Synergizing Hero Builds?
SotiCoto
When was the build on the first page updated to two N/Rt and one N/Mo?
Which is honestly more effective? N/Rtx3 or N/Rtx2+N/Mo?
Which is honestly more effective? N/Rtx3 or N/Rtx2+N/Mo?
Sab
Quote:
Originally Posted by wilebill
The Achilles Heel of the builds seems to be the Achilles Heal (<-- pun), Spirit Light. Needs a spirit around to prevent health loss. If the Life Spirit goes down, the healer can sacrifice health. So, it would seem the more Spirits the better all around, since Mend Body and Soul removes one condition per Spirit.
Now the question is, do Ranger Spirits from Nature Rituals count as Spirits as far as Spirit Light is concerned?
Quote:
Originally Posted by SotiCoto
When was the build on the first page updated to two N/Rt and one N/Mo?
Which is honestly more effective? N/Rtx3 or N/Rtx2+N/Mo? I updated it today because the new version is better. Jared The Faithfull
The update looks logical, prot spirit is a necessity I obviously lacked when I tanked HM today with the builds. However, I think its more prudent to have a hex remover on the MM, because that is really nagging me. The build has no way to remove hexes, which is often vital.
This build fails in HM Tears of the Fallen, pretty much. rick1027
on the nmo build shouldnt the rez be rez chant inside of the one time res sig. it would be more effective i think seeing that the heros secondary is monk.
cyber88
Quote:
Originally Posted by Sab
Try not to overload on defense - for most 4-man areas, one human healer is enough. You might want to keep a few secondary heals on the Necros, but two dedicated healers is definitely too many. I'd suggest switching the Resto N/Rt to a physical (e.g. W/X Dragon Slash) or another hexer (Spoil or Corrupt)..
I see. Thanks for telling me. I feel the same way too about the changes you made to the MM nec. Now 1 nec deals the indirect damage, 1 heals & 1 dealing direct damage while providing meat walls with protection. I will update the builds & give my feedback.
p.s. Yupz, noticed the damage output but it complements me because I like to play as a direct damage smiter. kekekeke Darkside
Tried this 3 necro team for the past couple days...team is solid and I haven't had a wipe yet. I've purposely over aggroed and still didn't have a problem. Even against some very nasty monsters.
tekDragon
That three necro team was great for normal mode but I've been having problems with it in hard more. Seems like my SS necro always gets in too close (even if he's on guard or avoid), then gets killed in one or two hits. The spikes are pretty crazy sometimes in hard mode and the AI seems to have knack for spiking on the hero that already has DP which leaves you with a perpetually ineffective hero in short order.
There lies the problems in builds that rely too much on synergy: once one of the key members becomes ineffectual you're dead in the water. I've started working on a hard mode team that's a little more basic and has a little more redundancy which has helped me recover from deaths with fewer problems and less tedium. Will post it soon when it's a little more together. Snow Bunny
Quote:
Originally Posted by tekDragon
That three necro team was great for normal mode but I've been having problems with it in hard more. Seems like my SS necro always gets in too close (even if he's on guard or avoid), then gets killed in one or two hits. The spikes are pretty crazy sometimes in hard mode and the AI seems to have knack for spiking on the hero that already has DP which leaves you with a perpetually ineffective hero in short order.
There lies the problems in builds that rely too much on synergy: once one of the key members becomes ineffectual you're dead in the water. I've started working on a hard mode team that's a little more basic and has a little more redundancy which has helped me recover from deaths with fewer problems and less tedium. Will post it soon when it's a little more together. Yeah, I can see where you are with this. My SS as well is a bit aggro happy. This build works well, but, I've found more and more that in certain areas (places with Jade brotherhood come to mind) this build works best with a dedicated terratank that can take a lot of hits. The minion bombing really provides some good damage and tankage, except that an Ancestor's Rage+Triple Chop from some HM JB = close to 300-400 damage, which will wipe out the MM's effectiveness in a heartbeat. I've also been putting Blurred Vision as a splash on my SH nuker. Add that to RH and SS and you have some nasty SS AoE going around. Gigashadow
What do you think about putting Smite Hex and Smite Condition on either the curse or the minion necro?
Snow Bunny
Quote:
Originally Posted by Gigashadow
What do you think about putting Smite Hex and Smite Condition on either the curse or the minion necro?
I've tried monk secondaries on the necros. Unless you're splashing in a 8-9 second Aegis, and maybe a RoF (the AI actually understand something of pre-prot, amazing, I know) Resto from the rit side is the way to go.
gwen armor
Hi everyone,
(I beg your pardon for my poor English, Its hard for me to write in foreigner's language (^_^) I'm French...) Many thanks to You, Sab, to share those builds. There are so awesome ^^ In facts, I teach all the day in Human Factors for French ATCO and Pilots, that it's better to synergies... and I was searching for a while how to do that (with Ele team... actualy, it's not perfect because they don't use skills like human player) So, I've been playing with your trio for a while, testing thing's too hard for me before, like doing the edge of a map... It's so easy now ^^ http://img405.imageshack.us/my.php?image=gw239jl7.jpg I see that you have made some change, & I have a question : Why aegis ? Ai don't cast it like human at the beginning of a fight, what's the function in your build ? So, "merci beaucoup" Sab, and good game to everyone. Star Gazer
Quote:
Originally Posted by Snow Bunny
<snip>
The minion bombing really provides some good damage and tankage, except that an Ancestor's Rage+Triple Chop from some HM JB = close to 300-400 damage, which will wipe out the MM's effectiveness in a heartbeat. one skill, two words: Pain Inverter >:] Sab
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Originally Posted by Gigashadow
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Quote:
Originally Posted by gwen armor
I see that you have made some change, & I have a question :
Why aegis ? Ai don't cast it like human at the beginning of a fight, what's the function in your build ? You can force your hero to use Aegis if he doesn't do it automatically. Grats on Tyrian Cartographer by the way =) Crypt Tick
Amazing build. I was using a surprisingly similar one but I was using 2 rit/nec's in place of 2 of the nec/rits. I liked the rit primary's: 'boon of creation', 'explosive growth', and 'spirits gift'. And on the other rit I had 'signet of ghostly might' and 'anguish' among other skills. I liked my build...thought it was very powerful...and it was...but yours truly does synergize beautifully. Mine couldn't survive long in most 4 man vanquishing areas...yours definitely does.
*bows in respect* Two thoughts about the build: 1. Seems many here are wishing for some better hex removal (I was one of em). So one thought I had in looking at and trying out your build: how bout making the curses necro a paragon secondary? That way you could pick up 'hexbreaker's aria' which removes a hex every time any party member casts a spell (lots of spell casting goin on) I dropped 'insidious parasite' for it. You could then substitute 'signet of return' for the 'death pact signet'. ***edit*** Sorry, I didn't properly test this paragon idea before I posted it. It appears that gaining adrenaline is far harder for a curses necro than I thought...even when set on 'fight' mode. Oh well. As an alternative to my alternative may I suggest a monk secondary with a rez skill, dropping 'insidious' and picking up 'cure hex'...a nice healing hex removal with a resonable recharge time. Or, perhaps making your primary character a paragon secondary (or primary) if you are tanking. Again....sorry. 2. I have used the jagged bones mm poison bomber basic build for a while now, so I have a question about "blood of the master". Why use it? Ideally the 2 bone minions get 'barbs', 'death nova', and 'jagged bones' put on them, they are at most a level 13...so they will die quickly...and that is what you want in this build, right? Constant minion creation and destruction....maximizing corpse production and energy creation. Now the jagged horror that gets created will die sooner too, but that is the beauty of 'jagged bones' it can be cast and recast on whatever minion (including a jagged horror) so that when it dies another jagged horror pops up. I would suggest getting rid of 'blood of the master' and putting in almost anything else...another hex removal (cure hex), reversal of fortune, gift of health, or whatever. Just another thought. Thanks for the great team build! gwen armor
Hello everyone,
Sab, I have try your new build in hard place without pulling before to test it, it's amazing how it works fine, it's safer. I had to micromanage aegis before, and waohhhh "L'essayer, c'est l'adopter !" /clap Merci beaucoup (^_^) Whirlwind
blood is to heal between fights =p
Whirlwind
Quote:
Originally Posted by Ravari Craven
hmmm runes and insignia don't matter, now weapons don't? Thats good cause I have no rit weaps. Well.... except for some communing stuff. I really need to try this out!
Well it depends how rough you want to fight... runes and insig DO matter, so do weapon stats. Just not nearly as much as it does on less powerful characters. For example, who (hero or real) doesn't operate better with more health, energy, armor and higher attributes?
They do run out of energy and health just like any other build, it just doesn't happen as often =P The team setup is very nice I'm not knocking it at all i use it myself, but if you want to run at peak performance like a finely tuned sports car... you buy the right parts. The hourglass staff from gwen pre-order works great for them or if you have a little more cash laying around or willing to do the quest, Kerrsh's staff is a great staff for them. Crypt Tick
Quote:
Originally Posted by Whirlwind
blood is to heal between fights =p
True, and I understand the reasoning for 'blood of the master' as a skill for mm's in general. But with this build you are going from aggro to aggro till everyone is dead (at least the way I use it). I just found that trying to keep the minions alive longer with 'blood of the master' was sort of pointless (seeing as how the backbone of this synergistic team build is corpse creation), and besides you have 'jagged bones' which will convert most of the dead minions into jagged horrors. The time it takes to find another group of red dots to attack was for me far shorter than the need for blood. Just offering up an opinion though...not saying its better...just different. cyber88
Quote:
Originally Posted by Sab
I guess you can if you want to? I'd rather have some Prot or Death Pact.
You can force your hero to use Aegis if he doesn't do it automatically. Grats on Tyrian Cartographer by the way =) I agree with Sab. I personally tested the 2 builds (mm prot & mm rit) & as Sab mention, it really depends on what you need/want. For me, I play a direct damage smiter (I don't use smite hex btw). I encounter little diffiult in hex heavy area (currently vanquishing desert area). Using the mm prot build, I can survive physical damage while under hexes (major degen ,x2 casting time & guilt). If using the mm rit build, I can outheal the damage. I prefer the mm rit build because I am lazy to even micro manage a bit. Lastly, thanks Sab for sharing this team build. It made vanquishing a little easier for me. Sab
Quote:
Originally Posted by Crypt Tick
Two thoughts about the build:
1. Seems many here are wishing for some better hex removal (I was one of em). So one thought I had in looking at and trying out your build: how bout making the curses necro a paragon secondary? That way you could pick up 'hexbreaker's aria' which removes a hex every time any party member casts a spell (lots of spell casting goin on) I dropped 'insidious parasite' for it. You could then substitute 'signet of return' for the 'death pact signet'. 2. I have used the jagged bones mm poison bomber basic build for a while now, so I have a question about "blood of the master". Why use it? Ideally the 2 bone minions get 'barbs', 'death nova', and 'jagged bones' put on them, they are at most a level 13...so they will die quickly...and that is what you want in this build, right? Constant minion creation and destruction....maximizing corpse production and energy creation. Now the jagged horror that gets created will die sooner too, but that is the beauty of 'jagged bones' it can be cast and recast on whatever minion (including a jagged horror) so that when it dies another jagged horror pops up. I would suggest getting rid of 'blood of the master' and putting in almost anything else...another hex removal (cure hex), reversal of fortune, gift of health, or whatever. Just another thought. Thanks for the great team build! I never found hex removal to be that essential in PvE. Either the hexes are trash hexes you can just heal through, or there are so many nasty hexes that a single removal isn't going to cut it, not to mention it's down to luck for the heroes to remove the right one. As for Blood of the Master, it's nice to head into a battle with your minions at full health so they can tank damage for a bit longer. Your heroes won't be needing energy until 10-20 seconds in the battle anyway, which is about the time the minions start dying. The Meth
I've tried this 3 necro build and it has either failed pretty badly or been unbearably slow. So far i've tried it with HM Vloxen Excavations (failed on level #2 twice) HM vizunah (failed horribly) NM Vizunah (won but took over 25 minutes! I don't think I've ever been over 21 before).
The problem is that most of your damage is on death nova minions, which all die in about 5 seconds dealing maybe 300 damage total since heroes never pre death nova everything before battle. Unless you killed 3 or 4 enemies that way you are basically relying on the SS to kill everything else, and it makes me cry when he decides to put SS on a lone enemy when a huge group is nearby. In vloxen it took over 5 mins to kill the boss on the first level because there was literally no damage. Grats to anyone who can make it work, but this build fails horribly on my heroes, they have no where near enough intelligence to run it right. I'm still convinced anyone who is saying they take on more then 1 group in HM with this is 100% BS. Popcorn Devil
Quote:
Originally Posted by The Meth
I've tried this 3 necro build and it has either failed pretty badly or been unbearably slow. So far i've tried it with HM Vloxen Excavations (failed on level #2 twice) HM vizunah (failed horribly) NM Vizunah (won but took over 25 minutes! I don't think I've ever been over 21 before).
The problem is that most of your damage is on death nova minions, which all die in about 5 seconds dealing maybe 300 damage total since heroes never pre death nova everything before battle. Unless you killed 3 or 4 enemies that way you are basically relying on the SS to kill everything else, and it makes me cry when he decides to put SS on a lone enemy when a huge group is nearby. In vloxen it took over 5 mins to kill the boss on the first level because there was literally no damage. Grats to anyone who can make it work, but this build fails horribly on my heroes, they have no where near enough intelligence to run it right. I'm still convinced anyone who is saying they take on more then 1 group in HM with this is 100% BS. I didn't have much luck with it either, I kept getting full party 60% DP on the second or third levels of dungeons in normal mode. Bibblenorn
Has this team been tried in UW or FoW?
I have been really enjoying this team. Makes some areas managable that weren't before. I plan to test out the updated team tomorrow. Sab
Quote:
Originally Posted by The Meth
I've tried this 3 necro build and it has either failed pretty badly or been unbearably slow. So far i've tried it with HM Vloxen Excavations (failed on level #2 twice) HM vizunah (failed horribly) NM Vizunah (won but took over 25 minutes! I don't think I've ever been over 21 before).
The problem is that most of your damage is on death nova minions, which all die in about 5 seconds dealing maybe 300 damage total since heroes never pre death nova everything before battle. Unless you killed 3 or 4 enemies that way you are basically relying on the SS to kill everything else, and it makes me cry when he decides to put SS on a lone enemy when a huge group is nearby. In vloxen it took over 5 mins to kill the boss on the first level because there was literally no damage. Grats to anyone who can make it work, but this build fails horribly on my heroes, they have no where near enough intelligence to run it right. I'm still convinced anyone who is saying they take on more then 1 group in HM with this is 100% BS. The three hero builds provide some basic offense and defense, but the five other slots in your party are just as important. If you bring three or four damage dealers, I don't know why you'd have trouble killing. The Meth
Quote:
Originally Posted by Sab
The three hero builds provide some basic offense and defense, but the five other slots in your party are just as important. If you bring three or four damage dealers, I don't know why you'd have trouble killing.
If Soul Reaping is going to get nerfed, it will be because of its current abuse in HA, not because of its abuse in PvE. Even if you could run it with only 1 other dedicated healer the problem is its still horribly inefficient. The HA jagged build was decent in pvp, but vs lvl 28-30 mobs the minions are useless for tanking or damage, and the necro uses death nova as bad as he possibly can. If you really have to have the whole infinite energy fueled by soul reaping a normal mm with fiend/vamp/shambling/whatever works fine. The ss requires a lot of micro to work right but its worth it due to the awesomeness of curse necros. The n/rt seems just to have a few rather bad skill choices. Vengeful and weapon of remedy are great in pvp where most attacks are <70ish damage, but in pve its barely a dent in the damage, I would recommend weapon of shadow to dish out lots of blind and spirit light weapon which is far more healing the vengeful will ever have. It's still rather mediocre but at least you don't wipe instantly in hard areas. Yes I wish i could bring 4 other damage dealers but just you try to tell cynn to take rodgorts and savannah heat. If anet nerfs soulreaping again and gives this build in pve as the reason I will laugh so very hard. In pve this is about as overpowering as touch rangers (no offense to touch rangers) Kaida the Heartless
The build works fine. You're just doing it wrong (pic anyone?)
I run with a monk friend using 6 Heroes and he barely needs to heal anything. Don't know how you guys are losing so bad :P The only problem I have had with this build is using it versus hardmode dwarf groups. There are just too many resses for me to keep up. We usually last about 4 minutes before breaking. So, does anyone have any suggestions for some kind of healer lockdown character (mesmer?) that could be used as one of the other slots? Sab
Quote:
Originally Posted by The Meth
Even if you could run it with only 1 other dedicated healer the problem is its still horribly inefficient. The HA jagged build was decent in pvp, but vs lvl 28-30 mobs the minions are useless for tanking or damage, and the necro uses death nova as bad as he possibly can. If you really have to have the whole infinite energy fueled by soul reaping a normal mm with fiend/vamp/shambling/whatever works fine. The ss requires a lot of micro to work right but its worth it due to the awesomeness of curse necros. The n/rt seems just to have a few rather bad skill choices. Vengeful and weapon of remedy are great in pvp where most attacks are <70ish damage, but in pve its barely a dent in the damage, I would recommend weapon of shadow to dish out lots of blind and spirit light weapon which is far more healing the vengeful will ever have. It's still rather mediocre but at least you don't wipe instantly in hard areas.
Yes I wish i could bring 4 other damage dealers but just you try to tell cynn to take rodgorts and savannah heat. If anet nerfs soulreaping again and gives this build in pve as the reason I will laugh so very hard. In pve this is about as overpowering as touch rangers (no offense to touch rangers) While there are specialized situations where the build won't work, I can say from experience that the build is solid enough through most of NM and HM. As for individual skill choices, my heroes manage Death Nova perfectly as the AI has always done. The minions tank just long enough for something to die, and most of the minions blow up with Death Nova on them. On the N/Rt healer, although Spirit Light Weapon is extremely efficient, the AI doesn't use it properly (see Wiki for details). Weapon of Shadow looks good, but the recharge kills it. WoR and Vengeful works fine for what it does. It mitigates small amount of damage while providing offense. For bulk heals, the heroes use Spirit Light and Mend Body reliably enough and there's little point bringing another red-bar-goes-up skill except for maybe Spirit Transfer. Snow Bunny
Quote:
Originally Posted by The Meth
Even if you could run it with only 1 other dedicated healer the problem is its still horribly inefficient. The HA jagged build was decent in pvp, but vs lvl 28-30 mobs the minions are useless for tanking or damage, and the necro uses death nova as bad as he possibly can. If you really have to have the whole infinite energy fueled by soul reaping a normal mm with fiend/vamp/shambling/whatever works fine. The ss requires a lot of micro to work right but its worth it due to the awesomeness of curse necros. The n/rt seems just to have a few rather bad skill choices. Vengeful and weapon of remedy are great in pvp where most attacks are <70ish damage, but in pve its barely a dent in the damage, I would recommend weapon of shadow to dish out lots of blind and spirit light weapon which is far more healing the vengeful will ever have. It's still rather mediocre but at least you don't wipe instantly in hard areas.
Yes I wish i could bring 4 other damage dealers but just you try to tell cynn to take rodgorts and savannah heat. If anet nerfs soulreaping again and gives this build in pve as the reason I will laugh so very hard. In pve this is about as overpowering as touch rangers (no offense to touch rangers) This build works very well. This build was a close variant of the one I used all across Tyria for Guardian. The damage from the minion bomber is quite high, and level 28 mobs die much faster from a microed ss than they do from a microed savannah heat. If you tweak the build just a little to match your perfect playing style, than it's great. Look at the build as a template of sorts, which you can modify accordingly. The build works well in most situations. For slaver's, I simply switched out the bomber for a 3rd SSer. I cleared with no difficulty whatsoever. The Meth
Quote:
Originally Posted by Snow Bunny
This build works very well. This build was a close variant of the one I used all across Tyria for Guardian. The damage from the minion bomber is quite high, and level 28 mobs die much faster from a microed ss than they do from a microed savannah heat.
My problem with it is the minions die so insanely quickly the necro doesnt have time to put death nova on them, so its essentially useless. In all the hard areas i've been in we go into the battle with maybe 2 minions with nova, but otherwise since she waits so long to cast it the minion is dead by the time it completes so all through the battle I hear the nice 'interrupted' sound coming from her.
I won't argue about SS being great, though when I was talking about savannah I was referring to henchies whom you can't micro. dead man ivan
From my own personal experience of clearing Hard Mode in Elona with this build and nothing else(I am a Simple Triple Chop Axe Warrior) I have had problems with only the Searing Flames boss and thats because he was with 3 other Stone Crags( I went for him which was a mistake IMHO)but eventually in a war of attrition I won. I have cleared 24 of 34 areas in Nightfall with Desolation remaining however.
However taking this build in Twin Serpent lakes and another area around it(cant remember the name) the problem was very apparent which is it has absolutely no Hex removal and the SS with 20 points behind not pretty when you are the one who gets it. However I cleared it with another guildie who got a monk with Divert Hexes. I believe the only reason even that area was hard because we are limited to a party of 6. Also, another minor critique is that build is reliant on its members i.e. this is a pure synergy build and anytime I have to get someone else for it(all Nightfall missions require a hero) it becomes a big big problem. If Sab can experiment and post some alternatives that would be awesome i.e substitutes for each of the characters in his builds .(I am too lazy and also personally I dont think I have the talent) Currently the only limited way I have been doing missions is by taking guildie who gets the required hero and then some whereby we go through the mission pretty quickly. Also, till now I have not had a problem with bodies in Nightfall. P.S--:I think the whole point of taking minions is that they should die and in my limited experience of 24 areas they seemed more than enough bodies to replace those who die. I will edit this post with Hidden City experience in a day. EDIT--:Phew Hidden City was hard to say the least. Those freaking Ruby Djinn pop-ups are really irritating. Anyways I have finished it with this build and among the henchies I took Mehnlo Khim Devona and Herta. I think it could be easier if I had another human player and his heroes but the point is I finished the area and although died about 6 times(i.e. party wipe) I could still get up and complete the area. Of course the bosses went down quick courtesy of Pain Inverter .It was hard but not undoable and the point is the builds worked to a certain degree and i am sure with better planning would have worked out better but still I think I did ok ??Ripskin
Hey Seb, I just beat nightfall on my monk and I have a question. Obviously I need weapons that go to the characters attributes, but what weapons do you recommend?
Don't leave out greens. Snow Bunny
Quote:
Originally Posted by «Ripskin
Hey Seb, I just beat nightfall on my monk and I have a question. Obviously I need weapons that go to the characters attributes, but what weapons do you recommend?
Don't leave out greens. I know I'm not Sab, but I just have a Ghials Staff on the N/Rt and a Stonereaper on the SS. My 2nd SS uses a Rajazan's and the Bison cup. No problems so far. Sab might be more specialized, but this works fairly well. The Ghials can help with cast times/recharges nicely. ??Ripskin
I don't care who tells me :P
Thanks, gonna go farm both of those now. Ah the good ol' days when ghials was 20k a pop.. Oops forgot to say I just put runes on and left their original weapons as they were, and tried out glints challenge in hard mode for the first time. First time doing the challenge.. not the first time in hard mode. I happily c-spaced my way through that without any difficulties. But, conditions are the only killer, so I think my new favorite build is restore condition. Sab
Quote:
Originally Posted by «Ripskin
Hey Seb, I just beat nightfall on my monk and I have a question. Obviously I need weapons that go to the characters attributes, but what weapons do you recommend?
Don't leave out greens. I've been using the Hourglass preorder staff, but if you're planning on fully equipping your heroes, I'd suggest: Curses Necro - 40/40 Curses set Resto Necro - 40/40 Resto set (though he'll be holding a pot most of the time) Death Necro - +30hp, +20% enchanting staff (20/20 Death) Avatar Exico
Sab, i might have posted it in EoTN Section. Is it necessary to have those Attributes like that or can you have max Death (16) 10 Prot 10 Reaping?
Sab
Quote:
Originally Posted by Avatar Exico
Sab, i might have posted it in EoTN Section. Is it necessary to have those Attributes like that or can you have max Death (16) 10 Prot 10 Reaping?
For the MM, naturally I started off by putting 12 in Death. For the rest of the points, I put 9 in Prot because that's the breakpoint for a nine second Aegis. The rest is dumped into Soul Reaping.
Avatar Exico
Is it ok to have 16 Death In the MM and rest in Soul Reaping.
blue.rellik
If you want a pure MM with no utility then yes
Avatar Exico
For this build you must have 12 Death. Im just asking to make sure is all.
cyber88
Tested the builds already. For vanquishing the desert area in tyria, I only encounter problems in 1 area, which is the area populated with A LOT of hydras. I took out the ss & resto nec, made myself a healing monk & bought 2 interupt rangers, 1 fire ele & 1 prot hench & I vanquish that area with ease. My interupt rangers are build for interupting & not damage dealing so my damage output is shit. The rest of the desert is a walk thru the park.
For those who has problems using the builds, try pulling the groups to you instead of rushing. (unless you are a warr or derv which can tank damage.) I play the worst damage output profession (monk) & I vanquished a lot of areas (whether hex heavy or condition heavy or both) & these are 4 man to 6 man areas. If the build doesn't work for you, please don't flame it. Sab's builds help me a lot so I feel the need to defend it. |