Ravenheart Gloom (6 PPL run)

tmarosi

tmarosi

Banned

Join Date: Apr 2006

Croatia

Croatian Maniacs [CM]

Mo/

1) Mo/Me (605 SoA SB with Mantha of Resolve) - dont know about atributes
Matra of Resolve, Protective spirit, Spirit Bond, Shield of Absorption, Spell breaker, Essence Bond, Balthzar's Spirit, Blessed Aura
2) Mo/X - 16 on smiting, 15 on protection
Holy wrath, Retrebution, Vital blessing, Life Attunement, Signet of Judgement, Bane signet, Signet of rage, Rebirth
3) Mo/N - 16 on healing, 12 on divine, rest on blood
Succor, Watchful spirit, Mending, Signet of devotion, Blessed signet, Blood ritual, Purge signet, Rebirth
4) R/Mo - dont know about atributes
Quickenin Zephyr, Edge of extiction, Brambles, Serpent's quickness, rebirth (rest is your choice,but you can use this), Whirling defense, Lightbringer's gaze, Troll Urgent
5) SF nuker
6) SF nuker

All enchatements goes on Mo/Me (he takes a lot of dmg).

All stay back, and when there are left up to 4 enemy nuke them and smithe them

Here is nice screenshot (i was seeing this all the time )
http://img175.imageshack.us/my.php?image=gw001us9.jpg

Antheus

Forge Runner

Join Date: Jan 2006

Nerf DoA. It's too hard, players are leaving the game because of it. Anet has lost its mind. It's impossible. The mobs are unkillable. And all that...

Can this complete the entire quest, or is it just a farming build?

tmarosi

tmarosi

Banned

Join Date: Apr 2006

Croatia

Croatian Maniacs [CM]

Mo/

Quote:
Originally Posted by Antheus
Nerf DoA. It's too hard, players are leaving the game because of it. Anet has lost its mind. It's impossible. The mobs are unkillable. And all that...

Can this complete the entire quest, or is it just a farming build? you can clear all area there and complete quest (just not rush)

if you are going for quest i would recommend first to clear area (watch out for patrols)

malevolence

malevolence

Krytan Explorer

Join Date: Jun 2006

great , I will try to find people to make this build

Nilator

Nilator

Jungle Guide

Join Date: Dec 2005

Mo/

3rd monk has no elite? why?

Hot Dead

Hot Dead

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by Nilator
3rd monk has no elite? why? you dont need an elite all the time.....

Trevor Reznik

Ascalonian Squire

Join Date: Mar 2006

to be clear, you're saying you beat ravenheart with this?

scrinner

Wilds Pathfinder

Join Date: Jan 2006

You.. beat.. ravenheart with 6 people? Wow..

jinkas

Academy Page

Join Date: Jun 2006

Scars Meadows [SMS]

R/

That looks great! If anyone wants to run this and needs a ranger, just whisper me in game.

IGN: Rodan Kenritgyt

tmarosi

tmarosi

Banned

Join Date: Apr 2006

Croatia

Croatian Maniacs [CM]

Mo/

Quote:
Originally Posted by scrinner
You.. beat.. ravenheart with 6 people? Wow.. you could go with 4 ppl too...one ele less and one monk (then no smiting skills) but its a lot slower then (but more loot for you)

scamPOR

Krytan Explorer

Join Date: Jun 2005

On monk 3 whats the 16 healing for? doesn't mending cap out @ 13 healing?

Etrik

Etrik

Krytan Explorer

Join Date: Jun 2006

Romania

None atm

Mo/

Does it matter?

RotteN

RotteN

Forge Runner

Join Date: Jun 2005

W/

Quote:
Originally Posted by Etrik
Does it matter? it sure does, why sacrifise 75HP if it doesn't make any difference ?

mending breakpoint is indeed 13 healing, so a minor healing rune will do

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Or he could put a rune on DF and up his blood magic instead of wasting extra into healing.

LoKi Foxfire

LoKi Foxfire

Krytan Explorer

Join Date: Apr 2005

Florida

One Corgi Army {OCA}

R/Rt

Quote:
Originally Posted by tmarosi
you could go with 4 ppl too...one ele less and one monk (then no smiting skills) but its a lot slower then (but more loot for you) I've been able to do it with 4 people. Kill enemies that is; I haven't had time to play it through. It's a bit tough with heroes to get the positioning right though... XD

Edit: If you're stacking enchants BRING Dwayna's Kiss. It's like a 500 hp heal.

I also need to get my monk to DoA and try this... I'm figuring it's much easier to be the tank than the ranger when you're positioning.

Luis

Luis

Ascalonian Squire

Join Date: Aug 2006

Can you post full tactic? We died (2 extra sf) in the begining, and we don't know how to do it

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

If choosing to go with one monk, would you select the Mo/Me build straight up or combine the Mo/Me with some skills of the bonder?

bugsy3861

Ascalonian Squire

Join Date: May 2006

Mo/W

I have completed the missions with this build (I believe I am its creator--- Quarx Mooncloak) but there are some problems with interrupts and sb.... even with mantra at 10, 14 divine, 14 prot, 635 health it is difficult but doable. I will keep working on the build. You need at least 5 as you cant take out the remaining torments without an ele. I will post fine tuned build as soon as I finish but I have 7 or 8 torment gemstones and 2 greens in last 2 days.... oh and I completed the missions. It can be done. If you want in whisper me. I am always working on it.

Tetris L

Tetris L

Jungle Guide

Join Date: May 2005

Germany

Servants of Fortuna

Quote:
Originally Posted by Antheus
Nerf DoA. It's too hard, players are leaving the game because of it.

This is like saying: "Somebody gave me a free(!) Ferrari, but I find it too hard to drive, so I quit driving cars alltogether."

bugsy3861

Ascalonian Squire

Join Date: May 2006

Mo/W

Heres the complete build: Ive completed Gloom Run several times with this
1.
Mo/Me (the tank)
14 Divine 10+3+1
14 Prot 11+3
10 Inspiration

Skill Bar: Mantra of Resolve, Prot Spirit, Shield of Absorbtion, Spirit Bond, Spellbreaker, Balths Spirit, Essence Bond, Blessed Aura

Weapon: I use the cheap and effective Kephkets Refuge.

Armour: I use the armour from Shing Jea with a sup vigor, sup divine, sup prot and vitae runes---> 435 hp before smiter bonds you up and 600+ after (depending on his protection attribute level).

Take a few Candy Canes because after 2 deaths its hard to get DP back under control.

Summing up Strategy: You take the majority of the hits so just figure out the casting rhythm and don't worry about dying too much (it happens). The first group coming down the hill is tough. I call my energy on first cast always for br to keep energy regen. Try to pull 1 of the 4 groups before the others. Afterwards it is pretty much smooth sailing, but if you see a spawn of all earths and fleshes with no casters---STAY AWAY (update+melee+call of torment= way too many torments to handle). Make sure your mana is full and you have on mantra before casting SB (they can interrupt you all the way to 0). I usually follow the wall around and kill the groups as I see them appear. It is possible to take out first group and run for the cave though. Why the first group? To make sure that everyone understands what they have to do (jumpy eles and smiters.... basically just to make sure that everyone is comfortable). There is a part of the Gloom which is towards the gate to the Foundry which does have alot of patrols (6 or so). Who cares? You will and so will the rest of your group as it is tough to set yourself up in a spot where they can res you. Watch out for Abyssals and Meteor!! Dont tank big groups! Just go 1 by 1 and take them out. You will probably get a green drop here as well (or two).

The Cave: If you make it and have cleared out the Gloom beforehand this is the deciding moment. Res won't help you at all. Tank and cast and hope you dont get interrupted.

The Portal: Pretty simple but be careful about the spawns. Same thing tank and cast.

The Darkness: Go 1 at a time and they eventually turn into earth torments. More Green Drops.

2.
Mo/X (smiter bonder)
16 Smite 12+1+3
15 Prot 12+3

Skill Bar: Vital Blessing, Life Attunement, Holy Wrath, Retribution, Signet of Judgement, Purge Signet, Bane Signet, Rebirth

Weapon: Whatever

Armour: Whatever just put on smite scalp and superior smite rune and a superior prot rune.

Strategy: Bond up and stay back(just like in FoW and UW). In the end come up and help clean with signets. Do not change signet of judgement for shield of judgement!! You wont have any energy to cast except for when the tank dies. If you have to recast because you got killed, cast holy wrath last.

3.
Mo/N (bonds/br)
13 Healing *good point
15 Divine
rest in blood (7 or 8)

Skill Bar: Mending, Watchful Spirit, Succor, Holy Veil (or signet of devotion), Spellbreaker backup, Blessed Signet, Blood Ritual, Rebirth.

Weapon: Whatever--20% recharge is nice for sb

Armour: Just make sure you have the attribute points necessary.

Strategy: Bond up the tank. Each time before the tank goes in on a group hit him once or twice with br because casting take almost all his energy. Stay back as you have 0 offensive value. Hit the eles with br as well when they call for it. When the interrupts start coming spam sb on monk, but only if you can do it without aggroing the enemy.
Do the mending and the rest of the bonds do that much? I feel more comfortable with them on (you may think that it lowers your gem drop chances).

4.
R/mo (qz)
16 Wilderness 12+1+3
15 Beast mastery 12+3

Skill Bar: Quickening Zephyr, Serpents Quickness, Edge of Extinction, Brambles, Lacerate, Lighbringers Gaze, Purge Signet, Rebirth

Weapon: Staff for recharge

Armour: Whatever... just take scalp and superior runes.

Strategy: Keep up qz at all times. Without it the monk will definitely die as he cannot recast SB. Use EoE to help when the enemies approach their unavoidable deaths. When eles come in and start bombing the leftover cast brambles and lacerate for added damage. And then attack with lb gaze. Stay back most of the time and spam qz and serpents.

5&6.
2x E/mo (meteor/sf)

It is the basic SF/meteor with lightbringer gaze, purge signet and rebirth.

Strategy: Don't get jumpy! Stay back and don't aggro. The damage in the build doesn't revolve around you guys this time. But you are equally important because without the eles it's impossible to finish them all off. Wait for the tank to ping and come in for the kill. Take out the spirit torments (interrupts) then the mesmer torments and then the monks. Call for energy if needed. On the third quest (darkness) you will have to come in fast and bomb the hell out of them because the tank won't have enough energy to keep recasting due to minimal number of hits the deal on him. But stay away when they turn into earth torments as they will run wild on you.

Everyone must use purge signet to stop interrupts. But be careful about aggros!!!


** Is this a fixed 6 man build? Nope... u can take out 1 ele and possibly 1 monk ( drop the healing bonder *not the smite bonder*)but I'm gonna stick with 6.

You can also do foundry (positioning is tough) and maybe the city (haven't tried it yet) like this. I've been working on this in the Gloom since last monday.

Heroes can come but they are a pain and I'd rather share drops with real players anyways.

If you die on 1st group don't worry, that's the toughest one other than the cave.

I want to thank Narutoscryed for the original SoA build cause its all based on that. You da man.

Quarx Mooncloak

Velath

Velath

Frost Gate Guardian

Join Date: Aug 2006

Canada

A/

Congrats on figuring this out guys.

Approximately how long is it taking you to do the 6-man run?

PM me on here if you're needing an extra ele after 9pm eastern.

bugsy3861

Ascalonian Squire

Join Date: May 2006

Mo/W

approx. 90 minutes

Etrik

Etrik

Krytan Explorer

Join Date: Jun 2006

Romania

None atm

Mo/

If any of the people running this build with a Dervish in it, I'm up for the job - got all dervish skills unlocked and can go grab any proph/factions skill.

Just holler: Angel of Arnor.

Detraya fullvear

Ascalonian Squire

Join Date: Oct 2006

I l Power Overwhelming I l [HaX]

Mo/Me

i did this with a random pug, and was fun. if you ever need a smiter or heal bonder, pm

ign: Detraya Fullvear

EtherealByte

EtherealByte

Wilds Pathfinder

Join Date: Feb 2006

| | R E A P E R S | |

R/Rt

that wasnt just ANY random pug :P

Kalki

Lion's Arch Merchant

Join Date: Dec 2005

Summoners of Forgotten Gods

W/Mo

Nice build you have here. Too bad warriors are left out of it

Quote:
Originally Posted by Antheus
It's impossible. The mobs are unkillable. Wrong.

tmarosi

tmarosi

Banned

Join Date: Apr 2006

Croatia

Croatian Maniacs [CM]

Mo/

Quote:
Originally Posted by bugsy3861
Heres the complete build: Ive completed Gloom Run several times with this
1.
Mo/Me (the tank)
14 Divine 10+3+1
14 Prot 11+3
10 Inspiration

Skill Bar: Mantra of Resolve, Prot Spirit, Shield of Absorbtion, Spirit Bond, Spellbreaker, Balths Spirit, Essence Bond, Blessed Aura

Weapon: I use the cheap and effective Kephkets Refuge.

Armour: I use the armour from Shing Jea with a sup vigor, sup divine, sup prot and vitae runes---> 435 hp before smiter bonds you up and 600+ after (depending on his protection attribute level).

Take a few Candy Canes because after 2 deaths its hard to get DP back under control.

Summing up Strategy: You take the majority of the hits so just figure out the casting rhythm and don't worry about dying too much (it happens). The first group coming down the hill is tough. I call my energy on first cast always for br to keep energy regen. Try to pull 1 of the 4 groups before the others. Afterwards it is pretty much smooth sailing, but if you see a spawn of all earths and fleshes with no casters---STAY AWAY (update+melee+call of torment= way too many torments to handle). Make sure your mana is full and you have on mantra before casting SB (they can interrupt you all the way to 0). I usually follow the wall around and kill the groups as I see them appear. It is possible to take out first group and run for the cave though. Why the first group? To make sure that everyone understands what they have to do (jumpy eles and smiters.... basically just to make sure that everyone is comfortable). There is a part of the Gloom which is towards the gate to the Foundry which does have alot of patrols (6 or so). Who cares? You will and so will the rest of your group as it is tough to set yourself up in a spot where they can res you. Watch out for Abyssals and Meteor!! Dont tank big groups! Just go 1 by 1 and take them out. You will probably get a green drop here as well (or two).

The Cave: If you make it and have cleared out the Gloom beforehand this is the deciding moment. Res won't help you at all. Tank and cast and hope you dont get interrupted.

The Portal: Pretty simple but be careful about the spawns. Same thing tank and cast.

The Darkness: Go 1 at a time and they eventually turn into earth torments. More Green Drops.

2.
Mo/X (smiter bonder)
16 Smite 12+1+3
15 Prot 12+3

Skill Bar: Vital Blessing, Life Attunement, Holy Wrath, Retribution, Signet of Judgement, Signet of Rage, Bane Signet, Rebirth

Weapon: Whatever

Armour: Whatever just put on smite scalp and superior smite rune and a superior prot rune.

Strategy: Bond up and stay back(just like in FoW and UW). In the end come up and help clean with signets. Do not change signet of judgement for shield of judgement!! You wont have any energy to cast except for when the tank dies. If you have to recast because you got killed, cast holy wrath last.

3.
Mo/N (bonds/br)
13 Healing *good point
15 Divine
rest in blood (7 or 8)

Skill Bar: Mending, Watchful Spirit, Succor, Holy Veil (or signet of devotion), Spellbreaker backup, Blessed Signet, Blood Ritual, Rebirth.

Weapon: Whatever--20% recharge is nice for sb

Armour: Just make sure you have the attribute points necessary.

Strategy: Bond up the tank. Each time before the tank goes in on a group hit him once or twice with br because casting take almost all his energy. Stay back as you have 0 offensive value. Hit the eles with br as well when they call for it. When the interrupts start coming spam sb on monk, but only if you can do it without aggroing the enemy.
Do the mending and the rest of the bonds do that much? I feel more comfortable with them on (you may think that it lowers your gem drop chances).

4.
R/mo (qz)
16 Wilderness 12+1+3
15 Beast mastery 12+3

Skill Bar: Quickening Zephyr, Serpents Quickness, Edge of Extinction, Brambles, Lacerate, Lighbringers Gaze, Trolls Unguent(or something else), Rebirth

Weapon: Staff for recharge

Armour: Whatever... just take scalp and superior runes.

Strategy: Keep up qz at all times. Without it the monk will definitely die as he cannot recast SB. Use EoE to help when the enemies approach their unavoidable deaths. When eles come in and start bombing the leftover cast brambles and lacerate for added damage. And then attack with lb gaze. Stay back most of the time and spam qz and serpents.

5&6.
2x E/mo (meteor/sf)

It is the basic SF/meteor with lightbringer gaze and rebirth.

Strategy: Don't get jumpy! Stay back and don't aggro. The damage in the build doesn't revolve around you guys this time. But you are equally important because without the eles it's impossible to finish them all off. Wait for the tank to ping and come in for the kill. Take out the spirit torments (interrupts) then the mesmer torments and then the monks. Call for energy if needed. On the third quest (darkness) you will have to come in fast and bomb the hell out of them because the tank won't have enough energy to keep recasting due to minimal number of hits the deal on him. But stay away when they turn into earth torments as they will run wild on you.


** Is this a fixed 6 man build? Nope... u can take out 1 ele and possibly 1 monk ( drop the healing bonder *not the smite bonder*)but I'm gonna stick with 6.

You can also do foundry (positioning is tough) and maybe the city (haven't tried it yet) like this. I've been working on this in the Gloom since last monday.

Heroes can come but they are a pain and I'd rather share drops with real players anyways.

If you die on 1st group don't worry, that's the toughest one other than the cave.

I want to thank Narutoscryed for the original SoA build cause its all based on that. You da man.

Quarx Mooncloak yes it is your team build and tactics, im just sharing it with others

all thanx to Quarx

Kazamafury

Kazamafury

Krytan Explorer

Join Date: May 2005

Mo/

I'd be willing to give this a try too.

I'd be willing to play any of the monks.

IGN: Kaz Reborn

Akane

Academy Page

Join Date: Apr 2006

E/Mo

Nice work!

A few suggestions:
1. Have the tank carry Holy Veil instead of Balth's Spirit - better to self-manage hexes.
2. Have the Mo/N use Balth's Spirit on both self and on tank.
3. Have the Mo/N use Lifebond and Life Barrier on tank instead of Mending/Watchful.

If the tank is getting lots of hits, the Life Bond should give the Mo/N plenty of energy to feed BR to Ele's.

The decision becomes Mending, Watchful Spirit or Succor as the Mo/N's remaining bond. Personally, I would go Succor. If the Life Bond hit rate is high enough, it could even be fed to the Ele's.

Note: with Life Bond, Life Barrier & Balth's Spirit, the Mo/N can setup one or more secondary tanks in a pinch. (I utilized that strategy against those pesky titans as the Ele's MS will break aggro).

Etrik

Etrik

Krytan Explorer

Join Date: Jun 2006

Romania

None atm

Mo/

Quote:
Originally Posted by Akane
Nice work!

A few suggestions:
1. Have the tank carry Holy Veil instead of Balth's Spirit - better to self-manage hexes.
2. Have the Mo/N use Balth's Spirit on both self and on tank.
3. Have the Mo/N use Lifebond and Life Barrier on tank instead of Mending/Watchful.

If the tank is getting lots of hits, the Life Bond should give the Mo/N plenty of energy to feed BR to Ele's.

The decision becomes Mending, Watchful Spirit or Succor as the Mo/N's remaining bond. Personally, I would go Succor. If the Life Bond hit rate is high enough, it could even be fed to the Ele's.

Note: with Life Bond, Life Barrier & Balth's Spirit, the Mo/N can setup one or more secondary tanks in a pinch. (I utilized that strategy against those pesky titans as the Ele's MS will break aggro). Bonds don't work with SB/touch skills. SB heals through touch skills from other sources of damage, bonds don't. Your idea, won't work.

Akane

Academy Page

Join Date: Apr 2006

E/Mo

Oh you're right! Life Bond and Life Barrier kill the effectiveness of Holy Wrath and Retribution.

Akane

Academy Page

Join Date: Apr 2006

E/Mo

The smiter could carry Lightbringer's Gaze - more damage than SigOJ.
Just need to focus swap from negative to positive energy set to cast.

Need to carry Blessed Sig to recover reserve energy pool after switching back to negative set.
Good smiters can even swap to cast Shield of Judgement, though Sig of Judgement is much easier to use.

As well, the bonders should swap headpieces to get benefit of extra points. For example, the smiter would cast holy Wrath and Retribution wearing smiting headpiece, then switch to prot headpiece for Vital Blessing and Life Attunement.

For Elite, the smiter could spam Sig of Removal every 5 seconds (at least have something to do). Purge Sig is another useful option rather than the minimal damage of Bane Sig or Sig of Rage.

Akane

Academy Page

Join Date: Apr 2006

E/Mo

Oh, and shouldn't EVERYBODY be running Essence Bond off the tank for some juicy energy supply?

Looking over the builds, only the Monk/Necro throws me. It's kind of crappy, and there's almost no heal capacity.

How about:
1. Blessed Signet
2. Blood Ritual
3. Dwayna's Kiss (for tank)
4. Orison of Healing
5. Healer's Boon (my fave healing elite by far)
6. Mending (for tank)
7. Essence Bond (from tank)
8. Resurrection Chant (4 sec full health rez with Healer's Boon)

Lord Ra

Academy Page

Join Date: Mar 2006

Mo/

Akane you need to re-read all the builds, you don't seem to have an idea of how it works. That monk doesn't need to heal since hez staying all back of the bus maintaining bonds and may have to something in an emergancy. Your guys cannot stand up and constant cast as well, aggro will brake off your tank if your within any range of even the guy your healing for a period of time. The retribution/holy wrath is how your doing the main source damage, the rest of the dmg is for finnishing the tormented creatures who use call, and for killing groups of small numbers after they get weakend since energy regen on the SB monk becomes an issue with only a few creatures hitting for an extended period of time.

Congrats on throwing the build together though. My only question is how long does it take you guys to do the quest on average? I was guessing 3ish hours or more with this, but I want to know for sure.

Matt Aquarius

Pre-Searing Cadet

Join Date: Jun 2006

Akane, you should really try to tank a few times with this build, and then start improving it. Couse now I have a feeling you're just throwing ideas in, and most of them don't make any sense (like Holy Veil....if tank has a hex on him that means his SB is down...and he kinda needs to be ressed).

Anyway, I've been trying this build with a few friends, and although it's a great idea, I don't like the cave part "just cast and hope you don't get interrupted". It's not really reliable for that area part couse you can't get back, ress and recover. So I was thinking condition removers...couse your biggest int. problem are Sanity Tormentors with Stunning Strike. If you cast SB (SpellBreaker) while Dazed your energy goes to 0 in 1/2sec (talking about the cave), Mantra Drops and you're interrupted. A backup SB is good here, but you still have issues with casting sb (Spirit Bond) if a mob is big enough. So we were trying with Norgu as a cond. remover with this build:
Max Inspiration and Fast Casting (can put all sup runes on him, he'll be waaaaay back).
Cautery Signet
Remedy Signet
Symbolic Celerity
Mantra of Inscriptions
Res

Just put him in the back and make him cast Cautery ALL THE TIME, as soon as it's recharged. Since smiter is pretty much bored in there, he's the ideal person to take care of our little dumb Norgu (who btw won't cast anything if you don't make him). The bonder can take Balth. and put it on the tank, so tank has 1 free spot, for either Purge Conditions or Mantra of Concentration. Cautery can be cast every 8sec with this setup, and Purge cond. every 10 sec (couse of QZ). I think Purge is a better idea than let's say Mending Touch couse while Dazed, Mending Touch is about 1,5sec cast, while Purge is 1/2sec.
If I figured it right, you usually get a few Paragons in a mob, and their adrenaline charges up at the similar rate. So you usually get Dazed few times in a row, so Purge Cond. would be for the second Daze.

I was also thinking of killing the problem at the source...but it's too many variables. Necro with high Illusions could cast Soothing Images on Paragons, but that would probably require him to aggro a part of the mob, and they should be piled up perfectly for the "all adjencted" effect to work. Maybe Necro with SB from the bonder could cast it...maybe I'm just talking out of my ass...
If any1 tests this out, plz lemme know how it went.

And Quarx.. *bows* GR8 job!

Akane

Academy Page

Join Date: Apr 2006

E/Mo

Matt you're thinking and tweaking - that's what it's all about. For condition removal - I suggested the smiter could keep spamming Sig of Removal on the tank. One hex and one condition every 5 seconds. And throw the odd Purge Sig. If it's still a problem, Mending Touch is a great self-cleanse for the tank. Purge conditions is 20 sec recharge - not good.

Sure, I am throwing out some ideas - headpiece swapping and focus item swapping for energy. But most of what I said has been long proven effective in UW and FoW. I've used similar builds there, and I didn't invent any of the ideas I shared, and most of the offered build isn't new either. The smiter is identical. The tank is a conventional SBond build tweaked with Shield of Absorbtion to compensate for the previous SBond nerf. The Mo/N is different, but not a particularly attractive build.

My point regarding Holy Veil and Balth's Spirit is simply that the tank can have someone else bond him with Balth's. Matt caught on to that. A Life Bonder is the perfect one to do it, but in this case that would negate the smiting effect. So, not much point in changing Balth's Spirit off the tank since no one else would benefit from using it for themselves.

Essence Bond - since when is it restricted to one bonder? People, wake up. Anyone/everyone can bond the tank with this. Been doing that for eons. Of course, unlike Mending, etc. the energy reward doesn't go to the tank (except for tank's OWN copy of Ebond). The energy only goes back to each specific bonder. That's one of the key benefits of utilizing a tank in the first place.

Now, the tank won't see anybody else's copy of Essence Bond anywhere on his/her screen, and maybe that's why Anarion believed it didn't work. However it may appear, the energy will still feed back to ALL of those Ebonding that tank.

Try it, you'll like it.

Koning

Koning

Wilds Pathfinder

Join Date: Jan 2006

Quote:
Originally Posted by Akane
Essence Bond - since when is it restricted to one bonder? Anyone/everyone can bond the tank with this. Been doing that for eons. Of course, unlike Mending, etc. the energy reward doesn't go to the tank (except for tank's OWN copy of Ebond). The energy only goes back to each specific bonder. That's one of the key benefits of utilizing a tank in the first place.

The tank won't see anybody else's copy of Essence Bond anywhere on his/her screen, but the energy will still feed back to all those Ebonding that tank. Try it, you'll like it. /true

when we were doing 3 man fow all the time, everyone had 1 copy of essence bond on the tank (including the tank himself) and we all received energy from it.

Akane

Academy Page

Join Date: Apr 2006

E/Mo

Before the big AoE nerf, Meteor Shower was a dominant spell. As you know, it will break aggro, and that makes it riskier and less effective to use. Mobs don't stick around to take the hits and tend to re-engage onto squishies.

But still, everyone keeps picking MS for their builds. The Ele's can engage the mobs much sooner if they can refrain from spells that trigger mobs to immediately break away from their lock on the tank.

One may consider modifying the ele build so they can contribute more damage continually rather than just mopping up at the end.

And thanks for the support Koning.

Etrik

Etrik

Krytan Explorer

Join Date: Jun 2006

Romania

None atm

Mo/

Quote:
Originally Posted by Akane
Before the big AoE nerf, Meteor Shower was a dominant spell. As you know, it will break aggro, and that makes it riskier and less effective to use. Mobs don't stick around to take the hits and tend to re-engage onto squishies.

But still, everyone keeps picking MS for their builds. The Ele's can engage the mobs much sooner if they can refrain from spells that trigger mobs to immediately break away from their lock on the tank.

One may consider modifying the ele build so they can contribute more damage continually rather than just mopping up at the end.

And thanks for the support Koning. Actually it doesn't break aggro if there's just one copy of Meteor Shower, because of the KDs. Trust me.

And if you want lots of damage - Meteor Shower + Earhbind + 2x Searing Heat = win! They take massive AoE damage and can't get out of it.

hansiac

hansiac

Ascalonian Squire

Join Date: Dec 2006

WitB

W/Me

Tried this run a few times, both as tank, smiter and M/N.
(Thx alot Quarx, for showing me this build, and for beeing so helpful, finally got the tanking sorted out)
I dont like the word, lucky, but it seems to be the only way to actually complete the quest.
Fighting the hughe mob at the cave, i always get interrupted or loose Mantra(and all energy along with it) and end up dead.
Im currently working on a infinite Shadow Tank (yes, its possible) and i have to say its the easiest tanking ive ever done in Ravenheart Gloom. Only problem is at the cave.
For some reason i get my SF ripped there(by some skill, i cant figure out what)
Anyway, my SF-(shadow form, if you didnt get that) build can easily clear the map without any deaths on any of my party-members.
I came up with this idea yesterday and tried it 3 times(was a bliss until tanking at the cave)
I still need more time to figure out WTF is happening at the cave.
Ill post the entire build when i have it sorted out.

THX again for a great post.

GL everyone!