Zinger’s Ultimate Hero Builds: The Effect of Synergy
Sire of the Storm
Quote:
Originally Posted by Angel Netherborn
Gate of Madness? Abaddon's Gate? Those can be done even with a barrage party. Unless you're referring to hard mode?
Well I haven't had much luck Hero/Henching those missions with other set ups. I've always had my ranger Heroes set as GftE/Interrupts, can't say I use Barrage on them very often. Haven't been impressed the times I have.
I wasn't referring to Hard Mode. Haven't toured RoT in HM yet, but I have gotten a few pts towards Vanquisher with this set up.
I wasn't referring to Hard Mode. Haven't toured RoT in HM yet, but I have gotten a few pts towards Vanquisher with this set up.
kade
i found the SF build to be quite effective even in hard mode, in Hard mode the MM build, on the other hand, is just about useless as each mob takes so long to kill, you never raise an army successfully and with two heroes trying for the same corpse its just a waste of time
anyone had luck with the duo MM in hardmode? any tips?
anyone had luck with the duo MM in hardmode? any tips?
Pyro maniac
I like the MM builds
I used to use only one, but now I've seen this, gg =D
I personally run the paragon myself en added as hero some kind of interupt (mostly jin, sometimes norgu)
I used to use only one, but now I've seen this, gg =D
I personally run the paragon myself en added as hero some kind of interupt (mostly jin, sometimes norgu)
blackdoctor
I tried the builds posted and were fine, but i have been having great sucess with a slightly different build with one MM, 2 Ranger heroes and myself like ranger too.
Basically i have 3 splinter bp barrage rangers (2 interruptions in each one for a total of six), a quick MM with flesh golem, and 4 white tigers, yes the MM has his pet too, just por bodies purpose.
I did with great sucess Hell's Precipice and Ring of Fire mission and bonus in HM very easy with this team, and 2 henchies healer.
Who needs tanks when you have 4 pets that are tanking, Why you need bodies if you have your pets for bodies reserves.
Why you need Aura of the lich if your vampiric horrors will be healing your MM.
I did Dasha Vestible with this build too and there are no bodies there.
Regards
Basically i have 3 splinter bp barrage rangers (2 interruptions in each one for a total of six), a quick MM with flesh golem, and 4 white tigers, yes the MM has his pet too, just por bodies purpose.
I did with great sucess Hell's Precipice and Ring of Fire mission and bonus in HM very easy with this team, and 2 henchies healer.
Who needs tanks when you have 4 pets that are tanking, Why you need bodies if you have your pets for bodies reserves.
Why you need Aura of the lich if your vampiric horrors will be healing your MM.
I did Dasha Vestible with this build too and there are no bodies there.
Regards
kazjun
Dual MM in hardmode is okay, if you can muster enough killing power to get the army started. So easiest to find some weak mobs to kill first before you run into bosses or chokepoints. I've been running minions/horrors and shambling/jagged rather than fiends though. At 25 en each, they are pretty expensive when nearly every hardmode enemy wipes them in seconds. Using the cheaper animates lets me keep replacing them with little trouble. As long as enemies leave corpses. So avoid non fleshy mobs if you can. Quite a few areas in kryta can be low in corpses, and the stony enemies in NF are a pain too. Their sandstorm (and any ele bosses) pwn animates, and you can't even get any corpses when you kill them.
Heroes pretty much spam nova all over, so you can also get good damage with melee animates. Course, my necro runs sup death/curses (depending on build) and sup soul reaping so my health is pretty low. Like about 330 and 60 armour. So minions that throw themselves in front of me are always good. Never underestimate the value of a meatwall
The pet suggestion is good too, I run my ranger with 3 B/P and olias as a N/R MM. Always good
Heroes pretty much spam nova all over, so you can also get good damage with melee animates. Course, my necro runs sup death/curses (depending on build) and sup soul reaping so my health is pretty low. Like about 330 and 60 armour. So minions that throw themselves in front of me are always good. Never underestimate the value of a meatwall
The pet suggestion is good too, I run my ranger with 3 B/P and olias as a N/R MM. Always good
Mr_Cynical
Quote:
Originally Posted by Zinger314
Signet of Lost Souls…is simply godly. It’s free Energy and Health (health even moreso important with AotL, it’s super self-surrival.) The Heroes will use SoLS very reliable.
Amen to that. What gets me, though, is why Olias and MoW can use Signet of Lost Souls perfectly, while Tahikora and Dunkoro can't use Word of Healing (which has the same condition) properly.
Weareweare
Hey Great Post Zinger!, right now i am a R/E conjure fire ranger. I have Dunkoro with WoH, Zhed with SF, and Goren with Obsidian tank build. Im stumped! When i go out to i find mobs in the end game kill me fast. Im not sure if my combo isn't working or something. Do you think think if i got 2 sf heroes, 1 monk,and me that would work? I don't see how you guys are living without a monk hero. Any suggestions? Maybe i can try the 2 sf+ ToF general morghan but who will heal me?
jbwarrior
How does it work in HM?
Can you still get those titles in HM for the missions?
Can you still get those titles in HM for the missions?
DarkSpirit
Hi Zingeri,
Very similar to my setup but I include Mark of Pain as well. It works very well against Afflicted in Factions since they tend to clump together. During Kuunavang mission, I see -42 flying all over my screen and the mobs come and go so quickly before we knew it, the mission was over and we had master much to everyone's surprise (we only had 3 humans both teams combined and none of us bring interrupts).
Very similar to my setup but I include Mark of Pain as well. It works very well against Afflicted in Factions since they tend to clump together. During Kuunavang mission, I see -42 flying all over my screen and the mobs come and go so quickly before we knew it, the mission was over and we had master much to everyone's surprise (we only had 3 humans both teams combined and none of us bring interrupts).
ArKaiN
Quote:
Originally Posted by Mr_Cynical
Amen to that. What gets me, though, is why Olias and MoW can use Signet of Lost Souls perfectly, while Tahikora and Dunkoro can't use Word of Healing (which has the same condition) properly.
Because it's not the same condition at all. One has NO effect when used against FOES over 50%, the other is buffed when used on allies under 50%.
DarkSpirit
The other thing I have yet to try is:
1 MM
1 Curse necro (with Barbs/SS/MoP etc. probably the player since you need good judgement for this role)
1 OOP/OOV/BR blood necro (my MoW does this quite well)
I wonder how well they would perform. This way, you dont have 2 MMs for corpse competition in certain areas where corpses are rare.
1 MM
1 Curse necro (with Barbs/SS/MoP etc. probably the player since you need good judgement for this role)
1 OOP/OOV/BR blood necro (my MoW does this quite well)
I wonder how well they would perform. This way, you dont have 2 MMs for corpse competition in certain areas where corpses are rare.
ArKaiN
Quote:
Originally Posted by DarkSpirit
The other thing I have yet to try is:
1 MM
1 Curse necro (with Barbs/SS/MoP etc. probably the player since you need good judgement for this role)
1 OOP/OOV/BR blood necro (my MoW does this quite well)
I wonder how well they would perform. This way, you dont have 2 MMs for corpse competition in certain areas where corpses are rare. Why would you bring an orders hero if at least 2 of you aren't doing any attacking? (that's of course ignoring the fact that you need healers)
1 MM
1 Curse necro (with Barbs/SS/MoP etc. probably the player since you need good judgement for this role)
1 OOP/OOV/BR blood necro (my MoW does this quite well)
I wonder how well they would perform. This way, you dont have 2 MMs for corpse competition in certain areas where corpses are rare. Why would you bring an orders hero if at least 2 of you aren't doing any attacking? (that's of course ignoring the fact that you need healers)
milkflopance
Quote:
Originally Posted by ArKaiN
Why would you bring an orders hero if at least 2 of you aren't doing any attacking? (that's of course ignoring the fact that you need healers)
Im guessing he's using the orders for the minions. Not a good idea though, as orders only affect party members.
AlienFromBeyond
Do you not use a monk when you're in 4 man party size areas? I play a Warrior, so that's not really an option for me. What would you advise running in HM when you have to do that? Monk, me, and 2 Ele's? Because I don't think any area which restricts you to 4 people really has enough corpses for 2 MMs.
I do like the MM build if you run 2 of them. When running one, I agree that replacing AotL with OoU is critical, possibly Animate Bone Horror with Vampiric Horror. Signet of Inscriptions + SoLS might make up for the health loss though.
Since you mentioned the AI inhuman reflexes, have you tried a Psychic Distraction build on the Ele's? They can shut down stuff like crazy, especially if you bring 2 of them.
And one final note. Wouldn't it be better to tailor Morgahn's build depending on whether you're bringing 2 MMs, 2 SFers, or 1 of each? They're on Fire is only really useful with the SFers, as Anthem of Flame only works on Morgahn and maybe some henchies, but at melee range. Fall Back! is great for getting MM minions to the front lines, and fully healed to boot. Bringing Watch Yourself! would help with the energy with GftE! as he's already a secondary Warrior.
I do like the MM build if you run 2 of them. When running one, I agree that replacing AotL with OoU is critical, possibly Animate Bone Horror with Vampiric Horror. Signet of Inscriptions + SoLS might make up for the health loss though.
Since you mentioned the AI inhuman reflexes, have you tried a Psychic Distraction build on the Ele's? They can shut down stuff like crazy, especially if you bring 2 of them.
And one final note. Wouldn't it be better to tailor Morgahn's build depending on whether you're bringing 2 MMs, 2 SFers, or 1 of each? They're on Fire is only really useful with the SFers, as Anthem of Flame only works on Morgahn and maybe some henchies, but at melee range. Fall Back! is great for getting MM minions to the front lines, and fully healed to boot. Bringing Watch Yourself! would help with the energy with GftE! as he's already a secondary Warrior.
DarkSpirit
Quote:
Originally Posted by ArKaiN
Why would you bring an orders hero if at least 2 of you aren't doing any attacking? (that's of course ignoring the fact that you need healers)
Because I cant have a full team of heroes and usually add in henchies too.
ArKaiN
Quote:
Originally Posted by DarkSpirit
Because I cant have a full team of heroes and usually add in henchies too.
This is stupid.
If you're using a full team, that means you're taking at least 2 healers(since henchmen are retarded).
So thats 4 of you who aren't using OoV. No.
If you're using a full team, that means you're taking at least 2 healers(since henchmen are retarded).
So thats 4 of you who aren't using OoV. No.
SolusX
Quote:
Originally Posted by ArKaiN
This is stupid.
If you're using a full team, that means you're taking at least 2 healers(since henchmen are retarded).
So thats 4 of you who aren't using OoV. No. Henchman Healers work fine.
If you're using a full team, that means you're taking at least 2 healers(since henchmen are retarded).
So thats 4 of you who aren't using OoV. No. Henchman Healers work fine.
~ Dan ~
Quote:
Originally Posted by AlienFromBeyond
Do you not use a monk when you're in 4 man party size areas?
I also use this hero setup, as a derv player. Lately been vanquishing early hm areas, 4 man team, i drop 1 mm for a monk, and i have a cool build to play support healer myself
Francis Crawford
I've torn up most of regular mode with a primary nuker, heroes and henchies, in the following general configuration:
Human: Searing Flames. Serpent's Quickness when not skillcapping. Meteor Shower when there's room, often thrown at the beginning of a fight to either start the spike of a caster or to slow down the first melee onslaught.
Zhed, Sousuke: Very much like the above. Indeed, most commonly exactly like the above. Signet of Humility and various Inspiration stances also have their moments.
MM: Variable build.
Khim, Mhenlo, Sogolon -- yes, three healing henchies.
Devona, Gehraz, or Herta
Variants:
Take the battery necro henchie in Factions or Prophecies to strengthen the two healers I can take.
Morgahn with They're on Fire and otherwise an offensive build when there won't be any corpses for an MM.
Etc.
Obviously, there were speciality builds for various places. I did Abbadon's Gate on the first try in under 13 minutes taking damage-over-time elemental elites plus a superboss-killing Norgu (Best Skill In The Game vs. Glint, Abbadon, et al. = Wastrel's Worry, because of the 1/2X hex duration and the relatively small number of long-casting skills they activate). For Shiro I took Wiki's recommendation of an Echo chain on Celestial Storm, otherwise kept Blinding Flash on him, and got my first HM Masters result.
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But it turns out my standard builds are too squishy for Hard Mode -- I've only vanquished one zone with them harder than Scoundrel's Rise. I haven't yet tested whether a few wards will be enough to save them, or whether more radical surgery will be needed. (On the other hand, my Slivernewal farming build can SOLO vanquish the Plains of Jarin in Hard Mode, if I'm having a good day vs. the Imps. But I have trouble thinking of other zones where I could have a similar success ...)
Human: Searing Flames. Serpent's Quickness when not skillcapping. Meteor Shower when there's room, often thrown at the beginning of a fight to either start the spike of a caster or to slow down the first melee onslaught.
Zhed, Sousuke: Very much like the above. Indeed, most commonly exactly like the above. Signet of Humility and various Inspiration stances also have their moments.
MM: Variable build.
Khim, Mhenlo, Sogolon -- yes, three healing henchies.
Devona, Gehraz, or Herta
Variants:
Take the battery necro henchie in Factions or Prophecies to strengthen the two healers I can take.
Morgahn with They're on Fire and otherwise an offensive build when there won't be any corpses for an MM.
Etc.
Obviously, there were speciality builds for various places. I did Abbadon's Gate on the first try in under 13 minutes taking damage-over-time elemental elites plus a superboss-killing Norgu (Best Skill In The Game vs. Glint, Abbadon, et al. = Wastrel's Worry, because of the 1/2X hex duration and the relatively small number of long-casting skills they activate). For Shiro I took Wiki's recommendation of an Echo chain on Celestial Storm, otherwise kept Blinding Flash on him, and got my first HM Masters result.
--------------------------------------------------------------------
But it turns out my standard builds are too squishy for Hard Mode -- I've only vanquished one zone with them harder than Scoundrel's Rise. I haven't yet tested whether a few wards will be enough to save them, or whether more radical surgery will be needed. (On the other hand, my Slivernewal farming build can SOLO vanquish the Plains of Jarin in Hard Mode, if I'm having a good day vs. the Imps. But I have trouble thinking of other zones where I could have a similar success ...)
RainwalkerC
hows the engergy management of the eles?
Nagorak
The dual MMs seems like a cool idea, but in hard mode minions die so quickly. I can't see it working that well in HM.
Quote:
Originally Posted by SolusX
Quote:
Henchman Healers work fine.
Personally I think the henchmen healers are among the worst. Their basic healing or protection is "ok", but they have no condition removal, no hex removal. Not having that is a big downside in my opinion, unless someone else is running that stuff.
Cardinal Fang
Thanks for the great info. I have just "finished" Nightfall as a Paragon (spot the newbie) and want to get a good team to tackle Factions (hard to find a playmate there). With me acting Paragon, what would you do for the 3rd hero to run with the dual MMs or SFers? Cheers.
Also, what can I use instead of Aura Of The Lich? -don't have Prophecies.
Also, what can I use instead of Aura Of The Lich? -don't have Prophecies.
Moa Bird Cultist
Good job, as always Zinger. I never really got into the ToF tank, but props for designing it.
Ok, so... Minions, for the most part, don't really work in HM, it's just not a suitable place to run them. SS and SV are much better options, according to 2 guildies who both have Legendary Guardian and I'd be inclined to agree - no matter how fast you raise them, ~40al squishies are 1 hit KO material in HM.
ArKaiN: As for hench to fill out the group, yes, hench monks don't have decent utility, but any caster in your team can be tweaked to cover for that. Just let the hench stick to what they do best and don't blame them when you haven't allocated skills to cover their blind spots. Thats what synergy is.
An AI team of 8 works like this; Total of [64] skills:
Block 1: Unchangeable skills, (Henchmen) [32]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
Block 2: Changeable AI Skills, (Heroes) [24]
Skills here should address any issues with skills lacking in block 1, while contributing towards their own role as the frontline or backline of a team, depending on what is placed here. Eg, an offensive 2xSF+1xMM attack team carying /Mo secondaries in order to have access to monk utilities such as hex/condition removal, if both monks are henchmen.
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
Block 3: Player Skills, (Player) [8]
Take skills that require a bit of guile to use here, because heroes and hench fail at that sort of stuff. Interrupts may not be as reliable in the hands of an average player, but they are far more potent and practical.
[1][2][3][4][5][6][7][8]
Quote:
Ok, so... Minions, for the most part, don't really work in HM, it's just not a suitable place to run them. SS and SV are much better options, according to 2 guildies who both have Legendary Guardian and I'd be inclined to agree - no matter how fast you raise them, ~40al squishies are 1 hit KO material in HM.
ArKaiN: As for hench to fill out the group, yes, hench monks don't have decent utility, but any caster in your team can be tweaked to cover for that. Just let the hench stick to what they do best and don't blame them when you haven't allocated skills to cover their blind spots. Thats what synergy is.
An AI team of 8 works like this; Total of [64] skills:
Block 1: Unchangeable skills, (Henchmen) [32]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
Block 2: Changeable AI Skills, (Heroes) [24]
Skills here should address any issues with skills lacking in block 1, while contributing towards their own role as the frontline or backline of a team, depending on what is placed here. Eg, an offensive 2xSF+1xMM attack team carying /Mo secondaries in order to have access to monk utilities such as hex/condition removal, if both monks are henchmen.
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
[1][2][3][4][5][6][7][8]
Block 3: Player Skills, (Player) [8]
Take skills that require a bit of guile to use here, because heroes and hench fail at that sort of stuff. Interrupts may not be as reliable in the hands of an average player, but they are far more potent and practical.
[1][2][3][4][5][6][7][8]
Quote:
Free Wind
Quote:
Originally Posted by Moa Bird Cultist
Ok, so... Minions, for the most part, don't really work in HM, it's just not a suitable place to run them. SS and SV are much better options, according to 2 guildies who both have Legendary Guardian and I'd be inclined to agree - no matter how fast you raise them, ~40al squishies are 1 hit KO material in HM.
Quote:
Originally Posted by Moa Bird Cultist
Block 1: Unchangeable skills, (Henchmen) [32]
[1][2][3][4][5][6][7][8] I doubt that henchmen have 8 skills in their bar... I might be wrong but, to my observation, none of the computer controlled charachter has more then 6 skills Voltar
Quote:
Originally Posted by Free Wind
I might be wrong but, to my observation, none of the computer controlled charachter has more then 6 skills
i think they have 5 but your point is valid. still, i think the point that moa bird cultist made stands (even if they only had 1 skill)
another thing to keep in mind is that you can play with a friend and his/her heroes. i'm so glad that you mentioned the 11.25% figure (as it made me figure out why it wasn't 22.5%) with [skill]Aura of the Lich[/skill]. i finally get it with the sac health thing (the fact that you sac half as much health because those skills sac a percentage and take half damage from the sac). forgive me, i have a ranger-main's understanding of necro skills i suppose. thanks both for the build ideas and my own little, "duh," moment. Voltar
Quote:
Originally Posted by Voltar
(as it made me figure out why it wasn't 25%)
i thought i edited that to say 22.5% (confusing the 11.25% sac of the original (non-aotl) health and 25% of the amount you would sac without aotl).
is anyone else having problems with the site not updating? Witte Was
Used 2 SF Ele's and 1 MM to get my protector titles Thanks allot man!
MercenaryKnight
Just curious if their might be any new updates people had for "new hero synergy builds". Especially from new skills from gw:en or enemies in gw:en.
Zinger314
Quote:
Originally Posted by MercenaryKnight
Just curious if their might be any new updates people had for "new hero synergy builds". Especially from new skills from gw:en or enemies in gw:en.
Nope. The new skills suck for these builds.
BoxOfFox12
love these builds zinger, I just changed my hero setups to resemble yours (with slight variations here and there, I only have Nightfall, no prophecies but I manage quite well, also I'm not quite at the Gate of Torment so I'll have to wait for Cry of Frustration, which had been mentioned before)
For now I only plan to go as far as finishing the Nightfall campaign, but because I don't have Proph or Factions, I can't get Olias or Sousuke... So I have one question-- is it a realistic option to have the combination of heroes (the one you used "rarely" as I recall from the first post) 1 MM, 1 SF, and 1 ToF? (The "PvE Trinity") to the end-game, or would you recommend I look toward something else? I just read that the 4/5 update "restricts" the ToF from affecting minions, but "restricts" is a vague term, does it completely nullify their ToF's ability to help minions or just not help as much? I use a Ranger/Mes with a build that's focused around Epidemic, although I can't use broad-head arrow so I mostly just Poison + Bleed... Gigashadow
I just wanted to say thanks, Zinger, your builds are excellent as always.
I had been using a MM (with order of undeath) and 2x SF for a long time, but I tried out your dual-MM (aura of the lich) + P/W build, and it worked very well, especially in Eye of the North. I didn't realise a 2 MM build could work that well, but indeed it does. Now I just need to figure out what skills will work best on my own character's warrior bar for this sort of setup. Whirlwind Attack and Watch Yourself! seem like must haves, but apart from that it's pretty open. Darkside
After reading this I was a little doubtful about some aspects of this team but It's worked pretty good for me. Thumbs up!
VinnyRidira
I am just disappointed you did not use the new heroes. lol.
Trx
Quote:
Originally Posted by BoxOfFox12
I just read that the 4/5 update "restricts" the ToF from affecting minions, but "restricts" is a vague term, does it completely nullify their ToF's ability to help minions or just not help as much?
ToF used to be all alies in earshot, now it's just party members. Minions are considered allies so it doesn't affect them at all now.
Yarly
Just curious, the 2 MM thing rocks, but now with a third necro hero, could she be made an MM also for increased ownage, or would that increase the self ownage due to the health sacrifice?
I haven't got eotn yet, so im curious if anyone has tried this. mrmango
Mark of Rodgort for the SF if using 2 at once?
Zinger314
Quote:
Originally Posted by Yarly
I haven't got eotn yet, so im curious if anyone has tried this. |
If I had purchased GWEN, I would probably make the third Necro into a Spoil Victor Necro, as Spoil Victor is overpowered.
Quote:
Originally Posted by mrmango
Mark of Rodgort for the SF if using 2 at once?
Way too redundant.
hiei52
Just wondering, since I'm already running as a MM myself, what would be a good combo for my third hero since I no longer need two MM heroes? I was thinking of maybe making a SS hero, but I have no idea what to put on him aside from the few skills you mentioned in your guide.
MercenaryKnight
In my own opinion necro heroes do not use ss effectively. So often enough it's only spamming the hexes on the one enemy your targeting.
http://www.pvxwiki.com/wiki/Build:N/E_Softening_Bile Their is a link to a pretty effective build for aoe damage. Especially if your fighting enemies that are clumped up it can lead to some pretty nice spikes once stuff starts falling. FyrFytr998
Quote:
Originally Posted by Zinger314
If I had purchased GWEN, I would probably make the third Necro into a Spoil Victor Necro, as Spoil Victor is overpowered.
Hey Zinger, since some of the enemies in EotN seem to have protection from burning now, and you DO have access to a 3rd Necro now. How would you alter the dual MM build now? It seems Sab's build is the current flavor of the month. I've tried it with mixed results in certain areas.
Does your reply mean you are not going to play EotN? If so it's a shame and a loss for the GW community. I've always enjoyed the builds you've shared. |