Winter + Greater Conflag + Mantra of Frost - A Balanced Build for DoA.... Please Read
tara_rystaya
Sorry this post is in wrong thread.
But i certainly am not going to start new thread - I appologize for the double thread post on this board as when I first posted it it took like 5 mins ( lots lag I asume a database connection pool problem) and came back with error - left picked up my daughter from a b-day party and re-posted it gah - it hit twice? WTF.
My true appoligies to board owners and community about that..
My post was not intended to whine about diffuclty of the area - that was not my point at all - nobody got what I was trying to say. I love dfficulty and adventure - in fact I live for it but no matter.
For the love of god please dont respond to first part of my post - stay on topic - I happen to know what its like to moderate boards so help keep it clean.
Back to thread topic!
IMO a ranger needs to bring ew and be smart about when to drop it - pay attention to the enimys qz drops and counter it right away - this takes a good ranger who will watch this closely and for god sakes drop it back farther where it wont be destroyed - again be smart about when to use it.
On another note lol - I actualy tried this - I used signet of midnight to intentionaly blind myself and use determined shot to miss on purpose and try and recharge light bringers gaze - didn't work lol - not an attack skill - was a good thought imo.
Anyway gl to all.
Admins - please delete my account forth with.
Tara Rystaya has left the game.
But i certainly am not going to start new thread - I appologize for the double thread post on this board as when I first posted it it took like 5 mins ( lots lag I asume a database connection pool problem) and came back with error - left picked up my daughter from a b-day party and re-posted it gah - it hit twice? WTF.
My true appoligies to board owners and community about that..
My post was not intended to whine about diffuclty of the area - that was not my point at all - nobody got what I was trying to say. I love dfficulty and adventure - in fact I live for it but no matter.
For the love of god please dont respond to first part of my post - stay on topic - I happen to know what its like to moderate boards so help keep it clean.
Back to thread topic!
IMO a ranger needs to bring ew and be smart about when to drop it - pay attention to the enimys qz drops and counter it right away - this takes a good ranger who will watch this closely and for god sakes drop it back farther where it wont be destroyed - again be smart about when to use it.
On another note lol - I actualy tried this - I used signet of midnight to intentionaly blind myself and use determined shot to miss on purpose and try and recharge light bringers gaze - didn't work lol - not an attack skill - was a good thought imo.
Anyway gl to all.
Admins - please delete my account forth with.
Tara Rystaya has left the game.
Bowstring Badass
Quote:
Originally Posted by Lets Get to Healing
I hope that Spinal Shivers is sarcasm, because with Greater Conflag. up, you won't be dealing too much cold damage.
Winter converts it to cold dumy.
LoKi Foxfire
Quote:
Originally Posted by Bowstring Badass
Winter converts it to cold dumy.
This is why I said you will get your energy zapped fast with this build if you bring Spinal Shivers. Your entire team is doing cold damage.
Anyways as for the tank, your tank has to be very experienced in using walls to keep pathing enemies to stop. If you've soloed UW as a W/N you know about fighting a single minotaur at a time using the stairs or even people who AFK farmed with Scythes. The new AI will go around and it's pretty stupid that the Warrior has no way of getting aggro of the enemies at all in PvE. Hell, in Everquest, Warriors and Monks (melee characters in EQ) could >>Taunt<< enemies to get them off your clerics or mages. There's nothing like this in GW and it places an unfair burden on warriors. You could have the sturdiest tank in the world but if you can't get the enemies to path against a wall now it's much harder to keep the aggro off your monks.
Anyways, use the walls to your advantage. It's key here until A-Net upgrades the Warrior and lets him have some REAL aggro managament. It would make the game a little more tactical and less hit and miss if they included some sort of aggro skills. :/
Anyways as for the tank, your tank has to be very experienced in using walls to keep pathing enemies to stop. If you've soloed UW as a W/N you know about fighting a single minotaur at a time using the stairs or even people who AFK farmed with Scythes. The new AI will go around and it's pretty stupid that the Warrior has no way of getting aggro of the enemies at all in PvE. Hell, in Everquest, Warriors and Monks (melee characters in EQ) could >>Taunt<< enemies to get them off your clerics or mages. There's nothing like this in GW and it places an unfair burden on warriors. You could have the sturdiest tank in the world but if you can't get the enemies to path against a wall now it's much harder to keep the aggro off your monks.
Anyways, use the walls to your advantage. It's key here until A-Net upgrades the Warrior and lets him have some REAL aggro managament. It would make the game a little more tactical and less hit and miss if they included some sort of aggro skills. :/
Apok Omen
Quote:
Originally Posted by LoKi Foxfire
I'm going to try a R/Rt like yours in a total support role to see how it works out. The problem is that without Soul Twisting your Shelter/Union are going to go splat very quickly. Well, in DoA, you only need the spirits to protect you for a while each mob. And with a good, experienced group, you'll take it slow, so no need to have them up 24/7. Also, SQ recharges them pretty quickly.
But, of course, the ranger is meant for total defense, spirit wise. A Rt/R can do the same thing as the R/Rt, only difference is primary Attr. 5 Defensive players are needed to survive, and only 3 Dmg-Dealer's are needed as the monsters have weak shells.
To Horible, grats on using the build successfully. Every group, no matter what, will have trouble, so do not think a build is weak cuz you die.
Bass T
Quote:
Originally Posted by LoKi Foxfire
This is why I said you will get your energy zapped fast with this build if you bring Spinal Shivers. Your entire team is doing cold damage.
Anyways as for the tank, your tank has to be very experienced in using walls to keep pathing enemies to stop. If you've soloed UW as a W/N you know about fighting a single minotaur at a time using the stairs or even people who AFK farmed with Scythes. The new AI will go around and it's pretty stupid that the Warrior has no way of getting aggro of the enemies at all in PvE. Hell, in Everquest, Warriors and Monks (melee characters in EQ) could >>Taunt<< enemies to get them off your clerics or mages. There's nothing like this in GW and it places an unfair burden on warriors. You could have the sturdiest tank in the world but if you can't get the enemies to path against a wall now it's much harder to keep the aggro off your monks.
Anyways, use the walls to your advantage. It's key here until A-Net upgrades the Warrior and lets him have some REAL aggro managament. It would make the game a little more tactical and less hit and miss if they included some sort of aggro skills. :/ so you want a taunt like the mountain gaints have in warcraft 3 tft? ;D
skills like none shall pass and aura of thorns have the same effect when pulling
after knock down or crippeling the enemys attack the nearest target
Anyways as for the tank, your tank has to be very experienced in using walls to keep pathing enemies to stop. If you've soloed UW as a W/N you know about fighting a single minotaur at a time using the stairs or even people who AFK farmed with Scythes. The new AI will go around and it's pretty stupid that the Warrior has no way of getting aggro of the enemies at all in PvE. Hell, in Everquest, Warriors and Monks (melee characters in EQ) could >>Taunt<< enemies to get them off your clerics or mages. There's nothing like this in GW and it places an unfair burden on warriors. You could have the sturdiest tank in the world but if you can't get the enemies to path against a wall now it's much harder to keep the aggro off your monks.
Anyways, use the walls to your advantage. It's key here until A-Net upgrades the Warrior and lets him have some REAL aggro managament. It would make the game a little more tactical and less hit and miss if they included some sort of aggro skills. :/ so you want a taunt like the mountain gaints have in warcraft 3 tft? ;D
skills like none shall pass and aura of thorns have the same effect when pulling
after knock down or crippeling the enemys attack the nearest target
Horible
We were in the same group :-)
I got that gemstone luckily.
We should try again
Horible
I got that gemstone luckily.
We should try again
Horible
Trelon Burg
1 w/me axe mof war
2 e/me SF mof eles
1 n/me bip mof necro
1 r/me GC/winter mof ranger
3 bonder, hybrid, heal mof monks
We had at most 6 deaths and cleared the outside, the city, and the final area in just under 2 and a half hours. People say you need a ritualist, but its up to the people in the group and whose available, just do the best you can and work as a team. Also take your time, if you work together things will fall into place. Three more places to clear imo. GL all
2 e/me SF mof eles
1 n/me bip mof necro
1 r/me GC/winter mof ranger
3 bonder, hybrid, heal mof monks
We had at most 6 deaths and cleared the outside, the city, and the final area in just under 2 and a half hours. People say you need a ritualist, but its up to the people in the group and whose available, just do the best you can and work as a team. Also take your time, if you work together things will fall into place. Three more places to clear imo. GL all
papryk
i just wanna say that this build really works... and with teamplay and some patience this is do-able.
I have just beated the City of Torc'qa 1 hour ago. U get a gemstone at the end from Torc'qa chest and a Primeval armor remnants.
I have just beated the City of Torc'qa 1 hour ago. U get a gemstone at the end from Torc'qa chest and a Primeval armor remnants.
Rudhraighe O'Hagan
Please post some "Specific" Monk Builds for this instead of just saying "DUH Healing" or "DUH Prottin" n' stuff. If you are more Precise about your Monkage you will get more players willing to play the Builds you Want instead of some poor half baked skillbars that run out on energy or are totally useless.
Example if a Mo/Me needs:
Mantra of Frost, Echo, Lightbringer's Gaze, and Resurrect,
WHAT 4 other skills do you want?
if you are in a trap group perhaps then it's Heal Area, Healing Ring, Healing Circle, Divine Spirit.
~Rud
Example if a Mo/Me needs:
Mantra of Frost, Echo, Lightbringer's Gaze, and Resurrect,
WHAT 4 other skills do you want?
if you are in a trap group perhaps then it's Heal Area, Healing Ring, Healing Circle, Divine Spirit.
~Rud
LoKi Foxfire
Quote:
Originally Posted by Rudhraighe O'Hagan
Please post some "Specific" Monk Builds for this instead of just saying "DUH Healing" or "DUH Prottin" n' stuff. If you are more Precise about your Monkage you will get more players willing to play the Builds you Want instead of some poor half baked skillbars that run out on energy or are totally useless.
Example if a Mo/Me needs:
Mantra of Frost, Echo, Lightbringer's Gaze, and Resurrect,
WHAT 4 other skills do you want?
if you are in a trap group perhaps then it's Heal Area, Healing Ring, Healing Circle, Divine Spirit.
~Rud Well, I don't know the whole build for a the Blight/Infuse monk for example but you can find examples of bonds on this forum. As for healing, people tell me that WoH isn't enough - which is why my guildies and friends have been using Infuse for healing. You can also search the monk forum for several ZB prot builds as well. If I see some well though out builds for DoA monks I'd add them to the original post...
Example if a Mo/Me needs:
Mantra of Frost, Echo, Lightbringer's Gaze, and Resurrect,
WHAT 4 other skills do you want?
if you are in a trap group perhaps then it's Heal Area, Healing Ring, Healing Circle, Divine Spirit.
~Rud Well, I don't know the whole build for a the Blight/Infuse monk for example but you can find examples of bonds on this forum. As for healing, people tell me that WoH isn't enough - which is why my guildies and friends have been using Infuse for healing. You can also search the monk forum for several ZB prot builds as well. If I see some well though out builds for DoA monks I'd add them to the original post...
ubermancer
Id imagine that if your having trouble with spike healing Dwayna's Kiss would serve a useful purpose.
Later on in my post regarding DoA ( http://www.guildwarsguru.com/forum/s...php?t=10084785 ) I outlined a couple of ideas I had about innovations on your build.
Later on in my post regarding DoA ( http://www.guildwarsguru.com/forum/s...php?t=10084785 ) I outlined a couple of ideas I had about innovations on your build.
LoKi Foxfire
Minor Update: I tried using a "They're On Fire" paragon and it helped a little - however, I went with 3 SF nukers and only 2 monks and it was hit and miss. The hardest part is somehow keeping all of the enemies off the damn casters... the new AI is tough because it randomly chooses targets and tosses an Invoke Lightning their way. I guess if I were more Johny on the Spot I would interrupt it like Syria's build... it's interesting. Anyways, our healing monk err7ed twice... once at the beginning and again when we got to the bigger patrol group by the wall.
I think I'm going to stink with 3 monks... either double heal and 1 prot or the trio of prot, bond, and healing. They REALLY need to make some sort of reconnecting tool for PuGs, it's lame to loose your friends. Anyways, if I can get enough alliance members I want to run a pure copy of this build and see how it goes. I don't have that much free unfortunately but we will see. The more dedicated players out there have already beat the city and I'm still only up to 1st gate before someone Err7s or we get a bad pull. Then again, I've only attempted this maybe 3-4 times seriously by forming my own group.
I think I'm going to stink with 3 monks... either double heal and 1 prot or the trio of prot, bond, and healing. They REALLY need to make some sort of reconnecting tool for PuGs, it's lame to loose your friends. Anyways, if I can get enough alliance members I want to run a pure copy of this build and see how it goes. I don't have that much free unfortunately but we will see. The more dedicated players out there have already beat the city and I'm still only up to 1st gate before someone Err7s or we get a bad pull. Then again, I've only attempted this maybe 3-4 times seriously by forming my own group.
Bitis Gabonica
Nice read ..
My Tank MoF - W/Me build is almost the same that you have suggested (pg 1).. I have 10 on Inspiration and threw in Ether Feast too, 111 health and it recharges in 8 secs. Just means I have 2 sword attack, I like Barbarous Strike (6 adr) and Gash (7 adr). Bleed is just my preferance and I love Gash, just watch that enemy health drop
A small hint - Margonites will run past you and then double back to attack (you being tank). So other 7 team members need to remember that when not trying to clip enemy.
My Tank MoF - W/Me build is almost the same that you have suggested (pg 1).. I have 10 on Inspiration and threw in Ether Feast too, 111 health and it recharges in 8 secs. Just means I have 2 sword attack, I like Barbarous Strike (6 adr) and Gash (7 adr). Bleed is just my preferance and I love Gash, just watch that enemy health drop
A small hint - Margonites will run past you and then double back to attack (you being tank). So other 7 team members need to remember that when not trying to clip enemy.
Eclair
Just beat it with 2 people from the guru thread and 4 other people found at the DoA.
We pretty much used Apok's build, but no rit spirits and subbed out one SF elementalist for a mesmer.
We lost our tank right before the mob with Joduk =/
Took around ~4 hours.
We pretty much used Apok's build, but no rit spirits and subbed out one SF elementalist for a mesmer.
We lost our tank right before the mob with Joduk =/
Took around ~4 hours.
Arkis
Quote:
Originally Posted by Bitis Gabonica
Nice read ..
My Tank MoF - W/Me build is almost the same that you have suggested (pg 1).. I have 10 on Inspiration and threw in Ether Feast too, 111 health and it recharges in 8 secs. Just means I have 2 sword attack, I like Barbarous Strike (6 adr) and Gash (7 adr). Bleed is just my preferance and I love Gash, just watch that enemy health drop
A small hint - Margonites will run past you and then double back to attack (you being tank). So other 7 team members need to remember that when not trying to clip enemy. The problem I have with barb strike is that it only inflicts bleeding when you're NOT in a stance. MoF is a stance, and most of the time I have it on, espeically with 10 insp. (70 seconds).
I would replace that with Sever Artery to be safe.
My Tank MoF - W/Me build is almost the same that you have suggested (pg 1).. I have 10 on Inspiration and threw in Ether Feast too, 111 health and it recharges in 8 secs. Just means I have 2 sword attack, I like Barbarous Strike (6 adr) and Gash (7 adr). Bleed is just my preferance and I love Gash, just watch that enemy health drop
A small hint - Margonites will run past you and then double back to attack (you being tank). So other 7 team members need to remember that when not trying to clip enemy. The problem I have with barb strike is that it only inflicts bleeding when you're NOT in a stance. MoF is a stance, and most of the time I have it on, espeically with 10 insp. (70 seconds).
I would replace that with Sever Artery to be safe.
Antheus
Quote:
Originally Posted by Carth`
I think you should forget about the idea of a tank. It is becoming less and less useful in PvE, and in DoA especially, is really quite useless.
Finished the city yesterday with balanced frost group. W, 3 E, P, R, 2 Mo.
Tank was able to either reliable grab agro, or body block at choke points.
Even in open areas, if tank goes and grabs agro, all mobs will stick to him, as long as the rest of the group stays outside of agro bubble.
It's done by using the tried and true concept: Prot the tank, let him grab agro. Wait for mobs to start attacking. Some mobs will try to run past towards the group, but since they are too far, they'll turn around, and lock onto tank. The casters will keep on attacking the tank.
This way, you end up with all the melee hanging onto tank, and casters hanging slightly back.
Only after the tank has held entire agro for several seconds, the group moves in and starts nuking, and falling back as soon as they get targeted.
Damage still hits entire group, but the mobs do not scatter around.
This is the same technique that has been used for FoW.
The entire city can be cleared by body blocking (a single tank). First choke point is the gate to the city itself, tank will block entire group either to the left or the right side of the entrance, the second block point is right up the hill to the left.
If there's no direct chokepoint, use the terrain to block them. There's always at least one point where this is possible for each and every mob.
Tank was able to either reliable grab agro, or body block at choke points.
Even in open areas, if tank goes and grabs agro, all mobs will stick to him, as long as the rest of the group stays outside of agro bubble.
It's done by using the tried and true concept: Prot the tank, let him grab agro. Wait for mobs to start attacking. Some mobs will try to run past towards the group, but since they are too far, they'll turn around, and lock onto tank. The casters will keep on attacking the tank.
This way, you end up with all the melee hanging onto tank, and casters hanging slightly back.
Only after the tank has held entire agro for several seconds, the group moves in and starts nuking, and falling back as soon as they get targeted.
Damage still hits entire group, but the mobs do not scatter around.
This is the same technique that has been used for FoW.
The entire city can be cleared by body blocking (a single tank). First choke point is the gate to the city itself, tank will block entire group either to the left or the right side of the entrance, the second block point is right up the hill to the left.
If there's no direct chokepoint, use the terrain to block them. There's always at least one point where this is possible for each and every mob.
Nilator
As a "Stance" Tank in DoA, I highly suggest this build instead.
MoF
Dolyak Sig
Defy Pain
Watch Yourself
Shield Stance
Heal Sig
Cyclone Axe
Optional
MoF
Dolyak Sig
Defy Pain
Watch Yourself
Shield Stance
Heal Sig
Cyclone Axe
Optional
ubermancer
Oh yeah btw, Spinal Shivers only zaps your energy when the target actually has a skill interupted. Not just every time they are hit with cold damage.
Bitis Gabonica
Quote:
Originally Posted by Arkis
The problem I have with barb strike is that it only inflicts bleeding when you're NOT in a stance. MoF is a stance, and most of the time I have it on, espeically with 10 insp. (70 seconds).
I would replace that with Sever Artery to be safe. I've tried Sever Artery as well, now that it's been suggested I think I will keep it on .. thanks :-)
I would replace that with Sever Artery to be safe. I've tried Sever Artery as well, now that it's been suggested I think I will keep it on .. thanks :-)
Bitis Gabonica
Quote:
Originally Posted by Nilator
As a "Stance" Tank in DoA, I highly suggest this build instead.
MoF
Dolyak Sig
Defy Pain
Watch Yourself
Shield Stance
Heal Sig
Cyclone Axe
Optional I tried the strength way yesterday and had a very high hp. The problem I faced was when Defy Pain &/or Endure Pain ended it was a massive 300+ hp loss. If your group hasn't been compromised where the monks have to heal everyone and/or they didn't see your hp loss or they have long recharging skills .. your pretty much done for. My Heal Sig was interrupted 2 times in the 2 minutes our group lasted .. (I felt like a doomed Ettin) Some will know what I'm talking about ... lol
There are many out there that are much better with strenth than me, so in no way will I discourage it :-)
MoF
Dolyak Sig
Defy Pain
Watch Yourself
Shield Stance
Heal Sig
Cyclone Axe
Optional I tried the strength way yesterday and had a very high hp. The problem I faced was when Defy Pain &/or Endure Pain ended it was a massive 300+ hp loss. If your group hasn't been compromised where the monks have to heal everyone and/or they didn't see your hp loss or they have long recharging skills .. your pretty much done for. My Heal Sig was interrupted 2 times in the 2 minutes our group lasted .. (I felt like a doomed Ettin) Some will know what I'm talking about ... lol
There are many out there that are much better with strenth than me, so in no way will I discourage it :-)
LoKi Foxfire
Quote:
Originally Posted by Nilator
As a "Stance" Tank in DoA, I highly suggest this build instead.
MoF
Dolyak Sig
Defy Pain
Watch Yourself
Shield Stance
Heal Sig
Cyclone Axe
Optional Healing Signet is overall a pretty bad skill to use here since you will get spiked much harder when your armor suddenly drops by 40. The damage reduction is applied AFTER the armor I believe. I had one Warrior using this and the damage he took went up a good amount even with Mantra of Frost. Needless to say, we didn't get too far that time.
Also, you're already using Mantra of Frost so why bother bringing Shield Stance? Chances are in the city that if you turn off Mantra of Frost while tanking mobs you wont have the energy after using Cyclone Axe to get back up. Cyclone won't be that effective in the City because every enemy near you will cause you to lose 2 energy when you activate it.
As for Dolyak Signet, I've seen a lot of people use it. As long as you can body block perfectly, you're fine. I'd also recommend using that. Defy Pain is also a good possibility if your monks can manage to deal with the sudden HP drop if wears prematurely.
Edit: Since I've also seen these builds being used while play-testing, I've updated the original post. It's tough to always remember.
Has anyone had any success with using SV and Ancestor's Visage on the tank? I know they remove enchantments but it might be useful in shutting down their casters and healers. The Margonites even bring Famine for you!
MoF
Dolyak Sig
Defy Pain
Watch Yourself
Shield Stance
Heal Sig
Cyclone Axe
Optional Healing Signet is overall a pretty bad skill to use here since you will get spiked much harder when your armor suddenly drops by 40. The damage reduction is applied AFTER the armor I believe. I had one Warrior using this and the damage he took went up a good amount even with Mantra of Frost. Needless to say, we didn't get too far that time.
Also, you're already using Mantra of Frost so why bother bringing Shield Stance? Chances are in the city that if you turn off Mantra of Frost while tanking mobs you wont have the energy after using Cyclone Axe to get back up. Cyclone won't be that effective in the City because every enemy near you will cause you to lose 2 energy when you activate it.
As for Dolyak Signet, I've seen a lot of people use it. As long as you can body block perfectly, you're fine. I'd also recommend using that. Defy Pain is also a good possibility if your monks can manage to deal with the sudden HP drop if wears prematurely.
Edit: Since I've also seen these builds being used while play-testing, I've updated the original post. It's tough to always remember.
Has anyone had any success with using SV and Ancestor's Visage on the tank? I know they remove enchantments but it might be useful in shutting down their casters and healers. The Margonites even bring Famine for you!
]SK[
Nice idea about SV.
I found its pointless attacking as a warrior. Because of this Signet of Stamina is now on my DoA skill bar.
I found its pointless attacking as a warrior. Because of this Signet of Stamina is now on my DoA skill bar.
Kcp
Had a great warrior in our group last night, he heal sig'd thru anything seriously. This was in the city too. I know he was using Defy Pain elite, endure, sig stamina, watch yourself, dolyak, heal sig, mantra of frost, forget last skill maybe res. We had him bonded so of course that was a big help too.
A couple times he was almost spiked down, but that dirty little heal sig kept going and going. I was impressed I stopped hexing enemies to watch him for a few seconds.
A couple times he was almost spiked down, but that dirty little heal sig kept going and going. I was impressed I stopped hexing enemies to watch him for a few seconds.
ubermancer
Quote:
Originally Posted by Kcp
Had a great warrior in our group last night, he heal sig'd thru anything seriously. This was in the city too. I know he was using Defy Pain elite, endure, sig stamina, watch yourself, dolyak, heal sig, mantra of frost, forget last skill maybe res. We had him bonded so of course that was a big help too.
A couple times he was almost spiked down, but that dirty little heal sig kept going and going. I was impressed I stopped hexing enemies to watch him for a few seconds. If you are going to be a tank and keep enchants on yourself, you should seriously just take a E/A earth/shadow tanker.
Armor of Earth, Obsidian Flesh {E}, Stoneflesh Aura, Deadly Paradox, and Dark Escape are the core skills.
You can add Feigned Neutrality, but its limitations are prohibitive. A nice alternative is the old stand by Kinetic Armor, along with a spam skill like Stone Daggers or Aura of Restoration. Recall allows for quick retreats (in which the enemy does not follow), Grasping Earth can help keep them on you, Sliver Armor contributes to damage... you get the point.
Have someone put Balthazar's Spirit on him is all thats needed for energy, of course.
+166 armor from enchants, half damage from all sources, -0..8 damage reduction (LB), -33 damage reduction, can not suffer crits, can not be the target of spells... a Fireball which did 400 damage to you at 60 AL, would do NO damage to you under this set up.
A couple times he was almost spiked down, but that dirty little heal sig kept going and going. I was impressed I stopped hexing enemies to watch him for a few seconds. If you are going to be a tank and keep enchants on yourself, you should seriously just take a E/A earth/shadow tanker.
Armor of Earth, Obsidian Flesh {E}, Stoneflesh Aura, Deadly Paradox, and Dark Escape are the core skills.
You can add Feigned Neutrality, but its limitations are prohibitive. A nice alternative is the old stand by Kinetic Armor, along with a spam skill like Stone Daggers or Aura of Restoration. Recall allows for quick retreats (in which the enemy does not follow), Grasping Earth can help keep them on you, Sliver Armor contributes to damage... you get the point.
Have someone put Balthazar's Spirit on him is all thats needed for energy, of course.
+166 armor from enchants, half damage from all sources, -0..8 damage reduction (LB), -33 damage reduction, can not suffer crits, can not be the target of spells... a Fireball which did 400 damage to you at 60 AL, would do NO damage to you under this set up.
4rch4ng31
About the Mantra of Frost thing... wouldn't it be better to do Elemental Resistance, provided everything's gonna be elemental? You don't even have to have Winter to do it that way. I've included my math, taking the damage % equation on http://gw.gamewikis.org/wiki/Damage
LONG STORY SHORT: Elemental Resistance gives more protection from damage for the same cost and less spent attribute points than Mantra of Frost, with the sacrifice of gaining 2 energy per hit with Mantra. 40% reduction with Mantra at 9 Inspiration Magic to approximately 50% reduction with Resistance at any level of Inspiration.
Notation: eAR is elemental armor; AR is armor level as shown in the armor's description.
eAR = (Your Current AR - 60)
1 / (2^(eAL/40)) = ~Damage Taken %
I've used the ranger for this since the math works out the prettiest (no nasty decimal exponents):
I'm assuming around 40% damage reduction with Mantra, since the builds in the OP have anywhere from 39% to 42% based on their Inspiration Magic level.
eAR with 100AR base (Druid's Armor) = 40
eAR with 100AR base and Mantra of Frost = 40
eAR with 140AR base thanks to resistance = 80
Now for the math part.
100AR base with no Mantra:
1/(2^(40/40)) = 1/(2^1) = 1/2 = .5 = ~50% of the damage in the spell description
So, if this ranger would be normally hit for 100 in the description, he or she is actually hit for about 50.
100AR base with Mantra:
We'll skip the equation since it's the same, but this time:
50 x .6 = ~30 damage
So overall, between these two builds we see a difference of 20 damage. This difference will be larger as the armor level goes down, because the original damage will be higher.
140AR base thanks to Elemental Resistance:
1/(2^(80/40)) = 1/(2^2) = 1/4 = .25 = ~25% of the damage in the spell description.
Therefore, with 100 damage in the description, this ranger actually takes 25.
This works similarly with casters with 60AR
60AR means eAR is 0 for the standard caster armor. We'll compare 0eAR with Mantra and 40eAR due to Resistance
0eAR:
1/(2^(0/40)) = 1/(2^0) = 1/1 = 1.00 = 100% of the spell description's damage.
Assuming 100 damage, 100 x 1 x .6 = 60 damage, a reduction of 40.
40eAR:
1/(2^(40/40)) = 1/(2^1) = 1/2 = .5 = 50% of the description.
With 100 damage in the description, 100 x .5 = 50 damage, which is 10 lower than before.
For this math to work, I am making a huge assumption that there are no enemies with skills that lower armor vs. elemental damage.
EDIT: Of course, using Elemental Resistance means you skip out on the 2 energy per hit, so this should probably be used by anyone who's not gonna need a heck of a lot of energy management like the SS. Also, because Resistance gives +40AR flat regardless of the level of Inspiration Magic, one can put more points into other attributes. Maybe Necros can mitigate the 2 energy per hit for more Soul Reaping.
LONG STORY SHORT: Elemental Resistance gives more protection from damage for the same cost and less spent attribute points than Mantra of Frost, with the sacrifice of gaining 2 energy per hit with Mantra. 40% reduction with Mantra at 9 Inspiration Magic to approximately 50% reduction with Resistance at any level of Inspiration.
Notation: eAR is elemental armor; AR is armor level as shown in the armor's description.
eAR = (Your Current AR - 60)
1 / (2^(eAL/40)) = ~Damage Taken %
I've used the ranger for this since the math works out the prettiest (no nasty decimal exponents):
I'm assuming around 40% damage reduction with Mantra, since the builds in the OP have anywhere from 39% to 42% based on their Inspiration Magic level.
eAR with 100AR base (Druid's Armor) = 40
eAR with 100AR base and Mantra of Frost = 40
eAR with 140AR base thanks to resistance = 80
Now for the math part.
100AR base with no Mantra:
1/(2^(40/40)) = 1/(2^1) = 1/2 = .5 = ~50% of the damage in the spell description
So, if this ranger would be normally hit for 100 in the description, he or she is actually hit for about 50.
100AR base with Mantra:
We'll skip the equation since it's the same, but this time:
50 x .6 = ~30 damage
So overall, between these two builds we see a difference of 20 damage. This difference will be larger as the armor level goes down, because the original damage will be higher.
140AR base thanks to Elemental Resistance:
1/(2^(80/40)) = 1/(2^2) = 1/4 = .25 = ~25% of the damage in the spell description.
Therefore, with 100 damage in the description, this ranger actually takes 25.
This works similarly with casters with 60AR
60AR means eAR is 0 for the standard caster armor. We'll compare 0eAR with Mantra and 40eAR due to Resistance
0eAR:
1/(2^(0/40)) = 1/(2^0) = 1/1 = 1.00 = 100% of the spell description's damage.
Assuming 100 damage, 100 x 1 x .6 = 60 damage, a reduction of 40.
40eAR:
1/(2^(40/40)) = 1/(2^1) = 1/2 = .5 = 50% of the description.
With 100 damage in the description, 100 x .5 = 50 damage, which is 10 lower than before.
For this math to work, I am making a huge assumption that there are no enemies with skills that lower armor vs. elemental damage.
EDIT: Of course, using Elemental Resistance means you skip out on the 2 energy per hit, so this should probably be used by anyone who's not gonna need a heck of a lot of energy management like the SS. Also, because Resistance gives +40AR flat regardless of the level of Inspiration Magic, one can put more points into other attributes. Maybe Necros can mitigate the 2 energy per hit for more Soul Reaping.
4rch4ng31
For an improvement to the overall build, I would recommend replacing Shadow of Fear with an energy drainer like Spirit Shackles, or a skill thief like Arcane Thievery or Arcane Larceny. The fewer overpowered spells those Eles can cast, the better.
LoKi Foxfire
I've updated the build again. I beat the city using a build somewhat similar to the old one I posted but I've edited the original post to include the improvements. I dropped the bonder for a spirit spammer Ritualist... the combo of Displacement, Union, and Shelter allowed us to live WITHOUT a protection monk. We even beat it with only 6 people and no monk using some good old know-how:
Dr Ripley
Quote:
Originally Posted by LoKi Foxfire
I've updated the build again. I beat the city using a build somewhat similar to the old one I posted but I've edited the original post to include the improvements. I dropped the bonder for a spirit spammer Ritualist... the combo of Displacement, Union, and Shelter allowed us to live WITHOUT a protection monk. We even beat it with only 6 people and no monk using some good old know-how
Nice. I might actually have a reason now to push my Rt through NF. Do you know what elite the spirit spammer brought by chance?
trialist
Quote:
Originally Posted by LoKi Foxfire
[Searing Flames]
Fire Magic: 12 + 3 + 1 (runes again)
Energy Storage: 10 + 1
Inspiration: 8
Skills:Searing Flames Liquid Flame Meteor Shower (I usually bring this with on mine but it's up to you)
Eclair
Quote:
Originally Posted by Dr Ripley
Nice. I might actually have a reason now to push my Rt through NF. Do you know what elite the spirit spammer brought by chance?
I believe the Ritual spamming elite of choice is now Soul Twisting.
4rch4ng31
For anyone who wants to BiP through the city, I did for my party. An elementalist and I both had Backfire thrown in there to help with the monks. It really paid off on the groups with two Anur Ki's in them, and it also helped a lot against the Dervishes. Here's my build:
Blood Magic 9 + 3 + 1
Soul Reaping 8 + 1
Inspiration Magic 10
Domination Magic 9
Blood Is Power
Blood Ritual
Blood Renewal
Demonic Flesh
Lightbringer's Gaze
Backfire
Mantra of Frost
Sunspear Rebirth Signet
Armor: Cabalist's armor with Superior Vigor, Superior Blood Magic, Minor Soul Reaping runes, and Blood Magic Headgear.
Weapon: Kyril's Fervor (Blood staff, Hale + 30, Enchanting + 20%)
It's played like a basic BiP build, though you will need more healing than normal due to the lack of any powerful self-heal (no Monk secondary, no Soul Feast, etc.). Demonic Flesh is in there mostly to help ease off some of that huge damage those Margonite mobs do should you get hit, which you shouldn't except by Jadoth's special skill.
If you don't need Backfire I would recommend 11+1+1 Blood Magic (so BiP gets its maximum regen with as many leftover AP and max HP as possible) and more into Inspiration.
We did it with 3 Nukers, 1 Tank, 1 Ranger, 1 BiP, 1 Heal, and 1 Bonder. We ran out of res sigs an hour or two into the mission so the rest was living heck as we preserved our monks.
Blood Magic 9 + 3 + 1
Soul Reaping 8 + 1
Inspiration Magic 10
Domination Magic 9
Blood Is Power
Blood Ritual
Blood Renewal
Demonic Flesh
Lightbringer's Gaze
Backfire
Mantra of Frost
Sunspear Rebirth Signet
Armor: Cabalist's armor with Superior Vigor, Superior Blood Magic, Minor Soul Reaping runes, and Blood Magic Headgear.
Weapon: Kyril's Fervor (Blood staff, Hale + 30, Enchanting + 20%)
It's played like a basic BiP build, though you will need more healing than normal due to the lack of any powerful self-heal (no Monk secondary, no Soul Feast, etc.). Demonic Flesh is in there mostly to help ease off some of that huge damage those Margonite mobs do should you get hit, which you shouldn't except by Jadoth's special skill.
If you don't need Backfire I would recommend 11+1+1 Blood Magic (so BiP gets its maximum regen with as many leftover AP and max HP as possible) and more into Inspiration.
We did it with 3 Nukers, 1 Tank, 1 Ranger, 1 BiP, 1 Heal, and 1 Bonder. We ran out of res sigs an hour or two into the mission so the rest was living heck as we preserved our monks.
LoKi Foxfire
Quote:
Originally Posted by trialist
Not sure if it is because you edited your post, but SF eles without glowing gaze? They didn't have energy problems with your posted built? Without Glowing Gaze, you dry up pretty fast if spamming Searing Flames.
I've only run as a Ranger in these groups so I don't know the exact specifics of what everyone uses. (My ele is still in Factions XD) It's only a general guideline for what your build should look like for players who aren't too familiar with cookie cutter builds. I've edited it though.
Flowah
Quote:
Originally Posted by Bel
Lets see if I understood this right...
You use Spiteful Spirit on the target and then cast Reckless haste (+25% attack speed, -XX% chance to miss) to cause more damage. Now if you would also throw in a Shadow of Fear (-50% attack speed) what good would that do? Hmm Spiteful still damages through misses though. You dont understand at all. Original quote said that both skills are counterproductive. RH is totally good for SS. And that's the only part I attacked. Reading skills imo.
You use Spiteful Spirit on the target and then cast Reckless haste (+25% attack speed, -XX% chance to miss) to cause more damage. Now if you would also throw in a Shadow of Fear (-50% attack speed) what good would that do? Hmm Spiteful still damages through misses though. You dont understand at all. Original quote said that both skills are counterproductive. RH is totally good for SS. And that's the only part I attacked. Reading skills imo.
Nine Soul
Stackable effects. You end up getting mobs attacking at -25% speed, with -XX% chance to miss. So it's a win-win situation for you. They both attack less and miss more. Can't see how that's a bad thing.
ogami_ito
Op mentioned he did this with a Derv tank. Can Op post stat/spec?
LoKi Foxfire
Quote:
Originally Posted by ogami_ito
Op mentioned he did this with a Derv tank. Can Op post stat/spec?
I wish I had written down what skills he was using but I was too busy making sure I kept spirits alive and such. I know for sure he used Avatar of Balthazar, Mystic Healing, and other skills. Other than that I don't remember. If I can get in touch with him again, I'll give you a better idea of what he had.
4rch4ng31
Quote:
Originally Posted by Nine Soul
Stackable effects. You end up getting mobs attacking at -25% speed, with -XX% chance to miss. So it's a win-win situation for you. They both attack less and miss more. Can't see how that's a bad thing.
It's a bad thing because SS relies on them attacking. The faster they attack, the faster they damage themselves and everyone around them. Cutting their attack speed in half means cutting the Necro's DPS in half.
gabrial heart
If your going to run a SoF and Reckless to lower output of the physical mobs, then you can always run spoil victor to damage the casters. But in general running both and ss is a complete waste of the elite.
LoKi Foxfire
Quote:
Originally Posted by gabrial heart
If your going to run a SoF and Reckless to lower output of the physical mobs, then you can always run spoil victor to damage the casters. But in general running both and ss is a complete waste of the elite.
Well, what Syria has said before is that if you use SoF, you save Reckless Haste and SS for the casters and use SoF on the melee to keep their damage down. Otherwise you can drop SoF for Suffering or some AoE hex.
Carth`
Quote:
Originally Posted by Carth`
I think you should forget about the idea of a tank. It is becoming less and less useful in PvE, and in DoA especially, is really quite useless.
Here's an example from DoA earlier:
We wanted the tank to get all aggro on him. A year ago this would have been easy. Aggro was very easy to manage. Not any more with the crazy AI.
We put a prot spirit and Spellbreaker etc on him, and he ran off, lured a group closer, and attacked it. The rest of the party was TWO aggro circles behind. The guys wielding hammers ran straight past the tank without even attacking him once, and went straight for the squishiest character. Wtf? Indeed, everything just ran straight past the tank and attacked the weak members of the party, even though we were well out of radar range and hadn't started to attack or cast spells yet. OK on a related note to that, here's another story to show how ridiculous the AI is.
I was with a group of henchmen and wanted Margrid the Sly to capture a lion with Charm Animal. I sent the henchmen a long way back with a flag (because I don't want them to attack the lion.. they have to be a long way away not to attack even when flagged). I set Margrid's flag close to me, set her target to the lion and told her to use Comfort Animal. She starts charming it and it goes red. Normally animals being charmed attack the person charming them, but it ran straight past Margrid, completely ignored her, to attack Mhenlo. The level 5 lion thought to take out the monk first that wasn't even healing anyone and was over 2 aggro circles away? By the time the lion actually reached Mhenlo it was charmed anyway, but I still think it is stupid that the AI has this omniscient manner that makes aggro hard to manage.
Here's an example from DoA earlier:
We wanted the tank to get all aggro on him. A year ago this would have been easy. Aggro was very easy to manage. Not any more with the crazy AI.
We put a prot spirit and Spellbreaker etc on him, and he ran off, lured a group closer, and attacked it. The rest of the party was TWO aggro circles behind. The guys wielding hammers ran straight past the tank without even attacking him once, and went straight for the squishiest character. Wtf? Indeed, everything just ran straight past the tank and attacked the weak members of the party, even though we were well out of radar range and hadn't started to attack or cast spells yet. OK on a related note to that, here's another story to show how ridiculous the AI is.
I was with a group of henchmen and wanted Margrid the Sly to capture a lion with Charm Animal. I sent the henchmen a long way back with a flag (because I don't want them to attack the lion.. they have to be a long way away not to attack even when flagged). I set Margrid's flag close to me, set her target to the lion and told her to use Comfort Animal. She starts charming it and it goes red. Normally animals being charmed attack the person charming them, but it ran straight past Margrid, completely ignored her, to attack Mhenlo. The level 5 lion thought to take out the monk first that wasn't even healing anyone and was over 2 aggro circles away? By the time the lion actually reached Mhenlo it was charmed anyway, but I still think it is stupid that the AI has this omniscient manner that makes aggro hard to manage.