Synergizing Hero Builds?

AeonDemigod

AeonDemigod

Ascalonian Squire

Join Date: Mar 2007

DOI

W/

k ill give it another go thx

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by AeonDemigod
k ill give it another go thx Just watch your aggro. If you are a physical class, it maybe harder than playing with a mesmer there because of [Aegis] from the Flameshielders, and the charr mesmers cast [resurrection chant] so you may want to kill them first.

If you are a physical class, you may want your hero to bring [Mirror of Disenchantment] to get rid of [Aegis].

noggieca

noggieca

Ascalonian Squire

Join Date: May 2005

Winnipeg, MB, Canada

Ascalon elite Guard

R/

Has the latest update nerffed the N/Rt healer?

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Quote:
Originally Posted by noggieca
Has the latest update nerffed the N/Rt healer? Nah, its just balances it a bit more. They can't spam Splinter as often as before, but thats it from what I understand.

Aegis nerf, whilst a big hit to monks, is not that bad on the Jagged MM - might make him the slightest bit more energy intensive, but not enough to make it unusable.

RustyTheMesmer

Pre-Searing Cadet

Join Date: Sep 2007

Me/

I never ran splinter on the N/Rt healer anyway, I dropped it for Vengeful Weapon so I could buff soul reaping up to 12+1+1.

Supervillain

Supervillain

Frost Gate Guardian

Join Date: Dec 2006

England

HML

W/

Its only for two weeks anyways.

Sorn Xarann

Sorn Xarann

Frost Gate Guardian

Join Date: Mar 2006

Us Are Not [leet]

W/

Does death pact signet change matter? (lol i keep asking w/ the updates)

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

I personally wouldn't be using death pact signet until they revert it. 4 seconds especially in hm is a long time for a character to be out of battle. Especially for any healer you run. So I would stick with regular res for now.

RustyTheMesmer

Pre-Searing Cadet

Join Date: Sep 2007

Me/

It's only 1 second than it was.

Kaleban

Kaleban

Jungle Guide

Join Date: May 2005

Hot as hell Florida

[Wckd]

Me/

I may have missed it earlier in the thread, but in spellcaster heavy areas that are 4 man only (like all the Kappa/Naga on Panjiang) I seem to get owned pretty badly even when aggroing only 1 mob.

They either cast Spirit Rift or Shatterstone, and from what I'm seeing, the N/Rt is casting WoR mostly on minions, I don't see it ever on hero status bars or my own.

Was there an AI re-prioritization or something?

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

I think weapon of remedy is used more as a condition skill than a reversal of fortune type skill. Because I get vengeful weapon spammed on me more often than weapon of remedy. I wish there was a different (new) restoration elite just any good heal besides the ones they have. But pretty much all there is is that.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by MercenaryKnight
I think weapon of remedy is used more as a condition skill than a reversal of fortune type skill. Because I get vengeful weapon spammed on me more often than weapon of remedy. I wish there was a different (new) restoration elite just any good heal besides the ones they have. But pretty much all there is is that. Try this on for size -

[build name="WoF Restorer for Physical Teams" prof=Necromancer/Ritualist Channeling=10 Restoration=12 Soulreaping=8+1+1][weapon of fury][splinter weapon][mend body and soul][spirit light][protective was kaolai][life][signet of lost souls][death pact signet][/build]

[build name="WoQ Restorer for Caster Teams" prof=Necromancer/Ritualist Communing=11 Restoration=10 Soulreaping=10+1+1][Weapon of Quickening][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Shadowsong][Life][Signet of Lost Souls][Death Pact Signet][/build]

Teutonic Paladin

Wilds Pathfinder

Join Date: Feb 2006

TW

W/

Quote:
Originally Posted by Kaleban
I may have missed it earlier in the thread, but in spellcaster heavy areas that are 4 man only (like all the Kappa/Naga on Panjiang) I seem to get owned pretty badly even when aggroing only 1 mob.

They either cast Spirit Rift or Shatterstone, and from what I'm seeing, the N/Rt is casting WoR mostly on minions, I don't see it ever on hero status bars or my own.

Was there an AI re-prioritization or something? In 4 man areas (especially early Cantha) it is absolutely nescesary that you build yourself around your heroes' weaknesses. These can be covered in areas with more players by your henchman but in Shing Jea, if your player isn't running something to block the Rifts/Shatterstones you're going to get shredded.

Kaleban

Kaleban

Jungle Guide

Join Date: May 2005

Hot as hell Florida

[Wckd]

Me/

Quote:
Originally Posted by Teutonic Paladin
In 4 man areas (especially early Cantha) it is absolutely nescesary that you build yourself around your heroes' weaknesses. These can be covered in areas with more players by your henchman but in Shing Jea, if your player isn't running something to block the Rifts/Shatterstones you're going to get shredded. I'm playing a Sin, so there's not too much synergy besides shredding them first lol.

The main problem was finding a way to not have myself or heroes take initial aggro, so I decided to ditch Critical Agility in the build I was using for Ebon Vanguard Assassin Support.

The summoned sin attacks, taking initial aggro, I warp in 1 to 2 seconds later and murder aplenty, while the minions are on the way. Once my target is dead and I warp back, my sin support is recharged and I can continue the chain. At that point the minions have most of the aggro. I just finished Panjiang and Kinya with that one skill change, only dieing a couple of times.

Snype

Snype

Krytan Explorer

Join Date: Jan 2006

.:Pro Guildhopper:.

Mo/Me

Quote:
Originally Posted by DarkSpirit
I did it in HM with Sabway and my mesmer using a build that I was experimenting with:

[build box name="Painful Promise HM Mesmer Build" prof=Me/A fas=7+1 ill=4+1 dom=11+1+2 ins=8+1 dead=9][Phantom Pain][Cry of Pain][Assassin's Promise][Pain Inverter][Shatter Delusions][Shrinking Armor][Energy Burn][Ether Signet][/build]

Template: OQdVAuAJ2B6TiFwGcBSucDwAUFIuBA

It was quite easy. I never thought of this combo before. I'll be sure to try it out, thanks for the share

Miska Bow

Miska Bow

Krytan Explorer

Join Date: Jan 2008

somewhere, Grinding some l33t titles

Order of the Divine WoodChuck

R/

After reading a lot about this team build i gave it a go with a friend for the last 2 days. We are currently warping trough faction at an unbelievable speed, doing mission in 1/2 the required time to get Master. We are about to do the Hatchery and so far its like playing in GOD Mode.

The only problem we got is with energy. We are both ranger and while the heroes energy is always full we are always running on empty. We both got 12 in expertise and are both Barrage/volley spammer.

Now, on witch hero, and what would i need to swap to add [Blood Ritual] ?

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by Miska Bow
The only problem we got is with energy. We are both ranger and while the heroes energy is always full we are always running on empty. We both got 12 in expertise and are both Barrage/volley spammer.

Now, on witch hero, and what would i need to swap to add [Blood Ritual] ? I wouldn't. Take a Zealous bow, that should be enough. If you absolutely need BR, drop it onto the SS Curser in place of Reckless Haste (not needed). Also consider [[weaken armor] and [[rigor mortis] as optional skills.

Alternately, try [[weapon of fury] as the elite on the N/Rt restorer instead of [[weapon of remedy]. It shouldn't disrupt Splinter Weapon spam, if it's not on you or the other player, it'll be on the Minions.

Miska Bow

Miska Bow

Krytan Explorer

Join Date: Jan 2008

somewhere, Grinding some l33t titles

Order of the Divine WoodChuck

R/

Goona try Weapon of Fury and see what it does.

Maybe slowing down our pace would help a bit too.

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Quote:
Originally Posted by Miska Bow
Goona try Weapon of Fury and see what it does.

Maybe slowing down our pace would help a bit too. Consider pumping your expertise up to 14 (12+1+1 i know, break point for 5e is 13, but its likely there will be a couple of 10e skills int here too!) Then having 10 Marks and 10 Wilderness survival.

That will make your 5e skills cost only 2 energy, with a zealous bow thats only 1 energy if you're hitting one enemy and you will probably be gaining energy once you hit a group.

With a physical heavy group using a couple of paras and a [Weapon Of Fury] necro is pretty tasty.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

I was trying to figure why Ancestor's Rage was replaced with Rigor Mortis in the SS Variant build. Was the Ancestor's Rage nerf that important to replace it with such a low recharge skill?

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by Shayne Hawke
I was trying to figure why Ancestor's Rage was replaced with Rigor Mortis in the SS Variant build. Was the Ancestor's Rage nerf that important to replace it with such a low recharge skill? Removing the ability for the enemy to block is handy.

You could run [[weapon of quickening] + [[shadowsong] instead of [[weapon of remedy] + [[splinter weapon] and keep AR while retaining strong condition removal.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Quote:
Originally Posted by Shayne Hawke
I was trying to figure why Ancestor's Rage was replaced with Rigor Mortis in the SS Variant build. Was the Ancestor's Rage nerf that important to replace it with such a low recharge skill? Ancestors' isn't that good on secondary /Rts anymore. I'd still run it on a Rit with 14 spec, but not so much on a guy with 10 spec.

I like the idea of Weapon of Fury, so I added that to the first page.

arsie

Wilds Pathfinder

Join Date: Jun 2007

N/

Weapon of Fury seems like it'll be more awesome with those Paragon teams.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by arsie
Weapon of Fury seems like it'll be more awesome with those Paragon teams. True. I use a Weapon of Fury N/Rt Channel / Resto with my physicals and Weapon of Quickening N/Rt Commune / Resto with my casters. Both work really well in their respective team setups.

Kaleban

Kaleban

Jungle Guide

Join Date: May 2005

Hot as hell Florida

[Wckd]

Me/

Just a small question regarding the N/Mo.

When I've played with this build (4-man areas so far) I've noticed that Prot Spirit and Guardian are mainly cast on minions, which somewhat defeats the purpose of minion bombing, and very rarely does my main receive any buffs apart from Splinter Weapon.

If the Hero AI is prioritizing the minions for buffing, would it not make sense to use skills that are party-wide or all allies affecting, such as [skill]Extinguish[/skill] for condition removal?

Also, in looking at [skill]Reckless Haste[/skill], it seems to me that a 50% miss chance while attacking 25% faster is more dangerous than simply attacking 50% slower. Why not use [skill]Shadow of Fear[/skill] (same AoE as RH) or even [skill]Meekness[/skill] with the larger AoE despite the sacrifice cost?

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Quote:
Originally Posted by Kaleban
Just a small question regarding the N/Mo.

When I've played with this build (4-man areas so far) I've noticed that Prot Spirit and Guardian are mainly cast on minions, which somewhat defeats the purpose of minion bombing, and very rarely does my main receive any buffs apart from Splinter Weapon.

If the Hero AI is prioritizing the minions for buffing, would it not make sense to use skills that are party-wide or all allies affecting, such as [skill]Extinguish[/skill] for condition removal?

Also, in looking at [skill]Reckless Haste[/skill], it seems to me that a 50% miss chance while attacking 25% faster is more dangerous than simply attacking 50% slower. Why not use [skill]Shadow of Fear[/skill] (same AoE as RH) or even [skill]Meekness[/skill] with the larger AoE despite the sacrifice cost? The original Jagged Bones MM did include Extinguish, not quite sure why it was subbed out of the current one.


On the subject of reckless haste: reckless synergises with SS as it makes the enemies hit faster and therefore trigger SS more often. When spanked with Enfeebling Blood the melee enemies are fairly tame anyway.

SoF and Meekness would run contrary to SS.

Kaleban

Kaleban

Jungle Guide

Join Date: May 2005

Hot as hell Florida

[Wckd]

Me/

I guess I'll have to test, but I haven't noticed in regular play whether the SS hero curses up a single target or spreads the various curses around. If he ALWAYS adds RH on top of SS then yes, that's great, if not, then perhaps slowing down the incoming damage to the minion meatshields is preferable?

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Sab
I like the idea of Weapon of Fury, so I added that to the first page. Nice to see it updated to cater for adrenaline builds. But I dont think it can be depended upon for adrenaline gain due to Splinter Weapon and you can only have 1 weapon spell active per character. This means you get it sometimes and other times, you dont.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by DarkSpirit
Nice to see it updated to cater for adrenaline builds. But I dont think it can be depended upon for adrenaline gain due to Splinter Weapon and you can only have 1 weapon spell active per character. This means you get it sometimes and other times, you dont. WoF has been very handy for alleviating Save Yourselves! downtime while FGJ recharges on my W/P. It's not game-breaking adrenal gain but combined with [[mark of fury] keeps me SY spam-happy without requiring an Orders hero. It's also great for powering up expensive Paragon elites and energy-hungry Derv & Ranger builds. Sin's are usually ok on the energy front but the adrenal gain does help with SY.

Most of the time WoF is on you rather than SW, which opens up higher energy skills on a Physical's bar. And if you do get SW it's off again within a few seconds, quickly replaced on expiration with WoF. SW is often cast on other Physical Heroes, Minions or Henchies (i take Rangers these days), so it's always on someone in the group.

DarkSpirit

DarkSpirit

Desert Nomad

Join Date: Feb 2006

Redmond

Quote:
Originally Posted by Antithesis
WoF has been very handy for alleviating Save Yourselves! downtime while FGJ recharges on my W/P. It's not game-breaking adrenal gain but combined with [[mark of fury] keeps me SY spam-happy without requiring an Orders hero. It's also great for powering up expensive Paragon elites and energy-hungry Derv & Ranger builds. Sin's are usually ok on the energy front but the adrenal gain does help with SY.

Most of the time you WoF is on you rather than SW, which opens up higher energy skills on a Physical's bar. And if you do get SW it's off again within a few seconds, quickly replaced on expiration with WoF. SW is often cast on other Physical Heroes, Minions or Henchies (i take Rangers these days), so it's always on someone in the group. It seems to work out ok for physical attackers.

Sab's build seems to be leaning more towards physical attacks nowadays with Rigor Mortis and Weapon of Fury. Personally, I prefer to bring Weapon of Quickening on my caster's heroes. Sometimes, I dont even take a physical attacker hench along, so bringing these spells just for minions are a little wasteful in those situations.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by DarkSpirit
It seems to work out ok for physical attackers.

Sab's build seems to be leaning more towards physical attacks nowadays with Rigor Mortis and Weapon of Fury. Personally, I prefer to bring Weapon of Quickening on my caster's heroes. Sometimes, I dont even take a physical attacker hench along, so bringing these spells just for minions are a little wasteful in those situations. Horses for courses.

hippo942

hippo942

Wilds Pathfinder

Join Date: Oct 2006

England

Yes I do have a guild, Thanks for asking

N/

Hey really looking forward to using this build, just wondering as I am a necro should I go SS or MM?

Anyway any help would be awesome thanks in advance

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by hippo942
Hey really looking forward to using this build, just wondering as I am a necro should I go SS or MM? Go as the SS. Heroes are so-so at managing it compared to the minion bomber and the healer.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Tbh I expected anyone who can maintain SY! to be using Rac-way, his builds make much better use of the +100AL than the Necs do. I just added some variations you might want to try out just in case you're sticking with 3-Necs as a physical.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by Sab
Tbh I expected anyone who can maintain SY! to be using Rac-way, his builds make much better use of the +100AL than the Necs do. I just added some variations you might want to try out just in case you're sticking with 3-Necs as a physical. The problem with Rac's build is that while it is solid, it is best suited to an Imbagon. It does work with Warrior / Sin / Derv / Ranger but 3 Nec's is ultimately easier, more flexible and more stable should any single party member fall.

[[Weapon of Fury] isn't great in a party full of Physicals, if you're running that setup then definitely take Rac's. With only a couple of Physicals WoF shines and opens up skills that Physical toons could otherwise not afford. In the context of Sabway, WoF works. In Racway, the D/N makes it obsolete.

[[Weapon of Quickening] is great in caster parties and should be considered for a variant of the N/Rt Restorer. The 33% recharge increases the effectiveness of all casters under it's effect - 6.5 sec recharge on SS, 8 sec RH, 13 sec RM, 20 sec Aegis, 6.5 sec RE, 10 sec JB, 5 sec SW, 10 sec PwK, 13 sec Life...not to be sneezed at. And that's not factoring in what 33% perma-recharge can do for a myriad of player builds.

[[Shadowsong] is useful for getting over the initial hump while the meatshield is built and for preventing physical damage that penetrates the meatshield. With two spirits Mend Body & Soul is stronger, eliminating the need for Weapon of Remedy / Pure was Li Ming. Splinter can appear on the SS, so you're not really losing anything by spec'ing into Communing rather than Channeling.

Mesmer in Need

Mesmer in Need

Forge Runner

Join Date: Mar 2006

[ToA]

I just vanquished all of ascalon sabway, me as a SY! war. It's an excellent build. It only takes a few modifications for the 4 man.
On the ss take defile flesh for barbs. This is great for the grawls in eastern frontier. Also guardian on the mm.
I also run weaken armor now that its buffed instead of barbs for 8 or 6 man teams. More conditions ftw, plus less armor will increase the damage output overtime more then single target barbs.

Belonah15

Belonah15

Academy Page

Join Date: Sep 2007

I have tried most, if not all, the builds and variants of (Any)Way.

SabWay is definitely the better one to use for most areas and for most player classes. There are a few places where it falls down like the Griffons with their [Spell breaker] in Snake Dance.

Racway (Paraway?) works well if you are a Paragon, but otherwise it did not do as well with my E/ or Mo/ character - any mob (usually undead) that uses [Vocal Minority] and it falls down.

Anyway well done and much thanks to the people that helped create these builds. I wish more people would try to create team builds like these. I would love to see a team build using the initial heros - it would help a lot of players get to the endgame.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

I'm not sure about Weapon of Quickening. While it sounds good on paper, do the heroes actually take advantage of it? From what I've seen, the heroes don't mash their skills on recharge anyway, so I don't know what an extra 33% faster will do.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by Sab
I'm not sure about Weapon of Quickening. While it sounds good on paper, do the heroes actually take advantage of it? From what I've seen, the heroes don't mash their skills on recharge anyway, so I don't know what an extra 33% faster will do. WoQ won't be cast on Physicals (possibly due to martial weapons rather than skillbars) and is less likely to be cast on those carrying ashes, so you can direct it's usage for preferential targetting.

WoQ gets spammed on recharge, is cheap enough to not drain energy and can be sustained on multiple party members. I've been running Communing at 11 for 20 secs WoQ (and 5 sec blind from Shadowsong), so the duration is long enough that it's sure to assist casters, mashing or not.

The only way to know if it works is to try it yourself, it's been great on my caster toons. Head to head, i'll take WoQ over WoR.

Bront

Bront

Wilds Pathfinder

Join Date: Feb 2008

Honored Order of Light

W/Me

Quote:
Originally Posted by Sab
I'm not sure about Weapon of Quickening. While it sounds good on paper, do the heroes actually take advantage of it? From what I've seen, the heroes don't mash their skills on recharge anyway, so I don't know what an extra 33% faster will do. I've found several skills get regularly spammed on recharge, particularly stances and buff spells, or removal spells like Hex Eater Signet.

Ultimately, it depends on the skill's cost and effect. Heroes tend to spam cheaper spells, buffs, and removals quickest. Combine 2 of those three, like Weapon of Quickening, should be good times (if they cast it right).