've considered taking, but if you're at a point where you need it, the extra couple hundred hp won't help too often. I take along a cap sig as my last slot just so I can laugh at Malinon having Heavy Blow.

8. Why Res Sig? If you're carrying the gear you should be the first one targeted. And the first one dead, if ever.

I suggest you focus more on reducing damage or avoiding hits; your build tries to be too self-sufficient on Health regen and has a few pointless skills.

wonderworm

Ascalonian Squire

Join Date: May 2005

I tested that thing on during the Orozar quest several time sucessfully, even with some pretty sucky monks.
Melandrus Resilience is the thing that keeps me alive when the they start stacking all the conditions and hexes on me. It can't be stripped off by enchant removal and doesn't really interfere with any spells the monks could use on me. It stacks with stuff like breeze and shield of regeneration. The energy regeneration it provides isn't too bad either.
I mainly consider endure pain to counter the end of Melandru's Resilience, since that's when my health bar starts decreasing fast
Hex Removal won't help unless all party members bring one. Even if one of monks would bring Convert Hexes it won't do much since the hexes and conditions are inflicted again in seconds.

You're probably right about fear me, but I didn't really see any skill that would give me massive benefits. To the limit is mainly used to feed "Watch Yourself!". Blocking skills are not really needed since the physical damage you take is nothing to worry about with watch yourself and Dolyak Signet.
What other damage reducing skills do you suggest ?

About the res sig : I dunno about you but in many PUGs I join things go terribly wrong sometimes (monks that rush in front to use channeling for energy management, necros with touch skills,... )

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by wonderworm
About the res sig : I dunno about you but in many PUGs I join things go terribly wrong sometimes (monks that rush in front to use channeling for energy management, necros with touch skills,... ) That's why I don't use total PUGs. At the very least, you should have a couple of friends on your team. I usually know half my team already, after they're assembled I recruit the others. If they're dumb and decide they must go in before you, well, they aren't worth the res sig

I've mainly been doing Orozar runs lately, farming runs either turning out bad or not being worth it for me, so I speak more from that perspective. I don't find melee attacks to be a problem at all, being a Warrior; but, 3 sources of damage are still pretty important: Surveyors, with Melandru's Arrows (I usually have Enchants stacked on me), Dark Binders/Taskmasters (Enchant removal and degen), and Wardens (Stoning and Obsidian Flame can spike you to death.)

With the 75% block/evade stances plus "Shields Up!", I can ignore the Surveyors. For Dark Binders and Taskmasters, I either have Obsidian Flesh or Spell Breaker on me, so they are reduced to occasionally hexing others and then attempting to wand me to death. Wardens are also disabled by Ob Flesh/Spell Breaker. So long as the Taskmasters are eliminated first, before Ob Flesh wears off, I'm barely touched at all, even though I'm /dancing with the gear in my hands.

However, even though I'm the tank the team build I have relies more on the Monks to keep me alive than myself. Some fast healing would be better to keep you alive than relying on being hexed/conditioned and Troll Unguent. In fact, I'd almost be willing to say a R/Mo would be better for the job, were there a way to add more armor to them.

An idea to deal with the downtime of Melandru's Resilience: throw in another stance or two to cover the downtime. Chances are most battles won't last mroe than a minute, so having a couple more should cover you with some defense against something throughout the battle.

Frost

Academy Page

Join Date: Jun 2005

W/R

I'm glad someone posted this...
recently a warrior just mock at me by saying wtf is holding gear for, it doesn't work in attracting monsters and i can't attack with it....

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Any object you have to hold with both hands will aggro anyone in your aggro circle. Go poke around and see where else you can do it; Thunderhead Keep was a joke after I realized this... (Of course, I beat TK beforehand the "normal" way, but when I went back to help a friend we barely had to try.)

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

hee hee...works with the book in FoW and the torch at thunderhead. Oh um...Glint attacks the first one holding the egg. Where else...the crystal run in Aurora Glade.

Vilaptca

Vilaptca

Pre-Searing Vanquisher

Join Date: Jun 2005

Fifteen Over Fifty [Rare]

Most tanks won't want to hold the gears if your monks aren't good. I've had tanks just drop the gears half way through and start fighting because they keep dying. Part of the problem is the casters who run forward and think they are completely invincible while the tank carries that.

You really need a decent party to pull this off, or it will backfire. I've seen it go both ways. We did it with 5 people before, because everyone knew what they were supposed to do. Went incredibly well, I even got a Razorstone out of it.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

All you need is shield stance/gladiator's defense + aegis ^.^

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by lyra_song
All you need is shield stance/gladiator's defense + aegis ^.^ Except when you're holding a gear, you aren't holding a shield
I used Disciplined/Defensive Stance because there isn't really anything I need to do while the stances are up.

Alone)

Alone)

Krytan Explorer

Join Date: Sep 2005

Campbell, California

Legio Imortalii

W/Mo

I say a warrior/monk would be better for this. Balthazar's spirit to raise energy and adrenaline if you need it. Healing hands to keep yourself a bit more alive. Balthazar's aura to do damage around yah. Maybe bring bonetti's defense... Oh wow, it's almost like turning into one of those popular minotaur/griffon farming builds! omghax0rs.

I actually think a warrior/ele would do a better job at it. But that's just my opinion.

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

the problem with monk is you have no way to prevent all your enchants from being stripped. the short window of ob flesh lets them remove only a few. symbiosis (from the monk) + enchants + ob flesh ftw! oh and btw, that does work, even with only one monk.

wonderworm

Ascalonian Squire

Join Date: May 2005

Anything with a cast time of more than 1 second is very likely to fail like i already stated for the troll unguent. All the mesmers and rangers targeting YOU
Besides Obsidian Flesh it is probably also hard to keep your own enchants on you unless you have your monks spamming echants on you all the time. most skills I use are stances and shouts with 0 cast time so they cannot be interrupted.
Dolyak Signet and "Watch Yourself!" boost your armor by 58 points, so any damage not ignoring armor isn't a too big issue. The only things that really hurt you are the health deregeneration (wells,hexes,conditions), shatter enchants, obsidian flame and direct damage from the necros.

EDIT : If you keep getting enchanted by a monk you could also use Holy Veil for slowing down the hexes and Balthasars Spirit to gain adrenaline. That way you probly could run Defy Pain {elite} all the time, which would give you another 20 armor and more hp.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by wonderworm
Anything with a cast time of more than 1 second is very likely to fail like i already stated for the troll unguent. All the mesmers and rangers targeting YOU
Besides Obsidian Flesh it is probably also hard to keep your own enchants on you unless you have your monks spamming echants on you all the time. most skills I use are stances and shouts with 0 cast time so they cannot be interrupted.
Dolyak Signet and "Watch Yourself!" boost your armor by 58 points, so any damage not ignoring armor isn't a too big issue. The only things that really hurt you are the health deregeneration (wells,hexes,conditions), shatter enchants, obsidian flame and direct damage from the necros.

EDIT : If you keep getting enchanted by a monk you could also use Holy Veil for slowing down the hexes and Balthasars Spirit to gain adrenaline. That way you probly could run Defy Pain {elite} all the time, which would give you another 20 armor and more hp. Actually, the way Mesmer AI works is that they attack any potential target in range. If you have Obsidian Flesh/Spell Breaker up and are holding the gear, they'll just hex or interrupt someone else. I think the Dark Binders might Strip Enchant other people too. Other than that, the Wardens and Surveyors won't Ob Flame or interrupt anyone else. I usually can get Ob Flesh off unless I'm being careless and there are a bunch of Taskmasters standing around. The rest of my skills are stances/shouts.

The problem I have with Dolyak Signet is that it slows me down even further, which doesn't help during Orozar when I'm trying to aggro everyone and avoid dying at the same time. Since the stances I throw up already add a decent +24 armor plus 75% chance for the enemies' attacks to miss, I'm not worried about anyone but the Taskmasters. Wardens are manageable enough though.

Defy Pain would be a waste of an Elite IMO. Melandru's Resilience or Ob Flesh would work better as they deal with the degen.

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

For a warrior/monk you can use:

Balthazar's Spirit
Dolyak Signet
Endure Pain
Shield of Judgement
Balthazar's Aura or Symbol of Wrath
Watch yourself
Wary Stance
Bonetti D

You are doing damage while taking damage. The first should stay on you and be your primary way of getting energy back, assuming you have the correct monk build with you. The monks should have ~2 enchantments on you and healing seed. Healing seed will be the first thing removed by a taskmaster as it is the last thing cast.

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

Just a question with some of these W/Mo builds. I'd really like to know if they have been actually tested in Orozar. None of them involve hex or shatter enchant protection. If you don't have those, you'll be sitting at -10 degen for nearly the whole battle. Thanks.

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Not with a monk healing/protecting you. They usually remove some enchantments, but the monk should be spamming one and healing you. By he/she putting on healing breeze on you, you should be at about -3 at the most. Then while you are taking damage the Elementalists are throwing down meteor showers which disrupt any futher skills/spells. The key is running all the way to the casters so that you can kill them all off at once.

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

Ok, well, lets do some fun math. Healing breeze: +9. Crippling Anguish: -3. Conjure Phantasm: -5. Bleeding: -3. Well of Suffering(since they are computer AI, for some reason they have superpowers and get it off faster): -4. That adds up to 9-3-5-3-4=-6 even with healing breeze. Now, I'm not saying its impossible, but whenever heal breeze is down, you will be at -10, during the middle of the battle after the melee around you is dead (for the wells). W/E is just plain easier. Especially for those times when you get 5 taskmasters in the final attack on Orozar.

TadaceAce

Wilds Pathfinder

Join Date: Jul 2005

Quote:
Originally Posted by wonderworm
About the res sig : I dunno about you but in many PUGs I join things go terribly wrong sometimes (monks that rush in front to use channeling for energy management, necros with touch skills,... ) Necros with touch skills are likely dark bombers which are incredibly good tanks - aura of the lich makes you recieve double healing + they heal themselves decently with consume and blood renewal

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Quote:
Originally Posted by unienaule
Ok, well, lets do some fun math. Healing breeze: +9. Crippling Anguish: -3. Conjure Phantasm: -5. Bleeding: -3. Well of Suffering(since they are computer AI, for some reason they have superpowers and get it off faster): -4. That adds up to 9-3-5-3-4=-6 even with healing breeze. Now, I'm not saying its impossible, but whenever heal breeze is down, you will be at -10, during the middle of the battle after the melee around you is dead (for the wells). W/E is just plain easier. Especially for those times when you get 5 taskmasters in the final attack on Orozar. You don't think this whole time that the monk/s are going to be putting on stuff like healing seed, life bond, mark of protection, reversal of fortune, spell breaker...etc. Meanwhile you are using skills like dolyak, endure pain, or shield of Judgement. After the first round of casting, your Ele would have meteor shower cast and each hit would disrupt any remaining spell casting.

It sounds like you are assuming that you are the only one doing anything or that you are soloing which is not the case. Your with a 5-6 person group here. Ohh, and if you bring a necro with you as a battery, they can also bring a very low attribute putrid explosion with them. This spell is faster than well of suffering, so they can get rid of any dead bodies before they can be used.

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

The problem with your plan is sometimes you go up against 3-5 taskmasters at once. Honestly, how many monks take spellbreaker? In my 93 trips, I've seen one. Just one. Why? Because most of them like to heal or protect instead. Oh and I'm not making this stuff up. I'm with my tank on TS, and he used to say "I'm at 10 degen... some hex removal would be useful," whenever Ob Flesh was down. Now, I'd invite you to come watch sometime and see how our group does. We take a Mo/R with symbiosis and maintained enchants + orizon and kiss of dwayna, and E/Mo (me) with Succor, Mending, kiss, other, breeze, and convert hexes. He gets hexed, puts up ob flesh, I convert hexes. No more degen, except for bleeding which is countered by mending. The real reason for mend + succor though, is symbiosis and kiss of dwayna. Can you say 286hp for 5 energy? :-) No one has died defending orozar for quite some time.

Slimcea

Lion's Arch Merchant

Join Date: Jul 2005

Experience says unienaule is correct. If your team doesn't drop the opposition far enough, and you get caught in 2 waves (happens, but rarely though), even 2 monks healing you full time is insufficient. Also, I tend to find casting anything as the gear tank pretty impossible, given the fact that the mesmers spam Cry of Fustration.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Actually, I'm the W/E that teams with unien a lot, and the Mo/R and E/Mo with me are pretty much all I need. I can aggro pretty much 4-5 groups at once, no problem. And I usually only cast Ob Flesh about a second before the Taskmasters hit; after they're offed the damage left is inconsequential. Actually, even if Ob Flesh is CoF'ed I usually don't suffer too much damage. The rest of my skills are instantaneous anyway.

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

fire off SoJ and another enchant (breeze or whatever to stop SoJ from being removed) before you start running headfirst into the mob with the gear/keg in hand

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

One enchant is not going to keep up SoJ vs. more than 1 taskmaster.

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Who is doing just one....usually the monk puts at least 2 on the warrior, the warrior has one or 2 on, and then right before he goes in, the monk casts healing seed. The seed is the first thing removed, then one of the monk enchantments....which (if you are in my group gets spammed right back on) so unless there are 5 taskmasters constantly spamming remove enchantment, my group can do this gear farming run pretty easily.

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

Well, see, maybe you can do it, but I don't quite think you know how easy it is my way. I put my enchants up on Savio, then watch tv and occasionally heal him. His hp stays somewhere around 1,200 out of 1,500 or so. That's easy. Honestly, with +6 constant regen, and heal breeze making that +14, it gets really boring.

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Quote:
Originally Posted by unienaule
Well, see, maybe you can do it, but I don't quite think you know how easy it is my way. I put my enchants up on Savio, then watch tv and occasionally heal him. His hp stays somewhere around 1,200 out of 1,500 or so. That's easy. Honestly, with +6 constant regen, and heal breeze making that +14, it gets really boring. Ok before you were asking this:

"Just a question with some of these W/Mo builds....None of them involve hex or shatter enchant protection. If you don't have those, you'll be sitting at -10 degen for nearly the whole battle. Thanks."

And now we are agreeing that the warrior barely takes any damage...I put enchantments on the warrior and he never goes down and I don't use hex removal, I just spam any enchantment that was removed and throw on healing seed and healing breeze. You never really explained what "your way" was other than to give the warrior some hex removal skills.

Batou of Nine

Batou of Nine

Desert Nomad

Join Date: Aug 2005

California, USA

Angel Sharks [AS] (RiP [KaiZ] T__T")

Mo/E

3 man team.

2 monks. 1 tank. 1 protector, 1 healer. One castes Balths spirit on tank and both use upkeep enchants on tank. Tank uses nearly all AoE smite skills, glads armor and essence on self.

or 4 man with above group and a nuker. tank holds gear, and does major smiting, i.e. SoJ, SoW, Balths Aura, Smite Hex, etc

provided the right enchants are maintained and tank is heald enough, the group kills super fast...
As for protecting vs shatter enchants, Bury most important enchants, and cover up all enchants with Holy Veil. Veil gets shattered, then so does 2 hexes, and an additional hex with smite hex. recaste veil when needed...enjoy!

ChoKILLate[FDG]

Krytan Explorer

Join Date: Jul 2005

[FDG]-Fudge

Mo/Me

Quote:
Originally Posted by Batou of Nine
3 man team.

2 monks. 1 tank. 1 protector, 1 healer. One castes Balths spirit on tank and both use upkeep enchants on tank. Tank uses nearly all AoE smite skills, glads armor and essence on self.

or 4 man with above group and a nuker. tank holds gear, and does major smiting, i.e. SoJ, SoW, Balths Aura, Smite Hex, etc

provided the right enchants are maintained and tank is heald enough, the group kills super fast...
As for protecting vs shatter enchants, Bury most important enchants, and cover up all enchants with Holy Veil. Veil gets shattered, then so does 2 hexes, and an additional hex with smite hex. recaste veil when needed...enjoy! EXACTLY what I've been saying!

unienaule

unienaule

I dunt even get "Retired"

Join Date: Aug 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by ChoKILLate[FDG]
You never really explained what "your way" was other than to give the warrior some hex removal skills.

Quote:
Originally Posted by unienaule
We take a Mo/R with symbiosis and maintained enchants + orizon and kiss of dwayna, and E/Mo (me) with Succor, Mending, kiss, other, breeze, and convert hexes. He gets hexed, puts up ob flesh, I convert hexes. No more degen, except for bleeding which is countered by mending. The real reason for mend + succor though, is symbiosis and kiss of dwayna. Can you say 286hp for 5 energy? :-) No one has died defending orozar for quite some time. I never explained it?

Also now I have switched to Watchful Spirit instead of Convert Hexes. More Hp and regen ftw.

Spoils from run number 104: Bortaks Bone Cesta. Yay.

ange1

ange1

Wilds Pathfinder

Join Date: Aug 2005

Mo/

nothingness

Raku Clayman

Raku Clayman

Krytan Explorer

Join Date: Oct 2005

Marquette MI

Elite Lan Gamer

E/Me

Savio, could you post your build here. I am a W/E and I take a more aggressive approach using Cleave, etc. and the "tank" approach is something new to me thay I would like to try with more stance skills, etc. I'd like to know just how you set your player up. Of course, we all have our own playing styles so I would just adapt the philosophy to try out, but, I would like to play around using your approach.

TIA

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

My tank build probably isn't too efficient, mainly because most of the time ange1 and unien are healing me for 200+ hp a sec. But it works for keeping them off me when I need them to.

W/E

Earth Magic 12
Strength 2+1
Axe Mastery 8+1 (Yes, Axe Mastery is pointless on a gear tank build)
Tactics 10+1+1

Obsidian Flesh - lasts 18 seconds, more than enough time to smack down casters. Unfortunately, a side effect is that the Taskmasters (Mesmers) will hex anyone in range rather than just you with the gear.

"Shields Up!" - lasts 18 seconds, reduces damage from Surveyors (Rangers) a bit.

"Watch Yourself!" - cheap +20 armor.

Sprint - because you're slow with the gear, and every bit helps.

Defensive Stance - 10 seconds of essentially 75% damage reduction* from Deep Knights (Warriors) and Surveyors. Try to use all your other skills before tossing this one up, as it ends when you use a skill.

Disciplined Stance - 10 more seconds of 75% damage reduction*. This one's slightly better because you can use Energy skills under it, but not "Watch Yourself!"

Bonetti's Defense - yet another 10 seconds of 75% damage reduction*. It's based on Adrenaline though, which is harder to get without Balthazaar's Spirit.

Resurrection Signet - because I'm bored and sometimes people are stupid in Grenth's Footprint. Sometimes I dragged Cap Sig along to laugh at the Warrior bosses and poor skill choices (all of them had Heavy Blow?), but they fixed that now, so I'm going to have to bring a Cap Sig to see what they have.

*By damage reduction, I mean that since 75% of the regular attacks at you don't hit, it's effective 75% damage reduction. It's much better than trying to stack armor, which reduces damage by half for every 40 armor you have or so. Skills like Melandru's Arrows and any attack skills with +damage bypass armor, so it's rather pointless anyway.

Your main problem is getting degened and/or Obsidian Flamed to death. If a Taskmaster hexes someone else, well, they hex pretty much anyone regardless of gears, so I could care less. Ob Flesh makes the Wardens (Eles) and Dark Binders (Necros) useless as all they can do is wand you to death.

~~~

It also should be noted that it's more of the monks' job to keep me alive. ange1 drops Symbiosis then casts a bunch of enchants on me. With another monk or two casting different enchants, my health is 1000+ most of the time. Not to mention that with somewhere around 8-10 enchants on me Dwayna's Kiss heals for a ridiculously high amount.

Reiden Argrock

Reiden Argrock

Krytan Explorer

Join Date: May 2005

Arizona

Shadowstorm Mercenaries

I don't know why you guys keep talking about 1000+hp.. it's not needed at all... I run FA 3 man farming runs, and get to rago everytime...

W/N, 560 hp, and the only skill that makes a difference, is Glads Defense, now granted, some of these dmg reducing, and blocking things are helpful, but only really keep you above 75% hp, rather than above 50% hp

And Even Glads Defense, really only is needed for not getting hit as much.. if you have a good aoe dmg caster.. the bonus dmg from Glads defense doesn't do much...

now, if your talking about orozar, maybe i'm off, I havn't done that one much.. but I imagine their pretty much the same kind of stuff

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Reiden Argrock
I don't know why you guys keep talking about 1000+hp.. it's not needed at all... I run FA 3 man farming runs, and get to rago everytime...

W/N, 560 hp, and the only skill that makes a difference, is Glads Defense, now granted, some of these dmg reducing, and blocking things are helpful, but only really keep you above 75% hp, rather than above 50% hp

And Even Glads Defense, really only is needed for not getting hit as much.. if you have a good aoe dmg caster.. the bonus dmg from Glads defense doesn't do much...

now, if your talking about orozar, maybe i'm off, I havn't done that one much.. but I imagine their pretty much the same kind of stuff I never said 1000+ hp is needed, just that's how we do it for Orozar (I probably should have stated that). For normal farming runs I wouldn't even bother since you can control aggro easily. In Orozar when you have 3-4 groups on you, it's slightly different but still, 1000+ hp isn't necessary. It's easier though.

Glad Defense isn't great because of the extra damage, which isn't significant. It's more for the fact that it's the best 75% stance out there along with Bonetti's. Its recharge time is the fastest, and it doesn't end when you do anything. Were I not running Ob Flesh I'd do Glad Defense, Shield Stance, and Bonetti's.

Valkyrie Elly

Ascalonian Squire

Join Date: Oct 2005

OK so i have been reading this and granted my build is not as good as your guys but it does work for orozar with a 4 man team easily. I use a W/R and I'm posting because i haven't seen a good build for them here, just w/e or w/mo. Again this is not as good as your two builds, but any help or revision on it will be appreciated. Anyways i use this,
Healing sig
sprint
endure pain
Shields up!
bonneti's defence
defensive stance
glad defence
dryders defences

basically i have 3 defensive stances with added armor and when combined with shields up if they do hit it is for very little. Dryders defences is great for elemental damage and doesn't make the mesmers attack others. Endure pain works if you hit a problem or need extra health because of degen. The only fault to this setup is health degen. But having the monk heal and my healing sig should we not have a battery or monk runs out of energy keeps me alive. We can aggro two groups with this setup. we usually stick to one though.
There isnt anything special about this setup just your average stances and bonuses.
Two things i expect to see remarked on are the healing sig, yes i do think it is useful here it has saved me before. Secondly i have thought about melandru's resilience but i prefer glad defense. But maybe after reading this i should consider a change.

Divine Kai

Ascalonian Squire

Join Date: Oct 2005

USA

Farmers Union [CASH]

Gladiators Defense
Retribution
Symbol of Wrath
"I will survive!"
Rebirth
Sprint
Endure Pain
"Shields Up"


Skill Bar setup of mine for 4 or 5 man group. 2 E - 1 prot - 1 heal or with just 1 less Ele.

Jigs

Frost Gate Guardian

Join Date: May 2005

Mission Viejo, Ca, USA

kNiGhTmArE LEGion

W/R

This is my build for my W/R for farming

Defy pain
Endure pain
wary stance
whirling defense
I will survive
Shields up
defensive stance
Rez signet

simple but works very well on my SF farming

I have defy pain coz I am not always sure if the monks on my team are very reliable in keeping me alive

No matter how perfect your build is, a gear build warrior still needs help from the monk/s

darkMishkin

darkMishkin

Wilds Pathfinder

Join Date: Jul 2005

UK

Servants of Fortuna [SoF]

Mo/

Quote:
Originally Posted by Savio
Except when you're holding a gear, you aren't holding a shield LOLOLOL I just gear-tanked a SF ~10 boss run, using Gladiator, Bonetti's and Shield Stance, only now realising this^^

Man I guess I had good monks lol...

Also I used Contemplation of purity alot (helps to prevent boredom too), just wait til your Breeze, MoP whatever, is running out then Contemplate and get some nice easy hex and condition removal.