Synergizing Hero Builds?
ryu_okunato
Quote:
Originally Posted by distilledwill
This is one for a Dervish hero that I used a while back, it works really well for spiking down targets quickly:
[card]Avatar Of Lyssa[/card][card]Heart Of Fury[/card][card]Heart Of Holy Flame[/card][card]Mystic Sweep[/card][card]Eremite's Attack[/card][card]Mystic Regeneration[/card][card]Death Pact Signet[/card]
Code: OgijkyrIrOxXx94l73cZus3kLA
Ranger:
This is the code for a Ebon Dust Volley Build:
[card]Ebon Dust Aura[/card][card]Distracting Shot[/card][card]Savage Shot[/card][card]Natural Stride[/card][card]Troll Unguent[/card][card]Favorable Winds[/card][card]Resurrection Signet[/card]
OgokcpYWWuqE4GY4jhqxvmvB2hAA
or you could use a simple BA ranger (with an epidemic twist):
[card]Burning Arrow[/card][card]Distracting Shot[/card][card]Savage Shot[/card][card]Epidemic[/card][card]Apply Poison[/card][card]Natural Stride[/card][card]Troll Unguent[/card][card]Resurrection Signet[/card]
OgUTcVsm3R3+YUNOhZzv23IAAA
The BA epidemic works well with the Surging Channeler ele below as it can spread the conditions which they both inflict.
This is for the Surge Channeler E/Rt:
OghjgwMpYSXVeTYMLggDhDIDJXA
Im afraid i dont usually use warrior heroes, so i cant give you any advice there. very very nice, tyvm, would any runes be recommended for these builds? and also for the ebon volley build, do u need an earth weapon?
[card]Avatar Of Lyssa[/card][card]Heart Of Fury[/card][card]Heart Of Holy Flame[/card][card]Mystic Sweep[/card][card]Eremite's Attack[/card][card]Mystic Regeneration[/card][card]Death Pact Signet[/card]
Code: OgijkyrIrOxXx94l73cZus3kLA
Ranger:
This is the code for a Ebon Dust Volley Build:
[card]Ebon Dust Aura[/card][card]Distracting Shot[/card][card]Savage Shot[/card][card]Natural Stride[/card][card]Troll Unguent[/card][card]Favorable Winds[/card][card]Resurrection Signet[/card]
OgokcpYWWuqE4GY4jhqxvmvB2hAA
or you could use a simple BA ranger (with an epidemic twist):
[card]Burning Arrow[/card][card]Distracting Shot[/card][card]Savage Shot[/card][card]Epidemic[/card][card]Apply Poison[/card][card]Natural Stride[/card][card]Troll Unguent[/card][card]Resurrection Signet[/card]
OgUTcVsm3R3+YUNOhZzv23IAAA
The BA epidemic works well with the Surging Channeler ele below as it can spread the conditions which they both inflict.
This is for the Surge Channeler E/Rt:
OghjgwMpYSXVeTYMLggDhDIDJXA
Im afraid i dont usually use warrior heroes, so i cant give you any advice there. very very nice, tyvm, would any runes be recommended for these builds? and also for the ebon volley build, do u need an earth weapon?
distilledwill
Quote:
Originally Posted by ryu_okunato
very very nice, tyvm, would any runes be recommended for these builds? and also for the ebon volley build, do u need an earth weapon?
Yep, you will need an earth bow to make EDA work.
In terms of runes Id use a minor marks and a minor expertise for both of the ranger builds and minors in mysticism, earth prayers and scythe mastery for the dervish.
Use a Marks mask for both ranger builds and you can choose between a Mysticism and Scythe Mastery hood for the Dervish.. cant remember which one I used.
In terms of runes Id use a minor marks and a minor expertise for both of the ranger builds and minors in mysticism, earth prayers and scythe mastery for the dervish.
Use a Marks mask for both ranger builds and you can choose between a Mysticism and Scythe Mastery hood for the Dervish.. cant remember which one I used.
Marverick
I'd run expertise mask instead of marks because you'll probably want at least 13 or 14 expertise.
ryu_okunato
Quote:
Originally Posted by distilledwill
Yep, you will need an earth bow to make EDA work.
In terms of runes Id use a minor marks and a minor expertise for both of the ranger builds and minors in mysticism, earth prayers and scythe mastery for the dervish.
Use a Marks mask for both ranger builds and you can choose between a Mysticism and Scythe Mastery hood for the Dervish.. cant remember which one I used. awesome, may i ask y the surgechanneler doesn't have a self-heal?(sry for all the questions)
In terms of runes Id use a minor marks and a minor expertise for both of the ranger builds and minors in mysticism, earth prayers and scythe mastery for the dervish.
Use a Marks mask for both ranger builds and you can choose between a Mysticism and Scythe Mastery hood for the Dervish.. cant remember which one I used. awesome, may i ask y the surgechanneler doesn't have a self-heal?(sry for all the questions)
Darkside
Quote:
Originally Posted by stef247
The sabway is really nice working in Tyria HM..but in EotN or Factions it's kinda hard to survive.
I picked the three necros, one NPC monk and I am a HB heal party monk...but somehow we are taking massive dmg and 3 (!) healers aren't able to outheal.. You should try running a smiting build with some pve skills in it. I find it a lot easier to kill stuff h/h when I run an offensive build on my monk. The heroes and henchmen seem to be a little stupid when you aren't constantly targeting enemies for them.
I picked the three necros, one NPC monk and I am a HB heal party monk...but somehow we are taking massive dmg and 3 (!) healers aren't able to outheal.. You should try running a smiting build with some pve skills in it. I find it a lot easier to kill stuff h/h when I run an offensive build on my monk. The heroes and henchmen seem to be a little stupid when you aren't constantly targeting enemies for them.
distilledwill
Quote:
Originally Posted by ryu_okunato
awesome, may i ask y the surgechanneler doesn't have a self-heal?(sry for all the questions)
No problem.
He doesnt have a heal because I always run with another dedicated healer hero, whether that be the WoH hybrid, N/Rt healer or a dual Paragon setup, hes more than safe without a heal.
He doesnt have a heal because I always run with another dedicated healer hero, whether that be the WoH hybrid, N/Rt healer or a dual Paragon setup, hes more than safe without a heal.
ryu_okunato
Quote:
Originally Posted by distilledwill
No problem.
He doesnt have a heal because I always run with another dedicated healer hero, whether that be the WoH hybrid, N/Rt healer or a dual Paragon setup, hes more than safe without a heal. oh ok tat does make since, tyvm
btw does anyone know where i can easily get a 40% HCT, 20% longer enchanting Death staff?
He doesnt have a heal because I always run with another dedicated healer hero, whether that be the WoH hybrid, N/Rt healer or a dual Paragon setup, hes more than safe without a heal. oh ok tat does make since, tyvm
btw does anyone know where i can easily get a 40% HCT, 20% longer enchanting Death staff?
cyber88
Quote:
Originally Posted by Darkside
You should try running a smiting build with some pve skills in it. I find it a lot easier to kill stuff h/h when I run an offensive build on my monk. The heroes and henchmen seem to be a little stupid when you aren't constantly targeting enemies for them.
I 2nd that. Smiting builds are underated. If you are running a healing build for your main char, it will screw up even more on the screwed up AI.
I run a signet smiter build with 3 pve skills. It helps a lot as the Sabway (the 1 team build I usually use) has enough defensive skills in them. People finding it hard to survive using Sabway is because they are too defensive. Try a little more offense. You will see a difference.
I run a signet smiter build with 3 pve skills. It helps a lot as the Sabway (the 1 team build I usually use) has enough defensive skills in them. People finding it hard to survive using Sabway is because they are too defensive. Try a little more offense. You will see a difference.
Abonai Laguna
Quote:
Originally Posted by mr_groovy
1: It does damage to an area.
2: The foes still get hit even though they scatter.
3: Burning it self does already does also a lot of damage.
So how to get most out of burning?
Me
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Steam[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Aura of restoration[/skill][skill]Fire attunement[/skill] & [skill]Rebirth[/skill] or [skill]Signet of capture[/skill]
Sac Ms for instant kd. Steam for close by foes. Steam can be swapped for pve skill, or util skill.
Zhed
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Mark of Rodgort[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ward Against Melee[/skill][skill]Power Drain[/skill][skill]Fire Attunement[/skill][skill]Resurrection Signet[/skill]
Ward for close by foes. Power drain for interrupt and energy management.
Morghan
[skill]Merciless Spear[/skill][skill]"They're on fire!"[/skill][skill]"Watch yourself!"[/skill][skill]Song of Restoration[/skill][skill]Ballad of Restoration[/skill][skill]Glowing Signet[/skill][skill]"For Great Justice!"[/skill][skill]Signet of Return[/skill]
Tof 25% reduction. WY armor bonus + energy management. SOR + BOR party heal. Merciless for deepwound.
Olias
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Mark of Pain[/skill][skill]Enfeebling Blood[/skill][skill]Rip Enchantment[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]
Enfeeble for weakness, Rip enchantment removal.
Perhaps switch out [skill]Mark of Pain[/skill] for [skill]Blood of the Master[/skill]All suggestions are welcome
Rebirth is only used in case of party wipe and i am the last man standing. But yeah maybe swap for death pact signet I have used this one for ages, before you posted. Although, I didn't use Mark of Rodgort, but I used Liquid Flame, since It's also good to kind of fast kill quickly tied mobs (Since they actually almost ALWAYS cast or attack)
brakner
What do you guys think of this version for boss killing? I use to gimp Olias MM build to Blood/Prot, then thought of changing Livia to a Blood/Resto hybrid. She loses WoR and Splinter for SV and Blood Battery for the rest of the H/H crew. I found the Henchman Prot Monk performed way better with +7 Energy regen .
Take Pain Inverter yourself and you make short work of bosses
N/Rt
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Barbs[/skill][skill]Mark of Pain[/skill][skill]Power Drain[/skill][skill]Leech Signet[/skill][skill]Signet of Lost Souls[/skill]
Curses Magic: 12+1+2
Soul Reaping: 9+1
Inspiration Magic: 9
N/Rt
[skill]Spoil Victor[/skill][skill]Blood Ritual[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]
Blood Magic: 11 +1 +3
Soul Reaping: 9+1
Restoration Magic:10
N/Mo
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Extinguish[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill]
Death Magic: 12+1+3
Soul Reaping: 9+1
Protection Prayers: 9
Take Pain Inverter yourself and you make short work of bosses
N/Rt
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Barbs[/skill][skill]Mark of Pain[/skill][skill]Power Drain[/skill][skill]Leech Signet[/skill][skill]Signet of Lost Souls[/skill]
Curses Magic: 12+1+2
Soul Reaping: 9+1
Inspiration Magic: 9
N/Rt
[skill]Spoil Victor[/skill][skill]Blood Ritual[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]
Blood Magic: 11 +1 +3
Soul Reaping: 9+1
Restoration Magic:10
N/Mo
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Extinguish[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill]
Death Magic: 12+1+3
Soul Reaping: 9+1
Protection Prayers: 9
Abonai Laguna
Quick question. pn the sab healer, is Spirit Light Weapon an option
tuna-fish_sushi
Probably been posted before but... The Three Ebon Vanguard Wards go VERY well with sabs 3 necro build.
Sab
Quote:
Originally Posted by Abonai Laguna
Quick question. pn the sab healer, is Spirit Light Weapon an option
SLW is alright, it doesn't really do anything that Mend Body/Spirit Light doesn't already do though. I'd suggest Icy Veins or Spoil if you want more damage out of that character.
Mickey
I've had alot of fun using these builds:
[skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]liquid flame[/skill][skill]glyph of elemental power[/skill][skill]fire attunement[/skill][skill]weapon of warding[/skill][skill]wielder's boon[/skill][skill]death pact signet[/skill]
[skill]animate bone horror[/skill][skill]animate flesh golem[/skill][skill]death nova[/skill][skill]blood of the master[/skill][skill]weapon of warding[/skill][skill]wielder's boon[/skill][skill]signet of lost souls[/skill][skill]death pact signet[/skill]
Flesh Golem is terribad, I know, but I accidentally bought the Factions unlock pack and not the NF one -_-
[skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]liquid flame[/skill][skill]glyph of elemental power[/skill][skill]fire attunement[/skill][skill]weapon of warding[/skill][skill]wielder's boon[/skill][skill]death pact signet[/skill]
[skill]animate bone horror[/skill][skill]animate flesh golem[/skill][skill]death nova[/skill][skill]blood of the master[/skill][skill]weapon of warding[/skill][skill]wielder's boon[/skill][skill]signet of lost souls[/skill][skill]death pact signet[/skill]
Flesh Golem is terribad, I know, but I accidentally bought the Factions unlock pack and not the NF one -_-
brakner
Quote:
[skill]Animate Flesh Golem[/skill][skill]Animate Bone Fiend[/skill][skill]Animate Shambling Horror[/skill][skill]Blood of the Master[/skill][skill]Extinguish[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill]
The reason I chose Shambling Horror's over Bone Horror's is the ratio of melee minions to range. With this setup it forces your MM to make one Flesh, 5 or 6 Fiends and 2 or 3 Shamblings ( which then become Barbed when they die ), which makes for great burst range DPS.
P.S. the other 2 Heroes slots are Sab's SS nec and Rit healer
ryu_okunato
hey guys i wonder if this is good but yesterday i was vanquishing with somepeople and i brought my mm hero but someone said tat we needed blood ritual so wat i did was replace the two prots wit blood ritual and dark bond and even though it worked tat other time i'm still wondering if its a good idea in general.
Mr Pink57
Quote:
Originally Posted by ryu_okunato
do u have one for 6-man or is it the same as one of the other two?
For 6 man I put Splinter back on but keep AR as I take a war along, plus any excuse to drop Pure is great for me being a Paragon :/
pink
pink
Sorn Xarann
Does the Death Pact Signet nerf affect the builds at all?'
From 2 second cast and 8 recharge to
3 second cast and 12 recharge.
From 2 second cast and 8 recharge to
3 second cast and 12 recharge.
Antithesis
Quote:
Originally Posted by Sorn Xarann
Does the Death Pact Signet nerf affect the builds at all?'
From 2 second cast and 8 recharge to
3 second cast and 12 recharge. 1 sec more for a hard res makes no difference in PvE. If you need to use the sig twice in 12 secs, roll your build again.
From 2 second cast and 8 recharge to
3 second cast and 12 recharge. 1 sec more for a hard res makes no difference in PvE. If you need to use the sig twice in 12 secs, roll your build again.
Mr Pink57
Still the greatest battle rez.
pink
pink
Coraline Jones
I've been playing around with Sab's build for a long time but I noticed that the N/Mo MM using Extinguish instead of Remove Hex tended to work out much better in the long run.
What I noticed is that many monsters in the game will enjoy condition spreading through disease (such as Tainted Flesh spamming), AOE burning, or ranger traps. Extinguish pretty much kills a majority of these annoyances. Without it, disease becomes a severe annoyance as H/H pass it back and forth to each other and it takes forever to get rid of it with normal single-target condition removal skills, or you pretty much have to wait for your party to recover from walking over a crippling trap.
I don't see much energy management problems with the MM anyway, as the minions die fast on purpose, and if you can keep the minion factory going, then it's never a problem.
In short, with the MM necro running Extinguish and the N/Rt running Mend Body and Soul, you have about 90% of all of your condition removal for the whole game. With a single monk running something like Mend Condition, it's extremely hard to put a condition that lasts longer than 5 seconds on anybody.
I have found hex removal to be another story. A single Remove Hex is strong against a single necromancer or mesmer that plans to use a few powerful hexes against a single target (such as Backfire). But what I've seen is that monsters in PvE rarely behave like this. Instead, the most hex-intensive areas simply flood your party with hexes because they are either AOE hexes, or they stack hexes on a critical target.
Remove Hex seems to help only when the hexes are so heavily stacked that the party member is now having -10 health degen and s/he is going to die very soon unless you start using hex removal because Dwayna's Kiss can only get you so far.
What's your opinion on this?
What I noticed is that many monsters in the game will enjoy condition spreading through disease (such as Tainted Flesh spamming), AOE burning, or ranger traps. Extinguish pretty much kills a majority of these annoyances. Without it, disease becomes a severe annoyance as H/H pass it back and forth to each other and it takes forever to get rid of it with normal single-target condition removal skills, or you pretty much have to wait for your party to recover from walking over a crippling trap.
I don't see much energy management problems with the MM anyway, as the minions die fast on purpose, and if you can keep the minion factory going, then it's never a problem.
In short, with the MM necro running Extinguish and the N/Rt running Mend Body and Soul, you have about 90% of all of your condition removal for the whole game. With a single monk running something like Mend Condition, it's extremely hard to put a condition that lasts longer than 5 seconds on anybody.
I have found hex removal to be another story. A single Remove Hex is strong against a single necromancer or mesmer that plans to use a few powerful hexes against a single target (such as Backfire). But what I've seen is that monsters in PvE rarely behave like this. Instead, the most hex-intensive areas simply flood your party with hexes because they are either AOE hexes, or they stack hexes on a critical target.
Remove Hex seems to help only when the hexes are so heavily stacked that the party member is now having -10 health degen and s/he is going to die very soon unless you start using hex removal because Dwayna's Kiss can only get you so far.
What's your opinion on this?
Antithesis
I always run [skill=text]Song of Purification[/skill] Paragon with [skill=text]Hexbreaker Aria[/skill] on the bar. It handles the party-wide condition removal while the N/Rt cleans up the rest. Hexbreaker keeps the squishies clean of AoE hexes while the N/Mo cleans up the physicals with Remove Hex.
This offers a balanced approach to party-wide and priority hex/condition removal.
This offers a balanced approach to party-wide and priority hex/condition removal.
brakner
Quote:
What's your opinion on this? I always run this as my Curse N/Mz bar
N/Mz
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Barbs[/skill][skill]Mark of Pain[/skill][skill]Power Drain[/skill][skill]Leech Signet[/skill][skill]Signet of Lost Souls[/skill]
Curses: 12+1+2
Soul Reaping: 9+1
Inspiration Magic: 9
if in a heavy hex area I swap [skill]Leech Signet[/skill] for [skill]Hex Eater Signet[/skill]
Basically gives your SS nec some good backup +Energy skills, interrupts and Hex removal if needed.
Sab
Quote:
Originally Posted by Coraline Jones
What's your opinion on this?
Tbh I put Remove Hex there so people will stop complaining that there's no hex removal. =/ I never found single hex removals (especially on a hero) to be that useful in most of PvE. The mobs usually stack too many hexes far too efficiently for single removals to handle, not to mention most of them are junk hexes that you can just heal through. The chances that they'll actually remove something worth removing is pretty small.
I tend to still run Extinguish on the MM to handle - as you said - Rotting, traps, mass cripples etc., and I stick Ancestor's or Splinter on the SS instead of Pure Was.
I tend to still run Extinguish on the MM to handle - as you said - Rotting, traps, mass cripples etc., and I stick Ancestor's or Splinter on the SS instead of Pure Was.
Mohnzh
I haven't noticed a change, but I try not to let my people die that often, either.
*EDIT* This is in response to the question of the DP signet nerf making a difference. So many responses bumped this to a new page.
*EDIT* This is in response to the question of the DP signet nerf making a difference. So many responses bumped this to a new page.
brakner
Curious as to why none of the SS Curse Nec builds have mark of pain? I found when my SS Nec casts it and the 10 little level 13 minions start pounding on the mob stuff around it takes huge damage. I have seen two melee mobs beside the original go down in under 10 seconds and they weren't even targeted, basically it was all SS and MoP since I had zero AoE Heroes or Hench at the time.
Also, don't you find that the more stuff with faster recharge you give them to cast the more they focus on it? I gave my SS Nec Ancestors and he kept missing SS and RH when they were available. When I removed it and gave him the interupts back he always hit SS on the 10 second mark. ( also had way more energy it seemed too. )
P.S. Also had to Shift-Click Extinguish as Olias is a bit to liberal with its use. I find it easier for me to manage that skill and click it when needed.
Also, don't you find that the more stuff with faster recharge you give them to cast the more they focus on it? I gave my SS Nec Ancestors and he kept missing SS and RH when they were available. When I removed it and gave him the interupts back he always hit SS on the 10 second mark. ( also had way more energy it seemed too. )
P.S. Also had to Shift-Click Extinguish as Olias is a bit to liberal with its use. I find it easier for me to manage that skill and click it when needed.
Coloneh
Quote:
Originally Posted by Coraline Jones
What's your opinion on this?
bring a monk hench.
like you said, you sometimes need 2 hex removals. you rarely need 2 condition removals.
like you said, you sometimes need 2 hex removals. you rarely need 2 condition removals.
Sab
Quote:
Originally Posted by brakner
Curious as to why none of the SS Curse Nec builds have mark of pain? I found when my SS Nec casts it and the 10 little level 13 minions start pounding on the mob stuff around it takes huge damage. I have seen two melee mobs beside the original go down in under 10 seconds and they weren't even targeted, basically it was all SS and MoP since I had zero AoE Heroes or Hench at the time.
Also, don't you find that the more stuff with faster recharge you give them to cast the more they focus on it? I gave my SS Nec Ancestors and he kept missing SS and RH when they were available. When I removed it and gave him the interupts back he always hit SS on the 10 second mark. ( also had way more energy it seemed too. )
P.S. Also had to Shift-Click Extinguish as Olias is a bit to liberal with its use. I find it easier for me to manage that skill and click it when needed. Mark of Pain is great when it triggers, but useless when it doesn't. For the most part, between a hero who doesn't know how to look for bunched up mobs, and a wall of minions spreading out aggro, I tend to bring something that has a decent effect every time.
I'm not sure how the AI chooses what to cast, but I know that more Ancestors' = good. They generally manage the bar well, sometimes I disable Reckless or SS to force more casts of the other skills.
Also, don't you find that the more stuff with faster recharge you give them to cast the more they focus on it? I gave my SS Nec Ancestors and he kept missing SS and RH when they were available. When I removed it and gave him the interupts back he always hit SS on the 10 second mark. ( also had way more energy it seemed too. )
P.S. Also had to Shift-Click Extinguish as Olias is a bit to liberal with its use. I find it easier for me to manage that skill and click it when needed. Mark of Pain is great when it triggers, but useless when it doesn't. For the most part, between a hero who doesn't know how to look for bunched up mobs, and a wall of minions spreading out aggro, I tend to bring something that has a decent effect every time.
I'm not sure how the AI chooses what to cast, but I know that more Ancestors' = good. They generally manage the bar well, sometimes I disable Reckless or SS to force more casts of the other skills.
brakner
Quote:
Originally Posted by Sab
Mark of Pain is great when it triggers, but useless when it doesn't. For the most part, between a hero who doesn't know how to look for bunched up mobs, and a wall of minions spreading out aggro, I tend to bring something that has a decent effect every time.
I'm not sure how the AI chooses what to cast, but I know that more Ancestors' = good. They generally manage the bar well, sometimes I disable Reckless or SS to force more casts of the other skills. I will try switching Mz to Rt and take Ancestors again. I will drop MoP for Rip Enchantment and give that a whirl also.
Curious as to why Rip and not Rend? Is it because of the "exploding if you nail a monk" ? Or do you find the "remove 5-9 enchantments" overkill?
I'm not sure how the AI chooses what to cast, but I know that more Ancestors' = good. They generally manage the bar well, sometimes I disable Reckless or SS to force more casts of the other skills. I will try switching Mz to Rt and take Ancestors again. I will drop MoP for Rip Enchantment and give that a whirl also.
Curious as to why Rip and not Rend? Is it because of the "exploding if you nail a monk" ? Or do you find the "remove 5-9 enchantments" overkill?
MercenaryKnight
The only bad thing is how ancestor's rage is based on the level of the character it's cast upon. Which is usually a low level bone minion. But any aoe damage helps I suppose.
Teutonic Paladin
Quote:
Originally Posted by brakner
I will try switching Mz to Rt and take Ancestors again. I will drop MoP for Rip Enchantment and give that a whirl also.
Curious as to why Rip and not Rend? Is it because of the "exploding if you nail a monk" ? Or do you find the "remove 5-9 enchantments" overkill? Recharge is everything here, when I'm stripping an enchantment, I want it gone NOW not when it's almost over anyways.
Curious as to why Rip and not Rend? Is it because of the "exploding if you nail a monk" ? Or do you find the "remove 5-9 enchantments" overkill? Recharge is everything here, when I'm stripping an enchantment, I want it gone NOW not when it's almost over anyways.
Mindtrust
Thanks Sab
I just tried your build today to vanquish and do a mission in HM i could just space-c through it, thumbs up for posting and sharing it!
I just tried your build today to vanquish and do a mission in HM i could just space-c through it, thumbs up for posting and sharing it!
Mr Pink57
I'm finding I like guardian over Aegis regardless of party size. The hero seems to use it pretty well and due to its recharge I find it much more useful when actually needed vs a 30sec cool down.
pink
pink
macie28
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Originally Posted by Sab
Try Icy Veins, or Spoil Victor (att points in Channeling -> Blood).
So I have Icy Veins now on my N/Rt Resto with Ancestor's Rage (I find it more useful than Splinter, sure dmg over conditional) and my MM hero i swapped Shield of Regeneration or Divert Hexes, and added Putrid Bile, I find that I never have problems with my minion factory and Putrid Bile gives a bit more oomph to my MM rather than the bleeding I get from the Jagged Horrors from Jagged Bones. What do you guys think?
Oh, the Death Pact Signet nerf sucks and unnecessary on Anet's part (imo, its drawback is big enough to warrant the 2 sec cast time), but it's effect on this build shouldn't be that big, unless you're doing something really wrong.
So far, I've gotten Guardians on Elona + Cantha, vanquished alot of maps and have done many dungeons HM. Thanks for sharing the builds Sab, and all the input from the posters. HM is fun now.
Oh, the Death Pact Signet nerf sucks and unnecessary on Anet's part (imo, its drawback is big enough to warrant the 2 sec cast time), but it's effect on this build shouldn't be that big, unless you're doing something really wrong.
So far, I've gotten Guardians on Elona + Cantha, vanquished alot of maps and have done many dungeons HM. Thanks for sharing the builds Sab, and all the input from the posters. HM is fun now.
Sab
Quote:
Originally Posted by brakner
Quote:
Quote:
Originally Posted by macie28
Oh, the Death Pact Signet nerf sucks and unnecessary on Anet's part (imo, its drawback is big enough to warrant the 2 sec cast time), but it's effect on this build shouldn't be that big, unless you're doing something really wrong.
It's not that big a deal tbh, now it's just a reusable Res Sig. If it gets to the point where the Necros aren't ressing fast enough, there's something wrong with the defense of the team, and they'd probably party wipe with the old DPS anyway.
Mr Pink57
Quote:
Originally Posted by macie28
So I have Icy Veins now on my N/Rt Resto with Ancestor's Rage
I just started doing this myself vs splinter, main reason was Splinter dies off so fast that its gone before recharge. Also there have been too many times where Olias gets splinter vs me (paragon) or any other physical. Also they will cast AR on allies not just party members.
What attribute spread did you go with? I went SR 10+1+1 Resto 11 Channeling 10 pink brakner
Tried something interesting last night. Was working on modifying the builds for nasty bosses like Cynder and Shiro, so I tried Master of Whispers (Curse) as a N/Mz again. This time I chose Domination instead of Inspiration.
I replaced [skill]Ancestors' Rage[/skill][skill]Death Pact Signet[/skill]with[skill]Empathy[/skill][skill]Power Spike[/skill] Changed Channeling 9 to Domination 9 The Empathy target was taking 37 damage each time it attacked, combine this with the 35+ you get from SS and it makes for a nice addition to a Curse Nec. I chose Power Spike as its a nice reusable 12 second interrupt that cause some good damage. You can change that to any of the anti hex spells in the Domination line. P.S. Power Spike is only 5 energy now macie28
Quote:
Originally Posted by Mr Pink57
I just started doing this myself vs splinter, main reason was Splinter dies off so fast that its gone before recharge. Also there have been too many times where Olias gets splinter vs me (paragon) or any other physical. Also they will cast AR on allies not just party members.
What attribute spread did you go with? I went SR 10+1+1 Resto 11 Channeling 10 pink SR 10+1+1 Resto 12 Chan 8...usually T1Cybernetic
As a primary necro i have been using a similar build to the ss build the hero would use but what would you recomend i take in the place of the third necro ? or should i just modify the necro build to suit?
Most of the time i run a apply poison/broad headed/epidemic type build on my ranger hero and it works nice but i thought i should ask and see what everyone else is working with. |