Okay here is my idea for a late game group-- post ideas and changes
* indicates that i need a build for it.
1.Two healing monks*
2.three warriors*
3.one nuker-Ele*
4.1 Rt/? splinter/resto
5.a dervish? or interupter?
this is based on an 8 man team---- no clue what for the last two maybe tanks but not too shure post ideas, suggestions, changes, and the builds that need to go in each heroes slots--
Quadrophenik
Any ideas for this hero late game group?
quadrophenik
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Kyrein
get a real necro for MM and get a spirit spammer with that aoe regen spirit.....very powerful
and get a derv.......dervs are just plain overpowered
and get a derv.......dervs are just plain overpowered
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Arcain
how are derv's over powered? my sin in pve can way out DPS my dervy and with Critical Agility and Critical defences he can tank.
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The Meth
First off: if you mention the work 'tank' again you will lose any guild wars credibilty you may have. Tanks are useless, warriors who kill things are good.
Plain healing monks = bad, you need at most 2 or 3 of the best heals on a bar, any more of your monk bar devoted to healing is mostly a waste. Here's a pretty basic monk build that works well in most areas:
[skill]Word of healing[/skill][skill]Dwayna's Kiss[/skill][skill]Shielding Hands[/skill][skill]Dismiss Condition[/skill][skill]Cure Hex[/skill][skill]Aegis[/skill][skill]Protective Spirit[/skill][skill]Glyph of Lesser Energy[/skill]
Provides ample healing from the best of the healing line while augmenting from the best of the protection line.
For warriors this works fairly well for me:
[skill]Dragon Slash[/skill][skill]Silverwing Slash[/skill][skill]Sun and Moon Slash[/skill][skill]Savage Slash[/skill][skill]Flail[/skill][skill]Enraging Charge[/skill][skill]"For Great Justice!"[/skill][skill]Resurrection Signet[/skill]
Heroes spam Dragon Slash for great damage, not much else to say.
If you are going to make a nuking elementalist, heres a good start:
[skill]Fire Attunement[/skill][skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Liquid Flame[/skill][skill]Eruption[/skill][skill]Ward Against Melee[/skill][skill]Glyph of Lesser Energy[/skill][skill]Resurrection Signet[/skill]
Provides good nukes while throwing up another 50% blocking and a nuke that simultaneously blinds and lays down the hurt.
As for the rest of your party, here are some ideas: Some form of shutdown for hard caster boss types could be provided by a Broad Head Arrow ranger. A SS necromancer can throw down with the best of them in terms of pain. If you are taking 3 warriors, a single ritualist with the skill Splinter Weapon will make your warriors cleave through large groups like a knife through butter.
Plain healing monks = bad, you need at most 2 or 3 of the best heals on a bar, any more of your monk bar devoted to healing is mostly a waste. Here's a pretty basic monk build that works well in most areas:
[skill]Word of healing[/skill][skill]Dwayna's Kiss[/skill][skill]Shielding Hands[/skill][skill]Dismiss Condition[/skill][skill]Cure Hex[/skill][skill]Aegis[/skill][skill]Protective Spirit[/skill][skill]Glyph of Lesser Energy[/skill]
Provides ample healing from the best of the healing line while augmenting from the best of the protection line.
For warriors this works fairly well for me:
[skill]Dragon Slash[/skill][skill]Silverwing Slash[/skill][skill]Sun and Moon Slash[/skill][skill]Savage Slash[/skill][skill]Flail[/skill][skill]Enraging Charge[/skill][skill]"For Great Justice!"[/skill][skill]Resurrection Signet[/skill]
Heroes spam Dragon Slash for great damage, not much else to say.
If you are going to make a nuking elementalist, heres a good start:
[skill]Fire Attunement[/skill][skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Liquid Flame[/skill][skill]Eruption[/skill][skill]Ward Against Melee[/skill][skill]Glyph of Lesser Energy[/skill][skill]Resurrection Signet[/skill]
Provides good nukes while throwing up another 50% blocking and a nuke that simultaneously blinds and lays down the hurt.
As for the rest of your party, here are some ideas: Some form of shutdown for hard caster boss types could be provided by a Broad Head Arrow ranger. A SS necromancer can throw down with the best of them in terms of pain. If you are taking 3 warriors, a single ritualist with the skill Splinter Weapon will make your warriors cleave through large groups like a knife through butter.
quadrophenik
This is what ive picked up- No clue what my final member should be though.
1.Nuker
2.2 healing/protections monks
3.2 dragonslash warriors
4.1 pve cleave soldier build warrior
5.1 channeling/resto rit with splinter weapon
6.???
1.Nuker
2.2 healing/protections monks
3.2 dragonslash warriors
4.1 pve cleave soldier build warrior
5.1 channeling/resto rit with splinter weapon
6.???
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Kyrein
dervish
i already said that
i already said that
quadrophenik
This is what ive picked up-
1.Nuker
2.2 healing/protections monks
3.2 dragonslash warriors
4.1 pve cleave soldier build warrior
5.1 channeling/resto rit with splinter weapon
6.Dervish*
I need a good dervish build.
1.Nuker
2.2 healing/protections monks
3.2 dragonslash warriors
4.1 pve cleave soldier build warrior
5.1 channeling/resto rit with splinter weapon
6.Dervish*
I need a good dervish build.
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Biostem
Quote:
Originally Posted by quadrophenik
Okay here is my idea for a late game group-- post ideas and changes
* indicates that i need a build for it.
1.Two healing monks*
2.three warriors*
3.one nuker-Ele*
4.? ? ?maybe 1 Rt/N for tanks?-(minions)
5.???
this is based on an 8 man team---- no clue what for the last two maybe tanks but not too shure post ideas, suggestions, changes, and the builds that need to go in each heroes slots--
Quadrophenik Here's what I would recommend:
1. healing monk
2. protection monk
3. minion master
4. warrior or other suitably survivable melee character
5. nuker or other AoE ranged damage-dealer
6-8. someone who can interfere w/ enemy actions or otherwise buff the team, such as a mesmer, ranger, ritualist, blood necro w/ orders/BiP or curse necro w/ SS/barbs/etc
* indicates that i need a build for it.
1.Two healing monks*
2.three warriors*
3.one nuker-Ele*
4.? ? ?maybe 1 Rt/N for tanks?-(minions)
5.???
this is based on an 8 man team---- no clue what for the last two maybe tanks but not too shure post ideas, suggestions, changes, and the builds that need to go in each heroes slots--
Quadrophenik Here's what I would recommend:
1. healing monk
2. protection monk
3. minion master
4. warrior or other suitably survivable melee character
5. nuker or other AoE ranged damage-dealer
6-8. someone who can interfere w/ enemy actions or otherwise buff the team, such as a mesmer, ranger, ritualist, blood necro w/ orders/BiP or curse necro w/ SS/barbs/etc
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Amy Awien
Quote:
Originally Posted by The Meth
Plain healing monks = bad, you need at most 2 or 3 of the best heals on a bar, any more of your monk bar devoted to healing is mostly a waste.
But with only 2 heal other skills you'd have a healer-monk without an effective self-heal.
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Squishy ftw
Quote:
Originally Posted by Amy Awien
But with only 2 heal other skills you'd have a healer-monk without an effective self-heal.
WoH is no longer a target other heal. Skill description on guru is outdated.
