So good its cheating! (Limitless energy, constant damage, and fortress defense!)

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

Hi. I tried Gates of Madness, and, being stupid (it was my first time, and I didn't read the wiki guide or anything) I thought that the shrines made it HARDER to kill Shiro. My alliance told me as half my party wiped (3 people left, then 4, then 5) that you had to do the shrines. So I took one, and got owned at the Bowmaster 's for my 2nd go. This was after dying twice to Shiro's Impossible Odds/Battle Scars combination, which my shortbow Jin couldn't interrupt, 3 times in a row. I have everything exactly as posted, and was working insanely well during the mission. The lich went down with nobody going below 90% HP. I'm just wondering, what people speculate could have gone wrong, or what I could have done wrong before I entered the mission?

Even though this isn't mission help, I'd like to know if I'm using the build wrongly or something. Could Jin need to be set to aggressive, or something? She interrupted every "Call of the Torment" so fast that it didn't even get to register progress. Also, many of the paragon shouts seemed not to maintain as much during the end-mission. It was weird.

Tijger

Wilds Pathfinder

Join Date: Sep 2005

Mo/E

I've tried this setup and me and my wife were able to do the last part of the game (2 missions and the gates areas leading up to it) nicely, we got wiped once but that was due to a very unfortunate triple group aggro.

The only thing I noticed was that the ranger and Morgahn both used Stand your Ground right at the start instead of waiting for it go off which was a bit of a shame, so since I was playing Paragon I took that and gave my ranger a different skill, worked pretty good.

Thanks for the build, it made our life a lot easier

Alana Gravebed

Ascalonian Squire

Join Date: Jan 2006

Wings of Tombs

N/Mo

Quote:
Originally Posted by Red-Tide
Bah, I cant cap "song of restoration {E}" for this build as the garden is now nightfallen garden (Im currently stuck at GoM) and the boss Toshau Sharpspear doesnt spawn there... Anyone else know if this boss spawns elsewhere? You have to talk to the guy at the entrance of the garden (cant remember the name of the NPC being at work ) if you go directly in you will get to the nightfalen part. if you talk to that NPC he will send you to the right guarden where you can cap Song of restauration.

Xavier21

Ascalonian Squire

Join Date: Aug 2006

The High Rollerz

E/R

holy crap i tried Gate of Madness for 4 hours with variuos partys and i read this did it with heroes and henches first try and got masters very nice!!!

Dark Angle

Dark Angle

Ascalonian Squire

Join Date: Nov 2005

Grate build excellent job really the only thing I noticed is that General Morgahn doesn’t use flurry on his own ?!!
~DA

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

I have a question. Which henchmen are people using to do Gates? >.> I can't seem to find a good combination after 3 tries of getting raped by Shiro.

lucient

Ascalonian Squire

Join Date: May 2006

Cottbus

Die Schwarze Legion

A/E

Yeah! I will definetely try this tomorrow. Thanx author.

My Sweet Revenga

Krytan Explorer

Join Date: Nov 2005

R/

Heh too bad morghan doesn't join your group til pretty late.... roughly around the time where you're spending lots of time moving around in a wurm's gullet =b

kazjun

Desert Nomad

Join Date: Aug 2006

HoVa

W/N

Gates? Haven't gone back to try it with this combo yet, but when I finished it I used devona, mhenlo, khim and herta.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Great build - thanks a lot.

I do not have Restore Conditions yet (I just made it to the mission, while I have been playing since just about the beginning, all of my chars that made it that far never needed to cap the skill and have since been deleted and new ones made - I hate playing prot/heal monks so never any need to cap it) and have been using mend conditions - work's pretty good too. I will cap Restore Condition tomorrow on my Dervish.

I also didn't have Song of Restoration and had already taken the quests that cause Nightfallen Garden to be where you go. I used Aria of Restoration and it worked pretty good. I finally got someone to take me to the Garden of Seborhim (if you have the Nightfallen garden just get someone who has not taken those quests as the party leader - you can enter the mission. Then just have them map out or go along with you). I can tell a difference with the Song of Restoration so it is worth getting.

I only have two "complaints". One that I have is that we do not get the Paragon hero early enough. Though that was a basic complaint I had before seeing this (and pretty much my only real complaint with Nightfall - I really wanted access to more classes earlier. I have ten PvE characters and it would be nice to not have to take that long for each one). While not a complaint about this build per se (build is great - good work), I just wish I could use it for more of the story.

The next is that it doesn't mesh well with a few classes (and this is a very very minor one - it is so survivable that I do not really care). I have a hard time getting my dervish to really take advantage of it. I already had more than enough health and energy. Of course, it is a *good thing* to have this problem I suspect that when my ele finally gets the Paragon hero she will be very happy.

Very nice job. In my experience (henching the game) it is much more effective in Nightfall than end game Prophecies, which is backwards from nearly everything else in Nightfall (nothing wrong with that, just interesting). Mostly because the Prophecies henchies do not seem to be equipped to take advantage of near unlimited energy. Though while doing the Ring of Fire mission today they all got body blocked in one of the lava flows, only four henchies died By far the easiest time I have had in the game so far, it takes two mursaat towers effects overlapping to drain my parties energy, just one and I can still spam attack skills

Next up is factions, it will be interesting to see how well the healing goes against some of the ele bosses, though I have a hard time seeing much else work as well. It will be nice not to have to suffer DP because some boss can spam Meteor with double damage (or other ele skill that I can not spam due to having to wait for exhaustion to be undone, let alone double damage).

coldplay

coldplay

Banned

Join Date: Aug 2005

NYC

Daoine Sidhe

still, some required skills/elite skills are getting at end game. I wish OP could come up with replacements for those skills

buzzerman

Ascalonian Squire

Join Date: Apr 2006

OK, it's official, this build (or a variant of it, with 2 paragons) really rocks. I was able to do the "master" level quest "Breaking the Broken" (100 lightbringer points reward!) without having a single death in the party!

If you look at the guildwiki entry for this quest, most people were doing it with 60%DP and with Lightbringer Gaze (which I didn't even have at the time). Well, with a Paragon-buffed build like this, no more dying !
After that, I simply cleared the rest of Nightfallen Jahai with it, just grinding for my next Lightbringer rank.. It was flawless.
Great post - emphasizing the power of Paragons.

lucient

Ascalonian Squire

Join Date: May 2006

Cottbus

Die Schwarze Legion

A/E

DAMN MISSION! I cannot manage to kill Shiro. I HATE THIS MISSION. My warrior will prolly never get thru this ADD-ON.

My Sweet Revenga

Krytan Explorer

Join Date: Nov 2005

R/

Quote:
Originally Posted by lucient
DAMN MISSION! I cannot manage to kill Shiro. I HATE THIS MISSION. My warrior will prolly never get thru this ADD-ON. I read a post somewhere of an AI bug where if you position your heroes/henchies correctly, and you climb to the top of a hill with a longbow/flatbow, Shiro will just sit on the spot where he spawns and you can pelt him with poison arrows all day and all he'll do is sit there taunting you til he dies.

Marvel M

Ascalonian Squire

Join Date: Nov 2005

N/Me

Quote:
Originally Posted by Sidra
I have a question. Which henchmen are people using to do Gates? >.> I can't seem to find a good combination after 3 tries of getting raped by Shiro. For the Henchmen I use - The Two Monks - 1 Archer and 1 Warrior...


Best of Luck..

Cybah

Cybah

Banned

Join Date: Nov 2005

Europe

Guardians Of Eternal Sands [GoeS]

W/

try shiro with hex overload heroway... (1 mesmer, 2 necro)

I've beaten shiro&lich easily with that kind of build (heros & henchs only)

bsumlin

Ascalonian Squire

Join Date: Jul 2006

Stewards of the Ancient Rites [STAR]

Rt/

I tried this build...holy hell. It's fantastic. I notice some of you are having problems gathering all the skills. The way I did it was to Alliance Battle my way to 10k Balth faction, then unlock what I needed. Heroes have instant access to ALL unlocked skills.

This build rules, I'll say it again.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Ok, just did gates of madness (first real try - a while back I was goofing with some builds and never made it past the portals).

Very easy. I did finally bite the bullet and purchase the skills needed for my dervish to mesh with this build (dang, had enough for the end game armor, now I gotta go farm some a few more hours before beating the game. Plus I hope the skill balance doesn't make my plat wasted). I did, however, swap the archer out for a similar Koss build. Seemed to work just as well and having Wild Blow helped on Shiro. I made my Dervish a D/P added in Go For The Eyes and the paragon signet for hard rez. I took two heal henchies, devona, and whoever the archer was. Only death I had was the henchies kept aggroing Titans and I had to go AFK for a moment - the two hench healers ignored the flag and decided to wand 6 titans to death in a duo pair. I did miss the expert award, but only because I mis-undertood the requisites - I cleared the freaking shrines but didn't notice I had to stand around a bit and capture them - I understood it as killing the margonites was enough.

If anyone is interested Koss's build is pretty much what was posted on the page before this, just small differences:

warrior/paragon

strength: 9
axe:15
tactics:9
command:9

skills (in order on bar - top to bottom equals left to right, wild blow first on bar, rez sig last)

Wild blow - disabled until I want him to spam it otherwise it constantly drains all adrenaline. Very useful against shiro
cyclone axe
triple chop[e]
"Go for the Eyes"
Disrupting Chop
"Stand Your Ground"
Heal Sig
Rez Sig

With both Triple chop and cyclone axe being spammed (and with all the energy gain it is) lots and lots of enemies hit

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Ok I tried giving a shortbow to jin, and man it works wonders since everyone is always in shout range, so I thank you for the suggestion. Also to Sidra who was having problem with th Gate Mission. Shiro should not be using impossible odds while you are capping the shrines. Do not attack shiro until the shrines are capped. Shiro only uses odds at 1/3 health and is harmless at full life. I think you died because you tried to damage shiro while taking the shrines at the same time, which is a big no no because the more you damage him the more he deals back. Keep him at full life and save him for last and you should have no problems.

~On another note, im glad to hear so many successes from the build! Keep up the pwnzerations and always feel welcome to add anything at all that can make the build better or more flexible.~

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by Dark Angle
Grate build excellent job really the only thing I noticed is that General Morgahn doesn’t use flurry on his own ?!!
~DA I basically use flurry to keep his adrenaline rate up. If you like wild throw is an excellent spear skill to change out since he can use it to break stances, like shiro's battle scars.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

For those of you having problems finding the skills, simply make a pvp character and do some RA battles for quick faction, you can get the missing skills you need unlocked for you heros in no time (:

Dark Angle

Dark Angle

Ascalonian Squire

Join Date: Nov 2005

i did last 2 missions with the build and got masters in both on my first try WOOOHOOO thx a mil
~DA

RuPee

RuPee

Frost Gate Guardian

Join Date: Dec 2005

Los Angeles, CA

[RoD]

Mo/

after failing gates of madness once, i put it off for 2 weeks and played my other characters. but this team set up got me masters on the last two missions. thanks a bunch.

some things i changed tho, i gave the ranger one more interrupt and dropped troll and dropped points from WS all together and put some into command.
and im not sure if my monk hero was using it but i gave him an inspiration interupt for some e-management. multi-tasking AI FTW!

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

I swaped the Inspired/Revealed Hex for a Gift of Health and set the attrabutes to 14 Prot, 10 Divine, 10 Healing, 8 Inspiration, and it seems to be working a bit better. Try it out

]SK[

]SK[

Krytan Explorer

Join Date: Feb 2006

Nottingham, UK

GV

W/

You made a mistake on the Mo/Me build. You can't use a minor inspiration rune.

FrogDevourer

FrogDevourer

on a GW break until C4

Join Date: Feb 2005

In your shadow

Servants of Fortuna

My approach is more aggressive. I abuse the most powerful (PvE wise, that is) paragon skills like you do. But I don't see the point of using a monk hero. In my experience, it's a waste of resources. When you're zapping all types of monsters in a few seconds, there is no point in playing defensively. A couple of monk henchmen (and often *one* monk hench) is more than you need to keep everybody alive (a couple of rez signets will take care of your occasional mistake).

In short, my third hero is a blood necromancer with Order of the Vampire. With 4 or 5 physical damagers in the group (myself included), the raw damage output (see quote below) of a perma-OoV added to the disgusting Paragon goodies will melt anything you can find in this game.

Typical setup:
- Me (sword, strength, mindnumbing dragon slash)
- Paragon (motivation, sword, leadership)
- Necro (blood, soul reaping, motivation)
- Warrior/Paragon (for Wild blow & YAA, axe + command) or Ranger (barrage, command)

For Shiro, you might want to customize a couple of secondaries to strengthen your defense (wards, wells, aegis...), and for abbaddon you need a couple of group condition removal ([skill=text]Cautery Signet[/skill] or [skill=text]Martyr[/skill] or [skill=text]Extinguish[/skill]), + group speed buff ([skill=text]"Fall Back!"[/skill]). No need to cap the shrines nor to be particularly afraid of nasty bosses. Lastly, you don't need a MM in the group (too slow, no synergy with OoV and most paragon skills).

Quote:
Originally Posted by FrogDevourer, SoF forum
[skill=text]Order of the Vampire[/skill] is up 6s/8s (enchanting, recharge, recast) that is to say 75% of the time. At 18 blood (read: [skill=text]awaken the blood[/skill]), that's 19 life steal per attack when the enchantment is up, or 14 with 75% availability. If we assume permanent IAS stance (which is true on humans and heroes), my standard setup gets quite a lot out of OoV:

Axe/Sword x 3 (me + koss + morgan)
- 16 lifesteal / s (1.14 attacks / s)
Hammer x 1 (devona)
- 12 lifesteal / s
Scythes x 1 (holy hench)
- 12 lifesteal / s assuming only one target in scythe range

The total is an average of ~71 additional DPS just from the OoV or a peak of 94 additional DPS when OoV is up. Presented differently, an OoV lasts for 6s with an enchanting weapon, each cast of OoV is doing 560 focussed damage (not AoE damage), and the necromancer has about 60% of spare time to cast something else.

Of course I'm not counting special AoE attacks (triple chop, cyclone, barrage...) nor multi attacks (Sun & Moon, Dual shot), nor the intrinsic AoE effect of the scythe on 2/3 clustered targets.

Best of all, this is life stealing and not regular damage. It ignores armor (outstanding against resilient bosses or special creatures), it bypasses all damage mitigations (such as the Harbingers' special effect), and it provides free healing and saves your monks' energy.

In practice, a blood necro has a good OoV timing, and if you kill the most pesky targets first, you'll be killing him very fast under peak DPS. Even the most pesky bosses usually fall in seconds against this (not mention that your physical damagers will benefit from OoV even when using interrupt attacks against monk bosses).

Carboplatin

Carboplatin

Jungle Guide

Join Date: Jul 2005

[PIG]

W/A

gonna try this build for some of the master quests that i am having trouble with, sounds good.

Chris616263

Chris616263

Frost Gate Guardian

Join Date: Jul 2006

Me/

Quote:
Originally Posted by Lordhelmos
For those of you having problems finding the skills, simply make a pvp character and do some RA battles for quick faction, you can get the missing skills you need unlocked for you heros in no time (: Going into Zaishen Challenge against the pathetic IW team for 2k points a day works pretty well too.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by ]SK[
You made a mistake on the Mo/Me build. You can't use a minor inspiration rune. nice catch, was a sloppy edit. Fixed now.

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

I think the problem was that I had been misinformed that the shrines took AWAY the bonus. So 5 henchies wiped, and I was stuck with me, the monk hero, the paragon, and the ranger (let the monk rez the ranger). Capped mesmer shrine, then rezzed the warrior and went for the bowmaster shrine. Got wiped. Anyway, on my next try, (without people. I took a guildie, and the idiot body blocked all the henchmen behind Shiro'Ken. God dammit.) I think I'll definetely do that. Not to mention, I gave both myself and Morgahn Wild attacks, so we should be good. Thanks for your help, Helmos. I'll post results >.>

Otherwise, throughout the mission, this build was a tank. And by a tank, I mean, it's like an elephant getting bitten by very, very easy to swat flies. Bwahahaha.

Chris616263

Chris616263

Frost Gate Guardian

Join Date: Jul 2006

Me/

AAAAAAAND nerfed:

http://www.guildwars.com/support/gameupdates/

Aria of Zeal: Increased casting time to 2 seconds.
Energizing Finale: Increased the Energy cost to 10 and reduced the amount of energy gained per shout or chant to 1.
Stand Your Ground: Increased energy cost to 10.
"Watch Yourself!": Changed armor gain to 5..25, based on the Tactics attribute.

NOTE: guildwars.com's description of WY! is inaccurate; it's 5..21 armor over 5..10 seconds.

Aryth

Aryth

Academy Page

Join Date: Feb 2006

Deadly Phalanx

Total total complete and unbelievable horse sh*t. This build was great. I wouldnt consider it cheating. I Still got killed by certain groups. Got owned by any group that I didnt take care to make sure necros were taken out first. Vocal minority, well of silence, could totally screw you. It was a BALANCE!!!! This took advantage of every characters strong points.....but of course it got the nerf bat. Dammit I'm so mad I could spit....There I just spit.....crap... now I have to go get a paper towel. Anyways kudos to the intelligent people who took the time to figure out a build like this. It was very well thought out and helped me alot while it lasted.

Anyone have any workarounds for a similar effect?

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

Alright! Used the suggested henchmen accomplices by Helmos, and kicked ass. It took me only around 35 minutes, and had Tahklora die once to a weird aggro bug in the beginning where 5 beasties went after her. Either then that, it was easy crap! I was the only melee character, so i fanned henchmen out, and had them steadily damage Shiro as I stripped his stances and completely owned him. Impossible Odds did absolutely nothing :-P he didn't even spread blindness to me.

Xeliya

Pre-Searing Cadet

Join Date: Feb 2006

Wait...are we surprised? I mean this build is...WAS no doubt great, however, might as well have titled the thread: "Dear ANET, Please nerf the following skills:" Maybe next time someone comes up with an uber build, name it something like "THE WORST BUILD...EVER!"

Aryth

Aryth

Academy Page

Join Date: Feb 2006

Deadly Phalanx

And ANOTHER thing. Why is every nerf always about pvp pvp pvp. Thats All I freakin hear. Yknow pvp and pve work in such completely different ways...how can you even have something that works for both. Why not make the skills independent in pvp and pve. Jeez. Screwing pve'ers out of a great (but not totally uber) hero/henchie build. GRRRR.

Delanon

Ascalonian Squire

Join Date: May 2006

Shadow Bunnies Echoes[SBE]

W/Mo

Thx for the build! Used it to get past gates 0f madness

PvPed a nit to unlock some skills!

TheGuildWarsPenguin

TheGuildWarsPenguin

Wilds Pathfinder

Join Date: Aug 2005

Los Angeles, California

Picnic Pioneers

E/

Anet nerfed paragons so your Energizer battery isn't effective anymore.

Teutonic Paladin

Wilds Pathfinder

Join Date: Feb 2006

TW

W/

It still works... just not as well. To deal with the Finale nerf I just threw in an extra GftE on myself to help gain more energy. It works fine for PvE. Why do they nerf things for PvP? Because any decent player could go through the game with anything. You don't need masterfully planned out builds, just a brain.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Also found build still works well. I can no longer just spam away any skill nonstop and had to change Koss to use some adrenaline skills. There are MANY different combinations that work well with this line of thought. Too many to post, too many to nerf without killing a class.

Still can tank a large force for long periods of time, still find my monks have full energy at the end of a battle, and the only issue is that I have to be careful that the good paragon general doesn't cast single person energy regen spells on the warrior or dervish instead of the monks. Mostly that means going back to the old 5E (dervish) and adrenaline (warrior) based skills. I also need to carry one self heal.

Still better than before this build, still able to be abused in PvE. I mean, with the damage Shiro was putting out most any monk could handle. I just have to pull and other normal strategies. Did anyone think that brainless walk forward and aggro everything *wouldn't* be nerfed? And anyone who thinks it could be well hidden has never been root on a system (My laptop has a great sticker: "Bow before me, for I am root"). To note, neither your great build or your great farming area is secret to the devs and their game logs. If you are getting something out of the ordinary it *will* be flagged and will be addressed if the devs feel like it. In fact, out of the ordinary is far easier to notice than something every one else is abusing.

twentynine

Ascalonian Squire

Join Date: Nov 2006

R/

The flat 20 AL bonus of Watch Yourself has also been nerfed. Well at least for the purposes of Battery Paragon it has. For warriors that invest in tactics, it's actually been improved a bit. Luckily for me, I am one of those tactics using WYS spamming fools.

Just tried your RC Prot & Battery Paragon combo tonight. I have to say that it still rocks the house despite the recent changes.