DoA Brain-Storming
ubermancer
Im thinking of 'I dont want to put up with this, I just want to get through it' builds for DoA.
Flare at 12 Fire Magic (48dmg base) does 41 vs Tormented Monks, Eles, Mesmers, etc. 21 damage vs Paragons. Now, of course they deal quite a lot of damage. So you need to take as little damage as possible, as infrequently as possible. (Numbers were gathered in Ravenwood Veil.)
What about several (6ish) E/A who use Recall, Dark Escape, Glyph of Sacrifice, Meteor Shower, and Assassin's Promise? They could precast Recall on a backline character (read: Monk or Rit or even an Angelic Bond Paragon), precast Glyph of Sacrifice.. then run in with Dark Escape on, let a Meteor Shower go (instant cast), follow up with a short nuke (should the enemies allow you to), then Assassin's Promise. At around this time, you cancel the Recall, then reap the benefits as ~100 * 3 * (number of eles) is done to your target, which has only 640 HP (standard for level 28 foes). Of course, one of those being Water is NOT a bad idea.
The problem is that in order to get Assassin's Promise to work you need to avoid having it end before they die. And doing that means both killing them fast, and preventing the hex from being removed.
I am uncertain on how to deal with the Warriors, who would not easily die ~60 * 3 * eles damage. Snares and more basic offense (immolate, fireball, and pretty much the entire Water line) might be in order.
Now this is kind of a lame approach to completing these quests. But seeing as how people trapped Urgoz for the longest, I have learned that PUGs have no objection to lame approaches.
Similiarly, Bone Minion Factory with someone spamming Death Nova is viable. Thats ~100 damage per minion, and you can easily send in 20 minions - they cant kill them all before they get in range... well, without AOEs.
Taking advantage of QZ is requisite in the areas where foes use it. Jagged Bones on backline Necro with Taste of Death allows him to fuel the Soul Reaping of the party's necros to an absurd degree. I think I worked it out to as much as +17 effective ENERGY regen, under sub ideal conditions. [remember this is a strictly backline character]
Due to Enraged exacerbating the already excessive damage from the foes in this area (I /love/ it) it is not always wise to simply spread damage around 'slowly' like SS does. Instead *BAM* striking a single foe dead in a couple of seconds seems to be the ideal approach. As is being able to retreat rapidly (at least until it is well known what to do at each stage - I have been playing very infrequently so I am not at that yet).
Killing high armor foes is possible most obviously by using armor ignoring skills. Smiters, for example (beware Rust). Desecrate / Defile Enchantments / FOC is capable of dealing quite a lot of damage, but typically not enough to instagib an AOE outside of
Earth Ele tank with Armor of Earth, Obsidian Flesh, Stoneflesh Aura, Feigned Nuetrality, and Dark Escape. Combine with Symbiosis, Angelic Bond / Incoming, and Monk Bonds. If you can keep aggro on that, chances are nothing is going to be killing it. (-31 dmg reduction, +162 armor, damage from attacks is halved, damage from all sources is halved 3 or so times, tons of extra hp) Oh, and use Dwayna's Kiss and Sliver Armor, too.
Many areas seem to stack nearly a dozen hexes on you at once. I hate to say it, but a Shatter Hex / Smite Hex spike might be very effective, in specific scenarios.
Gemini Assassins (2x A/Me, using a tricky combination of Arcane Echo and Shadow Form) might be able to deal significant enough single target damage to be worth considering. The new, powerful Signets play into their already energy intensive strategy well.
Several people have mentioned Mantra of Frost B/P. They complain about a lack of single target damage, which I agree is a problem - in a stupid PUG B/P group. Do what the PVP'ers do, Dual Shot and Savage Shot/Distracting Shot is capable of putting the hurt on a single target under Orders (fast recharging, too). IWAY is a particularly good idea when the Order of Whispers are about, aiding you. Dont use your pets to try to 'tank'. Set them up with Death Novas, and have someone ready to Putrid Explosion the second they go down. (200+ armor ignoring aoe stings... always wondered how well a Me/N would do in that capacity)
Bring EW in the areas with QZ - makes more since then trying to kill QZ. The mobs are effected by QZ's increased energy cost, perhaps it could be possible to energy lock the casters?
Thats enough brain storming for me at the moment.
--
Okay I lied.
2x Me/E with Arcane Echo, Savannah Heat x2. A third E/x or Me/E with Water Hexes. Assuming they stay in range the entire time, thats 15 * base damage per Savannah Heat (5 procs of base, plus the fourth triangular number, 10, since the first second doesnt cause bonus damage). At 12 Fire thats 17 damage, so 255 damage per Savannah Heat (or 321 at 16 Fire). Most casters seem to take ~5/6th normal damage, or around 210 per Savannah Heat. I *highly* doubt anything is going to live through a few Me/E's using Savannah Heat like that! (of course, lets not forget Lightning Hammer, Chain Lightning, Invoke Lightning, or the heavenly Lightning Orb and their effectiveness in the hands of Mesmers)
Flare at 12 Fire Magic (48dmg base) does 41 vs Tormented Monks, Eles, Mesmers, etc. 21 damage vs Paragons. Now, of course they deal quite a lot of damage. So you need to take as little damage as possible, as infrequently as possible. (Numbers were gathered in Ravenwood Veil.)
What about several (6ish) E/A who use Recall, Dark Escape, Glyph of Sacrifice, Meteor Shower, and Assassin's Promise? They could precast Recall on a backline character (read: Monk or Rit or even an Angelic Bond Paragon), precast Glyph of Sacrifice.. then run in with Dark Escape on, let a Meteor Shower go (instant cast), follow up with a short nuke (should the enemies allow you to), then Assassin's Promise. At around this time, you cancel the Recall, then reap the benefits as ~100 * 3 * (number of eles) is done to your target, which has only 640 HP (standard for level 28 foes). Of course, one of those being Water is NOT a bad idea.
The problem is that in order to get Assassin's Promise to work you need to avoid having it end before they die. And doing that means both killing them fast, and preventing the hex from being removed.
I am uncertain on how to deal with the Warriors, who would not easily die ~60 * 3 * eles damage. Snares and more basic offense (immolate, fireball, and pretty much the entire Water line) might be in order.
Now this is kind of a lame approach to completing these quests. But seeing as how people trapped Urgoz for the longest, I have learned that PUGs have no objection to lame approaches.
Similiarly, Bone Minion Factory with someone spamming Death Nova is viable. Thats ~100 damage per minion, and you can easily send in 20 minions - they cant kill them all before they get in range... well, without AOEs.
Taking advantage of QZ is requisite in the areas where foes use it. Jagged Bones on backline Necro with Taste of Death allows him to fuel the Soul Reaping of the party's necros to an absurd degree. I think I worked it out to as much as +17 effective ENERGY regen, under sub ideal conditions. [remember this is a strictly backline character]
Due to Enraged exacerbating the already excessive damage from the foes in this area (I /love/ it) it is not always wise to simply spread damage around 'slowly' like SS does. Instead *BAM* striking a single foe dead in a couple of seconds seems to be the ideal approach. As is being able to retreat rapidly (at least until it is well known what to do at each stage - I have been playing very infrequently so I am not at that yet).
Killing high armor foes is possible most obviously by using armor ignoring skills. Smiters, for example (beware Rust). Desecrate / Defile Enchantments / FOC is capable of dealing quite a lot of damage, but typically not enough to instagib an AOE outside of
Earth Ele tank with Armor of Earth, Obsidian Flesh, Stoneflesh Aura, Feigned Nuetrality, and Dark Escape. Combine with Symbiosis, Angelic Bond / Incoming, and Monk Bonds. If you can keep aggro on that, chances are nothing is going to be killing it. (-31 dmg reduction, +162 armor, damage from attacks is halved, damage from all sources is halved 3 or so times, tons of extra hp) Oh, and use Dwayna's Kiss and Sliver Armor, too.
Many areas seem to stack nearly a dozen hexes on you at once. I hate to say it, but a Shatter Hex / Smite Hex spike might be very effective, in specific scenarios.
Gemini Assassins (2x A/Me, using a tricky combination of Arcane Echo and Shadow Form) might be able to deal significant enough single target damage to be worth considering. The new, powerful Signets play into their already energy intensive strategy well.
Several people have mentioned Mantra of Frost B/P. They complain about a lack of single target damage, which I agree is a problem - in a stupid PUG B/P group. Do what the PVP'ers do, Dual Shot and Savage Shot/Distracting Shot is capable of putting the hurt on a single target under Orders (fast recharging, too). IWAY is a particularly good idea when the Order of Whispers are about, aiding you. Dont use your pets to try to 'tank'. Set them up with Death Novas, and have someone ready to Putrid Explosion the second they go down. (200+ armor ignoring aoe stings... always wondered how well a Me/N would do in that capacity)
Bring EW in the areas with QZ - makes more since then trying to kill QZ. The mobs are effected by QZ's increased energy cost, perhaps it could be possible to energy lock the casters?
Thats enough brain storming for me at the moment.
--
Okay I lied.
2x Me/E with Arcane Echo, Savannah Heat x2. A third E/x or Me/E with Water Hexes. Assuming they stay in range the entire time, thats 15 * base damage per Savannah Heat (5 procs of base, plus the fourth triangular number, 10, since the first second doesnt cause bonus damage). At 12 Fire thats 17 damage, so 255 damage per Savannah Heat (or 321 at 16 Fire). Most casters seem to take ~5/6th normal damage, or around 210 per Savannah Heat. I *highly* doubt anything is going to live through a few Me/E's using Savannah Heat like that! (of course, lets not forget Lightning Hammer, Chain Lightning, Invoke Lightning, or the heavenly Lightning Orb and their effectiveness in the hands of Mesmers)
LifeInfusion
Gonna need a snaring AoE water hex with any kind of AoE that doesn't knock down or snare. (Deep Freeze or Mesmer's Shared Burden)
carbajac
So I was thinking about ideas and it seems that normal defense measures aren't enough: Bond monks' enchantments get stripped, rit spirits die too fast, mantra's aren't strong enough, paragon defenses aren't strong enough.
What about a 55/SS necro using Protective Bond. The team would require other bond monks to cover his enchantments and a BiP necro. If an SS necro isn't strong enough, what about a low health nuker?
Just an idea.
What about a 55/SS necro using Protective Bond. The team would require other bond monks to cover his enchantments and a BiP necro. If an SS necro isn't strong enough, what about a low health nuker?
Just an idea.
Crimson Baron
I dunno how the protective bond would work out, considering in one mission you already lose 2 energy whenever you do anything and -4 on every hit will RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO with you no matter what.
Eclair
Quote:
Originally Posted by carbajac
So I was thinking about ideas and it seems that normal defense measures aren't enough: Bond monks' enchantments get stripped, rit spirits die too fast, mantra's aren't strong enough, paragon defenses aren't strong enough.
What about a 55/SS necro using Protective Bond. The team would require other bond monks to cover his enchantments and a BiP necro. If an SS necro isn't strong enough, what about a low health nuker?
Just an idea. Spellbreaker the tank, solves most of the strip enchant problems, and makes the casters waste all their energy quickly.
What about a 55/SS necro using Protective Bond. The team would require other bond monks to cover his enchantments and a BiP necro. If an SS necro isn't strong enough, what about a low health nuker?
Just an idea. Spellbreaker the tank, solves most of the strip enchant problems, and makes the casters waste all their energy quickly.
ubermancer
Yes, I mentioned somewheres in my post that Deep Freeze is a great, night essential idea.
Do they have any strips that can handle SpellBreaker?
Do they have any strips that can handle SpellBreaker?
w00t!
Quote:
Originally Posted by Eclair
Spellbreaker the tank, solves most of the strip enchant problems, and makes the casters waste all their energy quickly.
Yeah, I've tried several different monk builds, and I believe that SB is probably a necessity down there, for the exact reason you stated. All other enchants are getting stripped, and 10 seconds later, it's gg.
And to your point Ubermancer, I've yet to see anything in the game that will take down spellbreaker. That's the whole point of the elite.
And to your point Ubermancer, I've yet to see anything in the game that will take down spellbreaker. That's the whole point of the elite.
Bankai
I was thinking of a team with 3 warders with ward against foes/melee, and sanstorm.
carbajac
True, spellbreaker is a nice skill for this area, but the way the monster AI is now, as soon as the casters step up (after the tank has set up), they do eventually get targeted. Once that happens, SB is nearly moot.
Fluffyx
I was actually thinking of including xinraes weapon into one of my builds, I think it could actually find some use against the spell related spikes.
Nine Soul
SB or Obs Flesh for the tank. It works.
Ensign
Eight copies of Lightbringer's Gaze will blow up a lot of the monsters instantly. Have a couple people echo it, or start with another AoE skill (Surge/Deep Freeze), and you can one-shot quite a few packs. Before they can respond.
Peace,
-CxE
Peace,
-CxE
Olyf
I've found that for tanks using the Elite Lightbringer skill -Lightbringer signet-helps with that extra surge of energy and adenaline for keeping those important skills up while tanking the Margonites.
getalifebud
I've had an idea, that if im the first to have come up with, then hooray for me.
Its based off the renewal nuker on guildwiki.
http://gw.gamewikis.org/wiki/Build:E/Me_Heavy_Nuker
Take one of these guys, and back him up with another nuker, using the same build, but swap fire for water taking the skills...
Ice spikes
Deep freeze
Maelstrom
This way you can bunch them up into a massive AoE attack.
Its based off the renewal nuker on guildwiki.
http://gw.gamewikis.org/wiki/Build:E/Me_Heavy_Nuker
Take one of these guys, and back him up with another nuker, using the same build, but swap fire for water taking the skills...
Ice spikes
Deep freeze
Maelstrom
This way you can bunch them up into a massive AoE attack.
TomD22
For the defence against those mobs, everyone seems to have forgotten shelter!
Sure, it dies in a couple of seconds if your whole team tanks damage (but it last a little longer if the squishies stay out of the way and your prot spirit monk knows what he's doing).
But - there's also the skill Soul Twisting {e}. Instant recharge on shelter. With a QZ making the soul twising recharge faster, and a BiP supplying the rit, you can have 24/7 shelter.
So your entire backline defence could be: Rit with soul twisting and shelter, monk with healer's boon and heal party (or LoD), and a bip necro supplying them both (oh, and qz somewhere on a r/* or */r).
Sure, it dies in a couple of seconds if your whole team tanks damage (but it last a little longer if the squishies stay out of the way and your prot spirit monk knows what he's doing).
But - there's also the skill Soul Twisting {e}. Instant recharge on shelter. With a QZ making the soul twising recharge faster, and a BiP supplying the rit, you can have 24/7 shelter.
So your entire backline defence could be: Rit with soul twisting and shelter, monk with healer's boon and heal party (or LoD), and a bip necro supplying them both (oh, and qz somewhere on a r/* or */r).
TomD22
Quote:
Originally Posted by Ensign
Eight copies of Lightbringer's Gaze will blow up a lot of the monsters instantly. Have a couple people echo it, or start with another AoE skill (Surge/Deep Freeze), and you can one-shot quite a few packs. Before they can respond.
Peace,
-CxE We tried that with an alliance group on vent - 3, 2, 1, spike! I'm not sure why, but it really didn't work. None of use were above r3 lighbringer, but still, we couldn't spike even one monster down.
Peace,
-CxE We tried that with an alliance group on vent - 3, 2, 1, spike! I'm not sure why, but it really didn't work. None of use were above r3 lighbringer, but still, we couldn't spike even one monster down.
Nine Soul
I'm thinking B/P might work in the Foundry. With slight modifications, ofc.
Zinger posted an FoC build for a necro - take one of those to counter melee and ranged dmg. A Paragon with "Stand Your Ground!", Song of Restoration and some other support skills. 2 Monks, let's say one with LoD or HBoon + HP, the other with Aegis or something similar, plus (if you can manage it) Ward Against Elements.
That leaves you with 4 B/Ps (ignore the P and go B/I). Occasionaly use LB Gaze. *Should* work. Not saying it does, so no bashing and flaming me if it doesn't.
Zinger posted an FoC build for a necro - take one of those to counter melee and ranged dmg. A Paragon with "Stand Your Ground!", Song of Restoration and some other support skills. 2 Monks, let's say one with LoD or HBoon + HP, the other with Aegis or something similar, plus (if you can manage it) Ward Against Elements.
That leaves you with 4 B/Ps (ignore the P and go B/I). Occasionaly use LB Gaze. *Should* work. Not saying it does, so no bashing and flaming me if it doesn't.
Zinger314
Quote:
Originally Posted by Ensign
Eight copies of Lightbringer's Gaze will blow up a lot of the monsters instantly. Have a couple people echo it, or start with another AoE skill (Surge/Deep Freeze), and you can one-shot quite a few packs. Before they can respond.
Peace,
-CxE That doesn't work because the Margonite Healers are freaking unbelieveable. They use both Healer's Boon and Healing Whisper. That, combined with their ridicolous attributes, can outheal most spikes.
Peace,
-CxE That doesn't work because the Margonite Healers are freaking unbelieveable. They use both Healer's Boon and Healing Whisper. That, combined with their ridicolous attributes, can outheal most spikes.
ubermancer
Quote:
Originally Posted by w00t!
And to your point Ubermancer, I've yet to see anything in the game that will take down spellbreaker. That's the whole point of the elite.
Chilblains, Well of the Profane, Order of Apostasy, Expunge Enchantments, Signet of Disenchantment, Dark Apostasy, Disenchantment, Assault Enchantments, Avatar of Grenth, Lift Enchantments and Shattering Assault can all remove Spellbreaker. I may have left a couple out. Nothing is without a counter, thats the whole point of the /game/.
I believe the whole point of LB spiking is to have it at rank 5+, so you can actually have a good chance of outright killing your target.
Monks can be shut down. A single character going full monk shut down can lay the hurt down so much it isnt funny (1/3 heal effectiveness (Defile Flesh, etc), Diversion, Backfire, Scourge Healing, Shame, etc). You may have energy problems, but god knows there are ways to bypass that (Power Drain, BiP, support Paragon, and oh yeah Power Drain). Not sure how great they are with hex removal... do the Mesmers have it as well as the Monks? If its only 1-2 characters in a group that can remove hexes you can handle that.
As for Xinrae's stuff... not sure its worth it. 30 second recharge? Even assuming that gets dropped to 15 seconds from QZ, you are eating its huge energy cost. And you cant guarantee itll even DO anything.
I need to spend some time down there in a real group, Ive only played around with Heroes so far.
I believe the whole point of LB spiking is to have it at rank 5+, so you can actually have a good chance of outright killing your target.
Monks can be shut down. A single character going full monk shut down can lay the hurt down so much it isnt funny (1/3 heal effectiveness (Defile Flesh, etc), Diversion, Backfire, Scourge Healing, Shame, etc). You may have energy problems, but god knows there are ways to bypass that (Power Drain, BiP, support Paragon, and oh yeah Power Drain). Not sure how great they are with hex removal... do the Mesmers have it as well as the Monks? If its only 1-2 characters in a group that can remove hexes you can handle that.
As for Xinrae's stuff... not sure its worth it. 30 second recharge? Even assuming that gets dropped to 15 seconds from QZ, you are eating its huge energy cost. And you cant guarantee itll even DO anything.
I need to spend some time down there in a real group, Ive only played around with Heroes so far.
Kcp
The PuG team I made last night was raping 2 ki groups np. The ele's couldn't deal enough damage to drop them ( was 2 sf ele's in our pug.) SS and defile flesh, and a good tank that knows how to use terrain to gather up large groups=gg. Spiteful spirit rapes margonites. They don't flee

Dead_Metal_Zero
Came up with a necro skill spike combo anyone can use. Rip enchant at 0 and Grenth's balance. might wanna prot spirit the GB ripper or the dmg might take him out. Not entirely sure if it'll work in DoA.
Zinger314
For the record, you can't spike. The Healers are freaking ridiculous.
But, there are two things that the ideal DoA build must have: A way to shut down casters and a way to shut down melee. Shutting down casters can be done with a Practiced Stance/Choking Gas Ranger or, I will want to test, a Maelstrom Elementalist (and, ofcourse, Lightbringer's Gaze does a good job against casters). The Melee can be shut down by a Curses Necro, and maybe an Illusion Mesmer.
No group can withstand the spike damage the enemies can produce. You have to stop the damage at its source.
But, there are two things that the ideal DoA build must have: A way to shut down casters and a way to shut down melee. Shutting down casters can be done with a Practiced Stance/Choking Gas Ranger or, I will want to test, a Maelstrom Elementalist (and, ofcourse, Lightbringer's Gaze does a good job against casters). The Melee can be shut down by a Curses Necro, and maybe an Illusion Mesmer.
No group can withstand the spike damage the enemies can produce. You have to stop the damage at its source.
Y.T.
Quote:
Originally Posted by Ensign
Eight copies of Lightbringer's Gaze will blow up a lot of the monsters instantly. Have a couple people echo it, or start with another AoE skill (Surge/Deep Freeze), and you can one-shot quite a few packs. Before they can respond.
Peace,
-CxE well im not sure about LB gaze, but i played with pug with 1 monk (rly good protter) 1 nec, 1 tank, rit (me) and the rest were eles and mes. they asked me to spirit spam (my fav anyway) and tank soaked the damage, eles/mes were killing 1 by 1, my spirits absorbed qute alot of damage (shelter/unions were going down sooooo fast, and i had to help monky with heals of cos) i think nec was ran 2ndry and spammed some spirits also.... worked great till i err-ed out
so i guess it might work... providing that target caller choose the right target and team does enough damage of cos
Peace,
-CxE well im not sure about LB gaze, but i played with pug with 1 monk (rly good protter) 1 nec, 1 tank, rit (me) and the rest were eles and mes. they asked me to spirit spam (my fav anyway) and tank soaked the damage, eles/mes were killing 1 by 1, my spirits absorbed qute alot of damage (shelter/unions were going down sooooo fast, and i had to help monky with heals of cos) i think nec was ran 2ndry and spammed some spirits also.... worked great till i err-ed out

so i guess it might work... providing that target caller choose the right target and team does enough damage of cos
bungusmaximus
I didnt give it too much tries already, so maybe it's a silly idea, but any ideas how a classic b/p group would do out there? I saw ppl forming those groups, maybe someone knows how they did...
E.V.A
Quote:
Originally Posted by bungusmaximus
I didnt give it too much tries already, so maybe it's a silly idea, but any ideas how a classic b/p group would do out there? I saw ppl forming those groups, maybe someone knows how they did...
Formed and tried B/P group with 5*Barrage/Pet rangers, 1*Order of the Vampire necro, Healer's Boon healer and a Bonder (which also changed to active ZB prot after bonder ragequitted). We died few times first...without even killing the first Margonite group. It wasn't an alliance group (it was pug) so not very well organized...but all had barrage spam same time with OotV and eventually it killed 1 Margonite at first try. After some Rebirths and the second try we had killed 2 more of them and after second Rebirths we eventually killed the whole group...after which the next spawned group of Titans rolled over us.
So...a pug B/P wont make it imo. (At least in Foundry of Fallen Creations as there we were trying it.)

conjurer
Well, I think the only thing is what u need is a good tank & a team, which can use adventages of the walls. (I made the city of something quest alrdy, we had mantra of frost & cg rangers, but usually they were not even needed, just good aggro management, good positioning & alot of time & oh the most important REBIRTH)
Cebe
I never realised this thread was here! I posted this on the Domain of Anguish thread...
Quote:
Originally Posted by Celestial Beaver
Quote:
Ok, so me and an alliance member came up with an idea for a team build...any comments or suggestions welcome.
I seems to me that if you can keep them shut down they might not be so bad...
1 Ritualist with Earthbind / Binding Chains / Union / Shelter..
1 Necro with Soul Bind & Spammable hexes
1 Ele with Thunderclap (ZOMG!) / Blinding Flash..
1 Ranger with Choking Gas
1 Ele for generic nuking.
1 "Tank"
2 Monks.
It was the top 4 that are the important ones. The idea was to keep things shut down as much as much as possible. Thunderclap, Soul Bind (and Dragon's Stomp / Meteor Shower from the second ele) knocks down, Earthbind keeps them down. Binding Chains can stop some from attacking...until they take damage so you need to tell your wammo to resist the desire to stab them with their FDS. Choking Gas can obviously interrupt. I would have the Air ele take skills like Blinding Flash so as to further support the team as if they spam most air skills Thunderclap will leave them with no energy.
Anyway, is just an idea. Any thoughts?
I seems to me that if you can keep them shut down they might not be so bad...
1 Ritualist with Earthbind / Binding Chains / Union / Shelter..
1 Necro with Soul Bind & Spammable hexes
1 Ele with Thunderclap (ZOMG!) / Blinding Flash..
1 Ranger with Choking Gas
1 Ele for generic nuking.
1 "Tank"
2 Monks.
It was the top 4 that are the important ones. The idea was to keep things shut down as much as much as possible. Thunderclap, Soul Bind (and Dragon's Stomp / Meteor Shower from the second ele) knocks down, Earthbind keeps them down. Binding Chains can stop some from attacking...until they take damage so you need to tell your wammo to resist the desire to stab them with their FDS. Choking Gas can obviously interrupt. I would have the Air ele take skills like Blinding Flash so as to further support the team as if they spam most air skills Thunderclap will leave them with no energy.
Anyway, is just an idea. Any thoughts?
Crimson Baron
well I figure bring monks with SB, warrior with Obsidian Flesh and symbiotic bond. that should make keeping the warrior alive FAR easier and reduce damage by a lot. This can also be done with a MoF group, all you need is sentinel's armor for the warrior and a +10 shield vs cold. The warrior should also be using dolyak and a bonder will help bring his health high. It's important to note that symbiotic bond will raise the health of the ki's so enchant strip will also be helpful
sumasage
I was in a PUG group last night with 2 monks, 2 tanks, and 4 nukers and we killed 4 groups
I came up with the idea that using Spell Breaker (found out people suggest SB on forum before but i didnt read forum until after ward) on the tank (me). Pretty much the prot monk put a few prot spell on me and SB right before i run in to pull them. We used wall and try to body block while nukers nuke. Using this strategy we got to the 5th group which is harder to pull and body block and they wiped us out. I think this team build might work:
1 tank use Maelstrom after goes in and hold agro (casters should stay out of range until tank finish holding agro). 16 seconds on SB should help and Maelstrom hopefully will interrupt casters and waste their enery
2 nuker will dual meteor shower (using glyph of renewal or Echo for fast nuking) and other AoE spells
1 earth nuker to do those spell that make them take dmg when kd. Also some snare or wand
1 prot monk
1 heal monk
few other classes to help -- maybe a Rit to help with regen and blinding (shadow song spirit or something like that) I havent play Rit, Dervish, or Paragon to know their skills. Maybe Dervish should use those Avatar to help with generating dmg.
Cant think anymore.......
I came up with the idea that using Spell Breaker (found out people suggest SB on forum before but i didnt read forum until after ward) on the tank (me). Pretty much the prot monk put a few prot spell on me and SB right before i run in to pull them. We used wall and try to body block while nukers nuke. Using this strategy we got to the 5th group which is harder to pull and body block and they wiped us out. I think this team build might work:
1 tank use Maelstrom after goes in and hold agro (casters should stay out of range until tank finish holding agro). 16 seconds on SB should help and Maelstrom hopefully will interrupt casters and waste their enery
2 nuker will dual meteor shower (using glyph of renewal or Echo for fast nuking) and other AoE spells
1 earth nuker to do those spell that make them take dmg when kd. Also some snare or wand
1 prot monk
1 heal monk
few other classes to help -- maybe a Rit to help with regen and blinding (shadow song spirit or something like that) I havent play Rit, Dervish, or Paragon to know their skills. Maybe Dervish should use those Avatar to help with generating dmg.
Cant think anymore.......
Yragorn
SOMEONE MAKE A BUILD THAT REQUIRES A PARAGON!!! I"M PISSED FOR PLAYING 15 STRAIGHT HOURS TO FINISH THE GAME AND END UP WITH NO GROUP WANTING A PARAGON.
PS : DoA creatures have skills that works when you attack, such as blood of aggression ( steal x hp if target ennemy is target or receive x dmg)

PS : DoA creatures have skills that works when you attack, such as blood of aggression ( steal x hp if target ennemy is target or receive x dmg)
ubermancer
Quote:
Originally Posted by Yragorn
SOMEONE MAKE A BUILD THAT REQUIRES A PARAGON!!! I"M PISSED FOR PLAYING 15 STRAIGHT HOURS TO FINISH THE GAME AND END UP WITH NO GROUP WANTING A PARAGON.
Okay, I agree. Paragons should be included.
Since you are so passionate about the subject, how about you be the first?

Since you are so passionate about the subject, how about you be the first?
Yragorn
Sure,y not, but only paragon, the reset you decide whats best
You have Angelic Bond Build, very similar to the monk's life bond. It is a SKILL, not an enchantment, so the monsters CANNOT remove it. Or, They're on Fire, which is already used by some people.
It is cheap that the creators of Guild Wars have nerfed the "Incoming!" skill and many chants and shouts
.
Ok your turn to complete this build. Include 2 monks as usual ..... and GC if we use "They're on Fire!"
You have Angelic Bond Build, very similar to the monk's life bond. It is a SKILL, not an enchantment, so the monsters CANNOT remove it. Or, They're on Fire, which is already used by some people.
It is cheap that the creators of Guild Wars have nerfed the "Incoming!" skill and many chants and shouts
Ok your turn to complete this build. Include 2 monks as usual ..... and GC if we use "They're on Fire!"
Eclair
Signet of Return
It's invaluable as there's no way to recharge your sunspear rebirth signets until after you kill the boss. You can cast all your shouts while casting this, making you the prime rezzer in the middle of battles.
It's invaluable as there's no way to recharge your sunspear rebirth signets until after you kill the boss. You can cast all your shouts while casting this, making you the prime rezzer in the middle of battles.
Cebe
Quote:
Originally Posted by sumasage
use Maelstrom
I like that idea. I would have liked to try out a water build in there since their armor vs fire seems a little extreme. Searing Flames did 60 damage instead of 112. 
My idea was maybe to go in with:
[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ice Spear[/skill][skill]Shard Storm[/skill][skill]Ice Spikes[/skill][skill]Deep Freeze[/skill][skill]Maelstrom[/skill][skill]Feast of Corruption[/skill]
Seems noone wants a water ele...unfortunately Meteor Shower seems to be everyone's comfort blanket. If you have an ele in the group with MS everything will be OK. Yea Right.
My idea was maybe to go in with:
[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ice Spear[/skill][skill]Shard Storm[/skill][skill]Ice Spikes[/skill][skill]Deep Freeze[/skill][skill]Maelstrom[/skill][skill]Feast of Corruption[/skill]
Seems noone wants a water ele...unfortunately Meteor Shower seems to be everyone's comfort blanket. If you have an ele in the group with MS everything will be OK. Yea Right.
ubermancer
Quote:
Originally Posted by Celestial Beaver
I like that idea. I would have liked to try out a water build in there since their armor vs fire seems a little extreme. Searing Flames did 60 damage instead of 112. 
My idea was maybe to go in with:
[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ice Spear[/skill][skill]Shard Storm[/skill][skill]Ice Spikes[/skill][skill]Deep Freeze[/skill][skill]Maelstrom[/skill][skill]Feast of Corruption[/skill]
Seems noone wants a water ele...unfortunately Meteor Shower seems to be everyone's comfort blanket. If you have an ele in the group with MS everything will be OK. Yea Right. Feast Of Corruption.
You put FOC on a Water ele with no other curse skills.
AND you wonder why noone wants you.
My idea was maybe to go in with:
[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ice Spear[/skill][skill]Shard Storm[/skill][skill]Ice Spikes[/skill][skill]Deep Freeze[/skill][skill]Maelstrom[/skill][skill]Feast of Corruption[/skill]
Seems noone wants a water ele...unfortunately Meteor Shower seems to be everyone's comfort blanket. If you have an ele in the group with MS everything will be OK. Yea Right. Feast Of Corruption.
You put FOC on a Water ele with no other curse skills.
AND you wonder why noone wants you.
Crimson Baron
4 or 5 man team
Warrior
Earth Magic - 12 (necessary for 21 second Obsidian)
Strength - 10+1+2
Weapon attriute - Rest
Necessary skills: Obsidian Flesh/Armor of Earth/Dolyak Signet/Watch Yourself.
Must know how to get aggro and keep it, +20% enchant weapon mod, Sentinel's Armor recommended.
2 Monks
Divine Spirit - 8+1 (necessary for 26 second SB)
Protection - 12+1+3
Healing - Rest
Necessary skills: SB, Blessed Aura
Recommended skills:
Dwayna's kiss Sig of Rejuvi and Sig of Dev, Dismiss Condition
Essence Bond: Energy Maintenance (cast on Warrior)
Possibly ele secondary for energy management (Glyph of Energy for SB)
One Bonder
(self explanatory)
Necessary skills: Balthazar's Spirit, Life Barrier, Life Bond,
Optional skills:
Essence Bond: Cast on Tank instead of Balthazar on self, make Dwayna's kiss more efficient
Life attunement: tank will be doing little damage anyway, will increase Dwayna's kiss and make tank easy to maintain
1 SS necro
(self explanatory)
Necessary skills:SS, Arcane Echo
(Optional Slot)
1 ranger with EoE (could be placed on the bonder considering the bonder doesn't need to maintain more than 3 enchants (only tank))
1 SV necro to kill kai's or other important enemies, speed up killing, trigger EoE
Notes:
*Bond only the Tank
*Cast Balthazar's spirit on Tank
*ALWAYS keep either SB or Obsidian Flesh up.
*Possible to bring a battery necro to maintain energy
*The Tank must have ALL aggro or this build falls apart quickly
*Tank should not be attacking when under the energy denial enviro effect, must have enough energy for obs flesh.
*If all this is done, Dwayna's Kiss should heal the tank for a min of 366 health (without Divine Favor). This can of course be increased by adding more enchants, like Prot Spirit or others.
*Warrior can be replaced by a single Dervish with 9 second Vow of Silence won't need an SB monk then, however he will be harder to maintain than warrior due to less armor. Also I think Vow has a 1 second vulnerability between recasting.
Add:
Thought of an alternative to the Warrior Tank:
Get a 55 Ele/Mo. This Characters only job would be to maintain Prot Spirit on himself and cast Obsidian Flesh. This would eliminate the need for a bonder and would make the only skill the SB monk has to bring other than SB, Shield of Absorption. This would have to be maintained at nearly all times.
Benefits: easier to maintain immunity to all spells, easier to keep the character alive, Monk would need no points in Healing Spells, (place all in divine to maximize Shield of Absorption making it possible to always maintain it)
Negatives: More Fragile makes keeping anti spell up vital, also more prone to interrupts, not feasible vs touch mobs
Warrior
Earth Magic - 12 (necessary for 21 second Obsidian)
Strength - 10+1+2
Weapon attriute - Rest
Necessary skills: Obsidian Flesh/Armor of Earth/Dolyak Signet/Watch Yourself.
Must know how to get aggro and keep it, +20% enchant weapon mod, Sentinel's Armor recommended.
2 Monks
Divine Spirit - 8+1 (necessary for 26 second SB)
Protection - 12+1+3
Healing - Rest
Necessary skills: SB, Blessed Aura
Recommended skills:
Dwayna's kiss Sig of Rejuvi and Sig of Dev, Dismiss Condition
Essence Bond: Energy Maintenance (cast on Warrior)
Possibly ele secondary for energy management (Glyph of Energy for SB)
One Bonder
(self explanatory)
Necessary skills: Balthazar's Spirit, Life Barrier, Life Bond,
Optional skills:
Essence Bond: Cast on Tank instead of Balthazar on self, make Dwayna's kiss more efficient
Life attunement: tank will be doing little damage anyway, will increase Dwayna's kiss and make tank easy to maintain
1 SS necro
(self explanatory)
Necessary skills:SS, Arcane Echo
(Optional Slot)
1 ranger with EoE (could be placed on the bonder considering the bonder doesn't need to maintain more than 3 enchants (only tank))
1 SV necro to kill kai's or other important enemies, speed up killing, trigger EoE
Notes:
*Bond only the Tank
*Cast Balthazar's spirit on Tank
*ALWAYS keep either SB or Obsidian Flesh up.
*Possible to bring a battery necro to maintain energy
*The Tank must have ALL aggro or this build falls apart quickly
*Tank should not be attacking when under the energy denial enviro effect, must have enough energy for obs flesh.
*If all this is done, Dwayna's Kiss should heal the tank for a min of 366 health (without Divine Favor). This can of course be increased by adding more enchants, like Prot Spirit or others.
*Warrior can be replaced by a single Dervish with 9 second Vow of Silence won't need an SB monk then, however he will be harder to maintain than warrior due to less armor. Also I think Vow has a 1 second vulnerability between recasting.
Add:
Thought of an alternative to the Warrior Tank:
Get a 55 Ele/Mo. This Characters only job would be to maintain Prot Spirit on himself and cast Obsidian Flesh. This would eliminate the need for a bonder and would make the only skill the SB monk has to bring other than SB, Shield of Absorption. This would have to be maintained at nearly all times.
Benefits: easier to maintain immunity to all spells, easier to keep the character alive, Monk would need no points in Healing Spells, (place all in divine to maximize Shield of Absorption making it possible to always maintain it)
Negatives: More Fragile makes keeping anti spell up vital, also more prone to interrupts, not feasible vs touch mobs
getalifebud
Quote:
Originally Posted by ubermancer
Feast Of Corruption.
You put FOC on a Water ele with no other curse skills.
AND you wonder why noone wants you. Ice spikes+deep freeze
You put FOC on a Water ele with no other curse skills.
AND you wonder why noone wants you. Ice spikes+deep freeze
ubermancer
Quote:
Originally Posted by getalifebud
Ice spikes+deep freeze
Yeah... so um...
Cebe
Quote:
Originally Posted by ubermancer
Yeah... so um...
*sigh*
Because I consider myself a good elementalist I don't need all my attributes in Energy Storage. SO, I have 9 in Energy Storage (8 + 1) and 16 in Water Magic (12 + 1 + 3)...the rest goes into Curses.
Obviously you either can't read or didn't understand the description of Feast of Corruption. FoC Deals so much damage to multiple foes and if they are under the influence of a hex I also steal health. And that damage is pretty much, more often than not, what it says on the tin. Not like Searing Flames which says it deals 112 and actually deals 60 damage.
So Deep Freeze + FoC actually deals much more damage than you actually give it credit for. Maybe you should try it. And, FYI, I have currently only gone fire in DoA because EVERYONE wants a stupid fire ele with Meteor Shower. Other elements in DoA apparently don't exist. Also...when did I say I couldn't get a group? I said noone wants a Water ele. I have every elementalist elite and none elite in all three games...I can run any build I am asked to.
Because I consider myself a good elementalist I don't need all my attributes in Energy Storage. SO, I have 9 in Energy Storage (8 + 1) and 16 in Water Magic (12 + 1 + 3)...the rest goes into Curses.
Obviously you either can't read or didn't understand the description of Feast of Corruption. FoC Deals so much damage to multiple foes and if they are under the influence of a hex I also steal health. And that damage is pretty much, more often than not, what it says on the tin. Not like Searing Flames which says it deals 112 and actually deals 60 damage.
So Deep Freeze + FoC actually deals much more damage than you actually give it credit for. Maybe you should try it. And, FYI, I have currently only gone fire in DoA because EVERYONE wants a stupid fire ele with Meteor Shower. Other elements in DoA apparently don't exist. Also...when did I say I couldn't get a group? I said noone wants a Water ele. I have every elementalist elite and none elite in all three games...I can run any build I am asked to.
ubermancer
Eschew patronizing dribble.
There is a problem with running 16 in an offensive attribute, then having 10 in an off-class offensive attribute, just for the sake of one skill. (An elite at that!) This problem is one of efficiency.
Get a necro to play FOC. Last I checked 16/18 Curse FOC hurts alot more then 10 Curse FOC. (plus, then you can use all sorts of cool skills that own in PVE like Meekness, Desecrate/Defile Enchantments, Defile Flesh, Enfeebling Blood, Vocal Minority etc)
I see the merit in both Water ele's, and FOC necros (the first is the only reasonable substitute for a trapper in stygian, and the latter I run), but running FOC on a Water ele is like running a Monk with Dash. You can do it, maybe even get it to do what you want to, but why wouldnt you just do something better?
There is a problem with running 16 in an offensive attribute, then having 10 in an off-class offensive attribute, just for the sake of one skill. (An elite at that!) This problem is one of efficiency.
Get a necro to play FOC. Last I checked 16/18 Curse FOC hurts alot more then 10 Curse FOC. (plus, then you can use all sorts of cool skills that own in PVE like Meekness, Desecrate/Defile Enchantments, Defile Flesh, Enfeebling Blood, Vocal Minority etc)
I see the merit in both Water ele's, and FOC necros (the first is the only reasonable substitute for a trapper in stygian, and the latter I run), but running FOC on a Water ele is like running a Monk with Dash. You can do it, maybe even get it to do what you want to, but why wouldnt you just do something better?