Build:Team - GvG Tranquility

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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

Flux.jpg This build is significantly affected by the Flux: Hidden Talent.
See the build's talk page for discussion and ramifications not noted here.  
Notes: You can replace the #Cruel Spear paragon with a cruel spear warrior:
Wearying Spear Spear of Lightning Cruel Spear Blazing Spear Wild Throw Sprint Flail Shield Bash

Template Code: OQkiExl8AhfwMYFcRurwXXL
Make sure to use a rune of clarity and a shield with reduced weakness duration.
Main Article: W/P GvG March Spear Warrior

8v8 build for warrior's isle based on ranger spirits such as Tranquility.

Team Overview

Warrior/ Ritualist
Devastating Hammer Hammer Bash Crushing Blow Protector's Strike Bull's Strike Enraging Charge Flail Resurrection Signet
Warrior/ Ritualist
Devastating Hammer Hammer Bash Crushing Blow Protector's Strike Bull's Strike Enraging Charge Flail Death Pact Signet (PvP)
Paragon /Warrior
"To the Limit!" "Go for the Eyes!" (PvP) Vicious Attack Blazing Spear "Charge!" "Watch Yourself!" (PvP) Aggressive Refrain Resurrection Signet
Paragon /Warrior
"To the Limit!" Spear of Lightning Cruel Spear Blazing Spear Wild Throw "Watch Yourself!" (PvP) Aggressive Refrain Resurrection Signet
Ranger/ Ritualist     
Infuriating Heat Nature's Renewal Tranquility Winnowing Distracting Shot Apply Poison Natural Stride Optional
Ritualist
Soul Twisting Shelter (PvP) Union (PvP) Displacement (PvP) Pain (PvP) Brutal Weapon Signet of Creation Spirit Siphon
Ritualist
Ritual Lord Life (PvP) Rejuvenation (PvP) Recovery (PvP) Recuperation (PvP) Protective was Kaolai Signet of Creation Spirit Siphon
Monk/Elementalist
Healing Burst Patient Spirit Spirit Bond Guardian Shielding Hands Cure Hex Mending Touch Dash

Builds

Devastating Hammer (2)

Your attack skills gain 13% armor penetration.
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Equipment

Runes and insignias

Weapons

  • Vampiric hammer of defense with "Strength and Honor".
  • Sundering hammer of defense with "Strength and Honor" for accumulating lord damage.
  • Elemental hammer of defense with "Strength and Honor" against warriors.
  • Furious or zealous axe/sword of defense with "I have the power!".
  • Furious spear of fortitude with "I have the power!" and
    • Strength shield of fortitude, -20% blind duration.
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage


"Charge!"

You gain 2 Energy for each ally affected by one of your Shouts or Chants (maximum 5 Energy).
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Equipment

Runes and insignia

Weapons

  • Vampiric, sundering and icy spears of defense, 15^50.
  • Insightful "Hale and Hearty" staff of defense.
  • Shields:
    • 15/7 command or tactics shield of fortitude, -20% cripple duration.
    • 15/7 command or tactics shield of fortitude, -20% weakness duration.
    • 15/7 command or tactics shield of fortitude, -20% blind duration.
    • 15/7 command or tactics shields of fortitude, +10 armor against each damage type.

Usage

  • Maintain Aggressive Refrain with "To the Limit!".
  • Pressure targets with spear attacks.


Cruel Spear

You gain 2 Energy for each ally affected by one of your Shouts or Chants (maximum 5 Energy).
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Equipment

Runes and insignia

Weapons

  • Vampiric, sundering and icy spears of defense, 15^50.
  • Insightful "Hale and Hearty" staff of defense.
  • Shields:
    • Tactics shield of fortitude, -20% cripple duration.
    • Tactics shield of fortitude, -20% weakness duration.
    • Tactics shield of fortitude, -20% blind duration.
    • Tactics shields of fortitude, +10 armor against each damage type.

Usage

  • Maintain Aggressive Refrain with "To the Limit!".
  • Pressure targets with spear attacks.
  • Remove Balanced Stance, Dark Escape and Natural Stride with Wild Throw.


Tranquility

The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 52%.
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Variable skill slot

  • Barbed Trap Barbed Trap – trap spots which foes are likely to trip on when running away from your collapsing team.
  • Dust Trap Dust Trap – if anticipating to play against multiple frontline characters. Especially useful for spirit body blocks.

Equipment

Runes and insignia

Weapons

  • Poisonous recurve bow of defense.
  • Poisonous spear of defense with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

  • Place your spirits safely behind your team but still far enough up to affect foes trying to kite out of spirit range. Place them separated.
  • When your spirits are up, spread poison.
  • If the opponent starts to split, prepare a spirit body block in your front gate so the opponent is delayed when trying to escape from a split way main team collapse.
    • If you have Dust Trap, secure your body block with it.


Soul Twisting Prot

Creatures you create have 48% more Health, and weapon spells you cast last 48% longer.
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Equipment

Runes and insignias

Weapons

Usage

  • Place your spirits behind the footmen and protected by the environment objects.
  • Place them separated.
  • Maintain Brutal Weapon on all warriors and paragons.


Ritual Lord Healer

Creatures you create have 48% more Health, and weapon spells you cast last 48% longer.
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Equipment

Runes and insignias

Weapons

Usage

  • Place your spirits behind the footmen and protected by the environment objects.
  • Place them separated.
  • Use Protective was Kaolai as needed.


Healing Burst Runner

Your allies are healed for 35 Health whenever you cast Monk spells on them.
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Equipment

Runes and insignias

Weapons

Usage


Tactics

Playing this team

Game Plan Dominate in every 8v8 situation. Control splits with full team collapses and using the catapult against your own base if necessary. You should be able to DP the opponent out within few minutes, taking away their split options or enabling you to end the game.
8v8

  • Create spirits behind your footmen, protected by the environment objects.
  • Push up with your damage dealers and start killing the opponent.
  • If the opposing damage characters threaten your spirits, lineback.
  • Else consider stomping the opposing backline right away if they stay within ranger spirit range.

Flag and Repair Kit

  • Run the first flag halfway on your runner, then bring the repair kit into your pit.

Split

  • Defend with the runner.
  • The split may allow your main team to break the opposing team quickly, in which case losing NPCs to a multiple damage character split is acceptable.
  • If you want to play it safely, collapse with your entire team using "Charge!".
    • You can prepare a body block in the front gate with spirits.


Playing against this team

8v8 Situations

  • Don't play an 8v8 unless you can destroy spirits quickly.
  • Push up aggressively. Take out Tranquility and Nature's Renewal as quickly as possible with fire elementalists and physical damage dealers so your backline can work normally.
  • Prevent the recreation of the communing spirits with interruption and knock downs.
  • Take out Brutal Weapon.
  • Since the opponent only has a runner for single target protection and healing you can focus a low armour target with all your damage and burn through the communing spirits. Target switching and damage spreading feeds the opponent's backline plan.
    • You may want to lure the runner away with a solo split. This should be done if you have a character which barely poses any threat to spirits and the recreation of spirits.

Flag and Repair Kit

  • The opponent doesn't have good flag running options. However, if you can't risk to play an 8v8, you won't easily get flags through either.
    • Your best bet is to combine flag running and splitting:

Split

  • If you can't compete in an 8v8 situation, split multiple damage characters.
  • The opponent's options to work against splits are to send back the runner or to do a collapse of all damage characters.
    • Communicate with your team so you know whether you're being threatened with a loaded catapult or a spirit body block.
    • You may want to lure the runner away with a solo split. This should be done if you have a character which barely poses any threat to spirits and the recreation of spirits, while most other characters do.


See also