Need 2 Warrior
Need 2 Monks
Need 2 and 1 Mesmer or 3 Elementalists
Need 1 Runner
Axe Warrior/Shock:
Attributes:
12 Axe(need 14-15 with runes/helmet)
11 Strength
rest Tactic
Skills:Eviscerate,Executioners Strike, Axe Rake, Frenzy, Sprint, Signet of Healing, Shock, Rez Signet
How to play: Both Warriors load up there adrenalin on different targets(Dont run out of Heal range, important!), when they both have full adrenaline they say it and look for a target which they will spike(means all attacks this target, and call down from 3 to 1). When the Hammer Warrior us Devasting Hammer and the Target stands up, use Shock to get him/her down again. And you can use Frenzy all the time, but be careful(double damage, when you are the target use sprint thats really important other way...you will die really fast^^) Thats all.
Hammer Warrior:
Attributes:
12 Hammer(need 14-15 with runes/helmet)
10 Strength
rest tacs
Skills: Devasting Hammer,Mighty Blow, Pierce Blow, Crushing Blow, Frenzy, Sprint, Signet of Healing, Rez Signet
How to play:Load up adrenaline, if full use Devasting Hammer on target when the Spike beginn, then Crushing blow.And you can use Frenzy all the time, but be careful(double damage, when you are the target use sprint thats really important other way...you will die really fast^^) Thats all. For the other things today...watch axe warrior "How to play"
Air Elementalist/Monk:
Attributes:
12 Air(need 15-16 with runes/helmet)
9 Energy
rest Heal
Skills:Elemental and Air attunement, glyph of lesser energy,blinding flesh,lightning strike, lightning orb, heal party and rez signet
How to play: Blind all classes where it bring something(Archer,Assasin for example), but when a spike use it on the target to cover the Deep Wound. Lightning Wound cast it to make some small damage, Lightning orb on the Spike target. Spam heal party when it needed to your team...thats all here...
Fire Elementalist:
Attributes:
12 Fire (15-16 with runes/helmet)
12 Energy
Skills:Fire Attunement, Fireball, Phoenix , Liquid Flame, searing/tenais heat, mind burn, glyph of lesser energy, rez signet
How to play: Make damage all the time, when the Spike comes use mind burn first, liquid flame then..thats all
Earth Elementalist Or Mesmer:
12 Earth(need 15-16 with runes/helmet)
12 Energy
Skills:Earth Attunement and Elemental, ward against melee, ward against foes, ward against elements ,obsidian flames, stone daggers, rez signet
How to play: Cast the wards by our casters to protect them, use obsidian flame by spike and stone daggers to make a small amount damage all the time...this was it
It can give two parts of Mesmer someone with Illusion or Domination Magic:
Illusion:
Attributes: 12 Illusion(14-15 with runes/helmes), 8Fast casting(9 rune) rest inspiration
Skills: Crippling Anguish, Conjure Phantasm, clumsiness, soothing images, phantom pain, leech signet, energy tap, rez signet´or hard rez(resurrection maybe)
How to play: Slow down the target with Crippling Anguish, cast Conjure Phantasm to make some damage over time, clumsiness against archer/warrior etc., soothing images against classes they use adrenalin skills..the signet to interuppt and get magic back
Domination:
Attributes: 12 Domination(15-16 with helmet/runes)
8 Fast casting(9 with rune) rest inspiration
Skills: Blackout, Diversion, Power Spike, leech signet, power drain, Cry of Frustation, psychic instability, , rez signet or hard rez
How to play: Cast psychic Instability on a caster and interupt him/her all the time, use Blackout on a other Player to deactivated his/her skills(yours to but it can be worth, when you get an monk or warrior, he lost all adrenaline then)
Of course the domination Mesmer can be with backfire etc. but one interupter is good..and yes it could be a ranger, but Mesmer makes more damage with interupts and can take out skills from the enemy longer out with diversion. When the energy Management dont work really..we should change some skills here!
Monks: 1 Healer, 1 Prot
Here it gives no builds, the Player who play this class should play a Build that he or she can play.
How to play: I think here i must not explain anything?
Runner: Can be an Ele or Ranger with Cripp Shoot...here i dont know the skills, because i never played it.
How to play: I think here i must not explain anything?
This build is an spike and when it works fine, we should get down the target...i change some old skills with new ones..and at the End all what i have played most time was one of the Warriors or the Fire Elementalist.
When we make a split(this means to make 2 groups), then the Axe Warrior and Fire Elementalist will go the other way to the enemy base and kill there the guards, when the enemy come back dont fight againgst them and run away to your team! The others will fight against the enemy and will try to stop there runner when he/she comes with the flag, all 2 minutes who has the flagpoint will get an 10% morale bost and rez signet can be use again. To make a split it is all time for the right situation, sometimes it can be a wrong...
This is all at the end..and yes its a very old one, but earlier...i make it with the guild where we played on time to the "200 guilds" other way...we was all time at rang 600-900. But if this build will works today, i dont know...but i think we should give it a try...
Any questions now..?
Need 2 Monks
Need 2 and 1 Mesmer or 3 Elementalists
Need 1 Runner
Axe Warrior/Shock:
Attributes:
12 Axe(need 14-15 with runes/helmet)
11 Strength
rest Tactic
Skills:Eviscerate,Executioners Strike, Axe Rake, Frenzy, Sprint, Signet of Healing, Shock, Rez Signet
How to play: Both Warriors load up there adrenalin on different targets(Dont run out of Heal range, important!), when they both have full adrenaline they say it and look for a target which they will spike(means all attacks this target, and call down from 3 to 1). When the Hammer Warrior us Devasting Hammer and the Target stands up, use Shock to get him/her down again. And you can use Frenzy all the time, but be careful(double damage, when you are the target use sprint thats really important other way...you will die really fast^^) Thats all.
Hammer Warrior:
Attributes:
12 Hammer(need 14-15 with runes/helmet)
10 Strength
rest tacs
Skills: Devasting Hammer,Mighty Blow, Pierce Blow, Crushing Blow, Frenzy, Sprint, Signet of Healing, Rez Signet
How to play:Load up adrenaline, if full use Devasting Hammer on target when the Spike beginn, then Crushing blow.And you can use Frenzy all the time, but be careful(double damage, when you are the target use sprint thats really important other way...you will die really fast^^) Thats all. For the other things today...watch axe warrior "How to play"
Air Elementalist/Monk:
Attributes:
12 Air(need 15-16 with runes/helmet)
9 Energy
rest Heal
Skills:Elemental and Air attunement, glyph of lesser energy,blinding flesh,lightning strike, lightning orb, heal party and rez signet
How to play: Blind all classes where it bring something(Archer,Assasin for example), but when a spike use it on the target to cover the Deep Wound. Lightning Wound cast it to make some small damage, Lightning orb on the Spike target. Spam heal party when it needed to your team...thats all here...
Fire Elementalist:
Attributes:
12 Fire (15-16 with runes/helmet)
12 Energy
Skills:Fire Attunement, Fireball, Phoenix , Liquid Flame, searing/tenais heat, mind burn, glyph of lesser energy, rez signet
How to play: Make damage all the time, when the Spike comes use mind burn first, liquid flame then..thats all
Earth Elementalist Or Mesmer:
12 Earth(need 15-16 with runes/helmet)
12 Energy
Skills:Earth Attunement and Elemental, ward against melee, ward against foes, ward against elements ,obsidian flames, stone daggers, rez signet
How to play: Cast the wards by our casters to protect them, use obsidian flame by spike and stone daggers to make a small amount damage all the time...this was it
It can give two parts of Mesmer someone with Illusion or Domination Magic:
Illusion:
Attributes: 12 Illusion(14-15 with runes/helmes), 8Fast casting(9 rune) rest inspiration
Skills: Crippling Anguish, Conjure Phantasm, clumsiness, soothing images, phantom pain, leech signet, energy tap, rez signet´or hard rez(resurrection maybe)
How to play: Slow down the target with Crippling Anguish, cast Conjure Phantasm to make some damage over time, clumsiness against archer/warrior etc., soothing images against classes they use adrenalin skills..the signet to interuppt and get magic back
Domination:
Attributes: 12 Domination(15-16 with helmet/runes)
8 Fast casting(9 with rune) rest inspiration
Skills: Blackout, Diversion, Power Spike, leech signet, power drain, Cry of Frustation, psychic instability, , rez signet or hard rez
How to play: Cast psychic Instability on a caster and interupt him/her all the time, use Blackout on a other Player to deactivated his/her skills(yours to but it can be worth, when you get an monk or warrior, he lost all adrenaline then)
Of course the domination Mesmer can be with backfire etc. but one interupter is good..and yes it could be a ranger, but Mesmer makes more damage with interupts and can take out skills from the enemy longer out with diversion. When the energy Management dont work really..we should change some skills here!
Monks: 1 Healer, 1 Prot
Here it gives no builds, the Player who play this class should play a Build that he or she can play.
How to play: I think here i must not explain anything?
Runner: Can be an Ele or Ranger with Cripp Shoot...here i dont know the skills, because i never played it.
How to play: I think here i must not explain anything?
This build is an spike and when it works fine, we should get down the target...i change some old skills with new ones..and at the End all what i have played most time was one of the Warriors or the Fire Elementalist.
When we make a split(this means to make 2 groups), then the Axe Warrior and Fire Elementalist will go the other way to the enemy base and kill there the guards, when the enemy come back dont fight againgst them and run away to your team! The others will fight against the enemy and will try to stop there runner when he/she comes with the flag, all 2 minutes who has the flagpoint will get an 10% morale bost and rez signet can be use again. To make a split it is all time for the right situation, sometimes it can be a wrong...
This is all at the end..and yes its a very old one, but earlier...i make it with the guild where we played on time to the "200 guilds" other way...we was all time at rang 600-900. But if this build will works today, i dont know...but i think we should give it a try...
Any questions now..?