Hard mode party size 4
Angel Netherborn
I need some help with a party set up for a necro with 3 heroes. I'm having trouble coming up with a reliable set up, which resulted in me failing some vanquishing. Wasted time >.< Is it an offensive set up or a defensive set up? An SS set up for my character should be best right? Or would an MM with minions for bodyblocking be better? What sort of micromanagement do you guys do to keep your monk alive? (as they don't seem very smart in running away)
Across The Battle
Try going:
You: SS
Mesmer Hero: Domination
Monk: ZB
Koss: Leroy
You: SS
Mesmer Hero: Domination
Monk: ZB
Koss: Leroy
Cebe
I've vanquished a fair amount of Shing Jea now. I play as ele and i take Sousuke, Razah and Dunkoro.
Myself and Sousuke pump out knock-downs, Razah provides Earthbind and Protective spirits like Union, Displacement, Shelter and Shadowsong. Dunkoro is a healer with Light of Deliverance. Sousuke and I usually take a ward each (we're both earth), usually Ward against Elements and Ward against Melee.
I guess since you're Necro you'll just have to figure out which build works best for you...but imo knockdowns = teh win. THey can't do anything if they're studying the floor. Earthbind keeps them down for 3 seconds. Perhaps you should look into using an elite such as Soul Bind...then again SS or Spoil Victor may still be the best option.
Minister Cho's Estate is harsh though, that may require 2 monks, it's an area I've not yet completed.
as for "Micromanagement" - I just try to keep Dunkoro to the back because, you're right, he will just try to get in the way at every opportunity. Flagging ftw.
Myself and Sousuke pump out knock-downs, Razah provides Earthbind and Protective spirits like Union, Displacement, Shelter and Shadowsong. Dunkoro is a healer with Light of Deliverance. Sousuke and I usually take a ward each (we're both earth), usually Ward against Elements and Ward against Melee.
I guess since you're Necro you'll just have to figure out which build works best for you...but imo knockdowns = teh win. THey can't do anything if they're studying the floor. Earthbind keeps them down for 3 seconds. Perhaps you should look into using an elite such as Soul Bind...then again SS or Spoil Victor may still be the best option.
Minister Cho's Estate is harsh though, that may require 2 monks, it's an area I've not yet completed.
as for "Micromanagement" - I just try to keep Dunkoro to the back because, you're right, he will just try to get in the way at every opportunity. Flagging ftw.
EroChrono
I've vanquished some area's on Istan, set up;
Me; W/E Dragon Slash with Shock
Dunkoro; LoD Healing/Prot Hybrid
Zhed; SF
Master of Whispers; Minion Bomber
Pretty straight forward, but vanquished multiple "4 partysize area's" without any problem.
Me; W/E Dragon Slash with Shock
Dunkoro; LoD Healing/Prot Hybrid
Zhed; SF
Master of Whispers; Minion Bomber
Pretty straight forward, but vanquished multiple "4 partysize area's" without any problem.
Marverick
I've done the Ascalon missions with this party:
Me: Beastmaster to kill stuff with Concussion Shot to interrupt.
Norgu: Signet of Midnight blindbot with Diversion and some interrupts
Olias: SS Necro for AoE damage and Enfeebling Blood to weaken Charr Warriors
Talkhora: Standard ZB build
Me: Beastmaster to kill stuff with Concussion Shot to interrupt.
Norgu: Signet of Midnight blindbot with Diversion and some interrupts
Olias: SS Necro for AoE damage and Enfeebling Blood to weaken Charr Warriors
Talkhora: Standard ZB build
SnipiousMax
I've been using:
Dev Hammer Warrior
Jagged Bones Minion Master
Light of Delieverance Monk
and a BHA utility belt Ranger (me)
Hammer KD's and Daze are great against healers and casters in general. Jagged Bones means that a MM can keep his minion army full even when there aren't many corpses dropping. And anything my party lacks, I make up for it with my ranger (hard interrupts, cripple, anti-melee, etc.)
I use Power Drain on my MM, as he's really good with it. I have Wild Blow disabled on my Warrior to use against ranger stances (I manually activate it when it's needed.
OH! Flail is a no no. Reduction in movement speed means that your warrior is hitting less, and lossing damage regardless. So you might as well use flurry and make sure he hits more often.
Dev Hammer Warrior
Jagged Bones Minion Master
Light of Delieverance Monk
and a BHA utility belt Ranger (me)
Hammer KD's and Daze are great against healers and casters in general. Jagged Bones means that a MM can keep his minion army full even when there aren't many corpses dropping. And anything my party lacks, I make up for it with my ranger (hard interrupts, cripple, anti-melee, etc.)
I use Power Drain on my MM, as he's really good with it. I have Wild Blow disabled on my Warrior to use against ranger stances (I manually activate it when it's needed.
OH! Flail is a no no. Reduction in movement speed means that your warrior is hitting less, and lossing damage regardless. So you might as well use flurry and make sure he hits more often.