Synergizing Hero Builds?
Tyla
Quote:
Originally Posted by Washi
I have a legendary vanquisher and I didn't use PS. There is a skill called [skill]save yourselves[/skill] that makes many prots redundant.
Enfeebling Blood is another.
DarkSpirit
Quote:
Originally Posted by Tyla
Enfeebling Blood is another.
If only that would affect all caster's spell damage as much as it affects damage from physical attackers, I would agree with you.
Abedeus
Well... It does lower a bit. -1 attribute equals like 5-10 damage from Rodgort's Invocation ;d But still, in an area without casters Weakness is great.
DarkSpirit
Quote:
Originally Posted by Abedeus
Well... It does lower a bit. -1 attribute equals like 5-10 damage from Rodgort's Invocation ;d But still, in an area without casters Weakness is great.
5-10 damage in HM is really lol. Agree but unfortunately, casters are quite common in PvE.
Paul Dawg
That's more or less what I was suggesting earlier thread: ditch the healer N/Rt and make another N/Mo instead (though I had [dwayna's sorrow] on that healer's bar, not on the MB's--and I honestly have to wonder whether [infuse condition] and especially [foul feast] are really worth the space they take up in a skill bar). Edited to add: And honestly I'm starting to wonder whether [dwayna's sorrow] is really important enough to force you to ditch the healer N/Rt, who gives you great benefits. From what I've observed--just over the past few days--heroes still don't spam [dwayna's sorrow] systematically enough that you get huge healing bonuses from it, even after the update.
As for [splinter weapon]: it goes on the curses N/Rt. That wouldn't change.
Quote:
Originally Posted by Chthon
As for [splinter weapon]: it goes on the curses N/Rt. That wouldn't change.
Quote:
A slightly more interesting question is whether, after the recent skill changes and AI updates, Dwayna's Sorrow+ Infuse Condition+Foul Feast on the MB is now adequate to replace VwK (which I've always disliked the AI for) and MBS/WoR and and possibly free up the healer to become a N/Mo or Mo/X healer/prot hybrid. But then where to put splinter?...
DarkSpirit
Quote:
Originally Posted by Paul Dawg
heroes still don't spam [dwayna's sorrow] systematically enough that you get huge healing bonuses from it, even after the update.
Dwayna's Sorrow lasts for 30s per cast, and it is AoE (cast it on 1 minion and nearby allies/minions would get the enchant too), so there is no need to keep spamming it. Maybe dual MM team builds, would come back in style.
Paul Dawg
All well and good, but I don't see quite enough heals from it in reality. I'll keep fiddling around with it.
Bront
Quote:
Originally Posted by DarkSpirit
My question to you all you Sabway users is: Do you find the Sab MM to be using Protective Spirit well or not?
Nope, almost never, and when they do use it, I think Olias uses it on a minion!
Aegis on the other hand, he's pretty good with.
Aegis on the other hand, he's pretty good with.
Sab
@PS: Shaz and Chthon pretty much covered what I was going to say. However, I don't see what was so terrible about putting PS and Aegis on the MM. The money skills from Prot line work fine with 9 spec - namely, RoF, PS, Aegis, Dismiss. The other skills that do benefit from higher spec - Guardian, SoA, SB, and the Prot elites - I usually wouldn't run on a hero anyway. What's there to unpack? A full-blown Prot guy would be a waste, and hybrid Monks already carry Prot skills at a reduced spec, not too different from the N/Mo (11 Prot and 9 Prot respectively).
As for Dwayna's Sorrow, I've just gotten around to playing with it. While DS seems fairly solid, it leave a problem: Where does PS go? I'd rather not limit the build only to players with SY, so a copy of Prot Spirit is needed somewhere in the build. If it's on the Curses guy, PS absolutely needs to be microed or he'll run out of energy, and it just shifts the problem to the where the Splinter goes. If Splinter's on the third guy, then it limits him to Rt/ or /Rt, and you're still stuck with some sort of Channeling hybrid (as a full Channeler would be pretty weak).
Alternatively, you can put PS on the third guy, him being a /Mo or Mo/. If he's a /Mo, ideally he'd be a N/Mo to take advantage of the whole Soul Reaping thing that's going on. But what would you do with the rest of the bar? As a Mo/ hero, it's a bit of a waste to run that over a Monk hench if you're rolling with H/H (which is what this build assumes).
I really don't want to drop PS or Splinter, as they're both too good to not have. On the other hand, Dwayna's Sorrow is pretty amazing as well. wut i do naow???
As for Dwayna's Sorrow, I've just gotten around to playing with it. While DS seems fairly solid, it leave a problem: Where does PS go? I'd rather not limit the build only to players with SY, so a copy of Prot Spirit is needed somewhere in the build. If it's on the Curses guy, PS absolutely needs to be microed or he'll run out of energy, and it just shifts the problem to the where the Splinter goes. If Splinter's on the third guy, then it limits him to Rt/ or /Rt, and you're still stuck with some sort of Channeling hybrid (as a full Channeler would be pretty weak).
Alternatively, you can put PS on the third guy, him being a /Mo or Mo/. If he's a /Mo, ideally he'd be a N/Mo to take advantage of the whole Soul Reaping thing that's going on. But what would you do with the rest of the bar? As a Mo/ hero, it's a bit of a waste to run that over a Monk hench if you're rolling with H/H (which is what this build assumes).
I really don't want to drop PS or Splinter, as they're both too good to not have. On the other hand, Dwayna's Sorrow is pretty amazing as well. wut i do naow???
distilledwill
Sab: this is a trial build which Im working on atm: Im not sure how sturdy it will be in the long run, but it seems ok with a little healing backline (posted in the "AI Update on Dwayna's Sorrow" thread in the necro forum):
Quote:
Originally Posted by Me!
Quote:
[Cursing Channeler;OAhjYgHsoO5BhmdoMs7wYV1kLA]
[Dwayna's MB;OANDUshtSLVVB4BoBGNLCJgVVA]
[Icy Prot;OANCY8zTNDqJQqHBkXXVdnA]
The final build is very very much a work in progress, I was thinking a blood/prot hybrid, but I was struggling to find blood skills that were worth the investment. Similarly, I was thinking about a second Curser to fit MoP in there, but again I was loathed to substitute more damage in for a bit less protection.
Edit: Hell, I did it. I forced MoP and Weaken Armour into the build:
[Cursing Prot;OANDY5xfO1MLxnAqFQedV1dC]
I actually have a +1+1 SR headpiece, so Icy Veins is significantly more powerful than the build above suggests.
why not?
[Dwayna's MB;OANDUshtSLVVB4BoBGNLCJgVVA]
[Icy Prot;OANCY8zTNDqJQqHBkXXVdnA]
The final build is very very much a work in progress, I was thinking a blood/prot hybrid, but I was struggling to find blood skills that were worth the investment. Similarly, I was thinking about a second Curser to fit MoP in there, but again I was loathed to substitute more damage in for a bit less protection.
Edit: Hell, I did it. I forced MoP and Weaken Armour into the build:
[Cursing Prot;OANDY5xfO1MLxnAqFQedV1dC]
I actually have a +1+1 SR headpiece, so Icy Veins is significantly more powerful than the build above suggests.
why not?
Targuil
Quote:
Originally Posted by Sab
@PS: Shaz and Chthon pretty much covered what I was going to say. However, I don't see what was so terrible about putting PS and Aegis on the MM. The money skills from Prot line work fine with 9 spec - namely, RoF, PS, Aegis, Dismiss. The other skills that do benefit from higher spec - Guardian, SoA, SB, and the Prot elites - I usually wouldn't run on a hero anyway. What's there to unpack? A full-blown Prot guy would be a waste, and hybrid Monks already carry Prot skills at a reduced spec, not too different from the N/Mo (11 Prot and 9 Prot respectively).
As for Dwayna's Sorrow, I've just gotten around to playing with it. While DS seems fairly solid, it leave a problem: Where does PS go? I'd rather not limit the build only to players with SY, so a copy of Prot Spirit is needed somewhere in the build. If it's on the Curses guy, PS absolutely needs to be microed or he'll run out of energy, and it just shifts the problem to the where the Splinter goes. If Splinter's on the third guy, then it limits him to Rt/ or /Rt, and you're still stuck with some sort of Channeling hybrid (as a full Channeler would be pretty weak).
Alternatively, you can put PS on the third guy, him being a /Mo or Mo/. If he's a /Mo, ideally he'd be a N/Mo to take advantage of the whole Soul Reaping thing that's going on. But what would you do with the rest of the bar? As a Mo/ hero, it's a bit of a waste to run that over a Monk hench if you're rolling with H/H (which is what this build assumes).
I really don't want to drop PS or Splinter, as they're both too good to not have. On the other hand, Dwayna's Sorrow is pretty amazing as well. wut i do naow??? Okay, this may sound silly but: N/mo healers boon. I tested it. He spams it on recharge even when not in battle. And you may add [skill]heal party[/skill], [skill]dwayna's kiss[/skill] and other things. [skill]Healer's boon[/skill] lasts 10 sec and recharge 10 sec. More if you have staff with 20% ench. It's quite little to none downtime. You may even spec a little to prot like 10 soul reaping, 12 healing, 8 prot and take [skill]shield of absorption[/skill] or [skill]guardian[/skill]. Add [skill]dwayna's sorrow[/skill] here and he becomes quite good. I really think it may be better than n/rt healer. You miss divine favor bonus but heals are decent even without it. And this way you can keep your PS on MM, splinter on SS.
Give it a try and say what you think.
As for Dwayna's Sorrow, I've just gotten around to playing with it. While DS seems fairly solid, it leave a problem: Where does PS go? I'd rather not limit the build only to players with SY, so a copy of Prot Spirit is needed somewhere in the build. If it's on the Curses guy, PS absolutely needs to be microed or he'll run out of energy, and it just shifts the problem to the where the Splinter goes. If Splinter's on the third guy, then it limits him to Rt/ or /Rt, and you're still stuck with some sort of Channeling hybrid (as a full Channeler would be pretty weak).
Alternatively, you can put PS on the third guy, him being a /Mo or Mo/. If he's a /Mo, ideally he'd be a N/Mo to take advantage of the whole Soul Reaping thing that's going on. But what would you do with the rest of the bar? As a Mo/ hero, it's a bit of a waste to run that over a Monk hench if you're rolling with H/H (which is what this build assumes).
I really don't want to drop PS or Splinter, as they're both too good to not have. On the other hand, Dwayna's Sorrow is pretty amazing as well. wut i do naow??? Okay, this may sound silly but: N/mo healers boon. I tested it. He spams it on recharge even when not in battle. And you may add [skill]heal party[/skill], [skill]dwayna's kiss[/skill] and other things. [skill]Healer's boon[/skill] lasts 10 sec and recharge 10 sec. More if you have staff with 20% ench. It's quite little to none downtime. You may even spec a little to prot like 10 soul reaping, 12 healing, 8 prot and take [skill]shield of absorption[/skill] or [skill]guardian[/skill]. Add [skill]dwayna's sorrow[/skill] here and he becomes quite good. I really think it may be better than n/rt healer. You miss divine favor bonus but heals are decent even without it. And this way you can keep your PS on MM, splinter on SS.
Give it a try and say what you think.
Problem.
the ps problem isn't an issue if the human is a monk, which i am ^^
DarkSpirit
To get enough heals from DS would be 1) get minions dying with enough frequency 2) have lots of minions. Jagged Bones, Bone minions, Shamblings, can be useful for such build. Maybe consider 2 MMs, one running heals with DS and the other running prot with PS. You can also add fiends and shamblings to the mix for the other MM. Would that be enough to replace the N/Rt healer? I have yet to try it out though.
Paul Dawg
Right, that's basically what I was suggesting back here (http://www.guildwarsguru.com/forum/s...postcount=539). So, question for ya: Do you find that this new N/Mo guy is worth scrapping the original healer N/Rt for? That's basically the $64,000 question, because I agree with you that if you keep [protective spirit] on the bomber and [splinter weapon] on the curses necro, the only viable way to add [dwayna's sorrow] to the mix is to make a brand new N/Mo with [healer's boon].
Quote:
Originally Posted by Targuil
Quote:
Okay, this may sound silly but: N/mo healers boon. I tested it. He spams it on recharge even when not in battle. And you may add [skill]heal party[/skill], [skill]dwayna's kiss[/skill] and other things. [skill]Healer's boon[/skill] lasts 10 sec and recharge 10 sec. More if you have staff with 20% ench. It's quite little to none downtime. You may even spec a little to prot like 10 soul reaping, 12 healing, 8 prot and take [skill]shield of absorption[/skill] or [skill]guardian[/skill]. Add [skill]dwayna's sorrow[/skill] here and he becomes quite good. I really think it may be better than n/rt healer. You miss divine favor bonus but heals are decent even without it. And this way you can keep your PS on MM, splinter on SS.
Give it a try and say what you think.
Give it a try and say what you think.
Chthon
Quote:
Originally Posted by Sab
As for Dwayna's Sorrow, I've just gotten around to playing with it. While DS seems fairly solid, it leave a problem: Where does PS go? I'd rather not limit the build only to players with SY, so a copy of Prot Spirit is needed somewhere in the build. If it's on the Curses guy, PS absolutely needs to be microed or he'll run out of energy, and it just shifts the problem to the where the Splinter goes. If Splinter's on the third guy, then it limits him to Rt/ or /Rt, and you're still stuck with some sort of Channeling hybrid (as a full Channeler would be pretty weak).
Alternatively, you can put PS on the third guy, him being a /Mo or Mo/. If he's a /Mo, ideally he'd be a N/Mo to take advantage of the whole Soul Reaping thing that's going on. But what would you do with the rest of the bar? As a Mo/ hero, it's a bit of a waste to run that over a Monk hench if you're rolling with H/H (which is what this build assumes).
I really don't want to drop PS or Splinter, as they're both too good to not have. On the other hand, Dwayna's Sorrow is pretty amazing as well. wut i do naow???
Alternatively,Take prot off the MB. Put condition removal on the MB through Infuse Condition + Foul Feast. Move splinter to the MB. Replace N/Rt healer with N/Mo or Mo/X heal/prot hybrid and give it Dwayna's Sorrow.
All of the above is theorycraft, since I've been working on 8-man areas recently, I don't typically spend a hero slot on healers in 8-man areas.
Targuil
Quote:
Originally Posted by Paul Dawg
Right, that's basically what I was suggesting back here (http://www.guildwarsguru.com/forum/s...postcount=539). So, question for ya: Do you find that this new N/Mo guy is worth scrapping the original healer N/Rt for? That's basically the $64,000 question, because I agree with you that if you keep [protective spirit] on the bomber and [splinter weapon] on the curses necro, the only viable way to add [dwayna's sorrow] to the mix is to make a brand new N/Mo with [healer's boon].
Ahh, didn't see you post but i made some new points anyway.
DarkSpirit
Quote:
Originally Posted by DarkSpirit
To get enough heals from DS would be 1) get minions dying with enough frequency 2) have lots of minions. Jagged Bones, Bone minions, Shamblings, can be useful for such build. Maybe consider 2 MMs, one running heals with DS and the other running prot with PS. You can also add fiends and shamblings to the mix for the other MM. Would that be enough to replace the N/Rt healer? I have yet to try it out though.
I am still tweaking it. Not too bad with 2 MMs although the starting can be alittle tougher before you get your minions, just try to fight a weak mob when you start. After that, most places would be a breeze.
[MM1 N/Mo;OANDUslfOL1jaVANoUrHtkqK]
[MM2 N/Mo;OANDUshtSLVVBHVYCLCJgGNVVA]
[Curse/Channel N/Rt;OAhkYgHcoIqT1uMs7sDYsERytqC]
The condition management is handled by the second MM through Foul Feast. Weapon of Fury can be replaced by SS if you like. Remove Hex can also be replaced by Aegis.
[MM1 N/Mo;OANDUslfOL1jaVANoUrHtkqK]
[MM2 N/Mo;OANDUshtSLVVBHVYCLCJgGNVVA]
[Curse/Channel N/Rt;OAhkYgHcoIqT1uMs7sDYsERytqC]
The condition management is handled by the second MM through Foul Feast. Weapon of Fury can be replaced by SS if you like. Remove Hex can also be replaced by Aegis.
I Is Special
Is it wise to spec 10 into healing just for a 35hp heal every 5 seconds?
Bront
Quote:
Originally Posted by I Is Special
Is it wise to spec 10 into healing just for a 35hp heal every 5 seconds?
It's either 10/8 or 9/9, and given the amount of energy Soul Reaping gives you, you can spare a point or two of it to get the extra healing.
It's an alternative to the Protection build, but it functions well enough.
It's an alternative to the Protection build, but it functions well enough.
DarkSpirit
Quote:
Originally Posted by I Is Special
Is it wise to spec 10 into healing just for a 35hp heal every 5 seconds?
That is 35hp heal for each party member each time a minion dies. Theoretically, with Jagged Bones, you can have an unlimited supply of minions. With 20 minions, that is a total of 20 X 35 X 8 = 5600hp heal, for a 8-man team, during the minions's first death.
The current build setup stands as this, but I am still tweaking it:
[Protection MM N/Mo;OANDUslfSLVVBoBKVKg1DBEVVA]
[Healing MM N/Mo;OANDUshtSLVVBYCLCJgGNTfVVA]
[Curse/Channel N/Rt;OAhkYgHcoIqU1WZwujdAGDjYyVVF]
In any case, I recommend bringing Mhenlo along for more healing in HM. Henchies used: Mehnlo, Herta, Cynn, and Talon.
Variants:
Weapon of Fury can be replaced by SS
Feast for the Dead can be replaced by another Taste of Death if you are in an area where mobs are not far apart
Edit: Updated with Cure Hex
The current build setup stands as this, but I am still tweaking it:
[Protection MM N/Mo;OANDUslfSLVVBoBKVKg1DBEVVA]
[Healing MM N/Mo;OANDUshtSLVVBYCLCJgGNTfVVA]
[Curse/Channel N/Rt;OAhkYgHcoIqU1WZwujdAGDjYyVVF]
In any case, I recommend bringing Mhenlo along for more healing in HM. Henchies used: Mehnlo, Herta, Cynn, and Talon.
Variants:
Weapon of Fury can be replaced by SS
Feast for the Dead can be replaced by another Taste of Death if you are in an area where mobs are not far apart
Edit: Updated with Cure Hex
Bront
Quote:
Originally Posted by DarkSpirit
With 20 minions, that is a total of 20 X 35 X 8 = 5600hp heal, for a 8-man team, during the minions's first death.
Not on the first death...
It's 35 per, or about half of heal party, but triggerable on minion cycling.
There is no time when you'll kill all 20 of your minions, but it is extra healing to help take pressure off the monk, and take the sting out of AoE spikes that will kill minions.
It's 35 per, or about half of heal party, but triggerable on minion cycling.
There is no time when you'll kill all 20 of your minions, but it is extra healing to help take pressure off the monk, and take the sting out of AoE spikes that will kill minions.
DarkSpirit
Quote:
Originally Posted by Bront
There is no time when you'll kill all 20 of your minions, but it is extra healing to help take pressure off the monk, and take the sting out of AoE spikes that will kill minions.
Of course that is only theory, dont expect all 20 minions to be setup to die at once.
Potentially each minion dying would grant a 35hp heal to the party. That is already a 35 X 8 = 280hp heal across the entire party of 8, per minion death. The point with 2 MM bombers is to have enough frequency of minion deaths as to make Dwayna Sorrow worth while. Jagged Bones on both the MMs would help to recycle the minions.
More minions, more minion deaths to trigger Soul Reaping goodness + more damage mitigation + more damage from death nova + more party heals from Dwayna Sorrow.
Potentially each minion dying would grant a 35hp heal to the party. That is already a 35 X 8 = 280hp heal across the entire party of 8, per minion death. The point with 2 MM bombers is to have enough frequency of minion deaths as to make Dwayna Sorrow worth while. Jagged Bones on both the MMs would help to recycle the minions.
More minions, more minion deaths to trigger Soul Reaping goodness + more damage mitigation + more damage from death nova + more party heals from Dwayna Sorrow.
Washi
the problem is you will not get the healing when you need it, but when a minion decides to die. So it's kinda risky and I don't think it would work very well in HM.
DarkSpirit
Quote:
Originally Posted by Washi
the problem is you will not get the healing when you need it, but when a minion decides to die. So it's kinda risky and I don't think it would work very well in HM.
All my testing are done only in HM.
It works well in HM because minions die often from taking high damage hits. Bone minions are great for this task because you get 2 per corpse with only 5s recharge.
You do get over healing often, but that is not a big issue as long as there are enough corpses. The first mob can be more difficult before you get your minions but that is mitigated by how quickly MMs can ramp up a bone minion army during battle.
Whenever I use sabway I bring 2 healers (Mhenlo and the restore N/Rt). I wanted to see if this build can survive with the same combination but replacing the restore N/Rt with a DS MM bomber in HM and it has.
It works well in HM because minions die often from taking high damage hits. Bone minions are great for this task because you get 2 per corpse with only 5s recharge.
You do get over healing often, but that is not a big issue as long as there are enough corpses. The first mob can be more difficult before you get your minions but that is mitigated by how quickly MMs can ramp up a bone minion army during battle.
Whenever I use sabway I bring 2 healers (Mhenlo and the restore N/Rt). I wanted to see if this build can survive with the same combination but replacing the restore N/Rt with a DS MM bomber in HM and it has.
Mind Wallaby
Quote:
Originally Posted by DarkSpirit
The first mob can be more difficult before you get your minions but that is mitigated by how quickly MMs can ramp up a bone minion army during battle.
Do you have any problems keeping your army alive between battles?
DarkSpirit
Quote:
Originally Posted by Mind Wallaby
Do you have any problems keeping your army alive between battles?
Not really, because they kill quite fast, even in HM, as long as the mob you are fighting with leave exploitable corpses, you should be fine most of the time.
Since I dont bring [[Blood of the Master], you can lose minions if you afk too long in between fights, but having [[Feast for the Dead] helps out, if the mobs are far apart for the area.
Since I dont bring [[Blood of the Master], you can lose minions if you afk too long in between fights, but having [[Feast for the Dead] helps out, if the mobs are far apart for the area.
pipo
does anyone know builds that synergize well with a warrior ?
id love to do HM and stuff on my warrior
also does anyone have a warrior build that synergizes well with the hero builds?
id love to do HM and stuff on my warrior
also does anyone have a warrior build that synergizes well with the hero builds?
stretchs
the 3 necros synergize amazing with Sabs builds, I have vanq'd all 3 continents with basically his bars. You just get up in there, block things up, start killing the high priority target and the minions then come in and make it gg
Chthon
Quote:
Originally Posted by Washi
the problem is you will not get the healing when you need it, but when a minion decides to die. So it's kinda risky and I don't think it would work very well in HM.
You might think so, but...
1. You also have to remember that Sabway's original party healing was also pretty random -- the Spirit of Life dies when it dies, and the hero AI just holds PwK as long as it can. Relying on minion deaths for heals isn't going to be any more random, just not less random.
2. Party healing is usually needed after a big AoE lands. And big AoE tends to kill minion in addition to hurting players. So there's at least some tendency for the heal to arrive when you need it.
3. The MB getting low enough on health to use Taste of Death (assuming it's equipped) is often a sign that the monks are stressed out and the whole party is under pressure. Again, there's at least some tendency for the heal to arrive when needed.
1. You also have to remember that Sabway's original party healing was also pretty random -- the Spirit of Life dies when it dies, and the hero AI just holds PwK as long as it can. Relying on minion deaths for heals isn't going to be any more random, just not less random.
2. Party healing is usually needed after a big AoE lands. And big AoE tends to kill minion in addition to hurting players. So there's at least some tendency for the heal to arrive when you need it.
3. The MB getting low enough on health to use Taste of Death (assuming it's equipped) is often a sign that the monks are stressed out and the whole party is under pressure. Again, there's at least some tendency for the heal to arrive when needed.
pastry
What about Ritualist set for restoration, Sabway, and damage henchmen?
DarkSpirit
The reason why I think sabway uses N/Rts instead of primary rits is because rits have very few worthy energy management skills outside of channeling and most of these would take up the elite slots. N/Rts tend to work better as they can be effective without bringing an energy management skill. Primary rits are a different story.
deluxe
I like heavy damage buffs, running same old 3-necro gets boring.
[support para;OQWkIMlpJjmTROHo7sw+4cs7WeD]
[buff para;OQWkIMlpZiyzDOHEhvwW4Ks7WeD]
[orders dervish;OgSkQoq6axqz2dSYIuvhX2L+9RA]
and me:
[donkeyball z;OQASEZJT7gSFQFUFaF/EKFCA]
Make sure you have 14 command on 1st para, and 13 leadership on 2nd para (fury breakpoint).
Ofcourse the warrior is totally up to yourself.
Add 2 warrior or other physical henchmen and the 2 regular healing henchies.
edit: updates.
[support para;OQWkIMlpJjmTROHo7sw+4cs7WeD]
[buff para;OQWkIMlpZiyzDOHEhvwW4Ks7WeD]
[orders dervish;OgSkQoq6axqz2dSYIuvhX2L+9RA]
and me:
[donkeyball z;OQASEZJT7gSFQFUFaF/EKFCA]
Make sure you have 14 command on 1st para, and 13 leadership on 2nd para (fury breakpoint).
Ofcourse the warrior is totally up to yourself.
Add 2 warrior or other physical henchmen and the 2 regular healing henchies.
edit: updates.
Tyla
^Can you replace the Warrior with a Ranger and run some ugly gimmick like...ES Ranger?
deluxe
Quote:
Originally Posted by Tyla
^Can you replace the Warrior with a Ranger and run some ugly gimmick like...ES Ranger?
well, thumpers or spearchuckers use adrenaline, so that would work.
btw what is an ES ranger?
btw what is an ES ranger?
Tyla
Well I tried out the ES Ranger, and it worked out fine in a 4-way DoA trip...well, until the cave in Gloom....
1 Divert Monk won't sort out 12 hexes...
And yes, it knocklocks!
To your edit, it's an Earthshaker Ranger. Basically I used it because I want a DoA statue in my HoM.
1 Divert Monk won't sort out 12 hexes...
And yes, it knocklocks!
To your edit, it's an Earthshaker Ranger. Basically I used it because I want a DoA statue in my HoM.
I Is Special
Quote:
Originally Posted by DarkSpirit
That is 35hp heal for each party member each time a minion dies. Theoretically, with Jagged Bones, you can have an unlimited supply of minions. With 20 minions, that is a total of 20 X 35 X 8 = 5600hp heal, for a 8-man team, during the minions's first death.
The current build setup stands as this, but I am still tweaking it:
[MM1 N/Mo;OANDUslfOL1qAaQpGQqHtkqK]
[MM2 N/Mo;OANDUshtSLVVBKgYCLCJgGNVVA]
[Curse/Channel N/Rt;OAhkYgHcoIqU1WZwujdAGDjYyVVF]
In any case, I recommend bringing Mhenlo along for more healing in HM. Henchies used: Mehnlo, Herta, Cynn, and Talon.
Variants:
Weapon of Fury can be replaced by SS
Feast for the Dead can be replaced by another Taste of Death if you are in an area where mobs are not far apart Since i dont have the three necros, i used this:
[MM1 N/Mo;OANDUslfSLVVBYCLCBE1DJgVVA]
^Minor Soulreaping and DM runes, everything else is +health.
-Brought soul feast onto this MM because it had higher Soulreaping and i felt i was gimping myself
-I replaced it with Remove Hex which i originally put on MM2, but then replaced that with a Healing prayers hex removal for the extra heal.
-Bringing soul feast made me have to bring Infuse condition which i switched for FotD on the 2nd MM. Both have the same Deathmagic rank, so it didn't really change anything.
[MM2 N/mo;OANDUshtOL1qAaQpO93IGtqK]
^Minor DM rune, everything else is +health.
-I'm not sure whether it would be more efficient to have Deathnova on this MM or on the other. Anyone have an idea?
-I also put D Kiss because i thought it would work well with the extra Enchants running around this build, and since i'm a warrior I can dish out the initial DPS without needing Putrid Bile to bring up the first minions (plus i'm too lazy to get faction to unlock it x_X)
[Int/warder Me/E;OQZEArszll0A5wofBZAK8KxC]
I use Minor Deathmagic runes because its just 1 less minion, and with two MMs this doesnt make too much of a difference compared to the 150 less health they'd have together.
This worked very well for me yesterday. My main is a warrior and i was using Godmode, however i used it sparingly to see how the build would function on its own. I took 2 figher hench, 1 healer, and the interupt henchmen.
The current build setup stands as this, but I am still tweaking it:
[MM1 N/Mo;OANDUslfOL1qAaQpGQqHtkqK]
[MM2 N/Mo;OANDUshtSLVVBKgYCLCJgGNVVA]
[Curse/Channel N/Rt;OAhkYgHcoIqU1WZwujdAGDjYyVVF]
In any case, I recommend bringing Mhenlo along for more healing in HM. Henchies used: Mehnlo, Herta, Cynn, and Talon.
Variants:
Weapon of Fury can be replaced by SS
Feast for the Dead can be replaced by another Taste of Death if you are in an area where mobs are not far apart Since i dont have the three necros, i used this:
[MM1 N/Mo;OANDUslfSLVVBYCLCBE1DJgVVA]
^Minor Soulreaping and DM runes, everything else is +health.
-Brought soul feast onto this MM because it had higher Soulreaping and i felt i was gimping myself
-I replaced it with Remove Hex which i originally put on MM2, but then replaced that with a Healing prayers hex removal for the extra heal.
-Bringing soul feast made me have to bring Infuse condition which i switched for FotD on the 2nd MM. Both have the same Deathmagic rank, so it didn't really change anything.
[MM2 N/mo;OANDUshtOL1qAaQpO93IGtqK]
^Minor DM rune, everything else is +health.
-I'm not sure whether it would be more efficient to have Deathnova on this MM or on the other. Anyone have an idea?
-I also put D Kiss because i thought it would work well with the extra Enchants running around this build, and since i'm a warrior I can dish out the initial DPS without needing Putrid Bile to bring up the first minions (plus i'm too lazy to get faction to unlock it x_X)
[Int/warder Me/E;OQZEArszll0A5wofBZAK8KxC]
I use Minor Deathmagic runes because its just 1 less minion, and with two MMs this doesnt make too much of a difference compared to the 150 less health they'd have together.
This worked very well for me yesterday. My main is a warrior and i was using Godmode, however i used it sparingly to see how the build would function on its own. I took 2 figher hench, 1 healer, and the interupt henchmen.
Paul Dawg
Sabway is fantastic with a warrior. You need someone to do a little physical damage, especially at the beginning, before you've started your minion pipeline. Godmode warriors are always good, and easy W/P skills like ["go for the eyes!"] synergize nicely with the minions.
Quote:
Originally Posted by pipo
Quote:
does anyone know builds that synergize well with a warrior ?
id love to do HM and stuff on my warrior
also does anyone have a warrior build that synergizes well with the hero builds?
id love to do HM and stuff on my warrior
also does anyone have a warrior build that synergizes well with the hero builds?
DarkSpirit
Quote:
Originally Posted by I Is Special
Since i dont have the three necros, i used this:
[MM1 N/Mo;OANDUslfSLVVBYCLCBE1DJgVVA]
^Minor Soulreaping and DM runes, everything else is +health.
-Brought soul feast onto this MM because it had higher Soulreaping and i felt i was gimping myself
-I replaced it with Remove Hex which i originally put on MM2, but then replaced that with a Healing prayers hex removal for the extra heal.
-Bringing soul feast made me have to bring Infuse condition which i switched for FotD on the 2nd MM. Both have the same Deathmagic rank, so it didn't really change anything.
[MM2 N/mo;OANDUshtOL1qAaQpO93IGtqK]
^Minor DM rune, everything else is +health.
-I'm not sure whether it would be more efficient to have Deathnova on this MM or on the other. Anyone have an idea?
-I also put D Kiss because i thought it would work well with the extra Enchants running around this build, and since i'm a warrior I can dish out the initial DPS without needing Putrid Bile to bring up the first minions (plus i'm too lazy to get faction to unlock it x_X)
[Int/warder Me/E;OQZEArszll0A5wofBZAK8KxC]
I use Minor Deathmagic runes because its just 1 less minion, and with two MMs this doesnt make too much of a difference compared to the 150 less health they'd have together.
This worked very well for me yesterday. My main is a warrior and i was using Godmode, however i used it sparingly to see how the build would function on its own. I took 2 figher hench, 1 healer, and the interupt henchmen. That is an interesting change. Do heroes use Cure Hex well? Do you have a problem with res when Mhenlo dies?
Dwayna's Kiss can be a good choice for this build and also on an orders build. It is either that or an offensive Putrid Bile for me. But I am unsure how effective it is with only 10 to healing and no divine favor. In any case, GWEN Mhenlo does bring Dwayna's Kiss in his bar and I presume he has better attributes for that, even without runes.
The purpose of the third curse necro is to provide damage buff and punish blocking, although your build has more defensive elements, it has fewer offensive but I believe it is workable.
Edit: Cure Hex seems to work fine with heroes contrary to the other thread.
[MM1 N/Mo;OANDUslfSLVVBYCLCBE1DJgVVA]
^Minor Soulreaping and DM runes, everything else is +health.
-Brought soul feast onto this MM because it had higher Soulreaping and i felt i was gimping myself
-I replaced it with Remove Hex which i originally put on MM2, but then replaced that with a Healing prayers hex removal for the extra heal.
-Bringing soul feast made me have to bring Infuse condition which i switched for FotD on the 2nd MM. Both have the same Deathmagic rank, so it didn't really change anything.
[MM2 N/mo;OANDUshtOL1qAaQpO93IGtqK]
^Minor DM rune, everything else is +health.
-I'm not sure whether it would be more efficient to have Deathnova on this MM or on the other. Anyone have an idea?
-I also put D Kiss because i thought it would work well with the extra Enchants running around this build, and since i'm a warrior I can dish out the initial DPS without needing Putrid Bile to bring up the first minions (plus i'm too lazy to get faction to unlock it x_X)
[Int/warder Me/E;OQZEArszll0A5wofBZAK8KxC]
I use Minor Deathmagic runes because its just 1 less minion, and with two MMs this doesnt make too much of a difference compared to the 150 less health they'd have together.
This worked very well for me yesterday. My main is a warrior and i was using Godmode, however i used it sparingly to see how the build would function on its own. I took 2 figher hench, 1 healer, and the interupt henchmen. That is an interesting change. Do heroes use Cure Hex well? Do you have a problem with res when Mhenlo dies?
Dwayna's Kiss can be a good choice for this build and also on an orders build. It is either that or an offensive Putrid Bile for me. But I am unsure how effective it is with only 10 to healing and no divine favor. In any case, GWEN Mhenlo does bring Dwayna's Kiss in his bar and I presume he has better attributes for that, even without runes.
The purpose of the third curse necro is to provide damage buff and punish blocking, although your build has more defensive elements, it has fewer offensive but I believe it is workable.
Edit: Cure Hex seems to work fine with heroes contrary to the other thread.
Bront
Quote:
Originally Posted by DarkSpirit
Do heroes use Cure Hex well?
They use it as a hex cure, so they might end up overhealing, but they use it well and will target hexed players with lower health first.
JoeKnowMo
I usually run a hybrid monk alongside the N/Rt healer when running Sabway. I've been trying to get a hero to prot effectively without having to micro without much success... until now.
I swapped out the N/Rt healer in Sabway for:
[build=OANDYYzvSaE3V1DaRrEVVJg5VA]
Tried it out in a Maishang vanq. The build rarely had energy problems which I didn't expect given two 10e spells. Everything casts in under 1s except for [[Shield of Absorption] which has a 10s recharge so it's not too much a liability.
I played a redbarring HBoon without prots (except for RoF) because I wanted the hero to handle all the protting.
[build prof=Mo/E Healing=12+1+1 Protection=8+1 Divine=10+1 box] [Signet of rejuvenation][Patient Spirit][Dwayna's Kiss][Heal Party][Healer's Boon][GoLE][RoF][Cure hex][/build]
I ran this a couple of weeks ago and wanted to run more tests before posting, but I haven't gotten a chance to play since and I won't be able to do so for another 2 weeks. Thought I'd throw this out there for others to try out and comment on.
Edit: Fixed the HBoon build. HBoon + WoH on the same bar is insanity.
I swapped out the N/Rt healer in Sabway for:
[build=OANDYYzvSaE3V1DaRrEVVJg5VA]
Tried it out in a Maishang vanq. The build rarely had energy problems which I didn't expect given two 10e spells. Everything casts in under 1s except for [[Shield of Absorption] which has a 10s recharge so it's not too much a liability.
I played a redbarring HBoon without prots (except for RoF) because I wanted the hero to handle all the protting.
[build prof=Mo/E Healing=12+1+1 Protection=8+1 Divine=10+1 box] [Signet of rejuvenation][Patient Spirit][Dwayna's Kiss][Heal Party][Healer's Boon][GoLE][RoF][Cure hex][/build]
I ran this a couple of weeks ago and wanted to run more tests before posting, but I haven't gotten a chance to play since and I won't be able to do so for another 2 weeks. Thought I'd throw this out there for others to try out and comment on.
Edit: Fixed the HBoon build. HBoon + WoH on the same bar is insanity.