New hero teams for gw:en.
MercenaryKnight
Well as we saw in the preview destroyers are fire immune and the sf fad does about 20-30 damage to most high al enemies. I also tried an all ranger barrage group that didn't do too great during the weekend event either.
So, I figured we can start posting ideas on builds we should use for gw:en since it comes out in a few days.
So, I figured we can start posting ideas on builds we should use for gw:en since it comes out in a few days.
My Sweet Revenga
Use a ranger secondary and bring winter?
Kas
Heh, that answer is no surprise. Instead of trying new builds, people will just make Winter mandatory and use the same builds as allways.
qazwersder
they dont burn, sf is useless against destroyers
jimmyboveto
OMG OMG OMG you meen we might actually have to run something other then SF!!!!! Oh noes, what will happen to the world of GW?????!!!!1111
/end sarcasm
Heh, sorry bout that. I'm done now. Onto the topic....
It's a fairly good question, and one that I've been thinking about myself. For one thing, its important to realise fire eles aren't the only source of damage. SS necros, earth eles(sandstorm), and channeling rits can all do a fair amount themselves. I for one like what A-net is doing with GWEN. Thinking is ftw.
/end sarcasm
Heh, sorry bout that. I'm done now. Onto the topic....
It's a fairly good question, and one that I've been thinking about myself. For one thing, its important to realise fire eles aren't the only source of damage. SS necros, earth eles(sandstorm), and channeling rits can all do a fair amount themselves. I for one like what A-net is doing with GWEN. Thinking is ftw.
MercenaryKnight
It seems like some of the new earth spells might be where the damage will be at now. Not to mention being able to have wards for defense.
So, what kind of builds do you guys see as the new steam roller metatype. I would assume 1 earth ele might be enough for the defensive wards+ damage and 1 ss necro as mentioned above.
Seems like ranger damage is out of the question. Since most things have high al. I almost wonder if we'll see new bloodspike variants for pve. They can do consistent life steal damage and spread around useful hexes or enfeebles. Not to mention the under used feast of corruption for aoe life steal.
It just is quite hard to find stuff that can do a lot of damage without it being life steal. From the monsters high levels, hp and armor.
So, what kind of builds do you guys see as the new steam roller metatype. I would assume 1 earth ele might be enough for the defensive wards+ damage and 1 ss necro as mentioned above.
Seems like ranger damage is out of the question. Since most things have high al. I almost wonder if we'll see new bloodspike variants for pve. They can do consistent life steal damage and spread around useful hexes or enfeebles. Not to mention the under used feast of corruption for aoe life steal.
It just is quite hard to find stuff that can do a lot of damage without it being life steal. From the monsters high levels, hp and armor.
Sun Fired Blank
The change to fire made me greatly reconsider my use of it. To be frank, I had quit using Searing Flames quite some time ago. The simple fact is that a pair of SF elementalists often pushed me through areas faster than I really need to move through them... or faltered badly against a highly durable or overwhelmingly brutal mob.
Here's what I've tried for Zhed and Vekk with pleasant results.
[skill]Shatterstone[/skill][skill]Freezing Gust[/skill][skill]Ice Spikes[/skill][skill]Blurred Vision[/skill][skill]Ward Against Melee[/skill][skill]Glyph of Lesser Energy[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
[skill]Elemental Attunement[/skill][skill]Lightning Orb[/skill][skill]Lightning Hammer[/skill][skill]Blinding Flash[/skill][skill]Maelstrom[/skill][skill]Glyph of Lesser Energy[/skill][skill]Air Attunement[/skill][skill]Resurrection Signet[/skill]
The absolute DPS for both characters doesn't match fire, but a strong defensive component and respectable longevity are both desirable. Remember that henchmen in Eye of the North are (for the most part) amazingly strong. Most of them are capable of outright replacing a hero, which previously was not a viable consideration. Your job is to bring a hero setup that your henchmen simply can't rival, and that's a harder job than before.
A couple of other quick notes: if you haven't reviewed the changes for henchmen for Eye of the North, make sure that you do it. They have much stronger skills than before.
Here's what I've tried for Zhed and Vekk with pleasant results.
[skill]Shatterstone[/skill][skill]Freezing Gust[/skill][skill]Ice Spikes[/skill][skill]Blurred Vision[/skill][skill]Ward Against Melee[/skill][skill]Glyph of Lesser Energy[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
[skill]Elemental Attunement[/skill][skill]Lightning Orb[/skill][skill]Lightning Hammer[/skill][skill]Blinding Flash[/skill][skill]Maelstrom[/skill][skill]Glyph of Lesser Energy[/skill][skill]Air Attunement[/skill][skill]Resurrection Signet[/skill]
The absolute DPS for both characters doesn't match fire, but a strong defensive component and respectable longevity are both desirable. Remember that henchmen in Eye of the North are (for the most part) amazingly strong. Most of them are capable of outright replacing a hero, which previously was not a viable consideration. Your job is to bring a hero setup that your henchmen simply can't rival, and that's a harder job than before.
A couple of other quick notes: if you haven't reviewed the changes for henchmen for Eye of the North, make sure that you do it. They have much stronger skills than before.
Evilsod
Tbh they haven't given me a reason to change from fire... at least not on my casters/ranged characters. Jotun and Wurms have ridiculously high armour to anything, the extra damage from burning helps, the AoE from fire also helps while other professions do more single target damage to finish things off.
Plus from what i saw in the preview... half the mobs in Norn territory are made of ice... the other half are all melee! Mandragor are kamikazes who all charge into melee range via Savage Charge. Berserkers are all melee. Shatter Elements/Avalances are made of ice. The shadow things are mostly melee. Jotun have a strong frontline and backline, Bloodcurdlers also come into melee range after a certain amount of damage to use Unholy Feast, the Mesmers are more annoying than dangerous. Stone Summit are just... bastards... as always. Centaurs all charge into melee range to use Trample.
Destroyers on the other hand i didn't realise were immune to burning until the day AFTER i did A Gate Too Far... so my next Destroyer encounter in the Raven's Point dungeon was done using 1 SS/BR, 1 MoR Dom and 1 Inep/Epi. Obviously making Destroyer of Thoughts (Hex Eater Vortex and Shatter Hex) very high priority targets. It made the Dervish bosses hilariously useless though when i began fights with Ineptitude, Price of Failure and Empathy.
I may make Vekk into an Air ele or Earth warder though (not sure why the latter, i tend to run a ward on my SF eles) because 3 SF eles is a very bad combo since the lack of a minion wall really can hit you hard.
Sun Fired... why GoLE on the Dual Att. Air ele and not Arc Lightning?
Plus from what i saw in the preview... half the mobs in Norn territory are made of ice... the other half are all melee! Mandragor are kamikazes who all charge into melee range via Savage Charge. Berserkers are all melee. Shatter Elements/Avalances are made of ice. The shadow things are mostly melee. Jotun have a strong frontline and backline, Bloodcurdlers also come into melee range after a certain amount of damage to use Unholy Feast, the Mesmers are more annoying than dangerous. Stone Summit are just... bastards... as always. Centaurs all charge into melee range to use Trample.
Destroyers on the other hand i didn't realise were immune to burning until the day AFTER i did A Gate Too Far... so my next Destroyer encounter in the Raven's Point dungeon was done using 1 SS/BR, 1 MoR Dom and 1 Inep/Epi. Obviously making Destroyer of Thoughts (Hex Eater Vortex and Shatter Hex) very high priority targets. It made the Dervish bosses hilariously useless though when i began fights with Ineptitude, Price of Failure and Empathy.
I may make Vekk into an Air ele or Earth warder though (not sure why the latter, i tend to run a ward on my SF eles) because 3 SF eles is a very bad combo since the lack of a minion wall really can hit you hard.
Sun Fired... why GoLE on the Dual Att. Air ele and not Arc Lightning?
Sun Fired Blank
Evilsod: I think that you misunderstand me. I don't question for a second that you should have at least one hero as a fire elementalist. The simple fact is that you can't find a stronger way to dish out a huge pile of damage. In many areas, you absolutely should have at least one fire elementalist. My point is more that a fire setup is not quite as dominant as it used to be. The updates to several henchmen and (as you stated) the general fragility of an elementalist line are huge factors that discourage a fire-dominant party. And even if those aren't factors to consider, I might simply point out that you're going to desire a non-fire elementalist in quite a number of areas, and that you don't require a fire-dominant party to clear through most areas in a timely fashion. There are many areas in which fire is clearly the useful damage type; however, Sousuke (SH Warder, for example) and the updated Cynn are often more than enough firepower.
I try to encourage hero diversity because it makes for a quick and prepared range of solutions. For example, I have about 19 heroes right now (a handful from GW:EN). I have already setup every one of them for a specific function. So far as I can discern, GW:EN is a very frustrating campaign for a player that doesn't have a wide range of solutions.
GoLE is redundancy if enchantments aren't maintained. The prospect of having them fail is enough to demand a slot. Heroes aren't spectacular at checking if they're up either. It isn't strange for them to cast a high-cost option during a longer engagement after they've failed.
I try to encourage hero diversity because it makes for a quick and prepared range of solutions. For example, I have about 19 heroes right now (a handful from GW:EN). I have already setup every one of them for a specific function. So far as I can discern, GW:EN is a very frustrating campaign for a player that doesn't have a wide range of solutions.
GoLE is redundancy if enchantments aren't maintained. The prospect of having them fail is enough to demand a slot. Heroes aren't spectacular at checking if they're up either. It isn't strange for them to cast a high-cost option during a longer engagement after they've failed.
MercenaryKnight
What about the new skills magnetic surge and energy blast? It seems like energy blast (although with a bit high recharge time) can do some great damage and that's not even within a fire/earth/water line.
My Sweet Revenga
Quote:
Originally Posted by Kas
Heh, that answer is no surprise. Instead of trying new builds, people will just make Winter mandatory and use the same builds as allways.
Of course that's human nature. Don't fix it if it ain't broke, but there's no rule that says you can't extend its life with duct tape.
Actually I did notice during the preview event that my dual SF eles weren't doing squat. Thus, I removed one SF and replace him with Gwen. I put my Norgu interrupter build on her, and wow she kicks some serious a**.
Now I've gone and gotten rid of Zhed and replaced him with Melonni with Helmos' sandbombing build. Wow she kicks the crap out of everything by herself. So now I have no ele heroes in my party. Just Gwen, Melonni, and Jora/MoW. Tonight I might try putting Helmos' laser sword pew pew build on Gwen. That guy comes up with some of the sweetest builds hehe. And I still haven't tried throwing the sandbombing build on Khamu too and bringing 2 sandbomber dervs into the frey. I wonder how well it'll work heh. SF eles was sooooo last update
Actually I did notice during the preview event that my dual SF eles weren't doing squat. Thus, I removed one SF and replace him with Gwen. I put my Norgu interrupter build on her, and wow she kicks some serious a**.
Now I've gone and gotten rid of Zhed and replaced him with Melonni with Helmos' sandbombing build. Wow she kicks the crap out of everything by herself. So now I have no ele heroes in my party. Just Gwen, Melonni, and Jora/MoW. Tonight I might try putting Helmos' laser sword pew pew build on Gwen. That guy comes up with some of the sweetest builds hehe. And I still haven't tried throwing the sandbombing build on Khamu too and bringing 2 sandbomber dervs into the frey. I wonder how well it'll work heh. SF eles was sooooo last update
Sheriff
What are these Helmos builds you speak of?
My Sweet Revenga
Oh urm, his guides are posted on another forum so naturally I can't just link them here heh.
Sun Fired Blank
I can't anticipate magnetic surge or energy blast as part of a hero setup. In PvE, you're searching for damage per second, and neither is overly useful for that. I'd note that Winter is not a solution for the fire damage problem, as it converts damage after the armor step of the damage calculation.
Concerning the Helmos builds: the dervish sandstormer is Arcane Zeal + Mystic Sandstorm. They've been around for a while; the idea isn't particularly novel, but so far as I know, he's the first one to publicly realize that heroes run through the chain quickly and that not much in PvE has a means to stop it. If you stick it on a hero and use a bunch of the nastier condition-causing enchantments, you get a fairly nasty surprise. The gwen build is rather neat, although I don't know that I could have it displace another build. It's basically an IW that exploits the hero's ability to micromanage a pile of condition-causing and survival dervish enchantments. Channeling helps to cover IW and simulate the Mysticism bonus.
Concerning the Helmos builds: the dervish sandstormer is Arcane Zeal + Mystic Sandstorm. They've been around for a while; the idea isn't particularly novel, but so far as I know, he's the first one to publicly realize that heroes run through the chain quickly and that not much in PvE has a means to stop it. If you stick it on a hero and use a bunch of the nastier condition-causing enchantments, you get a fairly nasty surprise. The gwen build is rather neat, although I don't know that I could have it displace another build. It's basically an IW that exploits the hero's ability to micromanage a pile of condition-causing and survival dervish enchantments. Channeling helps to cover IW and simulate the Mysticism bonus.
Sheriff
Thanks for the explanation, but could someone post/link those builds?
Evilsod
I've been quite tempted to try and run a build involving Fevered Dreams... probably on my Mes herself so i can control the Fevered better. But it'd use an MM w/ Virulence, probably a BHA/Burning Arrow w/ Pin Down + Screaming Shot/Barbed Arrows, the PvE only skill "Finish Him!" for a huge AoE Deep Wound/Cracked Armour. Then a blindbot to finish off the job.
1 person, 3 hero builds, every condition in the game.
Would be elaborate... but amusing to run i'd say.
1 person, 3 hero builds, every condition in the game.
Would be elaborate... but amusing to run i'd say.
My Sweet Revenga
Quote:
Originally Posted by Sun Fired Blank
I can't anticipate magnetic surge or energy blast as part of a hero setup. In PvE, you're searching for damage per second, and neither is overly useful for that. I'd note that Winter is not a solution for the fire damage problem, as it converts damage after the armor step of the damage calculation.
Concerning the Helmos builds: the dervish sandstormer is Arcane Zeal + Mystic Sandstorm. They've been around for a while; the idea isn't particularly novel, but so far as I know, he's the first one to publicly realize that heroes run through the chain quickly and that not much in PvE has a means to stop it. If you stick it on a hero and use a bunch of the nastier condition-causing enchantments, you get a fairly nasty surprise. The gwen build is rather neat, although I don't know that I could have it displace another build. It's basically an IW that exploits the hero's ability to micromanage a pile of condition-causing and survival dervish enchantments. Channeling helps to cover IW and simulate the Mysticism bonus. I was kidding about the winter solution, I figured the smiley would be a dead givaway of that
Yesh concerning Helmos' builds, certainly the builds aren't completely new concepts, even he admits that in his guides. It's the fact that the heroes use them so proficiently that makes them so useful in certain situations. I can imagine the sanstorm bombing build might have trouble against a mob of casters since its strength is vs melee enemies, hence I only used one derv hero, but I haven't actually tried using 2 at the same time yet.
But from what I've seen, I've been able to use player made hero builds and my own custom hero build and I haven't had any real trouble in GWEN so far. So once again, proof enough that although the SF hero has been rendered almost useless in GWEN, there are many other more viable hero builds for even the most seemingly useless of hero characters... yes even zenmai. So hopefully the hero party doesn't consist of SF,SF,SS or SF,SS,MM or MM,MM,SF or.... well you get the idea.
Concerning the Helmos builds: the dervish sandstormer is Arcane Zeal + Mystic Sandstorm. They've been around for a while; the idea isn't particularly novel, but so far as I know, he's the first one to publicly realize that heroes run through the chain quickly and that not much in PvE has a means to stop it. If you stick it on a hero and use a bunch of the nastier condition-causing enchantments, you get a fairly nasty surprise. The gwen build is rather neat, although I don't know that I could have it displace another build. It's basically an IW that exploits the hero's ability to micromanage a pile of condition-causing and survival dervish enchantments. Channeling helps to cover IW and simulate the Mysticism bonus. I was kidding about the winter solution, I figured the smiley would be a dead givaway of that
Yesh concerning Helmos' builds, certainly the builds aren't completely new concepts, even he admits that in his guides. It's the fact that the heroes use them so proficiently that makes them so useful in certain situations. I can imagine the sanstorm bombing build might have trouble against a mob of casters since its strength is vs melee enemies, hence I only used one derv hero, but I haven't actually tried using 2 at the same time yet.
But from what I've seen, I've been able to use player made hero builds and my own custom hero build and I haven't had any real trouble in GWEN so far. So once again, proof enough that although the SF hero has been rendered almost useless in GWEN, there are many other more viable hero builds for even the most seemingly useless of hero characters... yes even zenmai. So hopefully the hero party doesn't consist of SF,SF,SS or SF,SS,MM or MM,MM,SF or.... well you get the idea.
Skuld
Quote:
Originally Posted by My Sweet Revenga
Oh urm, his guides are posted on another forum so naturally I can't just link them here heh.
Of course you can link to other forums on here, its GWO which has the stupid rules...
Snow Bunny
I haven't run sf in forever.
I run...
Searing Heat, Savannah Heat, Teinai's Heat, Fireball, MS for damage on my eles.
Then each ele runs something different defensively, be it para shouts, Aegis, or wards.
I tried water and earth, but my SH builds still top both pretty powerfully.
Honestly, most mobs die within 10 seconds from that.
Sure, destroyers can't be put on fire.
But tbh...I've crashed through everything so far on this with ease.
The only even notable thing is that the Destroyer eles can spike hard with incendiary bonds.
I run...
Searing Heat, Savannah Heat, Teinai's Heat, Fireball, MS for damage on my eles.
Then each ele runs something different defensively, be it para shouts, Aegis, or wards.
I tried water and earth, but my SH builds still top both pretty powerfully.
Honestly, most mobs die within 10 seconds from that.
Sure, destroyers can't be put on fire.
But tbh...I've crashed through everything so far on this with ease.
The only even notable thing is that the Destroyer eles can spike hard with incendiary bonds.
Wyat Hawke
Quote:
Originally Posted by Evilsod
I've been quite tempted to try and run a build involving Fevered Dreams... probably on my Mes herself so i can control the Fevered better. But it'd use an MM w/ Virulence, probably a BHA/Burning Arrow w/ Pin Down + Screaming Shot/Barbed Arrows, the PvE only skill "Finish Him!" for a huge AoE Deep Wound/Cracked Armour. Then a blindbot to finish off the job.
1 person, 3 hero builds, every condition in the game.
Would be elaborate... but amusing to run i'd say. I suggest you try out this build then
Fevered Conditioner A/Me
It makes Assassins fun to play in PvE again, and Zenmai knows how to use it aswell ^_^
1 person, 3 hero builds, every condition in the game.
Would be elaborate... but amusing to run i'd say. I suggest you try out this build then
Fevered Conditioner A/Me
It makes Assassins fun to play in PvE again, and Zenmai knows how to use it aswell ^_^
Evilsod
Personally i'd rather just spam skills under Crit Agility/Def on my sin
MercenaryKnight
I found the links for the gwen iw and mystic sandstorm heroes from gwonline. As well as an a/p critical spear spammer incase anyones interested.
http://guildwars.incgamers.com/forum...d.php?t=461954
http://guildwars.incgamers.com/forum...d.php?t=453579
http://guildwars.incgamers.com/forum...d.php?t=462197
http://guildwars.incgamers.com/forum...d.php?t=461954
http://guildwars.incgamers.com/forum...d.php?t=453579
http://guildwars.incgamers.com/forum...d.php?t=462197
odly
I played my team with 2 Sf fire ele's through the whole game without too much problems. Everything dies, including destroyers.
But they are just part of the team, the other parts offer different kinds of damage. And the ele's are monk secondary with healing on one and protection on the other. So when needed I put them on defense and they start monking. While my hexes produce corpses for the MM to get going.
All in all having the fire ele's makeit all go down fast till you get to the dungeons.
Against the destroyers I might want to change their builds for the futur.
I'm thinking of taking a mesmer with more hexes and an air spiker for the other. I've set up Vekk as an air spiker now to see how that works.
Destroyers leave corpses, so Olias is staying. Sorry now way arround it, if there's corpses a MM is great to have arround. They deal damage, they absorb damage. Nothing pleases me more than retreating through a mass of minnions when a big bad melee thingy is whacking me.
It's funny though, this is the same team build I playued through most HM missions to get my legendary guardian title. I haven't had to change one bit to complete the main storyline in eotn, it allmost feels like role playing.
But they are just part of the team, the other parts offer different kinds of damage. And the ele's are monk secondary with healing on one and protection on the other. So when needed I put them on defense and they start monking. While my hexes produce corpses for the MM to get going.
All in all having the fire ele's makeit all go down fast till you get to the dungeons.
Against the destroyers I might want to change their builds for the futur.
I'm thinking of taking a mesmer with more hexes and an air spiker for the other. I've set up Vekk as an air spiker now to see how that works.
Destroyers leave corpses, so Olias is staying. Sorry now way arround it, if there's corpses a MM is great to have arround. They deal damage, they absorb damage. Nothing pleases me more than retreating through a mass of minnions when a big bad melee thingy is whacking me.
It's funny though, this is the same team build I playued through most HM missions to get my legendary guardian title. I haven't had to change one bit to complete the main storyline in eotn, it allmost feels like role playing.
cellardweller
I ran a pretty standard tombs b/b group consisisting of 3xsplinter barrage 2x dwarven weapon barrage 1xmm 1xorders 1xBlessed light through all areas with 6 heroes and the bad guys practically killed themselves
Full Metal X
Needs more 3 necro soul reaping abuse, id post my build but im to lazy too.
Mesmer in Need
Godly:
Razah: 12+2+1 restoration, 12+1 channeling, 4+1 spawning
[skill]bloodsong[/skill][skill]ancestors' rage[/skill][skill]spirit rift[/skill][skill]weapon of remedy[/skill][skill]vengeful weapon[/skill][skill]spirit light[/skill][skill]mend body and soul[/skill][skill]flesh of my flesh[/skill]
Xandra:11+1+1 communing 12+2 channeling 6+1 spawning
[skill]Pain[/skill][skill]ancestors' rage[/skill][skill]spirit rift[/skill][skill]splinter weapon[/skill][skill]ritual lord[/skill][skill]shelter[/skill][skill]union[/skill][skill]flesh of my flesh[/skill]
Master of Whispers:8+2+1 blood 12 restoration 10+1 soul reaping
[skill]blood is power[/skill][skill]vengeful weapon[/skill][skill]spirit light[/skill][skill]mend body and soul[/skill][skill]recovery[/skill][skill]well of blood[/skill][skill]signet of lost souls[/skill][skill]flesh of my flesh[/skill]
Razah: 12+2+1 restoration, 12+1 channeling, 4+1 spawning
[skill]bloodsong[/skill][skill]ancestors' rage[/skill][skill]spirit rift[/skill][skill]weapon of remedy[/skill][skill]vengeful weapon[/skill][skill]spirit light[/skill][skill]mend body and soul[/skill][skill]flesh of my flesh[/skill]
Xandra:11+1+1 communing 12+2 channeling 6+1 spawning
[skill]Pain[/skill][skill]ancestors' rage[/skill][skill]spirit rift[/skill][skill]splinter weapon[/skill][skill]ritual lord[/skill][skill]shelter[/skill][skill]union[/skill][skill]flesh of my flesh[/skill]
Master of Whispers:8+2+1 blood 12 restoration 10+1 soul reaping
[skill]blood is power[/skill][skill]vengeful weapon[/skill][skill]spirit light[/skill][skill]mend body and soul[/skill][skill]recovery[/skill][skill]well of blood[/skill][skill]signet of lost souls[/skill][skill]flesh of my flesh[/skill]
Psychology
@Mesmer in Need
QQ: does your razah or Master of Whispers actually use their weapon spells or do you have to micro them for him?
Do you need to micro Master of Whispers BiP or Well?
QQ: does your razah or Master of Whispers actually use their weapon spells or do you have to micro them for him?
Do you need to micro Master of Whispers BiP or Well?
baz777
Quote:
Originally Posted by Evilsod
I've been quite tempted to try and run a build involving Fevered Dreams..
I've been running with this for some time, works well
Ele/Derv (player)
Fire Attunement
Aura Of Restoration
Glyph Of Lesser Energy
Searing Flames
Glowing Gaze
Fire Storm
Ressurect Signet
Mystic Regen
Fire: 16
Energy Storage: 10
Earth Prayer: 8
Vekk (Ele/Derv)
Build as above
Paragon/Mes
They’re On Fire
Anthem Of Flame
Glowing Signet
Signet Of Synergy
Ballard Of Restoration
Leaders Comfort
Fevered Dreams
Signet Of Return
Leadership: 16
Motivation: 9
Illusion: 10
Mo/Mes
LoD
Ele/Derv (player)
Fire Attunement
Aura Of Restoration
Glyph Of Lesser Energy
Searing Flames
Glowing Gaze
Fire Storm
Ressurect Signet
Mystic Regen
Fire: 16
Energy Storage: 10
Earth Prayer: 8
Vekk (Ele/Derv)
Build as above
Paragon/Mes
They’re On Fire
Anthem Of Flame
Glowing Signet
Signet Of Synergy
Ballard Of Restoration
Leaders Comfort
Fevered Dreams
Signet Of Return
Leadership: 16
Motivation: 9
Illusion: 10
Mo/Mes
LoD
Abbel Calima
Quote:
Originally Posted by Psychology
@Mesmer in Need
QQ: does your razah or Master of Whispers actually use their weapon spells or do you have to micro them for him?
Do you need to micro Master of Whispers BiP or Well? Want to know this as well.
QQ: does your razah or Master of Whispers actually use their weapon spells or do you have to micro them for him?
Do you need to micro Master of Whispers BiP or Well? Want to know this as well.
Mesmer in Need
Quote:
Originally Posted by Psychology
@Mesmer in Need
QQ: does your razah or Master of Whispers actually use their weapon spells or do you have to micro them for him?
Do you need to micro Master of Whispers BiP or Well? I use these heros on my tank, and they use it pretty well. the healing weapon spells work fine, and they know how to cast splinter on me, but usually when im in a mob. sometiemes i have them precast it. The only real thing i have to micro is bip, ive only seen him use it on his own a couple times.
QQ: does your razah or Master of Whispers actually use their weapon spells or do you have to micro them for him?
Do you need to micro Master of Whispers BiP or Well? I use these heros on my tank, and they use it pretty well. the healing weapon spells work fine, and they know how to cast splinter on me, but usually when im in a mob. sometiemes i have them precast it. The only real thing i have to micro is bip, ive only seen him use it on his own a couple times.
Kaida the Heartless
One word: Rangers.
Still broken as ever.
Still broken as ever.
MBP
BA or BHA interrupt Ranger hero ftw
Usually some sort of MM or Minion Bomber - swap for Ele or Tank if no bodies
Tahlkora as my third...some sort of prot build
Usually some sort of MM or Minion Bomber - swap for Ele or Tank if no bodies
Tahlkora as my third...some sort of prot build
Darkpower Alchemist
I'm playing through GWEN with my ranger, and I find that some things don't need to change. My Hero ele runs Sandstorm/Churning Earth and I've thrown in Energy Blast to make things nice. Getting the same damage almost as Ob Flame without exaustion works for me.
In the Temple of The Damned, I ran a 2 ranger setup with both using [skill]Prepared Shot[/skill][wiki]Sloth Hunter Shot[/wiki][skill]Savage Shot[/skill] with my ranger using RtW and my hero ranger using RF.
Prep Shot is the truth and the reason if you run heavy energy builds. Concussion Shot with 12 Expertise+ prepared shot= free. SHS is a spectacular skill. Every ranger should have it on every bar they can think of. Keen Arrow was nice, but ShS is way better. Both can be frightening when paired with the Pargon shout "GfTE!" 2 shots of over 100 hp dmg from 2 rangers can be a dangerous thing.
Jora plays the axe when Pyre is on the bench. I run a hybrid Aegis MM with BR. The rotation of who plays and what works really depends on the place you are going to be in.
In the Temple of The Damned, I ran a 2 ranger setup with both using [skill]Prepared Shot[/skill][wiki]Sloth Hunter Shot[/wiki][skill]Savage Shot[/skill] with my ranger using RtW and my hero ranger using RF.
Prep Shot is the truth and the reason if you run heavy energy builds. Concussion Shot with 12 Expertise+ prepared shot= free. SHS is a spectacular skill. Every ranger should have it on every bar they can think of. Keen Arrow was nice, but ShS is way better. Both can be frightening when paired with the Pargon shout "GfTE!" 2 shots of over 100 hp dmg from 2 rangers can be a dangerous thing.
Jora plays the axe when Pyre is on the bench. I run a hybrid Aegis MM with BR. The rotation of who plays and what works really depends on the place you are going to be in.
Evilsod
I think your mistaken. Keen Arrow sucks. It has done and will continue to do so until Anet fix the frigging bug that makes it do +0 damage if it doesn't critical, which still happens even with GftE. Sloth Hunters Shot is dodgy, its either a pretty powerful skill or a fancy Power Shot. Point Blank Shot works better... a consitant damage output, very low recharge, lower e-cost.
Prep Shot now has the hidden factor of been an on-demand, extremely powerful energy management skill that lets you use the PvE skills when you need.
Prep Shot now has the hidden factor of been an on-demand, extremely powerful energy management skill that lets you use the PvE skills when you need.
Racthoh
My warrior is still using the same hero setup he was using before GW:EN; Sword on me, axe on Koss, hammer on Goren, Melonni on blood/wind prayers. Great damage output, strong defense powered by my Save Yourselves!.
Paragon went through GW:EN with an Spiteful Spirit necro, Corrupt Enchantment necro (which I later changed to Spiteful as well for dungeon clearing), and Morgahn to chain Defensive Anthems with. Now I'm playing around with a two paragon setup and a hammer Jora while I grind out vanguard points.
Paragon went through GW:EN with an Spiteful Spirit necro, Corrupt Enchantment necro (which I later changed to Spiteful as well for dungeon clearing), and Morgahn to chain Defensive Anthems with. Now I'm playing around with a two paragon setup and a hammer Jora while I grind out vanguard points.
Evilsod
How useful was the Corrupt Enchantments necro? I seem to remember there been 1 hell of alot of enchantments in GWEN. Frigid Armour, Critical Defences, Stoneflesh Aura, Aegis, alot of prot monks too. But was its effect really noticable? Over say... Rip Enchantments or Drain/Shatter.
Turbobusa
rip is better imo, the target I use corrupt on dies seconds after I strip his defense anyway.
Fire The Nutter
Has anyone else seen these?
http://guildwars.incgamers.com/forum...d.php?t=463434
Just used to clear the Asura quests in GW:EN with little/no difficulty (although I would add Mirror of Disenchantment on the Me for those pesky Raptors!, godly enchanment removal for the whole party!), just added the 2 Mo's, Cynn and Talon to give a shield where needed.
It also works if you change round roles (I play the R using BHA, I am the strongest, savage, distracting, sunspear sig, keen arrows (yes i know the bug, but im lucky 80-85% of the time))
Hero builds work nicely in late NF as well (WAH is great against terrorweb dryders etc)
http://guildwars.incgamers.com/forum...d.php?t=463434
Just used to clear the Asura quests in GW:EN with little/no difficulty (although I would add Mirror of Disenchantment on the Me for those pesky Raptors!, godly enchanment removal for the whole party!), just added the 2 Mo's, Cynn and Talon to give a shield where needed.
It also works if you change round roles (I play the R using BHA, I am the strongest, savage, distracting, sunspear sig, keen arrows (yes i know the bug, but im lucky 80-85% of the time))
Hero builds work nicely in late NF as well (WAH is great against terrorweb dryders etc)
iceemaker
I've been brainstorming about this for a while. I just need to cap a few the non-Paragon elites... and get access to a computer that I can play Guild Wars on.
Myself (P/W)
8+2(rune)=10 Leadership
12+1(headgear)+1(rune)=14 Motivation
8+1(rune)=9 Spear Mastery
7 Tactics
Spear of Lightning, Signet of Synergy, Song of Restoration (elite), Ballad of Restoration, Aria of Zeal, "Watch Yourself!", "Shield's Up!", Signet of Return
-I normally run a "The Power is Yours!" build, but I have a feeling energy won't be a problem for these heroes.
Acolyte Jin/Margrid the Sly/Pyre Fierceshot (R/Rt)
12+1(rune)=13 Expertise
12+1(headgear)+1(rune)=14 Marksmanship
Point Blank Shot, Zojun's Shot, Savage Shot, Distracting Shot, Disrupting Shot, Prepared Shot (Elite), Expert Focus, Flesh of My Flesh
-Interrupts galore, along with high-damage, half-range shots. Energy (probably) won't be an issue.
Anton/Zenmai (A/R)
10+1(headgear)+3(rune)=14 Critical Strikes
12 Marksmanship
8+1(rune)=9 Shadow Arts
Barrage (Elite), Keen Arrow, Savage Shot, Sharpen Daggers, Way of the Master, Way of Perfection, Critical Eye, Resurrection Signet
-"Classic" Critical Barrager, with the fancy new enchantment Way of the Master for more area damage goodness.
Dunkoro/Ogden Stonehealer/Tahlkora (Mo/Me)
10+1(rune)=11 Divine Favor
11 Inspiration Magic
10+1(headgear)+3(rune)=14 Protection Prayers
Reversal of Fortune, Shield of Regeneration, Dismiss Condition, Protective Spirit, Leech Signet, Power Drain, Remove Hex, Resurrection Chant
-Dunno if the interrupts are a wise idea. The hero might focus solely on interrupting or something. Would probably just use Mo/E instead if that is the case. I heard heroes don't use Dismiss Condition correctly either.
Myself (P/W)
8+2(rune)=10 Leadership
12+1(headgear)+1(rune)=14 Motivation
8+1(rune)=9 Spear Mastery
7 Tactics
Spear of Lightning, Signet of Synergy, Song of Restoration (elite), Ballad of Restoration, Aria of Zeal, "Watch Yourself!", "Shield's Up!", Signet of Return
-I normally run a "The Power is Yours!" build, but I have a feeling energy won't be a problem for these heroes.
Acolyte Jin/Margrid the Sly/Pyre Fierceshot (R/Rt)
12+1(rune)=13 Expertise
12+1(headgear)+1(rune)=14 Marksmanship
Point Blank Shot, Zojun's Shot, Savage Shot, Distracting Shot, Disrupting Shot, Prepared Shot (Elite), Expert Focus, Flesh of My Flesh
-Interrupts galore, along with high-damage, half-range shots. Energy (probably) won't be an issue.
Anton/Zenmai (A/R)
10+1(headgear)+3(rune)=14 Critical Strikes
12 Marksmanship
8+1(rune)=9 Shadow Arts
Barrage (Elite), Keen Arrow, Savage Shot, Sharpen Daggers, Way of the Master, Way of Perfection, Critical Eye, Resurrection Signet
-"Classic" Critical Barrager, with the fancy new enchantment Way of the Master for more area damage goodness.
Dunkoro/Ogden Stonehealer/Tahlkora (Mo/Me)
10+1(rune)=11 Divine Favor
11 Inspiration Magic
10+1(headgear)+3(rune)=14 Protection Prayers
Reversal of Fortune, Shield of Regeneration, Dismiss Condition, Protective Spirit, Leech Signet, Power Drain, Remove Hex, Resurrection Chant
-Dunno if the interrupts are a wise idea. The hero might focus solely on interrupting or something. Would probably just use Mo/E instead if that is the case. I heard heroes don't use Dismiss Condition correctly either.
Evilsod
The next person i see running a Ranger with Prep Shot AND Expert Focus is going to get thrown off a cliff.
Use read the wind ffs!
Use read the wind ffs!