26 Jul 2006 at 22:03 - 10
Quote:
Originally Posted by Celestial Beaver
Can anyone give me any tips on how to maybe complete this for Masters? Oh, FYI, although I am in a guild, it has all of ... 2 ... members in it!

So, suggesting that we maybe somehow rig the games in both squares so the game has 16 guild members playing it is not too feasible! Are there any shortcuts through the game? Is there any skill in particular I should maybe bring to help (I'm an E/N - i use Air Magic currently, because it's my favourite, but am open to new suggestions).
Thanks for any help!
The tips people have given you so far about EoE are good as long as the person using it is not utterly retarded. Getting masters on local is easier once you have a good team/PUG formed, because the average local team is far worse than the average foreign team. If you are doing foreign, then pray for a local team consisting of 8 henchmen.
Take personal interest in the skills and attributes everybody in your party are using (in other words screen them) if you really want to make sure you get masters. I recommend forming the group yourself and advertising it as a master's group. Make sure any warriors or rangers you bring into the group are maxed for damage (i.e. 16 in weapon mastery for a warrior with several adrenal skills / 16 in marksmanship and 13 in expertise for a ranger with barrage and interrupts). If your ranger is running barrage, interrupts, and edge, then you can have them run lower marksmanhsip and/or expertise to get a reasonable level of edge. Warrior skills that offer area of affect such as cyclone axe, triple chop, hundred blades, and yeti smash are also helpful. Do not accept any "tanks" into your group, because they are not set up for damage and will not help you accomplish your goal.
Be very careful about accepting assassins into your group. Screen their skills and attributes very carefully. Make sure they have a teleportation skill to get out of trouble (Aura of Displacement or Return) or a skill such as dark escape to run when they get in trouble. They should have death blossom as at least one of their dual attacks, but quite frankly this skill rocks PvE with high dagger mastery.
Screen your casters and make sure they have energy management and do not accept "I have 80+ something energy" as an acceptable answer from elementalists. Necromancers are usually fine on energy in PvE with 8+ soul reaping. Mesmers should spec into inspiration and use a couple skills to keep their energy up. Elementalists should run either dual attunements with aura of restoration as a cover enchantment OR run ether prodigy. Monks should be mesmer secondary and use inspiration magic for energy management AND be able to keep blind off warriors/rangers/sins. Keep in mind that achieving masters on factions missions is about keeping a fast pace, so you don't really want to give anyone time to "stand around and regen".
These tips pretty much are the same when forming a group for any of the missions in Factions in which you are trying to get the masters reward. Certain missions have special considerations such as Unwaking Waters and its importance of ranged interrupts.
Finally, evaluate your own bar to make sure you'll be contributing to this well built team you just formed. You said you wish to run air magic? Try:
16 Air, 13 energy storage
Elemental Attunement / Air Attunement / Aura of Restoration / Blinding Flash / Lightning Orb / Lightning Hammer / Lightning Stike / Rez Sig
Blind warriors and those pesky rangers with broad head arrow, then smash casters or frenzied warriros with your air spells.
Alternatively, you could change your secondary to monk and run as a heal party bot allowing you to form a group that has only one monk primary (meaning that your team has an extra spot for a damage dealer):
14 air, 11 healing, 11 energy storage, 1 prot
Ether Prodigy / Blinding Flash / Lightning Orb / Lightning Strike or Heal Other / Heal Party / Draw Conditions / Glyph of Sacrafice or Glyph of Essence / Ressurection Chant
Basically a monk build with great energy management that can blind and still contribute some damage here and there.