I've been running on a team with a very good balanced build the last few nights in HA, and I'll get the build from the leader tonight if I can and we can try it out ourselves. If I'm not mistaken, I believe the build is two W/E Shock, one EQ/AS/Obs Warder, one E-Surge/CC Mesmer, one Tainted Necro, one SB/Infuse Monk, one WoH Monk, and one RC/Prot Monk.
For GvG we need a two monk backline so we can split. I figure Axe/Hex Heavy is a fine thing to start with as it's a relatively easy build. Of course, I'd be almost more anxious to try to closely match one of the top guild's GvG builds, such as that War Machine E-Surge build (properly built, of course).
We could try this one from Time is Running [OUT], current Guild of the Week:
Build Strategy
The idea for this build came when OUT was considering why most pure spike builds loseāand the most obvious answer was because of team splitting. The following build was developed so that it would work well as a whole, but also be sufficient as a split build.
Mesmer/Monk
12+4 Domination Magic, 10+1 Fast Casting, 8+1 Inspiration Magic, 2+1 Illusion Magic
Phantom Pain, Shatter Delusions, Energy Burn, Energy Surge, Shatter Enchantment, Cry of Frustration, Power Drain, Resurrect
Elementalist/Monk
12+4 Earth Magic, 9 Healing Prayers, 9+1 Energy Storage
Obsidian Flame, Stoning, Ward Against Foes, Ward Against Melee, Heal Party, Heal Other, Glyph of Energy, Resurrection Signet
Mesmer/Elementalist
12+1 Fast Casting, 12 Air Magic
Lightning Orb, Lightning Strike, Enervating Charge, Blinding Flash, Gale, Elemental Attunement, Air Attunement, Windborne Speed
Monk/Necromancer
11+4 Divine Favor, 10+1 Protection Prayers, 10 Blood Magic
Reversal of Fortune, Mend Ailment, Protective Spirit, Holy Veil, Contemplation of Purity, Divine Boon, Offering of Blood, Vampiric Gaze
Mesmer/Monk
12+4 Domination Magic, 10+1 Fast Casting, 8+1 Inspiration Magic, 2+1 Illusion Magic
Phantom Pain, Shatter Delusions, Energy Burn, Energy Surge, Shatter Enchantment, Cry of Frustration, Drain Enchantment, Resurrect
Necromancer/Monk
12+4 Blood Magic, 10 Healing Prayers, 8+1 Soul Reaping
Shadow Strike, Vampiric Gaze, Blood Pact, Offering of Blood, Blood Ritual, Heal Other, Heal Party, Resurrection Signet
Mesmer/Elementalist
12+1 Fast Casting, 12 Air Magic
Lightning Orb, Lightning Strike, Enervating Charge, Blinding Flash, Gale, Elemental Attunement, Air Attunement, Resurrection Signet
Monk/Necromancer
11+4 Divine Favor, 10+1 Protection Prayers, 10 Blood Magic
Reversal of Fortune, Mend Ailment, Protective Spirit, Holy Veil, Contemplation of Purity, Divine Boon, Offering of Blood, Vampiric Gaze
This build was originally intended to spike two targets simultaneously while all eight players were present, and also to spike as a split squad. After playing the build in guild battles, OUT decided that rapid spikes were more effective than trying to spike two targets at once.
Running this build requires two people who are good at calling spikes. When a spike is called, one of the Mesmer/Monks casts Phantom Pain followed by Shatter Delusions while the other Mesmer/Monk casts Shatter Enchantment (if needed) and Energy Surge. The Mesmer/Elementalists cast Lightning Orb followed up with Lightning Strike and Enervating Charge. The Elementalist/Monk casts Obsidian Flame followed by Stoning, and the Necromancer/Monk casts Shadow Strike followed by Vampiric Gaze. If the Monks can spare the Energy and the time, they also spike with Vampiric Gaze.
While not spiking, each character should use their defensive skills to thwart the opponent while trying to save enough Energy for the next spike. Gale should be used if the enemy team has a quick Infuser or if the targeted character is dodging the Lightning Orbs. When the team is forced to split, the characters can use the same skills in the same order to spike a target, usually an opponent's Monk.
Or this one from The Last Pride [EvIL], the current top Guild, or again from War Machine (taken from the Match Reports section of the Guild Wars website):
(Linked to preserve formatting):
www.guildwars.com/competitive/articles/matchreports/2006-04-16-evilvswm.phpBy the way, follows is a basic Divine Boon build (but not the one used above, which I believe is probably what we should be using):
Boon Prot
Monk/Mesmer
Level: 20
Divine Favor: 16 (12+4)
Protection Prayers: 10 (9+1)
Inspiration Magic: 9
- 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 58.
Energy:5 Cast:0.25 Recharge:2
- Guardian (Protection Prayers)
For 5 seconds, target ally has a 40% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2
- 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 48 points.
Energy:5 Cast:0.75 Recharge:2
- Signet of Devotion (Divine Favor)
Heal target ally for 106 points.
Energy:0 Cast:2 Recharge:5
- 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
- Energy Drain [Elite] (Inspiration Magic)
Target foe loses 8 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1 Recharge:25
- 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
- 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
Alternative configuration
- Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0
I'm at work right now and don't have access to all my builds. I haven't synched up my builds at work and home lately, so I'm missing a few