User:Aquadrizzt/Contest
Welcome to the first ever Guild Wars 2 Build Contest!
This contest will be hosted and judged by myself and Infinite.
Objective[edit]
Create a balanced four person team for WvW/PvP.
Restrictions[edit]
- No more than one of any profession. (Let's try to prolong "Gimmickway"'s arrival as long as possible.)
- No more than two of any race. (See parenthetical statement above.)
- Builds include skills (special abilities count too) and traits *only*.
- Corollary: Rangers (and to a lesser degree warriors) are a bit lacking in the trait department. Deal with it as you will.
Format[edit]
Using the example below (and please by the love of Balthazar, make it collapsible)
Example[edit]
Aqua (T|C) | ||||||||||||||||||||
Charr Warrior Traits
<THREE OTHER BUILDS> |
<Explanation as why your build is better than a group of random people. Strengths, weaknesses, tactics, insights, synergies, anything can go here.>
Entries[edit]
~~ Kiomadoushi 22:09, 25 May 2011 (UTC)
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Every one of the melee-based professions is capable of ranged attacks (while closing gaps or when holding a Guild Hall). This is, of course, VERY important (as all melee players know) because of the disadvantage that needing to be close creates. Naturally, the Elementalist has this advantage too. Here, the Elementalist plays a lot of control in the group. She is capable of damage and easily moving around as needed. Unfortunately, traits for the Water Magic, Air Magic, and Earth Magic (along with skills for Earth Magic) are unknown, so for now, this a gamble, but from what we know, Elementalists will still be powerful when it comes to damage. Switching elements also means ease of casting control skills from Water Magic, support skills from Air Magic, and defensive skills from Earth Magic. She fits around everyone else. The Warrior is a strong attacker while also having strong defensive skills. No player wants to die in WvW, where you need to keep a constant presence, and the Warrior here has high defense and gap-closers (like with Throw Bolas, which can also be used to escape a fight turning bad). I'm hoping that Natural Leader has an effect with shouts, not like there's any better traits for now to fill its spot. On My Mark and For Great Justice are both good for spikes to remove players that are the most threat to the group, or most troublesome. If Natural Leader has the effect I hope it does, then the Warrior is the frontman to this group's damage output. The Thief here is playing a very shadowy role (important in WvW, which should be different from normal PvP near-deathmatches). His utilities (and heal) are set up for stealth and ambushing. The Dagger Mastery also improves back attacks, which this Thief should be doing often. With the Warrior leading the fight, the Thief here will weave around targets or enter/exit a fight unannounced, leading to both defensive measures (Shadow Trap) and deadly assassination on the called target. The traits/skills are based around that mobility and creating pressure by weaving through the fight. This is also good for the Thief's management of Initiative, to not need to be in the front the whole time as GW1 Assassins often turn out to be. Hoping Stealth works as it should, this will also lead opposing players to almost drop their guard, assuming they're running into a group of 3, when in fact it's a planned ambush. This Guardian is the team's lifeline, playing up a lot of defense for the group. While normal play should not need such a defense- or healing-based character, as Arenanet tried to tone down, in PvP/WvW, characters that stop the enemies attack as both a form of control and a form of defense should be well appreciated. The Guardian is still capable of offense, but with the defensive skills available, and capabilities to give Protection to self/allies, the team should be able to live tough and balanced scraps just slightly longer than the enemy, giving the possibility to hold a Guild Hall or other landmarks with better ease. Combat Style: The Warrior and Guardian here are both heavy on offense, plus have condition removal and defenses to stop a bad battle. These two together make the brunt of the fight. The Elementalist easily casts around how the fight is turning out, with lots of flexibility, and the Thief picks out the targets that are most susceptible to being ganked and taking them down unnoticed. Disadvantages include the lack of known traits and Elite skills. With the Elementalist missing an entire 1/4 of its skillbar (for now), and 3/4 of its primary traits, it's hard to see if the profession will still hold an important role in the group once more information is made available. Lacking Elite skills also means that it's possible to encounter groups with better planned elites, or may be able to stay prepared for such a spike tactic, with timed Elites that turn this team's advantage of ambushing in quick skirmishes into nullified damage and being quickly overpowered by a more drawn-out fight. Advantages include the defensive aspect of this team. In holding a Guild Hall, this group can guard an entrance using the Shadow Trap, various elemental casts to multi-target, a Line of Warding (blocking enemies and projectiles from a trait), and ganking on the Warrior's command. In Organized PvP, this group is still capable of fighting smaller fronts, even 1v1 confrontations. The Warrior still has his ability to push an enemy around; the Guardian can fight with impenetrable defense; the Thief can still play shadowy and pick off near-dead targets while the rest of the team moves onto more important foes; and the Elementalist has casting flexibility to do whatever she wants at any point in the battle. |
~Ao Allusir 07:42, 9 June 2011 (UTC) | ||||||||||||||||||||
Charr Guardian Traits
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Norn Ranger Traits
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Sylvari Necromancer Traits
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Human Engineer | ||||||||||||||||||||
Synergies: |
--Moto Saxon 18:26, 14 September 2011 (UTC) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Team Stronghold
Elementalist - Offense/Deffense
Guardian - Team defense
Engineer - Sentries and Sh*t
Charr |