hero team for killin torments
RainwalkerC
hey guys, i've been having some trouble fightin my way through the torment places, i play as a monk, and i used a 3 searing flamers as my hero team, and eve and the mesmer another monk and some1 else. my team always get wiped really fast. any1 have a good hero team build to share that is torment friendly? any help would be appreciated thx (sorry about double post, was lagged...)
VorianVader
3 searing flamers? Only Zhed and Sousuke are the available hero eles. I assume you have some other hero set up as SF. Ditch that, not worth it since the third hero would not be able to get fire magic above 12 and does not have access to energy storage for the spam galore that is searing flames.
My monk generally had the following set up in NM:
Monk with /Me (Set yourself up as Smite/domination. Will outline the reasons later)
2 Hero SF Eles - 15/16 Fire, rest Energy storage. Put in Meteor shower/Rodgorts/Liquid flame based on what suits your fancy in addition to SF/Glowing Gaze
1 Hero Misc - I generally used either Olias as MM with Jagged Bones (good crowd control and mob distraction) or Norgu as domination spiker
Warrior Hench
Both Monk henches
Fire hench (Good damage dealer and synergy with the other Eles)
Healing monks at the head of a hero/hench party have it tough in the torment areas because in those areas you really have to watch yourself so you dont aggro another group plus you need to call targets due to the call of torment crap and you cant do it as effectively if you need to watch red health bars all the time. The healer henchies are more than up to the task of taking care of these needs.
With the above set up, I was able to clear all torment areas with no issues and get my protector title. Minor changes here and there e.g. putting in a broadhead arrow ranger for Gate of Pain mission and wild blow warrior/SV necro for Gate of Madness etc but more or less the same builds in the explorable areas.
Another really important area is watching aggro and pulling groups one at a time. Always take out casters first i.e. rain of terrors/heralds of nightmare/word of madness with the exception of arm of insanity (quickening zephyr is a killer for healer monks).
Hope this helps.
My monk generally had the following set up in NM:
Monk with /Me (Set yourself up as Smite/domination. Will outline the reasons later)
2 Hero SF Eles - 15/16 Fire, rest Energy storage. Put in Meteor shower/Rodgorts/Liquid flame based on what suits your fancy in addition to SF/Glowing Gaze
1 Hero Misc - I generally used either Olias as MM with Jagged Bones (good crowd control and mob distraction) or Norgu as domination spiker
Warrior Hench
Both Monk henches
Fire hench (Good damage dealer and synergy with the other Eles)
Healing monks at the head of a hero/hench party have it tough in the torment areas because in those areas you really have to watch yourself so you dont aggro another group plus you need to call targets due to the call of torment crap and you cant do it as effectively if you need to watch red health bars all the time. The healer henchies are more than up to the task of taking care of these needs.
With the above set up, I was able to clear all torment areas with no issues and get my protector title. Minor changes here and there e.g. putting in a broadhead arrow ranger for Gate of Pain mission and wild blow warrior/SV necro for Gate of Madness etc but more or less the same builds in the explorable areas.
Another really important area is watching aggro and pulling groups one at a time. Always take out casters first i.e. rain of terrors/heralds of nightmare/word of madness with the exception of arm of insanity (quickening zephyr is a killer for healer monks).
Hope this helps.
gg-gl-hf
Nasty buggers, aren't they?
Especially if you don't manage to take them down fast enough - Call to the Torment can be a pain in the ass then.
When playing monk (AP usually), I'm bringing
Heroes:
Goren (Hammer warrior using a KD-heavy build to help interrupting casters while tanking) Olias (MM) Sousuke (Water elementalist bringing Maelstrom for interrupts and some other skills which cause slowdowns)
Henchmen:
Sogolon (Party-wide buffs and support) Odurra (More interrupts) or Cynn (More damage) Eve (BR ftw) Mhenlo
Besides a suitable lineup, it's important to
Especially if you don't manage to take them down fast enough - Call to the Torment can be a pain in the ass then.
When playing monk (AP usually), I'm bringing
Heroes:
Goren (Hammer warrior using a KD-heavy build to help interrupting casters while tanking) Olias (MM) Sousuke (Water elementalist bringing Maelstrom for interrupts and some other skills which cause slowdowns)
Henchmen:
Sogolon (Party-wide buffs and support) Odurra (More interrupts) or Cynn (More damage) Eve (BR ftw) Mhenlo
Besides a suitable lineup, it's important to
- Not over-aggro (don't take on more than one group at a time - watch the paths they're taking before starting an attack)
Depending on the situation, it might be advisable to lure
Call targets (can be a hassle if you're a monk, but nonetheless necessary to force the bots to concentrate on one target)
Kill foes in a reasonable sequence (my usual attack order: Word of Madness - Shadow of Fear - Rain of Terror or Herald of Nightmares - Spear of Torment - Blade of Corruption / Scythe of Chaos - Arm of Insanity (might want to kill the Zephyr ghost earlier in the fight, as it seriously obstructs your casters))
Additionally, because of the aggravating environmental effects in some areas, it might be advisable / necessary to use an energy-friendly build (though Eve usually supplies energy through BR).