Hard Mode Vanquishing Builds

Doomscreamer

Doomscreamer

Ascalonian Squire

Join Date: Oct 2007

Exiles of the Iron Guard [EotI]

W/

I'm having a tough time vanquishing with H/H. I have to play mostly alone because I'm on so late in my area, and need solid builds to help me dominate these areas. I tried Sabs 3 man necro team and it worked ok, but the Jade Brotherhood ate me alive for some reason. I'm a warr and desperately need help getting a good balance on my team. I've tried being support/damage/etc and I can't seem to find a synergy in the tougher areas.

I'm basically looking for any 3 solid hero builds that all work together. 3 paragons, 2 more warriors and a monk, whatever, no advice will go unheeded.

Thanks....

Trueslash Noobfoot

Lion's Arch Merchant

Join Date: Mar 2007

None - I'm a backpacker, I don't have a guild :)

W/Mo

Try using a bonder. Use a W/P dragonslasher with SY, and bond yourself on the bonder (use a hero and disable the stuffs and do it manually so he wont cancel), just aggro to survive the initial spike.

Ele > Mesmer > Ritu > Warrior.

Doomscreamer

Doomscreamer

Ascalonian Squire

Join Date: Oct 2007

Exiles of the Iron Guard [EotI]

W/

I was using a W/P Ironically enough who had SY. So I bring a monk bonder, and what else would help? Would a mes with heavy interrupts be good, or should I try and roll through with 2 SF Nukers? The big thing is I can't have the Jade brotherhood spiking my squishies while I attack the casters to stop the aoe dmg/knockdowns....

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

These are the builds i used to get through a couple of ascalonian areas + hard mode missions:

Magrid: R/P with a Zealous Spear:

[card]Disrupting Throw[/card][card]"Stand Your Ground!"[/card][card]"Go For The Eyes!"[/card][card]"Never Surrender!"[/card][card]Tiger's Fury[/card][card]Heal As One[/card][card]Charm Animal[/card][card]Resurrection Signet[/card]

Spear Mastery: 9
Beast Mastery: 10 + 1 + 1
Command: 9
Expertise: 8 + 1


Morgahn: P/any

[card]Signet Of Synergy[/card][card]Barbed Spear[/card][card]Mending Refrain[/card][card]Chorus of Restoration[/card][card]Ballad of Restoration[/card][card]Energizing Chorus[/card][card]Song Of Restoration[/card][card]Signet Of Return[/card]

Spear Mastery: 10 + 1
Motivation: 12 + 1 + 1
Leadership: 9 + 1


Melonni: D/N with a blood staff - set to avoid combat.

[card]Order Of Pain[/card][card]Dark Fury[/card][card]Arcane Zeal[/card][card]Vow Of Piety[/card][card]Watchful Intervention[/card][card]Faithful Intervention[/card][card]Mystic Healing[/card][card]Resurrection Signet[/card]

Blood Magic: 12
Mysticism: 10 + 1 + 1
Wind Prayers: 8 + 1




If you can, take a monk hench and a physical attacker hench (for 6 man areas - more physical attackers eg, Warriors and Paragons, for 8 man areas.). You shouldnt need 2 monks really but it makes it fairly easy if you do take them. The more physical attackers you have, the higher your overall DPS will be, plus, adrenhaline based henches work well due to dark fury so think about taking only warriors and paragons.

The paragon build mainly spreads helpful chants and can maintain mending refrain on most people with the help of the Ranger Packhunter shouter. He uses Chorus Of Restoration and Energising Chorus to assist Magrid with her shouts and Song of Restoration and Ballad of Restoration to provide party heals. I equipped him with Barbed Spear so that he can contribute to the degen which I apply with my characters build, but it can be swapped out for a different attack or even another shout.

Magrids attack speed boost coupled with Dark Fury from Melonni means that she can spam Go For The Eyes quite a bit, her energy can get a little stretched in long battles but Morgahn helps with her shouting by using Energising Chorus. If you are playing with a couple of other monks or other such healers, consider replacing [skill=text]"Never Surrender!"[/skill] with [skill=text]Anthem Of Envy[/skill] for even more damage, this also helps with energy management seeing as its one less energy-dependant skill on her bar. Magrid has great survivability due to her ability to reach the command shield requirements and her amazingly effective boon heal from Heal As One. She can be swapped out for another paragon shouter if you want, but I found this to work better.

Melonni will use her two Necro enchants really often, triggering party heals when they end and causing great energy boons for her. The parties DPS shoots up under Order Of Pain and coupled with Go For The Eyes from Magrid, it can get pretty impressive. Make sure you precast Faithful Intervention whenever entering an area and when it is stripped or triggered.


I played as a Ranger Packhunter like Magrid but without the Command Shouts:

[card]Spear Of Lightning[/card][card]Blazing Spear[/card]"Finish Him!"[card]Poisonous Bite[/card][card]Tiger's Fury[/card][card]Heal As One[/card][card]Charm Animal[/card][card]Resurrection Signet[/card]

Any physical attacker that uses shouts or even a dervish who can benefit from the enchantments flying around will work well with this hero setup.

I worked through a couple of 4 player hard mode missions with this setup. Quite nice to feel safe, even without the help of monks.


Anyway, thats my 2 cents,

Hope that helps

Will

skinkboy

Ascalonian Squire

Join Date: Oct 2007

StaR

W/

I dont know how to post skills like that, so ill just type it.

To vanquish 4-man areas i used:

Me (warrior, with d slash and SY)

A Mega-Motivating Paragon hero, sup motiv. rune, with ballad of resto)

Another paragon hero, with solid command and spear attacks, like "Stand Your Ground", NS, etc,)

N/Rt Restorer


This works amazing in vanquishing 4 man areas. If you plan and pull right, no one should ever drop below 50% HP. In some areas, you need all of this defense, but in others with less powerful/amount of monsters, keep the motivator paragon and change you 2nd para hero (commander) to a spear chucker with Focused Anger (even Soldiers Fury if you want). Use paragons becuase of their high armor and nice dmg and support, and with insignias and a shield, they could be at over 100 armor even with AR's new nerf, making them passive armor damage dealers, very nice.



For regular 8 man areas, you can still keep this setup. Or you can change out the commander/N/rt restorer, can put in a MM/another healer. (HM should have on average 3 healers at least). If in NF, you may be able to take the 2 healer henchies and motivator para, then a mm and whatever you want.

-In HM defense IS more important that offense!! (I have learned this, even though i am very impatient and would like to bring 3 nukers, in hard mode its usually not possible.) IF youre all offense and no defense, you die fast in HM, and if all defense, you never get anything done. Bring a mix, but i highly recommend more defense than offense while in hard mode.

-Pull carefully

-Jade brotherhood--This can easily be done with the 2 para+mm/n/rt restorer/another healer/whatever you want. It could be good to have a bonder too/hero monk with Soj almost like a duo UW smite build, buff you up, then you run in, make them focus on you, spam D-Slash,SY(which will make enemy attack you, they attack one with lowest Al) and have your heroes and henchies kill them, while theyre distracted and attacking you.

-Just remember===Defense, or else you wipe. Better to be safe than sorry!

This is not totally explained, if you need i can help you out in game, this setup works very well, i have vanquished many areas with it.
IGN= Finbarr Galedeep I

Omniclasm

Jungle Guide

Join Date: Jan 2007

Guild Hall

A/

Curses necro, for Enfeebling Blood. Rest is optional, I like Barbs+Mark of Pain+Physical heavy team. Could try to work in Ward of Stability and Ward against Melee, since the knockdowns of Jade Brotherhood are pretty bad, along with the warriors vs hench balls.

Paragon. Defensive Anthem, "They're on fire!", Anthem of flame. Possibly Blazing Finale, casted on you, thats not a definite though. Rest spear skills.

Monk. Go with mostly protection, and take anti-knockdown against Jade Brotherhood, to avoid Dragon Stomp deaths.

Too lazy to add the full builds, just outlines.

skinkboy

Ascalonian Squire

Join Date: Oct 2007

StaR

W/

Quote:
Originally Posted by Omniclasm
Curses necro, for Enfeebling Blood. Rest is optional, I like Barbs+Mark of Pain+Physical heavy team. Could try to work in Ward of Stability and Ward against Melee, since the knockdowns of Jade Brotherhood are pretty bad, along with the warriors vs hench balls.

Paragon. Defensive Anthem, "They're on fire!", Anthem of flame. Possibly Blazing Finale, casted on you, thats not a definite though. Rest spear skills.

Monk. Go with mostly protection, and take anti-knockdown against Jade Brotherhood, to avoid Dragon Stomp deaths.

Too lazy to add the full builds, just outlines. If you have a physical heavy build Defensive Anthem is the biggest waste of an elite, paragons have very powerful elites and should not be wasted.

Omniclasm

Jungle Guide

Join Date: Jan 2007

Guild Hall

A/

Quote:
Originally Posted by skinkboy
If you have a physical heavy build Defensive Anthem is the biggest waste of an elite, paragons have very powerful elites and should not be wasted. It protects what needs it. Physical heavy is 3-4 physicals. That still leaves 4-5 characters with 50% block, which also happen to be the ones that need it. Granted, it might get it's maximum effect in a team with 7 casters, but that isn't really going to happen. I agree though, if over half of your team is physicals, then DA is a waste.

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

SS/Enfeebling Blood should really be all you need for this game.

Maybe Dazed+Epidemic too.

So....

Olias and Margrid should bounce them around like bunnies.

(Streets anyone?)

bungusmaximus

bungusmaximus

Forge Runner

Join Date: Jul 2006

Guild Of Handicrafted Products [MaSS]

W/Mo

Quote:
Originally Posted by Snow Bunny
SS/Enfeebling Blood should really be all you need for this game.

Maybe Dazed+Epidemic too.

So....

Olias and Margrid should bounce them around like bunnies.

(Streets anyone?) Don't forget a ton of passive defense and your hard mode build is finished . I get great use out of stuff like [wiki]"stand your ground!"[/wiki] and [wiki]aegis[/wiki].

Ben-A-BoO

Ben-A-BoO

Wilds Pathfinder

Join Date: Aug 2006

Europe

If you haven't done so yet make sure you give Sab's Build a try. It works like a charm especially in vanquishing.
Almost feels like cheating to be honest ... especially on my "there is nothing to fear!" paragon (any other profession works just as well).

For the Hench side:
I usually take the blood necro for Blood Ritual on my monks.
2 Healers Monks or Ritualist or whatever the campaign offers,
and finally the earth Elementalist Hench ... wards are just too nice to have.

TheRaven

TheRaven

Desert Nomad

Join Date: Sep 2006

Virginia

Spirit of Elisha

W/

I just have to add that Time bandit is correct. I've been using Sab's wonder necros to vanquish and those builds are amazing!!! I've already vanquished most of the 4-man areas as a fire ele with them tagging along.

I haven't done many missions yet. I've done The Great Wall all the way thru Gates of Kryta with this team and no problems there. I'm having difficulty keeping the bonus dude alive for D'Alessio Seaboard. I think a few smiters might work better. For factions I've only attempted Minister Cho's and Zen Daijun. I've completed both after a few tries. (Dang Togo! He keeps dying)

Doomscreamer

Doomscreamer

Ascalonian Squire

Join Date: Oct 2007

Exiles of the Iron Guard [EotI]

W/

I appreciate your help here guys. I had tried sabs synergy, but the minions just died too darn fast and Olias couldn't keep up. I ended up vanquishing the area with the single bonder from the survivor farming guide in the forums here, the sab mm and curses necro's, kai ying, lo sha, and sister tai. I was the splinter weapon w/rt from pvx wiki
http://www.pvxwiki.com/wiki/Build:W/Rt_AoE_Splinter

It worked wonders. Nothing like having I made some slight changes, I got rid of insidious and replaced it with mark of pain and on me I got rid of sun and moon slash for whirlwind attack. It was amazing how well it worked. There's nothing like an aoe attack coupled with splinter weapon for a huge mob spike if you grabbed aggro correctly. The mobs just caved for me. The Am Fah were as laughably easy as they always are. I only died once the whole time when I flagged my H/H too far back.

Thanks all for your help!

payne

payne

Desert Nomad

Join Date: Apr 2007

england (currently located on the south coast)

R/

if you would like a variety of builds for different heroes ^^ check out my post: http://www.guildwarsguru.com/forum/s...php?t=10219798

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Quote:
Originally Posted by Doomscreamer
I appreciate your help here guys. I had tried sabs synergy, but the minions just died too darn fast and Olias couldn't keep up. I ended up vanquishing the area with the single bonder from the survivor farming guide in the forums here, the sab mm and curses necro's, kai ying, lo sha, and sister tai. I was the splinter weapon w/rt from pvx wiki
http://www.pvxwiki.com/wiki/Build:W/Rt_AoE_Splinter

It worked wonders. Nothing like having I made some slight changes, I got rid of insidious and replaced it with mark of pain and on me I got rid of sun and moon slash for whirlwind attack. It was amazing how well it worked. There's nothing like an aoe attack coupled with splinter weapon for a huge mob spike if you grabbed aggro correctly. The mobs just caved for me. The Am Fah were as laughably easy as they always are. I only died once the whole time when I flagged my H/H too far back.

Thanks all for your help! Try the newly updated Weaken Armor instead of Insidious Parasite, it's now cheap, has a short recharge, and works on both physical and elemental damage.

For the PvX warrior build you posted, I don't think you need the self healing (lion's comfort) on the warrior. I would invest 9 in tactics and bring Watch Yourself! (it's really really good), and invest only 3 points into Strength for Flail. I find that Flail is actually better at low strength ranks than high ranks, as you don't really want a long duration on it. You then don't need to bring Rush as a cancel stance.

If you haven't tried it already, you should also try out a Conjure X warrior build just for comparison. It's somewhat similar to the splinter build, except that there is less recasting involved. Also, every single hit you make for the full minute benefits from it, so you want to build your bar around getting in as many hits as possible. If using swords, you would use whirlwind attack, sun and moon slash, and hundred blades. In addition, you can bring skills that activate faster than normal attack speed (e.g. distracting strike) to get even more out of your conjure.