dorkelf
Active Member
I don’t want to post this to the builds section yet, because I've probably missed or miscalculated a few things. Hopefully you'll get the general idea though. Comments, criticisms and suggestions are greatly appreciated.
The Lineup:
Victory is Mine trappers (R/W) – ViM (elite), dust/flame/barbed traps, whirling defense, healing spring, res signet, spirit (nature’s renewal, frozen soil, quickening zephyr, energizing wind). Should carry +15 energy staff and wear +energy armor, sup rune of WS if possible and sup vigor, minor expertise. Max out WS, put 6 in Tactics, the rest in Beast Mastery.
2 ViM warriors – ViM (elite), sprint, condition-causing attacks depending on weapon (all attacks should cause conditions), distracting blow, defensive stance, res signet, endure pain. Max out Tactics, divide the rest between strength and weapon attribute.
1 Ritualist spirit spammer (Rt/W) - ViM (elite), Dissonance (Spirit whose attacks interrupt), Shadowsong (Spirit whose attacks cause Blindness), Displacement (Attack evasion for entire group), Shelter (Anti-spike, no more than 10% max health lost per attack), Wanderlust (Knocks down non-moving foes), Res, Sprint. Spirit bonus armor is recommended.
1 e-denial mesmer (M/W) – ViM, e-denial skills
The Strategy:
This group will rule at the flag stand. One of the warriors grabs the flag and everyone waits at the gate, ready to sprint directly to the flag stand at the start of the match. Stand is captured and trapped with dust, barbed and flame in that order. Ritualist casts Shadowsong first for quick easy condition spam (blindness), the next spirit depends on the opposing group:
Spike - Shelter
Opposing ViM - Dissonance
Opposing IWAY or Balanced – Displacement
All players except Warriors should be careful to stay within the range of the trappers’ healing springs as much as possible.
Good strategy for trappers is to spam traps 1 after another as long as possible, keeping Whirling Defense in reserve until hit with melee or an interrupt. ViM should be activated when energy runs out or while waiting for traps to recharge. Healing spring needs to be spammed constantly at all times.
Warriors and Mesmer will work as a sub-group. One of the Warriors is responsible for calling a target, and both Warriors along with the mesmer will concentrate attacks and spells on that target. In the case of two opposing monks, mesmer may decide to take one monk while the warriors take the other.
When on the verge of death, Warriors should hit Endure Pain and then sprint into healing spring range (which also can lead the enemy into our traps).
After we gain a morale boost at the flag stand, we should rush the opposing base with the thief and trap the Guild Lord. This is probably where the group will be most vulnerable, but with res signets and a morale boost we should make it there and stay alive long enough to kill the GL.
Advantages: Trapping is fun and coordination isn't overly complicated. Condition spam should be very easy with this group, leading to readily available and very effective ViM bonuses. Most opposing guilds will choose to fight us at the flag stand, and with minimal effort we should almost always beat them there. With a balance of spirits to ward off spike damage and knock down/interrupt foes, we will also have some resistance to builds commonly found in GvG.
Disadvantages: There is little healing outside of the healing spring and little damage outside of traps and spirits, meaning the group is vulnerable while on the run.
The Lineup:
Victory is Mine trappers (R/W) – ViM (elite), dust/flame/barbed traps, whirling defense, healing spring, res signet, spirit (nature’s renewal, frozen soil, quickening zephyr, energizing wind). Should carry +15 energy staff and wear +energy armor, sup rune of WS if possible and sup vigor, minor expertise. Max out WS, put 6 in Tactics, the rest in Beast Mastery.
2 ViM warriors – ViM (elite), sprint, condition-causing attacks depending on weapon (all attacks should cause conditions), distracting blow, defensive stance, res signet, endure pain. Max out Tactics, divide the rest between strength and weapon attribute.
1 Ritualist spirit spammer (Rt/W) - ViM (elite), Dissonance (Spirit whose attacks interrupt), Shadowsong (Spirit whose attacks cause Blindness), Displacement (Attack evasion for entire group), Shelter (Anti-spike, no more than 10% max health lost per attack), Wanderlust (Knocks down non-moving foes), Res, Sprint. Spirit bonus armor is recommended.
1 e-denial mesmer (M/W) – ViM, e-denial skills
The Strategy:
This group will rule at the flag stand. One of the warriors grabs the flag and everyone waits at the gate, ready to sprint directly to the flag stand at the start of the match. Stand is captured and trapped with dust, barbed and flame in that order. Ritualist casts Shadowsong first for quick easy condition spam (blindness), the next spirit depends on the opposing group:
Spike - Shelter
Opposing ViM - Dissonance
Opposing IWAY or Balanced – Displacement
All players except Warriors should be careful to stay within the range of the trappers’ healing springs as much as possible.
Good strategy for trappers is to spam traps 1 after another as long as possible, keeping Whirling Defense in reserve until hit with melee or an interrupt. ViM should be activated when energy runs out or while waiting for traps to recharge. Healing spring needs to be spammed constantly at all times.
Warriors and Mesmer will work as a sub-group. One of the Warriors is responsible for calling a target, and both Warriors along with the mesmer will concentrate attacks and spells on that target. In the case of two opposing monks, mesmer may decide to take one monk while the warriors take the other.
When on the verge of death, Warriors should hit Endure Pain and then sprint into healing spring range (which also can lead the enemy into our traps).
After we gain a morale boost at the flag stand, we should rush the opposing base with the thief and trap the Guild Lord. This is probably where the group will be most vulnerable, but with res signets and a morale boost we should make it there and stay alive long enough to kill the GL.
Advantages: Trapping is fun and coordination isn't overly complicated. Condition spam should be very easy with this group, leading to readily available and very effective ViM bonuses. Most opposing guilds will choose to fight us at the flag stand, and with minimal effort we should almost always beat them there. With a balance of spirits to ward off spike damage and knock down/interrupt foes, we will also have some resistance to builds commonly found in GvG.
Disadvantages: There is little healing outside of the healing spring and little damage outside of traps and spirits, meaning the group is vulnerable while on the run.
Last edited: