Alert - Essay!
Lyssa Dervish - OgGjkyrDLTMXNXBFCYibyg9gxXA
16 (12+3+1) Scythe Mastery
13 (12+1)Mysticism (switch to a 16 Mysticism hood when you cast Lyssa)
480 Health
Equip: Windwalkers or Survivor, prefer Windwalkers since i can generally maintain alot of enchantments. If your Scythe isn't 20% enchantments you need a slap...
[skill]Mystic Sweep[/skill][skill]Eremite's Attack[/skill][skill]Wild Blow[/skill][skill]Lyssa's Assault[/skill][skill]Heart of Fury[/skill][skill]Aura of Holy Might[/skill][skill]Eternal Aura[/skill][skill]Avatar of Lyssa[/skill]
Weapon/Resto Rit - OACjEuiMpNYsr9xVaO5GnVvLGA
15 (12+2+1) Channeling
12 (11+1) Restoration
7 (6+1) Spawning Power
566 Health
Equip: Survivors and a staff with ideally +60 health. (Spiritgarden's Repose atm)
Can always drop Rest to 10 and use a major so you can boost Spawning a little more. Turn off the weapon spells and cast them manually, that way he doesn't waste energy on unnescessary Splinters and waste Warmongers on someone else.
[skill]Splinter Weapon[/skill][skill]Warmonger's Weapon[/skill][skill]Offering of Spirit[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Life[/skill][skill]Recuperation[/skill][skill]Flesh of my Flesh[/skill]
Smite/Prot Monk - OwAT44HDnpeMT20ukFCmeegGBA
15 (12+2+1) Smiting Prayers
13 (12+1) Protection Prayers
3 Divine Favour
576 Health
Equip: Survivors and a staff with +30 and 20% enchantments (Jayne's Staff is perfect for Prot monks).
1. I'm too cheap to pay for Minor Divine Favour. 2. I don't see the extra 3 health per heal as all that helpful when he only has 3 DF to begin with.
[skill]Protective Spirit[/skill][skill]Reversal of Fortune[/skill][skill]Dismiss Condition[/skill][skill]Smite Hex[/skill][skill]Judge's Insight[/skill][skill]Defender's Zeal[/skill][skill]Strength of Honor[/skill][skill]Resurrection Chant[/skill]
Minion Master
16 (12+3+1) Death Magic
11 (10+1) Soul Reaping
8 Protection Prayers
501 Health
Equip: Survivors with a 2x20%HCT Death Staff w/ Enchanting or Death +1, whatever you prefer. With my standard Survivors + Major Vig + Vitae set up he has just over 500 health and regularly survives wipes without DP so is very rarely the main target of enemies over henchman.
[skill]Jagged Bones[/skill]or[skill]Animate Flesh Golem[/skill][skill]Animate Vampiric Horror[/skill][skill]Animate Bone Horror[/skill][skill]Blood of the Master[/skill][skill]Dark Bond[/skill][skill]Death Nova[/skill][skill]Signet of Lost Souls[/skill][skill]Aegis[/skill]
Down to personal choice with the MM really. Shambling or Vampiric... Horrors or Minions... to Death Nova or not to Death Nova (i really don't see why the hell thats a choice, MM heroes use Death Nova brilliantly). Don't give them a res... many many times during very bad overlures MoW has survived purely through Dark Bond and stayed alive long enough to appear at the res shrine without geting dp. Plus why would i want them ressurecting someone? I have 6 other hench for that, i want him animating!
As you may have figured out by looking at this build... YOU are the damage dealer. The minions help absorb damage and also make a nice addition when you get your army of 10 going + Death Nova's. Does involve some micromanagement. Changing headgear often and activating Weapon spells when you see them as useful. I began with a Water Hexer instead of Razah, then i eventually went and got him and found Warmongers a very good addition.
It works in 4man areas too, i successfully vanquished Eastern Frontier with this set up, those Grawl Ulodytes never knew what hit em.
Protective Spirit is really all you need to become a temporary tank vs the extremely dangerous groups. If you want extra armour, just change out Wild Blow/Lyssa's Assault for Conviction at 3/4 Earth, don't waste your elite on Avatar of Balthazar for christ sake.
The damage you can get from Lyssa (+53) Judges Insight (holy 20% AP) Strength of Honour (15 damage) Aura of Holy Might (+28% damage, although wiki has it as bugged and adds base damage, giving it about +55% effectiveness) and either Warmongers Weapon (interrupt any non-attack skill on hit, interrupts AFTER Lyssa deals damage) or Splinter Weapon (50 AoE damage per hit for 5 hits) is ridiculously high. Undead i have hit for upwards of 650 on occasion, regular foes get 100-300 usually.
A few problems... Lingering Curse and Chilblains can cause you to go insane, if you want, alter Dunkoro's build and give him Spellbreaker to give you free roam for a little while... thats about it. Prof Gai is an absolute tosser when it comes to Weapon spells... he CONSTANTLY removes your Warmongers/Splinter Weapon to replace it with Weapon of Warding even if your at 99% health!
You can also modifiy Dunkoro with Restore Condition and Glyph of Lesser Energy (or some Inspiration skills if you can make it work attribute wise) in condition heavy areas, mainly those with Enchanted Brambles. Razah seems to work pretty well, although i haven't really experimented with him. You could always bring Recovery instead there too.
Mist Form is an annoying skill in the Tyrian Jungle... use Rending Sweep (or Touch if you think you can handle the self removal side).
Take Protectors Strike or Victorious Sweep if you don't like Lyssa's Assault, i find its recharge ties in nicely with the duration of Eternal Aura though. Wild Blow is a ridiculously powerful hit when you consider all the buffs i use, i strongly advise taking it, even if your not in a stance heavy area.
The general way of this build is... if you can easily take them, charge in and destroy them or stand on the edge of agro casting skills and call a target to make the hench charge in, take the intial blast of skills/enchantment removal, then charge in and destroy them. If the mobs are very likely to own your hench (Awakened mobs can easily do that) try luring round a corner or wall and bodyblocking. Vanquished Joko's Domain with no problems at all this way, it was quite laughable actually with the holy damage and interrupts. If the mob has a particularly deadly boss or just has things like Kournan Scribes that are extremely annoying and lethal to hench groups, run in first with prot spirit (and cover enchantments) and take the initial blast of damage before cutting things in 2. Warmonger's Weapon makes casters useless. Splinter Weapon makes properly lured melee mobs into amusing pyramids of damage numbers (my favourite so far was a mob of 10-15 Stoneaxe/Beast/Pet Hekets that was killed out right in 4 seconds by Cynn, Herta and me).
Note... Jade Brotherhood are still insanely dangerous... i've steered clear of most areas they inhabit in Cantha, not a fan of Wardens either. But otherwise i've done all of Elona and i have 2 areas in Tyria left, managed to hench Rotscale which i'm proud of
