If you didn’t know who we were, you can watch this video and pretty much know who we were.
https://www.youtube.com/watch?v=TNYpjy1Evz8
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6 x Guardians:
- No AH
Or - Standard Hoelbrak Meta
Notes: One guard in each party should run SIN. Our default setup had 1 Guard as Hammer/Staff, and 1 Guard as Hammer/Greatsword in each party. If we faced more range heavy enemies, we would add mobility and more pulls so we could move faster and take out enemy backlines by running 1 Guard as Greatsword/Staff, 1 Guard as Greatsword/Hammer. If we ran heavier ranged, we would run all guards Hammer/Greatsword because it is VERY fast and can constantly put damage on the frontline. All guards are req’d to have full sets of Celestial, Knights, Soldiers, and Zerker Trinkets so that if our melee feels too squishy, we can add more armor by adding toughness trinkets, and viceversa with zerker trinkets if we needed more damage.
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4 x Warriors:
- Standard Hoelbrak Meta
Notes: Sigils of Malice and Condition Duration allows for immobilize duration to penetrate through enemy Hoelbrak/Lemongrass/Purging Flames to get them stuck in our Ele/Necro AoE’s. If they are facing too much damage, Warriors are required to have full sets of Knights, Soldiers, and Zerker Trinkets so that they can add more armor or damage depending on the situation. Leg specialist is a necessity in 15v15’s. Flurries should be emphasized MUCH more than Earthshakers.
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4 x Necromancers:
- Triple Wells w/ Chill
- Pure Damage
- Sustainable High Damage
Notes: Pure Damage build is useless if the necro is dies. Don’t run it unless the melee train can support the necros. Necro running pure damage must know what he’s doing and be a master of placement. This build works best when 3+ necros are in the composition. If only running 1 necro, don’t run this. Sustainable High Damage gives similar damage output without the liability of the necro dying right away. Gives necro ability to survive gank burst, and gives them a chance at getting away from enemy melee train. Triple Well Chills should be used to slow down enemy melee train and keep them stuck in AoEs. Depends on the situation what the necro should run as his non-staff weapon set.
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3 x Staff Elemenalist:
- Standard Ele Meta
Notes: All Elementalists are required to have full sets of Knights, Soldiers, Celestial, and Zerker trinkets. Ele’s should be constantly adding damage, or adding armor depending on the situation. If they are not facing any enemy pressure, they should look to get as much damage as possible by adding zerker trinkets. Elementalist’s need to have FAST rotations with well placed AoE’s to maximize damage. Their focus should be constantly keeping red circles under the enemy melee to force them to keep moving and force them to blow skills.
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Last 3 Slots in a 20v20: - Mesmer
- Thief
- Thief
Possible substitutions if your guild has no mesmers or thieves:
- Additional Necromancer OR Additional Warrior (preferred DPS)
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15vs15 Compositions: - 6 Guardians
- 3 Warriors
- 3 Staff Ele’s
Last 3 Slots, pick 3 according to situation:
- 1 Necro, 1 Necro, 1 DPS War, 1 Mes, 1 Thief, 1 Thief
Notes: If enemy guild has heavy ranged/AoE, your players MUST focus on single targeting, starting with Necromancers/Elementalists. If enemy guild has more gank players (mesmers/thieves), match their number of gank players. Your Gank MUST communicate with your driver, and your Driver MUST actively assist them. Warriors should look to assist friendly gank as well by getting flurries. Once enemy gank is dead, you have a heavy advantage, and your gank can pick off their casters.
Fort Aspenwood – www.gw2hope.com
(edited by Drigan.7382)