4-man PvE teams?

Dazzler

Dazzler

Krytan Explorer

Join Date: May 2005

E/Me

I got sick of not getting any drops when adventuring with 3 heroes + 4 henchies so I decided to make a 4-man team and just go with me + 3 heroes. Drops have improved and it is more fun (ie actually challenging). I'm only in Vabbi so as I get further maybe things will be too tough but right now as long as I pay attention there are no party-wipes. I *do* use a full 8-jman party for missions though since they tend to throw so many enemies at you that you can't handle with only 4 party members.

Anyway, here is my build. I'm curious if anyone else has a 4-man team build they are using for PVE?

I may not remember my exact attribute points so take these with a grain of salt.

Olias N/Me (MM of your choice)
Death 12 + 1 + 2
Soul 9 + 1
Inspiration 6
Blood 8 + 1
Curses 2
AI Setting: Defensive

Equipment: Bone Spiral Wand and Bleached Skull from Telamon in Leviathan Pits (Factions).

[skill]Jagged Bones[/skill][skill]Animate Shambling Horror[/skill][skill]Animate Bone Horror[/skill][skill]Shadow of Fear[/skill][skill]Power Drain[/skill][skill]Inspired Hex[/skill][skill]Blood Ritual[/skill][skill]Resurrection Signet[/skill]

Drunkoro Mo/Me (Healer)
Healing: 12 + 1 + 2
Divine Favor: 9 + 1
Inspiration: 8
Protection: 2
AI Setting: Defensive

Equipment: Insightful Healing Staff of Enchanting

[skill]Glimmer of Light[/skill][skill]Dwayna's Kiss[/skill][skill]Vigorous Spirit[/skill][skill]Mend Ailment[/skill][skill]Power Drain[/skill][skill]Leech Signet[/skill][skill]Drain Enchantment[/skill][skill]Renew Life[/skill]

Koss W/Me (Tank Puller)
Axe: 12 + 1 + 1
Strength: 10 + 1
Inspiration: 5
AI Setting: Offensive

Equipped with Dragoncrest Axe (vampiric) and Exalted Aegis.

[skill]Triple Chop[/skill][skill]Dismember[/skill][skill]Agonizing Chop[/skill][skill]Signet of Strength[/skill][skill]Flail[/skill][skill]Leech Signet[/skill][skill]Drain Enchantment[/skill][skill]Resurrection Signet[/skill]


Myself E/?? (Searing Flames tank)
Fire: 12 + 1 + 3
Earth: 8 + 1
Energy Storage: 8 + 1

Equipment: Fire wand and Flame Artifact from Telamon in Leviathan Pits (Factions).

[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Fire Attunement[/skill][skill]Armor of Earth[/skill][skill]Stoneflesh Aura[/skill][skill]Glyph of Lesser Energy[/skill][skill]Aura of Restoration[/skill][skill]Sunspear Rebirth Signet[/skill]

Sometimes I swap out one or both earth skills for [skill]Signet of Capture[/skill] if I am looking to cap some stuff. Or if I still need the defense, instead I will swap out Glyph of Lesser Energy.


Build Notes
Has enchantment removal, hex removal, condition removal, and plenty of interrupts. The primary purpose of Koss is to draw aggro long enough for me to nuke. Secondarily is to do damage. I chose only a minor axe rune to keep in line with these purposes and give him more HP. Extremely important early on when Olias has no minions. Not as critical later when Olias gets his army but still useful since you cannot force the minions out front to draw the initial aggro.

Since alot of hexes are necro, Olias can sometimes make good use of the hexes he steals with Inspired Hex. Drunkoro is a healer plain and simple. I throw in some condition removal even though he has few points in Protection so it will not heal for much when he removes conditions. But it is still essential so that Koss stays free from Blindness. Glimmer is a good elite for a hero monk because it requires no advanced awareness to ensure conditions are met like [skill=text]Word of Healing[/skill] and he can heal himself with it also. Vigorous makes for some good synergistic healing on Koss with his vamp blade and Triple Chop. AI does not cast this spell very often. Normally I manually apply it before battle.

Pay attention to the AI settings. It is important that Olias and Drunkoro are NOT PASSIVE otherwise they will not use their mesmer skills. Also don't make them offensive or they will run to the front with Koss and draw aggro on themselves. Koss *must* be Offensive so you can send him out to draw the aggro.

Combat Strategy
When entering a new area, click Koss's Signet of Strength so it can start recharging. Koss will only click it during combat. This way, by the time combat comes along, Koss can use the 13+ attacks, then renew it for more bonus attacks during the battle.

When I come upon a new group, I do the following routine:
Cast Fire Attunement and Aura of Restoration on myself. Target Koss and click Vigorous Spirit so that Drunkoro will put it on Koss. Now target an enemy, then click Koss's targeting reticule to lock him on. If you are close enough, he will charge into combat. If you are not close enough, just move closer until he charges. You have to be within about 1.5 aggro radius for him to charge. Make sure you do not get inside aggro radius yourself! Koss will always lead off with Triple Chop which is cool and will build his adrenaline quickly. He will take alot of initial damage but Drunkoro is good about moving forward abit and healing him. Once Koss has drawn all the aggro, move in and start blasting. Olias will drop Shadow of Fear which will help Koss's survivability alot more.

If I come under attack I use my 2 earth skills. With those two skills + Aura of Restoration I am pretty much immune to damage while spamming my searing flames.

When combat is over, go pick up the extra loot. If Koss's signet is recharged, cast it again so it can recharge for the next fight.


I'm interested in any builds anyone else is using or useful feedback on my build. Please no feedback on Olias. There are plenty of MM build threads and I've read them. I just prefer this build over some others.