Kobey's Guide to Mission Running with Heros / Henchmen

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Introduction

Seeing so many people asking about how to earn money, what build to use on heros, what weapons etc, inspires me to share with everyone my 2nd choiced method of earning money: Mission Running. Basically what you can find in this guide are:

1) Builds, Attributes, Equipments for some of the common heros builds
2) Some of the missions which are more popular in my mission running experience
3) Some tips and tricks to run the missions
4) Dos and Don'ts for running a mission service
5) Miscellaneous Stuffs

All the builds and methods posted are what works for me. They are not the best way to do it, feel free to tweak it anyway to suit your style. I have played all classes before, though i currently only have 9/10 of all characters, without a mesmer.

I run mission with my 3 main characters, namely Warrior, Elementalist and Ranger. This guide is more catered to people who are going to run mission for guildies or customers for profit, so I am assuming that you are 1) lvl 20, 2) have at least some lvl 20 heros, 3) Able to at least mod the heros with some basic runes and weapons and 4) Have unlocked the common useful skills.

Please also note that this is only for Normal Mode.


Hero Builds

Please note that none of this builds are created by me. They are mostly effective builds posted by the various talented build creators of GW, with minor adjustments here and there to suit my own play style. I do encourage you to change it to whatever suits you too.


Searing Flames Elementalist
[skill]searing flames[/skill][skill]glowing gaze[/skill][skill]deep freeze[/skill][skill]glyph of lesser energy[/skill][skill]power drain[/skill][skill]leech signet[/skill][skill]fire attunement[/skill][skill]resurrection signet[/skill]

Blessed Insignias x 5
Fire 16 | ES 11| Inspiration 8
Weapon: Any cheap greens eg Exoru's Will (3-5k)


MinionMancer
[skill]Animate Bone Fiend[/skill][skill]animate bone horror[/skill][skill]blood of the master[/skill][skill]signet of lost souls[/skill][skill]Aura of the lich[/skill][skill]dark bond[/skill][skill]mystic regeneration[/skill]Masochism

MinionMancer Insignia x4 + BloodStained Insignia x1
Death 16 | SR 11 | Earth prayers 8
Weapon: Ghial's Staff / The Nightbringer (5-10k)


MinionBomber (from sabway)
[skill]Jagged Bones[/skill][skill]Animate Bone Minions[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]dismiss condition[/skill][skill]Protective Spirit[/skill][skill]Aegis[/skill][skill]Signet of Lost Souls[/skill]

MinionMancer Insignia x4 + Bloodstained Insignia x1
Death 16 | SR 10 | Prot 9


SS Necro (from sabway)
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Enfeebling Blood[/skill][skill]Barbs[/skill][skill]Rip Enchantment[/skill][skill]Mark of Pain[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]

Tormentor Insignia x5
Curse 16 | SR 13
Weapon: Any green curse staff eg Stonereaper | Modti's Depravation (3-5k)


Splinter BP Ranger
[skill]Barrage[/skill][skill]savage shot[/skill][skill]distracting shot[/skill][skill]splinter weapon[/skill][skill]Favorable Winds[/skill][skill]comfort animal[/skill][skill]charm animal[/skill][skill]death pact signet[/skill]

[skill]Barrage[/skill][skill]savage shot[/skill][skill]distracting shot[/skill][skill]splinter weapon[/skill][skill]winnowing[/skill][skill]comfort animal[/skill][skill]charm animal[/skill][skill]death pact signet[/skill]

Radiant Insignia x5
Marks 16 | Channeling 10 | Expertise 9 | WS 3
Weapon: End game green longbow (10k) or Zelnehlun's Longbow (1-2k)


BP Orders Necros
[skill]animate bone fiend[/skill][skill]animate bone horror[/skill][skill]blood of the master[/skill][skill]Order of the Vampire[/skill][skill]Dismiss condition[/skill][skill]signet of lost souls[/skill][skill]dark bond[/skill][skill]resurrection chant[/skill]

MinionMancer Insignia x4 + Bloodstained Insignia x1
Death 16 | Blood 11 | SR 9
Weapon: Ghial Staff / The Nightbringer


[skill]order of the vampire[/skill][skill]mark of pain[/skill][skill]barbs[/skill][skill]enfeebling blood[/skill][skill]shadow of fear[/skill][skill]well of blood[/skill][skill]signet of lost souls[/skill][skill]resurrection chant[/skill]

Tormentor Insignia x 5
Blood 16 | Curse 11 | SR 9
Weapon: Kole's Torment (1-3k)


Build Combinations

It really depends on what class you are playing, the area you are using the build on. For eg, for areas with very little corpse, it would be rather useless to bring a MM hero with you.

Generally, this is what I normally run:

Warrior: 2 SF eles + 1 MM
Elementalist: 2 SF eles + 1 MM
Ranger: 2 BP + Orders MM

In places with minimum corpses, you can replace it with another SF ele, or a SS. Strength of SF eles will increase as you have more of them in your team. Notice I did not bring any monk heros. For Normal Mode at least, killing stuffs is generally more important than being able to sustain long fights. Leave the monking to hench monks.


Missions

Here are some of the run through for some of the more demanded missions:

Prophecies

Ring of Fire Mission

- Corpse are not in abundance here so bringing a MM will not be too effective. My suggestion will be to run 2 SF and a SS Necro or a 3rd SF ele. Bring the 2 hench monks and another hench of your liking. I generally just go the front route, save me time and I don't enconter any troubles.
- Just remember that when you are fighting the seals, be sure to let your team regen abit before going for another seal.
- Try not to fight mursaats or jades whenever there is a seal around, you are just making your life more miserable. Pull them away from the seals. Other than that, the mission is a breeze.
- 1 point to take note when you are bringing rangers is that make sure you are at the front of the seal before you fire at it. The arrows will be obstructed if you are firing from any directions other than front.


Abaddon's Mouth

- Same thing here, bring 2 SF and SS/3rd SF. At the first part, to make your life easier, nuke those on the top of the platform before you get the seal.
- Clear the area before activating the bonus. Check wiki for the maps and routes the npc will be taking. At the end part, each time you destroy a seal, seal guards will spawn. So be sure to take them one at a time. And get rid of the mursaat guard as they spawn. Other than this, this place is rather easy.


Hell Precipice

- I use rangers with an orders necro for this mission normally. Though SF eles are still usable, the rangers will benefit from the elemental resistance they have.
- Not a hard mission at the start. Get rid of the Sparks of Titan first. It is better to space your heros and hench away from each other using the flag before facing the sparks of titan or other tougher enemies.
- For bonus, do not rush to the seer. Take down the group before going for the Titan near the seer.
- At the portal area, flag your heros and hench nicely in position. Pull the titans group by group. There is a large patrol which is made up of one random boss, 2 sparks, 2 titan and a Risen Ashen Hulk. Pull that group, killing the sparks first, and take down the rest one by one. You shouldn't face any problems if your party are not cluttering together.
- Rurik should not pose much of a problem here. Just make sure to flag your party far enough, and start pulling the mobs.
- Lich is suprisingly easy here to be honest. Just remember to flag your party. It is important that you do flag them. This is to prevent them from running to you if lich teleport you to the lava. Kill lich when he is on the bloodstone. If he resurrect, just kill him again.


Factions

Unwaking Waters

- Bring 2 BP rangers and the orders MM hero
- Bring the domination and 2 monk henchmen
- When facing the afflicted, just take down the rit > monk > casters > melee/rangers, in this order
- Mission should be a breeze


Boreas Seabed

- Same as unwaking waters, bring 2 BP rangers and order MM hero
- Kill Argo first when facing his group
- The rest should be easy


Gyala Hatchery

- I usually run 2 SF and a MM here
- Run pass the the tutles and clear the entire map
- Beware that certain groups will spawn more kurzicks, so be prepared to run to one side if they do. Do not panic if there is no where to run, as they are not that powerful to wipe your party
- After clearing the map, run back to the tutles. Juggernauts will spawn and get rid of them as quickly as possible. Flag your heros and hench around the turtles after that. Get the Smoke Canisters from petras and drop them around the turtles. It will be a good idea to manually heal the turtles if you or your heros have any heal or prot spells.
- Escort the turtles and be prepared to kill any enemies that you might missed


Raisu Palace

- 2 SF and 1 MM hero
- Take Talon and Danika with you and do remember to bring the celestial skills
- Beware of the first group, it is generally the toughest group due to the lack of minions to absorb damage. Don't hold back if you feel the need to use your celestial skills here
- The general rule for using celestial skills is to use it before a killing a boss. A boss kill will recharge the celestial skill
- The only boss that might pose a problem is Star Ancient Koosun. Just be careful not to aggro it and the rangers together. If you do aggro them all, just spam your celestial skills at Star Ancient Koosun and get rid of him first.
- The rest is a breeze. Spam celestial skills at the final 3 bosses.


Imperium Sanctum

- Bring 2 necro heros, 1 SS and 1 SV with other anti melee hexes like insideous parasite, reckless haste etc
- Fill the rest of the party with warrior, ele and necro henchmen (henchmen have celestial skills)
- Kill the spawns whenever they appear, it will recharge the celestial skills.
- Shiro should be down within 2 mins or so. If you fail, just repeat.


Nightfall

Jennur's Horde

- It will be a breeze if you can bring 2 MM here. Its not required, but why not, if it makes life easier
- Koss is a requirement here. Either bring him yourself or get your customer to bring him if he don't mind bringing.
- The only thing that might bother you here is the patrols. The good thing about them is that they arrive in constant time intervals
- Move your way up, taking down one group, then the patrol, and another group
- Do not be impatient and take more than 1 group + patrol if you are inexperienced. Once your army of minions is up, you can aggro as many as you like.
- When clearing the bonus mobs, a good way is to flag your hero down the steps and pull the mobs to them. This is to ensure that you have enough time to intercept the patrol when they come
- Once bonus is done, bring 2 Lights of Seborhin and place them near the Harbinger of Nightfall. Grab another one and bring your party to fight the mobs near the harbinger of nightfall. Drop the lights one by one on him.


Dzagonur Bastion

- 2 MM heros is recommended here too, but not required
- Direct 2 groups of the npc to the east, and the last group to the centre
- There is no need to split your party for the entire mission. Stay around the west area. Killing the mobs and building your army.
- When the bosses spawn, get the 2nd boss from west (General Nimtak). Once the boss is down, kill all the mobs around here and rush to the west bombard to kill the mobs there. Feel free to let the minions clean up small groups of mobs remaining and move on to the next group.
- Take down the west most boss next (General Doriah) and his mobs
- Run across to the east side skipping the middle boss and group
- Work from the west bombard to the west most boss (General Tirraj)
- Lastly, get the last boss (General Kumtash)


Gate of Pain

- I usually bring 2 rangers bp heros and 1 orders MM. Broadhead arrow is good here but not necessary.
- The first group is the hardest, once you get them down, and a healthy army of minions is up, the other mobs are easy.
- Watch up for meteor shower from the Terrorwebs. If you can interupt, be sure to cycle targets to ensure none of them get the MS off.
- Flagging your party apart is recommended when facing the bonus groups and Tortureweb Dryder.
- The temple like area is the only area which might pose a problems. Be patient and pull the groups one by one. Be sure that there is line of sight for the rangers. Do not flee at the first minute of danger, be ready to run and rebirth, but before you do, take down as many as you can.


Gate of Madness

- MM is not recommended here. However a hybrid MM might be of some use here if you want to. SF are not recommended here as Shiro at the end will spread conditions back to you, and without burning = no damage
- Bring a SS/SV necro hero with you, whichever fits the team build you are playing
- The way to the portals is relatively easy. There are many routes you can take. The titans route should be the fastest if you can take them down without much problem
- For the Margonites mobs, take down the priest > warlocks > Casters > others.
- For the torment demons, take down the Rain of Terror (deep freeze on your party is not funny) > Shadow of Fear > Casters > Melee > Arm of Insanity
- There is a trick to skip fighting shirokens. When you clear the torment claws and the spawn, flag your party as far away as possible (within radar range of course) without aggroing any mobs you skipped. Move forward up the slope to activate Shiro's speech. Run back to join your party, readjust your position as required. When the shirokens have passed, run pass them into the opened gate.
- Portals should not be a problem. Beware of Portal Wraiths as they will cast eruptions that will cause blind for 10 secs if you are hit.
- Pull the mobs, especially the titans if required.
- When you are done with the portals, go to lich and shiro. Dispose off lich first, then cap the shrines. I usually do it counter-clockwise. Ignore shiro all this time. When capping, flag your entire party right next to the shrine so you can cap as you kill them. Move on when you are done with each shrine.
- When you are done with all shrines, run back out from where you came in. Shiro should follow you. If he doesn't, flag your heros and hench apart outside the gate, and pull shiro. When he is out, fight him near outside the gate. In case of a near wipe, you can always run away and rez your party when shiro disengage. He will not chase you if you run away from the gate.


Dos and Don'ts in Mission Running

If you want to run a mission service, you can always start a thread here on guru service threads. Come up with a price list for the missions and whatever you want to inform your customers eg. Time you are on, method of payment, whether you need your customer to help etc. There are some guidelines, which you don't have to follow, but I feel it might help in some way or other. Here they are:

1) Do make sure you can do the mission before you provide the Service
2) Do be polite and courteous. You are running a mission service, a satisfied customer will recommend more customers to you.
3) Reputation is EVERYTHING for mission running, do ANYTHING to uphold it.
4) Do not Scam
5) If you are scammed, do not be too bothered by it. Being scammed is common in mission running. One way to prevent scamming is to come out with some sort of payment scheme where both the customer and you share the risk.
6) Do not be afraid to share your builds with your customer. There is no need to be afraid they might steal your builds and your business. These builds are no secrets and are posted everywhere, everyone can access them easily.
7) Do not be afraid to fail. We are humans afterall and we tend to make mistakes. If you do fail, apologise for it, and ask if the customer wish to give you another chance. Give some discounts at least, if you fail more than once.
8) Do not blame the customers if you do fail, even if they aggroed everything. If their participation caused the failure, nicely ask them to follow your calls and let you attack first before they do.


Final Note

I have ran missions for many customers. I do get good feedbacks and they recommended more customers to me. Many of these customers eventually became good friends of mine till today. I hope that this guide will prove to be useful to whoever is reading it.

I have to emphasize that this guide is not perfect, it is what I ran and it works for me. Do feel free to make any changes as you deem fit.

I wish you all the best in your mission running business

ghostlyfenix

Jungle Guide

Join Date: Feb 2007

W/

on sf elementist i reckon to much energy manage
meteor shower is always great for pve

Wakka

Wakka

Jungle Guide

Join Date: Sep 2006

Northern Ireland

R/

I like the ele although prehaps it may be an idea to drop Glowing Gaze and put in RI or MS. I would not remove any of the interrupts though

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

I would replace glyph since heroes have no idea how to use it and will waste it on cheap skills.

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Thing about SF ele heros is that we want them to cast SF as much as possible, so i believe that putting other skills like RI or MS will reduce the frequency they cast SF though. And i tot MS was a bad skill on heros?

But feel free to make any adjustments to the build, its not perfect as i have mentioned, just something which works for me

ok time to continue with the rest of the guide

moko

moko

??uo??o??

Join Date: May 2006

i disagree with every sup rune you used.

Wakka

Wakka

Jungle Guide

Join Date: Sep 2006

Northern Ireland

R/

Quote:
And i tot MS was a bad skill on heros? Its just a bad skill imo

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Quote:
Originally Posted by Mokone
i disagree with every sup rune you used. feel free to disagree and make any changes you deem fit. Its just what i used, no need to follow me

Sethellington

Sethellington

Jungle Guide

Join Date: Sep 2005

nn

N/

Quote:
Originally Posted by kobey
MinionMancer
[skill]Animate Bone Fiend[/skill][skill]animate bone horror[/skill][skill]blood of the master[/skill][skill]dark bond[/skill][skill]Aura of the lich[/skill][skill]dark bond[/skill][skill]mystic regeneration[/skill]Masochism

MinionMancer Insignia x4 + BloodStained Insignia x1
Death 16 | SR 11 | Earth prayers 8
Weapon: Ghial's Staff / The Nightbringer (5-10k) Dark Bond twice? Why

Wakka

Wakka

Jungle Guide

Join Date: Sep 2006

Northern Ireland

R/

Quote:
Dark Bond twice? Why I doubt it was intentional lol

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Quote:
Originally Posted by Sethellington
Dark Bond twice? Why oops

thanks for pointing that out

pls do point out any spelling mistakes or whatever mistakes i have made

Thanks

onerabbit

onerabbit

Grotto Attendant

Join Date: Mar 2006

Thanks to all the guru [mods]

Nice Guide Kobey, thanks

Squishy ftw

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/

Quote:
Originally Posted by kobey

- When you are done with all shrines, run back out from where you came in. Shiro should follow you. If he doesn't, flag your heros and hench apart outside the gate, and pull shiro. When he is out, fight him near outside the gate. In case of a near wipe, you can always run away and rez your party when shiro disengage. He will not chase you if your run away from the gate.


Unless you're a cute lil monk


But that's a very nice guide Kobey, well done
This will also be quite usefull to people that are just having problems with those hard missions you gave some hints on.

I'd change some hero builds a bit more towards my personal likings but they're very good as they are already

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

Quote:
Originally Posted by Squishy ftw

Unless you're a cute lil monk LOL that's awesome

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

I have a question about the Splinter/Barrage ranger. Does the Hero use [skill]Splinter Weapon[/skill] correctly or does that require management? Also, is the idea that he also uses it on the pet?

Sorry, if these are dumb questions -- but I seldom see pets in recommended Hero ranger builds.

(Not long ago I got slammed in a PUG for bringing a pet on my ranger. The guy said "No one brings pets for high-end missions!" Since I don't play as much as many others and seldom in player groups, I am not sure about whether this is true or not.)

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Nice thread, but this, in my opinion, is a better guide.

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Quote:
Originally Posted by tmr819
I have a question about the Splinter/Barrage ranger. Does the Hero use [skill]Splinter Weapon[/skill] correctly or does that require management? Also, is the idea that he also uses it on the pet?

Sorry, if these are dumb questions -- but I seldom see pets in recommended Hero ranger builds.

(Not long ago I got slammed in a PUG for bringing a pet on my ranger. The guy said "No one brings pets for high-end missions!" Since I don't play as much as many others and seldom in player groups, I am not sure about whether this is true or not.) After a certain update (not sure which one), heros start to use weapon spells correctly ie on those that wields a martial weapon. So that is why i started to use splinter weapon with heros.

Yes, it is generally a bad idea to bring pets on a ranger bar because:
1) You used up 2 skill slot for the charm animal and comfort animal
2) When the pet dies, all your skills are disabled for 10 secs

But, in this case, you are bringing not 1, but 3 pets. (I generally run BP team when I am on my ranger). The pets act as tank and they used to provide corpse for minions, though a recent update changed the latter. Thus you don't have to bring any warrior hero/hench to 'tank' or absorb hits. And if i am not wrong, they do benefit from skills such as order of the vamp/pain and barbs/mark of pain.

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

OK, thanks very much for the info. and also for posting the helpful guide and Hero builds, Kobey, even though the only missions I ever "run" are the ones to get my own sorry hide through them. These do seem like good builds. I look forward to trying them out. The only mission in all of the campaigns I have never been able to hero/hench is the final one in Factions, no matter what toon I am playing. But there are always PUGs and guildies and runners for that one.

Coincidently, my four main toons are Warrior, Ranger, Elementalist, and Monk (who's basically a ranger anyway, ), so these builds should be particularly helpful, along with the mission advice.

legacyofkain85

legacyofkain85

Krytan Explorer

Join Date: Sep 2006

Lady Ainowa

no mission is hard in normal mode ,in hard mode its a different storry

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Quote:
Originally Posted by legacyofkain85
no mission is hard in normal mode ,in hard mode its a different storry and your point is?

i dun remember saying normal mode is hard though, so i am not really sure how your comment comes in here.

you might probably say the guide is useless. I am glad that you are good enough or elite enough not to have any need for it. Many people are facing problems with these missions, and i believe by spending a few minutes reading though the guide, it will help them a bit, at least.

Xylia

Frost Gate Guardian

Join Date: Jul 2006

The Pond [pond]

N/Me

Quote:
Originally Posted by tmr819
I have a question about the Splinter/Barrage ranger. Does the Hero use [skill]Splinter Weapon[/skill] correctly or does that require management? Also, is the idea that he also uses it on the pet?
Heroes will use splinter weapon (and other offensive weapon spells) on anyone carrying a martial weapon (axe, sword, hammer, spear, bow, scythe). I believe they will also cast it on pets/minions if there are no other targets that need the spell. So they will use it correctly as long as you don't bring martial weapons on off classes (I know that some people bring, say, spears on their monk heroes).

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Quote:
Originally Posted by Xylia
Heroes will use splinter weapon (and other offensive weapon spells) on anyone carrying a martial weapon (axe, sword, hammer, spear, bow, scythe). I believe they will also cast it on pets/minions if there are no other targets that need the spell. So they will use it correctly as long as you don't bring martial weapons on off classes (I know that some people bring, say, spears on their monk heroes). That happened once to me before. They cast splinter weapon on my friend's hero monk. Abit silly but I looked it from another way: the monks are dealing aoe dmg :P

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

Quote:
Originally Posted by kobey

Imperium Sanctum

- Bring 2 necro heros, 1 SS and 1 SV with other anti melee hexes like insideous parasite, reckless haste etc
- Fill the rest of the party with warrior, ele and necro henchmen (henchmen have celestial skills)
- Kill the spawns whenever they appear, it will recharge the celestial skills.
- Shiro should be down within 2 mins or so. If you fail, just repeat. Does this mean you would use the SS Hero build you posted or some other build? What would the SV build look like? And the idea in bringing only two Heroes is because the henches can use the Celestial skill, the warrior and elementalist celestial skills being the best, is that correct?

Isn't [skill]Wild Blow[/skill] or [skill]Wild Strike[/skill] critical for this mission? Or would those skills be on your primary (i.e., the "running") character?

I ask about this mission in particular just because I am wondering if I can go back and get Masters on it with a couple of my characters using just an h/h team.

Once Meditation of the Reaper starts, despite my best efforts, I know I'm usually toast. Abbadon is so much easier than Shiro -- at least that's been my experience.

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

http://gw.gamewikis.org/wiki/Imperial_Sanctum

This link provides which henchman/ heroes to bring. Basically I will let you know what you should try to take. You want to bring 1 monk hero, 2 necro's 1 ss 1 sv (doesn't matter too much for sv). SS should have enfeeble, price of failure, ss.

Then for henchman bring 2 warriors and 2 mesmers. They help the most for doing raw damage to knock it out of meditation of the reaper.

It helps a lot if you have pain inverter on your main character and some stance ending skill. Once shiro get's down to a sliver of health and he starts to use impossible odds, make sure he has spiteful spirit on him and if you have it cast pain inverter. Basically a few hench may die but he'll go down first.

It may take a few tries but just make sure right as he's close to death that you have Spiteful Spirit and whatever other damage hexes on him.

Also, my suggestion for ring of fire missions (if taking 3 eles). Instead of mesmer you probably should use a necro henchman. Blood ritual should be a lot of help after ether seals deplete your energy.

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Yup, wiki should provide a more detailed explanation of what to do. However I didn't read most of them while doing the missions, thus what I suggest might differ from what wiki says. However they do work for me. Feel free to read up both and see what works for you better.

Good thing about imperium sanctum is that the outcome of the mission is known within 2 mins, if you fail, just retry

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

Ele - someone already said it, but more than half your bar is just e-mangement skills. Keep in mind that pve enemies tend to have unusually high armor. Even ele's with many fire spells will find themselves doing somewhat low damage because of that, depending on the area. SF alone though, won't really do too much.

MM bomber - I'd replace Dismiss condition with Draw conditions or Extinguish. The reason you'd want condition removal on some random caster is cause the monks can't handle it alone. Most areas don't require that much condition removal though. Even Remove hex can be handy sometimes.

B/P rangers - The reason pets where used in the Tombs was to create corpses for the MM. In bigger numbers, they also make good meatshields. With only 2 of them on the team, the pets become a waste of skillspace. Favorable winds is better used when there's many rangers on the team. Areas where enemy rangers come in bigger groups will benefit more from the spirit than your team does. It can be replaced by an attack skill if you want some extra damage.

SS nec - Disenchantments in pve are pretty useless. I'd replace with Defile/Desecrate enchantments. I'd say Insidious parasite but it's a hero with Reckless haste so that's left out

Orders MM - You're not really getting much from OotV with your Blood magic that low. Orders builds should have at least 14 in blood. MM's should be using 15-16 death so you don't have enough attributes to run both of them effectively. If you want to give your attackers a buff, the MM is much better off using Splinter weapon.

Orders/curse build - Awaken the blood with OotV will really hurt your nec. They try to keep it up the whole time in a battle. I'd drop AtB somethin else....maybe Blood ritual, or Shadow of Fear/Meekness - since you're not running SS those are both good ways to reduce melee damage.

As for the guide itself, I'd recommend providing detailed tips for the more harder missions that people have trouble with. In NM, heroes/henches can usually literally do all the work for you with a decent setup.

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

Quote:
Originally Posted by Cathode_Reborn
SS nec - Disenchantments in pve are pretty useless. I'd replace with Defile/Desecrate enchantments. I agree with pretty much everything you've said apart from this point. Having a little enchant removal is convenient most of the time, and a lifesaver at others.

With powerful monk healers using Shield of Regen and Mark of Protection, Eles with Sliver Armour and Dervs with pretty impressive Armour of Sanctity and Mystic Regen, that one skill of enchant removal can help take down a Hard Mode mob much faster.

viens87

Frost Gate Guardian

Join Date: Sep 2007

Riga

SCAR

Me/

Quote:
Originally Posted by Xylia
Heroes will use splinter weapon (and other offensive weapon spells) on anyone carrying a martial weapon (axe, sword, hammer, spear, bow, scythe). I believe they will also cast it on pets/minions if there are no other targets that need the spell. So they will use it correctly as long as you don't bring martial weapons on off classes (I know that some people bring, say, spears on their monk heroes).

they dont cast on minions .. thats bad

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Just curious, for barrage rangers should it be a good idea to give them a zealous bow or not? I can't help but notice most of my rangers run out of energy fairly quick but even the zealous bow seems like the -1 degen is worse than just letting them have a regular bow.

Also, since pets no longer leave exploitable corpses what skills should we probably switch them out with? I was thinking maybe sloth hunter's shot but can't think of a different one.

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

The pets work well as "tanks" especially when i am on my ranger, whereby i generally only bring other ranger/ele/necro hero and hench. Thus no melee to absorb damage. Thus with 3 pets, it serve rather well to block and hold the enemies while I barrage at them

As for zealous bow string, I don't really recommend them on heros, as they don't switch weapons. Generally what I notice is that during longer battles, one of the rangers will be rather low in energy and the other would be almost max. No idea why, but thats what I observed.

technofern

Academy Page

Join Date: Jul 2006

Disciples Of James

W/R

I have a few questions,

1. Do you only use those heroes or do u bring additional henchmen?
2.How many people do u take along in a run

kobey

kobey

GW Retiree

Join Date: Nov 2005

Sg Unknown [KATE]

W/

Quote:
Originally Posted by technofern
I have a few questions,

1. Do you only use those heroes or do u bring additional henchmen?
2.How many people do u take along in a run 1) I'll take 3 heros, and fill the rest of the space up with henchmen, unless the mission requires certain heros which might affect my overall efficiency such as NF missions, I will usually ask if the customer minds if he brings that particular hero.

2) Usually one. On the rare occasion where I have 2 customer asking for the same mission, I ask if they mind if I bring both along before taking both together.

Blu

Blu

Krytan Explorer

Join Date: Jan 2007

Michigan

Blades of Burning Shadows [GoDT]

R/

Minor Thread Rez...

Idk if this has been answered but would I have to micro manage the rangers to use barrage? They don't really use it as much as I'd like them too.

Xylia

Frost Gate Guardian

Join Date: Jul 2006

The Pond [pond]

N/Me

Quote:
Originally Posted by Blu
Minor Thread Rez...

Idk if this has been answered but would I have to micro manage the rangers to use barrage? They don't really use it as much as I'd like them too. Heroes are good at spamming skills as soon as they are recharged. I believe they prioritize from the left-hand side of the skill bar, so put barrage on the left and they'll use it pretty regularly.

Proff

Proff

Jungle Guide

Join Date: Jun 2007

Didn't post anything the last time I saw this thread, so thought i'd say great post. Some nice builds here and I like the mini mission walkthrough, will keep this post in mind if I need some extra money.