3 man FoW
the killing warrior
hi all, this is my first guide ever so dont flame to much please
i appologize for my bad english
the build consist of:
1x mo/d -> the tank ( 600hp)
1x mo/x -> the smiter
1x n/me -> the ss necro
the tank
armor/weapons:
shing jea armor ( of armor with same AL or starters armor) with protection prayers headgear.
icy weapon of enchanting ( +5 energy and 20% enchanting)
runes:
major ( or superiour) vigor, major divine and superiour protection.
the smiter
armor/weapons
superiour protection prayers rune and superiour smiting prayer rune. a prot and a smiting head gear. switch headgears to maximize the effect of the enchaments. weapon doesnt matter.
the ss necromancer
armor/weapons:
max AL armor with extra energy and curses headgear.
icy weapon. HSR and/or HRT is useful.
runes:
superiour curses, major or sup vigor rune.
Usage
the shadow army:
shadow monks: when there are melee enemy's lure them to the monk and necro use sv/av on tank and casts ss on warriors or monks. spinal on monks also works great
tank keep up ps and sb.
shadow beasts: cast ss on them and spinal to interrupt. when fighting only shadow beasts there is no need for the tank to keep up ps and sb, just keep up mystic regen and you won't die.
shadow mesmers and elementalist: tank keep up ps, sb and sb (e) when possible.
tank: watch your enchaments for enchament removal and when standing in a fire storm run out otherwise sb can go off very fast.
abbysals: tank keep up ps,sb and fleeting stability. necro cast ss on them.
shadow rangers: tank keep up ps and sb and necro can cast ss on them if he whants ( not necesarry).
the great battlefield:
skeletals: tank keep up ps and sb and they will die very fast ( double dmg )
when fighting groups with ether breakers or ice hands also keep up sb (e).
necro doesn't have to do anything here, skeletals will die very fast.
skeleton impalers: tank keep up ps and sb. when u walk in their traps use dismiss for self heal and to remove conditions.
forest:
note for smiter: stay far away, natures renewal will rend your enchaments on the tank.
spirit shepperds: tank keep up ps and sb but if they dont cast spells on you use mystic regen. ss necro casts ss on them.
rock borer worms: tank keeps up ps,sb and mystic regen.
stand in range of them then necro casts hexes on them.
after that tank runs to them and start attacking, now they will start attacking and they will die.
spirit woods: tank keep up ps and sb and agro them. necro casts hexes on them and they will die.
armored cave spiders: tank keeps up ps and sb. necro casts ss on them, and you should keep attacking them to interrupt healing spring.
banshees ( when doing that quest): tank switch to normal max AL armor and keeps up ps, sb and mystic regen and heals himself. necro casts hexes on them.
spider cave:
--didn't tested it here yet--
doable things/area's are:
-the tower of courage (also that quest from rastigan)
can kill almost everything here
-the great battlefield.
can kill everything here except smoke walkers and those dragon liches.
-forest of the wailing lord.
can do everything ( except quest from the lord, with those griffins)
-the temple of war (forgemaster)
can do everything in here, also quest Defend the Temple of War. didn't tested Restore the Temple of War yet.
screenshots:
more will come when i have time.
credits:
-me
-visara capashan ( friend who helped me with making build and testing)
-linda sunrise ( helped testing the build)
notes
-smiter use his signets when there are only monks, on those skeletals when only bonders are alive, banshees and on shadow beast when there are only 1 or 2 and on shadow warriors when the group only consist of less then 3 melee enemy's ( and when there are no casters)
-when there are only casters ball them up so ss does dmg to all of them.
-spirit bond is not nerfed so don't post "spirit bond is nerfed it sux" or something. you just have to re-cast it more.
-only re-cast spirit bond when its off, those 10 hits don't stack. when having trouble with this keep up mystic regen too, this will give you a little bit extra time to re-cast spirit bond.
-smiter should stay back, when tank and necro die he can always rebirth them.
-in the beginning it can be hard but with after u become experienced with it it's easy.
-when necro get's damage cast ps or sb on him and if he gets alot dmg use dismiss on him to heal him.
- the smiter can be a hero.
-post questions/feedback in this thread.
i appologize for my bad english
the build consist of:
1x mo/d -> the tank ( 600hp)
1x mo/x -> the smiter
1x n/me -> the ss necro
the tank
armor/weapons:
shing jea armor ( of armor with same AL or starters armor) with protection prayers headgear.
icy weapon of enchanting ( +5 energy and 20% enchanting)
runes:
major ( or superiour) vigor, major divine and superiour protection.
the smiter
armor/weapons
superiour protection prayers rune and superiour smiting prayer rune. a prot and a smiting head gear. switch headgears to maximize the effect of the enchaments. weapon doesnt matter.
the ss necromancer
armor/weapons:
max AL armor with extra energy and curses headgear.
icy weapon. HSR and/or HRT is useful.
runes:
superiour curses, major or sup vigor rune.
Usage
the shadow army:
shadow monks: when there are melee enemy's lure them to the monk and necro use sv/av on tank and casts ss on warriors or monks. spinal on monks also works great
tank keep up ps and sb.
shadow beasts: cast ss on them and spinal to interrupt. when fighting only shadow beasts there is no need for the tank to keep up ps and sb, just keep up mystic regen and you won't die.
shadow mesmers and elementalist: tank keep up ps, sb and sb (e) when possible.
tank: watch your enchaments for enchament removal and when standing in a fire storm run out otherwise sb can go off very fast.
abbysals: tank keep up ps,sb and fleeting stability. necro cast ss on them.
shadow rangers: tank keep up ps and sb and necro can cast ss on them if he whants ( not necesarry).
the great battlefield:
skeletals: tank keep up ps and sb and they will die very fast ( double dmg )
when fighting groups with ether breakers or ice hands also keep up sb (e).
necro doesn't have to do anything here, skeletals will die very fast.
skeleton impalers: tank keep up ps and sb. when u walk in their traps use dismiss for self heal and to remove conditions.
forest:
note for smiter: stay far away, natures renewal will rend your enchaments on the tank.
spirit shepperds: tank keep up ps and sb but if they dont cast spells on you use mystic regen. ss necro casts ss on them.
rock borer worms: tank keeps up ps,sb and mystic regen.
stand in range of them then necro casts hexes on them.
after that tank runs to them and start attacking, now they will start attacking and they will die.
spirit woods: tank keep up ps and sb and agro them. necro casts hexes on them and they will die.
armored cave spiders: tank keeps up ps and sb. necro casts ss on them, and you should keep attacking them to interrupt healing spring.
banshees ( when doing that quest): tank switch to normal max AL armor and keeps up ps, sb and mystic regen and heals himself. necro casts hexes on them.
spider cave:
--didn't tested it here yet--
doable things/area's are:
-the tower of courage (also that quest from rastigan)
can kill almost everything here
-the great battlefield.
can kill everything here except smoke walkers and those dragon liches.
-forest of the wailing lord.
can do everything ( except quest from the lord, with those griffins)
-the temple of war (forgemaster)
can do everything in here, also quest Defend the Temple of War. didn't tested Restore the Temple of War yet.
screenshots:
more will come when i have time.
credits:
-me
-visara capashan ( friend who helped me with making build and testing)
-linda sunrise ( helped testing the build)
notes
-smiter use his signets when there are only monks, on those skeletals when only bonders are alive, banshees and on shadow beast when there are only 1 or 2 and on shadow warriors when the group only consist of less then 3 melee enemy's ( and when there are no casters)
-when there are only casters ball them up so ss does dmg to all of them.
-spirit bond is not nerfed so don't post "spirit bond is nerfed it sux" or something. you just have to re-cast it more.
-only re-cast spirit bond when its off, those 10 hits don't stack. when having trouble with this keep up mystic regen too, this will give you a little bit extra time to re-cast spirit bond.
-smiter should stay back, when tank and necro die he can always rebirth them.
-in the beginning it can be hard but with after u become experienced with it it's easy.
-when necro get's damage cast ps or sb on him and if he gets alot dmg use dismiss on him to heal him.
- the smiter can be a hero.
-post questions/feedback in this thread.
Milan-V
Looks nice, but I have 1 thing to say.
To make the Spirit Bond build safer you can take Shield of Absorption, this will make the damage made by the smiter less but not that much. I would take SOA for Dismiss Condition as I don't really see the use of it (spirit bond heals enough and you always have the mystic regeneration.)
To make the Spirit Bond build safer you can take Shield of Absorption, this will make the damage made by the smiter less but not that much. I would take SOA for Dismiss Condition as I don't really see the use of it (spirit bond heals enough and you always have the mystic regeneration.)
Levi Garett
Since there really isn't anything groundbreaking here I assume you posted this here wanting some critique, so here's my $.02:
Your attribs on the Tank are all wrong. You have sup Prot listed but have less points in prot than in Divine which makes no sense. You're not getting the most out of your attribute points.
You mentioned this but it might need better explanation: You can swap to your prot headpiece (with a sup prot rune) and cast the maintained prot enchantments. Then swap back to your smite scalp (with sup smite for level 16 smiting) for maximum damage on your signets/holy wrath/retribution. Some people just overlook this, or are just plain lazy to take the two seconds to swap headpieces to get the most out of your attribute points.
With such a high level of Divine you should really try to work Blessed Aura in the tank's build. The energy you save with the longer enchantment durations might offset the need for essense bond.
Dismiss condition seems like a nice little self heal and condition removal but it's taking up a valuable slot on the tank's already limited skill bar. Perhaps droping Signet of Rage for Purge Signet on the Smiter would work out since he's sitting at 0 energy anyways. If the groups you are fighting are dying in less than 60 seconds it might be beneficial to work in Mantra of Inscriptions to speed up the Smiters "free damage" signets. The only problem with that would be once MoI runs out you're not going to have the 10 energy to recast it. That shouldn't be a problem if you're killing groups before MoI runs out.
Are conditions really that much of a problem? I see 6 maintained enchantments on the tank with the possibility of another 5 non-maintained enchants. That's a minimum of 18 pips of regen from Mystic Regen and a maximum of 33 pips of regen! Not sure why conditions should be an issue with that many pips to counter it unless you're wanting to remove dazed/crippled conditions. The tank should be at +10 regen always regardless of the conditions he has on him, no? So really I would just throw out condition removal and replace it with more useful skills on the tank and smiter (Blessed Signet +MoI would be good for the smiter, Blessed Aura on the tank).
I'm no SS pro so I'll let the UW SS'ers chime in for the SS build.
Hope this helps, Cheers.
Levi
Your attribs on the Tank are all wrong. You have sup Prot listed but have less points in prot than in Divine which makes no sense. You're not getting the most out of your attribute points.
You mentioned this but it might need better explanation: You can swap to your prot headpiece (with a sup prot rune) and cast the maintained prot enchantments. Then swap back to your smite scalp (with sup smite for level 16 smiting) for maximum damage on your signets/holy wrath/retribution. Some people just overlook this, or are just plain lazy to take the two seconds to swap headpieces to get the most out of your attribute points.
With such a high level of Divine you should really try to work Blessed Aura in the tank's build. The energy you save with the longer enchantment durations might offset the need for essense bond.
Dismiss condition seems like a nice little self heal and condition removal but it's taking up a valuable slot on the tank's already limited skill bar. Perhaps droping Signet of Rage for Purge Signet on the Smiter would work out since he's sitting at 0 energy anyways. If the groups you are fighting are dying in less than 60 seconds it might be beneficial to work in Mantra of Inscriptions to speed up the Smiters "free damage" signets. The only problem with that would be once MoI runs out you're not going to have the 10 energy to recast it. That shouldn't be a problem if you're killing groups before MoI runs out.
Are conditions really that much of a problem? I see 6 maintained enchantments on the tank with the possibility of another 5 non-maintained enchants. That's a minimum of 18 pips of regen from Mystic Regen and a maximum of 33 pips of regen! Not sure why conditions should be an issue with that many pips to counter it unless you're wanting to remove dazed/crippled conditions. The tank should be at +10 regen always regardless of the conditions he has on him, no? So really I would just throw out condition removal and replace it with more useful skills on the tank and smiter (Blessed Signet +MoI would be good for the smiter, Blessed Aura on the tank).
I'm no SS pro so I'll let the UW SS'ers chime in for the SS build.
Hope this helps, Cheers.
Levi
jbwarrior
Looks nice m8, but I think istead of SV/AV you can take another 2 damage skills or suffering and 1 damage skill
How far did you get with this 3 man build?
How far did you get with this 3 man build?
the killing warrior
Quote:
Originally Posted by LeviGarrett
Your attribs on the Tank are all wrong. You have sup Prot listed but have less points in prot than in Divine which makes no sense. You're not getting the most out of your attribute points.
You mentioned this but it might need better explanation: You can swap to your prot headpiece (with a sup prot rune) and cast the maintained prot enchantments. Then swap back to your smite scalp (with sup smite for level 16 smiting) for maximum damage on your signets/holy wrath/retribution. Some people just overlook this, or are just plain lazy to take the two seconds to swap headpieces to get the most out of your attribute points.
With such a high level of Divine you should really try to work Blessed Aura in the tank's build. The energy you save with the longer enchantment durations might offset the need for essense bond.
Dismiss condition seems like a nice little self heal and condition removal but it's taking up a valuable slot on the tank's already limited skill bar. Perhaps droping Signet of Rage for Purge Signet on the Smiter would work out since he's sitting at 0 energy anyways. If the groups you are fighting are dying in less than 60 seconds it might be beneficial to work in Mantra of Inscriptions to speed up the Smiters "free damage" signets. The only problem with that would be once MoI runs out you're not going to have the 10 energy to recast it. That shouldn't be a problem if you're killing groups before MoI runs out.
Are conditions really that much of a problem? I see 6 maintained enchantments on the tank with the possibility of another 5 non-maintained enchants. That's a minimum of 18 pips of regen from Mystic Regen and a maximum of 33 pips of regen! Not sure why conditions should be an issue with that many pips to counter it unless you're wanting to remove dazed/crippled conditions. The tank should be at +10 regen always regardless of the conditions he has on him, no? So really I would just throw out condition removal and replace it with more useful skills on the tank and smiter (Blessed Signet +MoI would be good for the smiter, Blessed Aura on the tank).
what do u mean with less in prot then in divine on the tank? as far as i can see on the screenie it is 14 in prot and 13 in divine. if u mean why i have 13 in divine....spell breaker is a divine skill and really need it for the enchament removal and ele spikes.
and dismiss condition isn't here only for the condition removal and self heal, in my experience the necro will get agro and get attacked and divine boost sometimes isnt enough. mystic regen can only target yourself so dismiss is then a good heal ( total of 140hp), u need to cast ps or sb on the necro for dismiss to get the full heal.
as for the puge signet...alrdy tried that and this works better because the above reasons.
and for blessed aura, it is possible to take this but try the build with blessed and do forest u will see that u will sometimes run out of energy ( even with essence and balth spirit i sometimes run out of energy).
You mentioned this but it might need better explanation: You can swap to your prot headpiece (with a sup prot rune) and cast the maintained prot enchantments. Then swap back to your smite scalp (with sup smite for level 16 smiting) for maximum damage on your signets/holy wrath/retribution. Some people just overlook this, or are just plain lazy to take the two seconds to swap headpieces to get the most out of your attribute points.
With such a high level of Divine you should really try to work Blessed Aura in the tank's build. The energy you save with the longer enchantment durations might offset the need for essense bond.
Dismiss condition seems like a nice little self heal and condition removal but it's taking up a valuable slot on the tank's already limited skill bar. Perhaps droping Signet of Rage for Purge Signet on the Smiter would work out since he's sitting at 0 energy anyways. If the groups you are fighting are dying in less than 60 seconds it might be beneficial to work in Mantra of Inscriptions to speed up the Smiters "free damage" signets. The only problem with that would be once MoI runs out you're not going to have the 10 energy to recast it. That shouldn't be a problem if you're killing groups before MoI runs out.
Are conditions really that much of a problem? I see 6 maintained enchantments on the tank with the possibility of another 5 non-maintained enchants. That's a minimum of 18 pips of regen from Mystic Regen and a maximum of 33 pips of regen! Not sure why conditions should be an issue with that many pips to counter it unless you're wanting to remove dazed/crippled conditions. The tank should be at +10 regen always regardless of the conditions he has on him, no? So really I would just throw out condition removal and replace it with more useful skills on the tank and smiter (Blessed Signet +MoI would be good for the smiter, Blessed Aura on the tank).
what do u mean with less in prot then in divine on the tank? as far as i can see on the screenie it is 14 in prot and 13 in divine. if u mean why i have 13 in divine....spell breaker is a divine skill and really need it for the enchament removal and ele spikes.
and dismiss condition isn't here only for the condition removal and self heal, in my experience the necro will get agro and get attacked and divine boost sometimes isnt enough. mystic regen can only target yourself so dismiss is then a good heal ( total of 140hp), u need to cast ps or sb on the necro for dismiss to get the full heal.
as for the puge signet...alrdy tried that and this works better because the above reasons.
and for blessed aura, it is possible to take this but try the build with blessed and do forest u will see that u will sometimes run out of energy ( even with essence and balth spirit i sometimes run out of energy).
Levi Garett
You have 14 in Protection and 13 in Divine on the tank, but you're devoting more attribute points to Divine. I'm pretty sure this can be fixed/improved. I understand why you have Spellbreaker and high Divine Favor...
If your tank is healing the SS...no wonder you're having energy issues on the tank! Try it with a SS that knows how to keep from aggroing!
I'm still not understanding why condition removal is needed for the tank at all? Isn't Mystic Regen enough to counter the degen (and then some)? The SS and Smiter shouldn't need it either if they are doing their job correctly.
I'm no FoW expert so please enlighten me if I'm missing something here...
If your tank is healing the SS...no wonder you're having energy issues on the tank! Try it with a SS that knows how to keep from aggroing!
I'm still not understanding why condition removal is needed for the tank at all? Isn't Mystic Regen enough to counter the degen (and then some)? The SS and Smiter shouldn't need it either if they are doing their job correctly.
I'm no FoW expert so please enlighten me if I'm missing something here...
the killing warrior
levi u are right about that u can replace dismiss, but blessed aura makes regen between fights longer ( only 1 pip of regen) and it doesnt really matter if ps lasts 26,4 sec or 33 sec, ofcourse its handy for spell breaker.
purge signet has a 1 min recharge time vs dismiss condition 3 sec recharge.
and for the ss.... when casting ss they will all get alot of damage and some melee enemy's (when fighting groups of more then 3 melee enemy's) will start running to regen but then they see the ss and go to him. so it's almost impossible to not get agro and some enemy's just target him/her.
purge signet has a 1 min recharge time vs dismiss condition 3 sec recharge.
and for the ss.... when casting ss they will all get alot of damage and some melee enemy's (when fighting groups of more then 3 melee enemy's) will start running to regen but then they see the ss and go to him. so it's almost impossible to not get agro and some enemy's just target him/her.
daraaksii
Very nice! We are testing the Forgemaster atm. Maybe it would be better if you put a nuker into the build
Anarion Silverhand
How large aggro before you have trouble with keeping your health up by SB? Even with relatively few enemies, the 10 hits dissapear fast, but I guess experience helps. Is Spinal Shivers really necessary? I would think that SS on the monk and a warrior beside the monk would do.
--edited by:Tsunami Rain--Reason:removing parts of a rant/posts relating to it.--
--edited by:Tsunami Rain--Reason:removing parts of a rant/posts relating to it.--
vespertine
nice.. i'm using pretty much the same team-setup except that my tank got frenzy and divine boon..
thx for sharing though..
thx for sharing though..
the killing warrior
Anarion; i can agro: 2 group of skeletons at a time and 8 shadow enemy's ( when fighting shadow ele's it can be hard te keep sb up but when you walk out of the fire storms it's pretty easy). when fighting enemy's in forrest it doesn't really matter how many you agro ( most of them attack very slow or stop attacking you ( rock borer wurms)).
and sb only got a 2 sec recharge time so u can re-cast it very fast. also when u got trouble with re-casting sb, use mystic regen this will give you a little bit more time to re-cast it.
daraaksii; a nuker isn't really needed but it can speed up the fights a bit i guess.. but then u got 4 man so u need to share shards with 3 other people
and sb only got a 2 sec recharge time so u can re-cast it very fast. also when u got trouble with re-casting sb, use mystic regen this will give you a little bit more time to re-cast it.
daraaksii; a nuker isn't really needed but it can speed up the fights a bit i guess.. but then u got 4 man so u need to share shards with 3 other people
osk
nice build there, but I had hard time getting ppl to team with (as im in a pvp guild xD, i pve with my spare time)
i'm using this http://www.guildwarsguru.com/forum/s...php?t=10121072
usually when I cleared the battlefield, my inventory was full , so /resign.
and yea with the third person as SS necro, everything goes down faster lol.
i'm using this http://www.guildwarsguru.com/forum/s...php?t=10121072
usually when I cleared the battlefield, my inventory was full , so /resign.
and yea with the third person as SS necro, everything goes down faster lol.
vespertine
Quote:
Originally Posted by osk
nice build there, but I had hard time getting ppl to team with (as im in a pvp guild xD, i pve with my spare time)
i'm using this http://www.guildwarsguru.com/forum/s...php?t=10121072
usually when I cleared the battlefield, my inventory was full , so /resign.
and yea with the third person as SS necro, everything goes down faster lol. how do you kill the monks w/o an additional dmg dealer?
i'm using this http://www.guildwarsguru.com/forum/s...php?t=10121072
usually when I cleared the battlefield, my inventory was full , so /resign.
and yea with the third person as SS necro, everything goes down faster lol. how do you kill the monks w/o an additional dmg dealer?
the killing warrior
vespertine; lure melee enemy's to monk and use sv/av to drain their energy.
they will kill their self by attacking you.
they will kill their self by attacking you.
vespertine
ah, kk.. just thought you use the exact build from your link which doesn't contain av/sv.. anyways.. don't the melees die faster than the monks?
ArKaiN
this seems plain worse than 55/SS'ing
Levi Garett
Quote:
Originally Posted by ArKaiN
this seems plain worse than 55/SS'ing
Wow what a constructive reply you have going on there.
It's going to be at least twice as fast as two man 55/SS. Retribution+Holy Wrath pumps out more damage than SS, and then you're putting SS on top of that.
So your drops are 33% vs 50% but you're killing at least twice as fast.
SB Monks are less fragile than 55's. More room for error.
Sounds like it's worthwhile to me!
I still think this specific build has room for improvement though.
OP: Thank you for sharing with the community.
It's going to be at least twice as fast as two man 55/SS. Retribution+Holy Wrath pumps out more damage than SS, and then you're putting SS on top of that.
So your drops are 33% vs 50% but you're killing at least twice as fast.
SB Monks are less fragile than 55's. More room for error.
Sounds like it's worthwhile to me!
I still think this specific build has room for improvement though.
OP: Thank you for sharing with the community.
beltran13579
im just wondering if the SS is mandatory or if u could do just 600+smiter cause i kinda want to do it with my friend and 2 man instead of 3
daraaksii
The Killing Warrior: We are thinking about a FoW armor service ^^
the killing warrior
Beltran; you can do a 2 man run too just kick ss and then tank goes mo/me with these skils:
ps-sb-sb(e)-av/sv-optional slot-optional slot ( dismiss or something else)-essence bond-balthazar's spirit.
use same tactic but you cant kill groups that have 2 monks, also look out for abbysals ( cast skils when they have just KD'd you, dont take more then 2).
u can only do some parts of shadow army ( not the quest) and skeletons.
smiter takes same build as i have posted in this thread.
vespertine; the warriors use healing signet so wont die faster, but if this happens just ss the monk and use spinal on him and attack.
daraaksii; u alrdy tested the Restore the Temple of War quest? I didnt got time for it yet.
ps-sb-sb(e)-av/sv-optional slot-optional slot ( dismiss or something else)-essence bond-balthazar's spirit.
use same tactic but you cant kill groups that have 2 monks, also look out for abbysals ( cast skils when they have just KD'd you, dont take more then 2).
u can only do some parts of shadow army ( not the quest) and skeletons.
smiter takes same build as i have posted in this thread.
vespertine; the warriors use healing signet so wont die faster, but if this happens just ss the monk and use spinal on him and attack.
daraaksii; u alrdy tested the Restore the Temple of War quest? I didnt got time for it yet.
vespertine
Quote:
Originally Posted by the killing warrior
Beltran; you can do a 2 man run too just kick ss and then tank goes mo/me with these skils:
ps-sb-sb(e)-av/sv-optional slot-optional slot ( dismiss or something else)-essence bond-balthazar's spirit.
use same tactic but you cant kill groups that have 2 monks, also look out for abbysals ( cast skils when they have just KD'd you, dont take more then 2).
u can only do some parts of shadow army ( not the quest) and skeletons.
smiter takes same build as i have posted in this thread.
vespertine; the warriors use healing signet so wont die faster, but if this happens just ss the monk and use spinal on him and attack.
daraaksii; u alrdy tested the Restore the Temple of War quest? I didnt got time for it yet. it's perfectly clear how to kill groups with a monk with an SS.. i just doubted that sv/av will be enough to bring down the monks before the melee mob..
but if you say it's possible i believe you..
will try tonight with dunkoro..
ps-sb-sb(e)-av/sv-optional slot-optional slot ( dismiss or something else)-essence bond-balthazar's spirit.
use same tactic but you cant kill groups that have 2 monks, also look out for abbysals ( cast skils when they have just KD'd you, dont take more then 2).
u can only do some parts of shadow army ( not the quest) and skeletons.
smiter takes same build as i have posted in this thread.
vespertine; the warriors use healing signet so wont die faster, but if this happens just ss the monk and use spinal on him and attack.
daraaksii; u alrdy tested the Restore the Temple of War quest? I didnt got time for it yet. it's perfectly clear how to kill groups with a monk with an SS.. i just doubted that sv/av will be enough to bring down the monks before the melee mob..
but if you say it's possible i believe you..
will try tonight with dunkoro..
fb2000
how long does it take till u finish the restore the temple quest (or better yet, get to do it, ive still not done it, my partner keeps getting sleepy right before it >_>)? just for the sake of comparison
the killing warrior
i still didnt do it but i guess it takes 2-4 hours ( this is just a guess), depends on how fast you run from 1 group to the next one, how many times you die, how fast you kill and how many things you do(just go ASAP to the forge or also clear battlefield and/or do the first quest from rastigan).
95_GT_Stang
I used to do a very similar build months ago. Difference being the bonder brought Shield of Judgement instead of signet. Also the SS was replace with myself, a famine ranger with famine, brambles, apply poison, SV/AV, cant remember the rest atm (Half a case deep if you know what i mean =P).