Since no one else has jumped in to do this, I'll post my thoughts on the postgame recap...
Not a good outing. Using the build in the "Next GvG build" thread, we went 0-3. In all matches we were the lower-rated team, so all were fought on our own Isle of Solitude.
As the Divert Hexes monk, I stayed with the main team, so I can't offer any insight into how the gank team did in the early phases of the matches. In the first match, we all went out the teleporter (except for the flagger, who ran out the front door), with the 2 assassins then going to the enemy back door and the main team heading toward the flag stand. At the flag stand, we couldn't stand up to the opposing force, and the assassins joined us for some extra damage output. Still, we couldn't stand up to them, and fell back into our base. That ended up being the pattern that was repeated in the other two matches, though with variations as to how we started out. One time the entire team rushed to the enemy back door and took out a few NPCs to start. The third match the main team went out the front door.
In all cases, we suffered from the main team not having enough staying power against the opponents to allow the gank team to go, well...gank! They kept having to come back to help out, and that made it possible for the opponents to all come hammer at us. Not good. So the main team needs more strength - probably another warrior or paragon to provide less squishiness. The second problem we had was that we tended to completely freak out when the enemy managed to get into our base - the assassins came rushing back to help defend, and their went our ability to make them split. This might seem just another facet of the first problem, but it's more mental - we have to get more comfortable and confident, and that will just take some more (and more, and more) practice.
A few more specific observations:
1. We learned that having the only hard res on the team on the mesmer was a Bad Idea. Putting an additional hard res on one of the E/Mos helped a bit.
2. One of the toughest things for me as a monk was trying to support the NPCs. Perhaps I just haven't yet developed enough battlefield awareness yet, but since I'm usually watching the party's health bars, I'm not too clued in to what's happening to our archers and footmen. Wyrm would call out, "Watch that archer!" and by the time I'd figure out which archer "that" archer was, he'd be down to a sliver of life, and would be dead before I'd get a heal off. It would really help if we could come up with a system of designating the NPCs by location - maybe we don't want to go as far as "Watch Archer #6!", but "Watch northwest wall archer!" or "Watch back door archer!" would be helpful, since the monks aren't necessarily always looking the the same place as other members of the team.
3. I know it didn't help matters that the teams opposing us were rated higher, in one case considerably higher than we were.
So we shouldn't get too discouraged.
That's all I can think of for now. I think that this build has potential - I like the 2 assassin gank squad, if the main team could just make it so they could go off and gank! But we do need to do some tweaking...
Not a good outing. Using the build in the "Next GvG build" thread, we went 0-3. In all matches we were the lower-rated team, so all were fought on our own Isle of Solitude.
As the Divert Hexes monk, I stayed with the main team, so I can't offer any insight into how the gank team did in the early phases of the matches. In the first match, we all went out the teleporter (except for the flagger, who ran out the front door), with the 2 assassins then going to the enemy back door and the main team heading toward the flag stand. At the flag stand, we couldn't stand up to the opposing force, and the assassins joined us for some extra damage output. Still, we couldn't stand up to them, and fell back into our base. That ended up being the pattern that was repeated in the other two matches, though with variations as to how we started out. One time the entire team rushed to the enemy back door and took out a few NPCs to start. The third match the main team went out the front door.
In all cases, we suffered from the main team not having enough staying power against the opponents to allow the gank team to go, well...gank! They kept having to come back to help out, and that made it possible for the opponents to all come hammer at us. Not good. So the main team needs more strength - probably another warrior or paragon to provide less squishiness. The second problem we had was that we tended to completely freak out when the enemy managed to get into our base - the assassins came rushing back to help defend, and their went our ability to make them split. This might seem just another facet of the first problem, but it's more mental - we have to get more comfortable and confident, and that will just take some more (and more, and more) practice.
A few more specific observations:
1. We learned that having the only hard res on the team on the mesmer was a Bad Idea. Putting an additional hard res on one of the E/Mos helped a bit.
2. One of the toughest things for me as a monk was trying to support the NPCs. Perhaps I just haven't yet developed enough battlefield awareness yet, but since I'm usually watching the party's health bars, I'm not too clued in to what's happening to our archers and footmen. Wyrm would call out, "Watch that archer!" and by the time I'd figure out which archer "that" archer was, he'd be down to a sliver of life, and would be dead before I'd get a heal off. It would really help if we could come up with a system of designating the NPCs by location - maybe we don't want to go as far as "Watch Archer #6!", but "Watch northwest wall archer!" or "Watch back door archer!" would be helpful, since the monks aren't necessarily always looking the the same place as other members of the team.
3. I know it didn't help matters that the teams opposing us were rated higher, in one case considerably higher than we were.

That's all I can think of for now. I think that this build has potential - I like the 2 assassin gank squad, if the main team could just make it so they could go off and gank! But we do need to do some tweaking...