Synergizing Hero Builds?
Mr Pink57
Im already using the combo except i put it on the SS and left DPS. They will even cast it on minions they use it so well. All you see is a ton of splinter and lightening.
pink
pink
arsie
If you have only 2 Necromancers:
1) Jagged Bomber: Jagged Bones + Bone Minions + Death Nova + BotM
2) SS: Spiteful Spirit + Barbs + Mark of Pain
The rest of the spells/skills can be configured to the situation.
I'd vote to being the SS, instead of the Resto, cos it synergises better with the D-Slash warrior. But whatever floats your boat
Also your 3rd hero slot to taste: Prot+Heal Monk, Damage+/- Paragon, Interrupter, Nuker.
1) Jagged Bomber: Jagged Bones + Bone Minions + Death Nova + BotM
2) SS: Spiteful Spirit + Barbs + Mark of Pain
The rest of the spells/skills can be configured to the situation.
I'd vote to being the SS, instead of the Resto, cos it synergises better with the D-Slash warrior. But whatever floats your boat
Also your 3rd hero slot to taste: Prot+Heal Monk, Damage+/- Paragon, Interrupter, Nuker.
Sab
I'd drop the Resto Necro for something else, probably a Cruel Spear Para, which would work nicely with Barbs/Splinter/Mark of Pain.
xDusT II
Defensive Varient (Usually run with Defensive Anthem)
Tactics: 10
Spear: 11+1
Leadership: 10+1+1
Cruel Spear
Spear of Lightning
"Watch Yourself"
"Shield's Up!"
Anthem of Flame
Agressive Refrain
Optional
Signet of Return
Offensive Variant
Spear: 12+1+1
Command: 9+1
Leadership 9+1
Cruel Spear
Vicious Attack / Spear of Lightning / Harrier's Toss (Take 1-2)
Power Return
"Go for the Eyes!"
Aggressive Refrain
Anthem of Weakness (Considering your already specced into Command)
"Stand Your Ground" / Optional
Signet of Return
Both paragons can effectively synergise with one another, I often run both if I can spare the spots.
I'm currently trying to find a way to work Splinter Weapon into the mix. Conidering dropping the SS necro's Soul Reaping down to 9 and swapping out Death Pact Signet for Splinter Weapon. You'll still have 2 other hard-resses and probably another on the player which is enough for PvE when combined with henchies hard-resses.
If your doing a 2p+6h setup then you have alot more room to move things about.
Tactics: 10
Spear: 11+1
Leadership: 10+1+1
Cruel Spear
Spear of Lightning
"Watch Yourself"
"Shield's Up!"
Anthem of Flame
Agressive Refrain
Optional
Signet of Return
Offensive Variant
Spear: 12+1+1
Command: 9+1
Leadership 9+1
Cruel Spear
Vicious Attack / Spear of Lightning / Harrier's Toss (Take 1-2)
Power Return
"Go for the Eyes!"
Aggressive Refrain
Anthem of Weakness (Considering your already specced into Command)
"Stand Your Ground" / Optional
Signet of Return
Both paragons can effectively synergise with one another, I often run both if I can spare the spots.
I'm currently trying to find a way to work Splinter Weapon into the mix. Conidering dropping the SS necro's Soul Reaping down to 9 and swapping out Death Pact Signet for Splinter Weapon. You'll still have 2 other hard-resses and probably another on the player which is enough for PvE when combined with henchies hard-resses.
If your doing a 2p+6h setup then you have alot more room to move things about.
xDusT II
Quote:
Originally Posted by XingLoong
Looks interesting, however, I'm most likely going to attempt it solo, H/H as my friends don't like my Warrior, they're both Elementalists.
Any specific weapon needed for the Paragon?
Do you perhaps mean Anthem of weariness? If so, can I use Anthem of Flame instead? I don't have GW:EN >_> Yes sorry I meant Anthem of Weariness, I thought they would have changed the skill name seeing how they changed Ward of Weariness to Ward of Weakness and both skills function in similar ways.
If you don'y have GWEN just take Anthem of Flame and spec whatever you can into Command.
Also if you have any Elementalists, player or hero, they can be useful to stick Splinter Weapon on. Both a Mind Blast and Blinding Surge bar can support Splinter Weapon and Ancestor's Rage.
Any specific weapon needed for the Paragon?
Do you perhaps mean Anthem of weariness? If so, can I use Anthem of Flame instead? I don't have GW:EN >_> Yes sorry I meant Anthem of Weariness, I thought they would have changed the skill name seeing how they changed Ward of Weariness to Ward of Weakness and both skills function in similar ways.
If you don'y have GWEN just take Anthem of Flame and spec whatever you can into Command.
Also if you have any Elementalists, player or hero, they can be useful to stick Splinter Weapon on. Both a Mind Blast and Blinding Surge bar can support Splinter Weapon and Ancestor's Rage.
cyber88
I know this may sound kinda of noob since I have posted a few posts here. But as a monk, do you think running myself as a smiter is generally better then spec into heal/prot monk while leaving all damage control to the H/H?
xDusT II
Quote:
Originally Posted by cyber88
I know this may sound kinda of noob since I have posted a few posts here. But as a monk, do you think running myself as a smiter is generally better then spec into heal/prot monk while leaving all damage control to the H/H?
Depends what you mean by "leaving all damage control to the H/H". Even with a large defensive web up, you still need monks to mop up what comes through . You can run a smite bar, as I understand it's frustrating to have to constantly wand as a monk to get your heroe's to attack, however you'll still need some form of healing/protection in your team.
Smiting gives you niche skills like Castigation Signet, Smite Condition, Smite Hex, Reversal of Damage, Zealot's Fire and Smiter's Boon (Divine Favor) to play with. I'm not overly excited about what smiting can do, but with a decent bar it's still better then alot of the other trash you see being run these days.
Smiting gives you niche skills like Castigation Signet, Smite Condition, Smite Hex, Reversal of Damage, Zealot's Fire and Smiter's Boon (Divine Favor) to play with. I'm not overly excited about what smiting can do, but with a decent bar it's still better then alot of the other trash you see being run these days.
cyber88
Quote:
Originally Posted by xDusT II
Depends what you mean by "leaving all damage control to the H/H". Even with a large defensive web up, you still need monks to mop up what comes through . You can run a smite bar, as I understand it's frustrating to have to constantly wand as a monk to get your heroe's to attack, however you'll still need some form of healing/protection in your team.
Smiting gives you niche skills like Castigation Signet, Smite Condition, Smite Hex, Reversal of Damage, Zealot's Fire and Smiter's Boon (Divine Favor) to play with. I'm not overly excited about what smiting can do, but with a decent bar it's still better then alot of the other trash you see being run these days. Hmmzzzz.... you understood me. Wanding sucks when if while clicking on 1 of my H/H, my wanding target kites to another group with me chasing it & it becomes double aggro.
In smite, Reversal of Damage is my best friend. Hmmzzz....with your ideas, I think I can tweak my own bar to make it more useful. Thx.
Smiting gives you niche skills like Castigation Signet, Smite Condition, Smite Hex, Reversal of Damage, Zealot's Fire and Smiter's Boon (Divine Favor) to play with. I'm not overly excited about what smiting can do, but with a decent bar it's still better then alot of the other trash you see being run these days. Hmmzzzz.... you understood me. Wanding sucks when if while clicking on 1 of my H/H, my wanding target kites to another group with me chasing it & it becomes double aggro.
In smite, Reversal of Damage is my best friend. Hmmzzz....with your ideas, I think I can tweak my own bar to make it more useful. Thx.
Vann Borakul
Quote:
Originally Posted by Mr Pink57
I noticed while doing Raisu mission that Livia will spam MoP every chance she gets which just drains her energy (most of the time on the same target.) And as stated these are supposed to be hero builds on auto pilot. So I had to remove it for something with a much lower cost as thats 3 15e skills.
EDIT: Convert Hexes has the same recharge and cast as Extinguish.
pink Aren't heroes programmed to not cast a hex on a target that already has that hex?
EDIT: Convert Hexes has the same recharge and cast as Extinguish.
pink Aren't heroes programmed to not cast a hex on a target that already has that hex?
furanshisuko
i tried the build whit a guildie both using the build 3 necro heros using total of 6 necros ,it works better i even got a green drop me as a ranger whit winnowing helps + barrage and guildie tank
distilledwill
Just thought id say that i dont think that theres been any other build which has had so much work built in to it. Id like to say well done to all those who tried and tested these three necro builds and perfected them, also a big thanks to Sab, who continues to update and improve them.
It would be nice if another build could be suggested and have as much work on it as these have.
Edit: Im trying out [skill=text]Spirit Light Weapon[/skill] in place of WoR, just to see how well it goes, has anyone else tried this and does it work?
It would be nice if another build could be suggested and have as much work on it as these have.
Edit: Im trying out [skill=text]Spirit Light Weapon[/skill] in place of WoR, just to see how well it goes, has anyone else tried this and does it work?
Mr Pink57
Quote:
Originally Posted by Vann Borakul
Aren't heroes programmed to not cast a hex on a target that already has that hex?
I wish that where true, but i watched her do it numerous times on same target.
Also I dropped Reckless Haste since I noticed most of the time they cast SS, barbs, MoP, then reckless. By that time my target is dead, and with dual aegis chains there is plenty of missing.
EDIT: SLW is a great elite however since its a short standing spirit thats involved it would not be worth it, I've tried recovery but foes die so fast that its hardly worth it to change the spirit, plus Life heals minions.
pink
Also I dropped Reckless Haste since I noticed most of the time they cast SS, barbs, MoP, then reckless. By that time my target is dead, and with dual aegis chains there is plenty of missing.
EDIT: SLW is a great elite however since its a short standing spirit thats involved it would not be worth it, I've tried recovery but foes die so fast that its hardly worth it to change the spirit, plus Life heals minions.
pink
Cathode_Reborn
Quote:
Originally Posted by distilledwill
Edit: Im trying out [skill=text]Spirit Light Weapon[/skill] in place of WoR, just to see how well it goes, has anyone else tried this and does it work?
[skill]Spirit Light Weapon[/skill][skill]Weapon of Warding[/skill][skill]Spirit Light[/skill][skill]Mend Body and Soul[/skill][skill]Wielder's Boon[/skill][skill]Protective was Kaolai[/skill][skill]Life[/skill][skill]Signet of Lost Souls[/skill]
Spirit Transfer is a good replacement for Wielder's boon (they don't always use Boon on a target with a weapon spell).
The ai update a while ago made it so they don't use weapon spells like idiots Now they can use Warding properly which is very good, and one of the few prot-like spells in Restoration. They'll actually cast it on anyone that's close to an enemy....that can be good or bad depending on the situation. imo, N/Rt without Warding doesn't have much of an advantage over a monk....a healing monk given 5e spells can keep it's energy up for a long time....buffed Healer's boon/WoR/Glimmer is also nice ...the party heals from an N/Rt are still good though. I sometimes use both when teaming up with another person.
Quote:
Originally Posted by Vann Borakul
Aren't heroes programmed to not cast a hex on a target that already has that hex?
That's true....if they did use the same hex on the same target though, it's probably cause it had some kinda 2ndary effect.
Mr Pink57
What you will notice if you take splinter along with Warding is the war or derv will get warding and never get splinter. However splinter is taken on the resto anyways which is gone from that build now.
pink Daisuke
I've been using sab's build, and i vanquished all Cantha a almost all of Elona, but now i tried to vanquish the Hidden City and i get completly owned by the elementals... i'm a BhA btw. Anyone has any ideias on how i should get this one?
Xylia
Quote:
Originally Posted by Daisuke
I've been using sab's build, and i vanquished all Cantha a almost all of Elona, but now i tried to vanquish the Hidden City and i get completly owned by the elementals... i'm a BhA btw. Anyone has any ideias on how i should get this one?
You need to switch the MM out for something, since elementals don't leave corpses. There are quite a few suggestions throughout this thread as to alternatives.
mr_groovy
He guys I'm trying to make a synergy for my Elementalist. I think the best elite to take for any situation would be Searing Flames. Because:
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 blue.rellik
Rebirth on a ele is funny. Use it an weep
dont feel no pain
Quote:
Originally Posted by mr_groovy
He guys I'm trying to make a synergy for my Elementalist. I think the best elite to take for any situation would be Searing Flames. Because:
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. 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 That looks very very nice, but im thinking remove mark of rodgort, its a bad energy sink for heroes in my experiance besides you got enough burning lol cyber88
Quote:
Originally Posted by Daisuke
I've been using sab's build, and i vanquished all Cantha a almost all of Elona, but now i tried to vanquish the Hidden City and i get completly owned by the elementals... i'm a BhA btw. Anyone has any ideias on how i should get this one?
I do have an alternative oso. I went with a guildie. I was a prot bonder and he is an invici-ele earth tank. I bonded him & he went in to take all the aggro. We bought a BHA interupter, a LOD monk (pre-nerf), SS nec, MM nec, pure water snare ele & SF ele. The idea is that the ele tank takes all the aggro and once they stick to him, the rest of the heroes charge in to nuke the s*** out of them. The BHA interupter is use to interupt the healers to speed up the kills. I know a lot will say MM is useless here. But in between the rooms there are a lot of those toads mobs. using Jagged Bones & a bit of microing, a small army can be kept up not to deal damage but to wall the mobs & prevent them from seeping thru & attacking you. SS is your best friend as the attack faster in HM. Damage will be nice. The water snare ele primary job is to snare them in groups while dealing moderate damage. The bulk of damage will be from the SF ele. Since they r bunched up, mass burning is fun.
Teutonic Paladin
I did Hidden City by replacing the SS from Sab's with a BHA Ranger with Shelter. Set up shelter, targetlock the BHA on one Ruby, then spike down the other.
Xylia
Quote:
Originally Posted by mr_groovy
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. This hero doesn't actually have any synergy with the other builds. If you're going to play with fire, you probably want something else that works with the fire. If you're going to keep mark of rodgort, you might think about making sure everyone has fire damage weapons, so you get more mileage out of it. I kind of agree that you're probably going to be causing enough burning with out it. I'm not sure what third build I would bring, but here's a few ideas to try: Dual attunement rodgort's invocation spammer: [skill]elemental attunement[/skill][skill]fire attunement[/skill][skill]rodgort's invocation[/skill][skill]ward against elements[/skill][skill]glowing gaze[/skill][skill]power drain[/skill][skill]glyph of lesser energy[/skill][skill]resurrection signet[/skill] Blood is Power battery necro, to keep your eles spamming longer [skill]blood is power[/skill][skill]blood ritual[/skill][skill]well of blood[/skill][wiki]masochism[/wiki][skill]strip enchantment[/skill][skill]signet of lost souls[/skill][skill]awaken the blood[/skill][skill]flesh of my flesh[/skill] Battery/degen necro - restore some energy and cause more degen to synergize with burning [skill]tainted flesh[/skill][skill]blood ritual[/skill][skill]well of blood[/skill][skill]well of suffering[/skill][skill]strip enchantment[/skill][skill]signet of lost souls[/skill][skill]malign intervention[/skill][skill]flesh of my flesh[/skill] mr_groovy
Perhaps a battery would be good, but there's nothing like a meat shield. Keeps the enemies busy, and bombing does a lot of damage.
cyber88
Agreed. Meat shields are the best. :P
Daisuke
Thanks for the help, i actually did it just by incorporating Winter in the build so the fire damage from the djinns wouldn't be too overwhelming. The only thing left are the Wurms... i hate them -_-.
cyber88
LOL. Worms are ok. Once you pass the djinns, the rest are ok.
The Ferret
Sorry but how well is the energy management with this build? What would I equip my heroes with in regards to insignias and runes?
SNIEVES
When i did the mission in hardmode for my legendary guardiaan title, i went with 2 air ele, since the ruby and dijins are all fire and water,air/lighting was the best way to combat them, , my party set up was something along this line: 1. (ME) Broadhead arrow ranger with pain inverter and sunspear legendary spearmarshall title on
2. 2 Air spikers with dual attuntment 3. 1 SS necro 4. 2 henchie monks 5. 1 mesmer hero 6. Paragon henchie(Sogolon) and we breezed thru it Gwendolyn Star Fatmike
I always use Koss as axeman, Talkorha as healer and Olias as MM, and I'm an echo SS. Works nice. Party of 4, even in hard mode.
You can't see me
I always take Two hero monks and an elementalist hero. Depending on the situation, sometimes mesmer instead.
Dunkoro Talhkora Vekk / Gwen Devona Mhenlo Cynn Eve /win. Hasn't failed me yet. Ford Fairmont
I play tank take Ogden on heals my rit hero (forgot her name....) runs mm and either vekk nuking or Pyre Running Conjure Flame + MoR + barrage. Then just the ele and monk hench.
Nick1152
Quote:
Originally Posted by Xylia
Dual attunement rodgort's invocation spammer:
[skill]elemental attunement[/skill][skill]fire attunement[/skill][skill]rodgort's invocation[/skill][skill]ward against elements[/skill][skill]glowing gaze[/skill][skill]power drain[/skill][skill]glyph of lesser energy[/skill][skill]resurrection signet[/skill] I disagree with this build because you don't need five e-management skills, replace elemental attunement with SF or something else special. Xylia
Quote:
Originally Posted by Nick1152
I disagree with this build because you don't need five e-management skills, replace elemental attunement with SF or something else special.
They changed the recharge on [wiki]rodgort's invocation[/wiki] to 5. You could swap out elemental attunement for SF, but I think you'd find yourself out of energy a lot. I'd prefer to swap out glyph or power drain. I'll give it a run this weekend and find out, I guess.
distilledwill
Quote:
Originally Posted by Xylia
They changed the recharge on [wiki]rodgort's invocation[/wiki] to 5. You could swap out elemental attunement for SF, but I think you'd find yourself out of energy a lot. I'd prefer to swap out glyph or power drain. I'll give it a run this weekend and find out, I guess.
I have to say, i agree with Nick. You dont need Ele attunement, Fire attunement, GoLE and GG all in one build. Sethellington
edit: oops thought the picture was infuse condition, my bad
Zena Starlight
uh... reading skill descriptions? gg
Xylia
Quote:
Originally Posted by Nick1152
I disagree with this build because you don't need five e-management skills, replace elemental attunement with SF or something else special.
You're right
I ran this some on a hero this weekend in FoW, and it seemed to work okay. It still needs some tweaking, and you either need patience or BR to recharge energy after battle. [skill]Rodgort's Invocation[/skill][skill]Searing Flames[/skill][skill]Liquid Flame[/skill][skill]Glowing Gaze[/skill][skill]Fire Attunement[/skill](utility/ward/self-heal)[skill]Power Drain[/skill](res skill) Mesmer in Need
If you need to wait and br after battle for more than 30 seconds, your build isn't really energy efficient. Rodgorts/Mind blast spam is more efficient than rodgorts/ sf. Mind blast lets you drop some e-management skills, while spamming rodgorts.
[skill]mind blast[/skill][skill]rodgort's invocation[/skill][skill]liquid flame[/skill][skill]meteor shower[/skill][skill]fire attunement[/skill] then w/e Xylia
Quote:
Originally Posted by Mesmer in Need
If you need to wait and br after battle for more than 30 seconds, your build isn't really energy efficient.
I was in FoW with just my heroes - I tried a mind blast build, but it didn't work as well in this situation. In a normal situation, mind blast works just fine. Putting in glyph of lesser energy might be enough, but I didn't have time to test it again as I was taking 1hr+ per run and I had already done 3 (the original build, a rodgort's/mind blast build, and the SF/rodgort's build). Since I was putting myself in an extreme situation, energy efficiency wasn't a priority - the build was efficient enough that I didn't run out, but I was often in the 30-40 range when the battle was over (which is a long way from full with an ele).
BFG
[skill]Elemental Attunement[/skill][skill]Fire Attunement[/skill]
Have you given thought to running a dual attunement build? While you maintain the attunements, you return 80% of the energy cost of each fire magic spell that you cast. With 4 pips of energy regen, you'll maintain a healthy energy level and can cast like there's no tomorrow. |