Guild of the Week2005/11/22 – Final Dynasty [FnlD]
Article from GuildWars.com
This article was initially published on the official website of Guild Wars.

Guild of the Week: Final Dynasty (FnlD)

The Final Dynasty guild was first formed by group of school friends during the Guild Wars World Preview Event. The guild continued to play together through the subsequent Beta Weekend events, which eventually led to their decision to concentrate on the competitive aspects of the game. With their newfound focus on PvP, FnlD closed out the final BWE on a high note, finishing 23rd on the ladder.

The release of Guild Wars brought about many changes for the guild, as some members were lost to school commitments. The guild continued to restructure and play up to and through the PvPX weekend, but chose to take a hiatus afterward. The guild has since come back in earnest, after its founder, Vindexus, reunited with some of the guild's core members from the BWEs. When they found that the guild's name was unavailable because it was still reserved by an absent former leader, they started anew under the name of Final Dentistry—and often confused as Final Destiny or FniD—the guild has since acquired new members and recently regained the name of Final Dynasty. They have begun their re-ascent up the Guild Wars ladder, having previously reached a high of 17th. The guild aims to break into and retain a position in the top 10, and to become one of the "big names" within the Guild Wars competitive community.

Strategy: PvP Discussion

Final Dynasty shares with us one of its builds, including strategies for playing each character.

  • Warrior/Elementalist: Eviscerate, Executioner's Strike, Penetrating Blow, Frenzy, Sprint, "To the Limit!", Gale, Resurrection Signet; Axe Mastery (12+4), Strength (6+1), Tactics (7+1), Air Magic (9).

Frenzy is included in this build primarily to allow the Warriors to take part in spikes. While Frenzy can be used as a means of hastening Adrenaline gain, FnlD advises against overusing this skill. Warriors targeted while using Frenzy should use Sprint to retreat back within the range of a friendly Monk's healing. If there are enemies nearby after a spike, try "To the Limit!" The fast Adrenaline it provides will allow you to spike more often. If you are near the target when a spike is called, attempt to time Eviscerate to hit your foe at the same time your allied Necromancer's Shadow Strike hits. Lastly, use Gale on spiked targets so that they will be unable to run away. Your foes will eventually recognize that you are using Gale when spiking targets, so attempt to use Gale on one target, then spike a different target nearby.

  • Necromancer/Monk: Shadow Strike, Dark Pact, Vampiric Gaze, Offering of Blood, Rend Enchantments, Aegis, Convert Hexes, Resurrection Signet; Blood Magic (12+4), Protection Prayers (11), Curses (6+1).

When functioning as a support unit within this build, coordinate your use of Aegis with the Protection Monk. Restrict your use of Convert Hexes, using it only when a target is suffering from several Hexes. When participating in a spike, lead off with Shadow Strike. Try to time the spell so that it hits as your Warrior reaches the target. Follow up with Dark Pact, Vampiric Gaze, and an additional Dark Pact. For Energy management, use Offering of Blood when it will bring your Energy up to just below your maximum. Avoid using the spell when you won't gain full benefit from it, and don't wait until it is too late to use it.

  • Necromancer/Elementalist: Shadow Strike, Dark Pact, Vampiric Gaze, Offering of Blood, Rend Enchantments, Ward Against Foes, Gale, Resurrection Signet; Blood Magic (12+4), Earth Magic (11), Curses (4+1), Air Magic (5).

In this build, Ward Against Foes can serve two purposes: place it in the path of enemy flag-runners to interfere with the runner, or place it in your back line so that your Monk(s) can kite enemy Warriors through it. Use Gale against enemy casters while they are spiking; it will interrupt their attacks even if they use Mantra of Resolve or similar skills. When participating in spikes, this build uses the same attack patterns as the Necromancer/Monk.

  • Mesmer/Elementalist: Glyph of Renewal, Shatter Enchantment, Power Leak, Power Drain, Power Spike, Drain Enchantment, Cry of Frustration, Resurrection Signet; Domination (12+4), Inspiration (10+1), Fast Casting (8+1).

This build primarily focuses on disrupting the spikes of opposing teams. Use Power Leak against targets that are lacking in Energy management skills. Use Power Drain when your character requires more Energy. Use Cry of Frustration against Rangers that are using Dual Shot in their spikes, or against groups of casters where multiple targets can be interrupted. Glyph of Renewal can be used in conjunction with almost all of the skills on the build. For example, if your character is low on Energy, use Glyph of Renewal to cast Drain Enchantment twice in quick succession. The primary reason Glyph of Renewal is included is for using Shatter Enchantment during a spike. If the opposing team's Protection Monk casts Protective Spirit on your target, it can prevent the spike from succeeding. Use Shatter Enchantment to counter Protective Spirit while adding considerable damage in the process.

  • Elementalist/Monk: Mind Shock, Windborne Speed, Gale, Lightning Orb, Lightning Strike, Holy Veil, Healing Breeze, Contemplation of Purity; Air Magic (12+4), Energy Storage (9+1), Healing Prayers (9).

This character serves as the build's flag-runner. However, merely running flags back and forth is not this character's sole responsibility—it is also used to interfere with the opposing flag-runner as much as possible. Since morale boosts are such a critical element in GvG battles, slowing the enemy enough that your team gains the boost can help lead your team to victory. This character also carries several focus items enabling it to change Energy levels for specific situations.

  • Monk/Necromancer: Divine Boon, Mend Ailment, Holy Veil, Offering of Blood, Reversal of Fortune, Guardian, Aegis, Shielding Hands; Divine Favor (12+4), Protection Prayers (9+1), Blood Magic (9).
  • Monk/Necromancer: Divine Boon, Mend Ailment, Holy Veil, Offering of Blood, Reversal of Fortune, Guardian, Aegis, Protective Spirit; Divine Favor (12+4), Protection Prayers (9+1), Blood Magic (9).

These two Divine Boon-based Monks assist the team with Protection spells and have Energy management in the form of Offering of Blood. These builds are particularly versatile because Divine Boon allows them to simultaneously heal team members while casting their Protection spells.

  • Monk/Mesmer: Orison of Healing, Word of Healing, Healing Touch, Infuse Health, Drain Enchantment, Holy Veil, Inspired Hex, Dwayna's Kiss; Healing Prayers (12+4), Divine Favor (9+1), Inspiration (9).

This Monk handles the majority of the large heals in the build. Infuse Health is used on teammates who find themselves the focus of an enemy spike. Inspired Hex and Drain Enchantment are included in the build as a means of regaining Energy while serving a dual utility purpose.

The Monks should learn to observe opposing Warriors that are looking for a target to spike. When an enemy Warrior begins to run toward a target, preemptively cast your Protection spells on that target. The two Divine Boon-based Monks need to coordinate their casting of Aegis for best effect. Since it is not possible to keep this spell up at all times, wait for key moments before casting it, such as when opposing Warriors split up to attack different targets on your team.

In between offensive spikes, the Necromancer/Elementalist will call out a caster to interrupt—preferably one using the longer two-second cast skills. The Mesmer will also call out a target to disrupt so that there is no overlapping of interrupts. The Necromancer/Monk focuses primarily on removing Hexes from his team, and keeping Aegis up.

The Warrior concentrates on searching out targets. As the build is meant to out-damage the opposing team's healing capacity, Monks are typically not a high priority. Instead, the Warrior considers the following when choosing a target:

  • Is the chosen target for your Warrior's spike made too obvious by its position? Are more threatening targets present?
  • Is the target enchanted, and if so, are the Enchantments ones that will impair a spike's success?
  • Is the target already suffering from Death Penalty?
  • Is the target far enough away that attacking it would force the Warrior out of the range of your healers?

Once you've decided on a target, there are two approaches you can take to the spike: "Rend and Spike" or "Bloodify." If you suspect that the target has Enchantments that will hinder your spike, Rend is the best option. In this case, the two Necromancers alternate using Rend Enchantments on the target, and when the target has lost its Enchantments, the Necromancers begin casting Shadow Strike while the Warrior moves in. The Warrior's timing must be precise so that his Eviscerate hits at the same time as the Necromancer's Shadow Strikes.

If the target is under no Enchantments or there is not time to use Rend, a Bloodify spike is used. The Warrior and Necromancers coordinate their attacks on the target, and if any Enchantments appear on the target during the spike, it is the responsibility of the Mesmer to shatter them.

Member Profiles:

Get to know some of the members of Final Dynasty.