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
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
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.
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.???
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.
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
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.
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.