My paragon's buddies
Zinger314
Question: What's the best class as the SY! other than Paragon?
xDusT II
Quote:
Originally Posted by Zinger314
Question: What's the best class as the SY! other than Paragon?
Warrior with Dragon Slash, For Great Justice and other stuff.
Savor Silversword
What is the best monk build with these heroes?
Mr Pink57
I think the Hex Heavy team just got very strong with a 50hp bonus. It may be a small heal but it adds up.
pink
pink
MrGuildBoi
^ i think you mean small heal but it adds up :P
ALF71BE
Would Kyril's Fervor work for the D/N hero?
http://guildwars.wikia.com/wiki/Kyril%27s_Fervor
I kinda like when stuff has more hp, especially a caster hero...
Also, are Windwalker's insignias preferred over Survivor's?
Thanks and great team btw .
http://guildwars.wikia.com/wiki/Kyril%27s_Fervor
I kinda like when stuff has more hp, especially a caster hero...
Also, are Windwalker's insignias preferred over Survivor's?
Thanks and great team btw .
MrGuildBoi
More HP, More Sac, faster death =o
Brodly
Is this necro SY! build with the heroes more effective than sabway?
Racthoh
Quote:
Originally Posted by MrGuildBoi
More HP, More Sac, faster death =o
Yet the hero is shown with a minor blood and not superior. The AI generally preys on the target with the least amount of health, a character that performs by saccing health should not be that target. If a monk is being hit it's no big deal since the monk is still able to perform its role in the party. A physical can still attack and build adrenaline, an elementalist can continue to throw off spells. When the order bot comes under fire there is a greater risk of death given the nature of its duty. A higher health will tell the AI to focus their assault on someone else instead, allowing the sacrificing of health to become less of an issue.
Greedy Gus
Finally got around to trying out this team for some vanquishing. Tried two areas and got dominated super fast (playing dslash SY war). First was drakkar lake, and forgot about all the hexes on the jotuns (especially the VoR buff, really hurts anyone trying to spam skills) so I wasn't using the dual empathic version. Second I went to try it in hex-low unwaking waters, but still took way too many deaths just trying to fight through the small initial shiroken mobs, with so much block having a difficult time to keep SY without any breaks (and the team exploding for some reason whenever it goes down).
Do you find this should work relatively universally with just proper player tactics (been awhile since I did PvE), or is it more specific with bad mob matchups to be avoided? Has this worked well for anyone with a melee character who takes longer to change targets than a paragon when avoiding block skills?
Do you find this should work relatively universally with just proper player tactics (been awhile since I did PvE), or is it more specific with bad mob matchups to be avoided? Has this worked well for anyone with a melee character who takes longer to change targets than a paragon when avoiding block skills?
Racthoh
Quote:
Originally Posted by Greedy Gus
Do you find this should work relatively universally with just proper player tactics (been awhile since I did PvE), or is it more specific with bad mob matchups to be avoided? Has this worked well for anyone with a melee character who takes longer to change targets than a paragon when avoiding block skills?
I've done the same and played with it on both warrior and paragon. From what I remember everything felt significantly more difficult as a player warrior than player paragon. Despite both builds using "Save Yourselves!" the lack of "There's Nothing To Fear!" on a warrior definitely shows that constant +100 AL is by no means an easy victory. The party heal and damage reduction from armor ignoring sources over 10 seconds is fairly significant.
Calling targets helps somewhat if a flag is set. The AI tries to stay within a certain radius of a human player; henchmen to the party leader, heroes to whoever owns them. As any melee profession that radius can change quite frequently over the course of combat resulting in AI that moves more frequently instead of taking action. This becomes even more of an issue for henchmen and their lack of proper equipment/runes. With less health they're targeted more often, forcing them to kite and stay within the player's range. Setting a flag creates an anchor and their positioning becomes less focused on where you stand. Call a target to make sure they move with you when you do engage, and to ensure focus fire when moving.
One issue that you can't really avoid is the whole melee weapon/ranged weapon behavior. If you are the only party member using a melee weapon enjoy all of the physical hate. At the very least in areas with a lot of blind bring a second melee physical (if you don't already) and switch to a wand/spear (wand is more effective) so you can still maintain the defense. Sitting on that sword set means no DPS or +100 AL, may as well eliminate one of those penalties. Especially on hard mode; anything that blinds will do so frequently. Remove the condition and it's back just like that. Another option is calling a target and letting the AI run ahead so the paragons absorb the hate. Granted this tactic can backfire if they're hard hitting and wipe out something before you can build "Save Yourselves!". I would limit such a strategy against enemies with long recharging physical hate skills for the aforementioned reasons.
I haven't played since the AI was updated last so I can't comment on anything that may have influenced the effectiveness of these strategies.
Calling targets helps somewhat if a flag is set. The AI tries to stay within a certain radius of a human player; henchmen to the party leader, heroes to whoever owns them. As any melee profession that radius can change quite frequently over the course of combat resulting in AI that moves more frequently instead of taking action. This becomes even more of an issue for henchmen and their lack of proper equipment/runes. With less health they're targeted more often, forcing them to kite and stay within the player's range. Setting a flag creates an anchor and their positioning becomes less focused on where you stand. Call a target to make sure they move with you when you do engage, and to ensure focus fire when moving.
One issue that you can't really avoid is the whole melee weapon/ranged weapon behavior. If you are the only party member using a melee weapon enjoy all of the physical hate. At the very least in areas with a lot of blind bring a second melee physical (if you don't already) and switch to a wand/spear (wand is more effective) so you can still maintain the defense. Sitting on that sword set means no DPS or +100 AL, may as well eliminate one of those penalties. Especially on hard mode; anything that blinds will do so frequently. Remove the condition and it's back just like that. Another option is calling a target and letting the AI run ahead so the paragons absorb the hate. Granted this tactic can backfire if they're hard hitting and wipe out something before you can build "Save Yourselves!". I would limit such a strategy against enemies with long recharging physical hate skills for the aforementioned reasons.
I haven't played since the AI was updated last so I can't comment on anything that may have influenced the effectiveness of these strategies.
Destro Maniak
awesomeness
in dictionaries awesomeness should have "pls look http://www.guildwarsguru.com/forum/showthread.php?t=10254869"
really working good
used this in areas without exploitable corpse I used this with 2monk-2warrior instead of sabway, worked awesome
in dictionaries awesomeness should have "pls look http://www.guildwarsguru.com/forum/showthread.php?t=10254869"
really working good
used this in areas without exploitable corpse I used this with 2monk-2warrior instead of sabway, worked awesome
ahem.
Would this build be still viable even without SY and TNTF ?
germanturkey
yes, but its effectiveness would be greatly limited. SY and TNTF is used to keep the team alive by mitigating damage. without it, it'd blow through your team.
SnipiousMax
Is that Order's dervish dependent on this team build? or can it be used as a monk substitute in any Physical Heavy team?
upier
Bloody hell, this thread sure is long.
So basically, I didn't want to waste more then one slot on a caster, yet wanted to keep Orders and Splinter.
I was toying around and after deciding what to run - I ran across this:
Quote:
Originally Posted by Racthoh
So basically, I didn't want to waste more then one slot on a caster, yet wanted to keep Orders and Splinter.
I was toying around and after deciding what to run - I ran across this:
Quote:
I use this when I Urgoz:
[Splinter Support;OAhkQoGbYIqEGjhwkwcwWQV1W4FD]
Minor Blood on the hat and pop a conset naturally. And I thought I was special.
Although my version looks like this:
[build=OAhkQoGbYIqk3EGzkghwWQCYy1WI]
Considering that Order does +13 at 11 AND 12, I'd suggets running a SR headgear so that you get to 13 in SR - which is also the 4 energy Maso and 3 energy FF breakpoint. The only thing you lose is 1 sec of WoP.
I don't see BR being worth it because it 11 (or 12) the end heal just covers up the starting sac - so you are using a skill slot for 5HP regen. Might as well let the monks do their job.
[Splinter Support;OAhkQoGbYIqEGjhwkwcwWQV1W4FD]
Minor Blood on the hat and pop a conset naturally. And I thought I was special.
Although my version looks like this:
[build=OAhkQoGbYIqk3EGzkghwWQCYy1WI]
Considering that Order does +13 at 11 AND 12, I'd suggets running a SR headgear so that you get to 13 in SR - which is also the 4 energy Maso and 3 energy FF breakpoint. The only thing you lose is 1 sec of WoP.
I don't see BR being worth it because it 11 (or 12) the end heal just covers up the starting sac - so you are using a skill slot for 5HP regen. Might as well let the monks do their job.
-Lotus-
upier
Quote:
Originally Posted by -Lotus-
the monk is not your bitch
their job is to heal damage, not sacrifices. If I am playing with h/h - they are all my bitches.
their job is to heal damage, not sacrifices. If I am playing with h/h - they are all my bitches.
phan
Improvavel
-Lotus-
Quote:
Originally Posted by upier
If I am playing with h/h - they are all my bitches.
This is a slightly valid point. but the monk still doesnt have the time/energy to waste on players hurting themselves.
Edited by Celestial Beaver: Please keep hostile comments out of this discussion.
Edited by Celestial Beaver: Please keep hostile comments out of this discussion.
Racthoh
Really I just put it in there as a means of getting a little more energy from Masochism to spam more. Blood, Channeling, and Soul Reaping don't exactly give any decent options.
Servant of Kali
Did I understood this correctly? If I'm not using overpowered PvE faction skill, this team build is but okayish?
-Lotus-
Quote:
Originally Posted by Servant of Kali
Did I understood this correctly? If I'm not using overpowered PvE faction skill, this team build is but okayish?
compared to builds that are using overpowered pve skills? yeah
the PvE meta has changed since PvE skills were introduced. as a general rule, teams using these skills will out-perform teams without. you cant compare builds with PvE skills, to build without, fairly at least.
the PvE meta has changed since PvE skills were introduced. as a general rule, teams using these skills will out-perform teams without. you cant compare builds with PvE skills, to build without, fairly at least.
Daesu
I decided to take away OOP in tougher HM areas and just have DF. This would bring down my damage but I get more heals in return and I can keep blood at 5. The D/N is alot stronger now and I got more healing from her.
I came up with something like this for a more defensive version:
[build prof=D/N blo=5 win=10 earthp=10 mys=10][Dark Fury][Mystic Healing][Pious Restoration][Mystic Regeneration][Imbue Health][Signet of Pious Light][Pious Renewal][Vow of Piety][/build]
I came up with something like this for a more defensive version:
[build prof=D/N blo=5 win=10 earthp=10 mys=10][Dark Fury][Mystic Healing][Pious Restoration][Mystic Regeneration][Imbue Health][Signet of Pious Light][Pious Renewal][Vow of Piety][/build]
Anwyn
What do you guys do for Morgan in the 4 man setup since AB nerf?
MasterSasori
These questions I also posted on the Paragon Campfire so some of the questions overlap. I wasn't sure where did it belong.
First off, [song of purification] is great for removing condition. But really, what conditions other than blind is really an issue for Paraway? As long as SY is up and you receive semi-decent healing, conditions really aren't too much of a problem. Wouldn't [song of restoration] just be better in general?
If conditions are really an issue, I propose an alternative build:
N/Rt
Restoration 12
Soul Reaping 10+1+1
Blood Magic 8+1
[weapon of remedy][dark fury][order of pain][mend body and soul][spirit light][ghostmirror light][life][signet of lost souls]
Removes conditions fairly well, provides good healing. I put GML instead of PwK because the 20% enchant mod will make DF and OoP 7 sec instead of 5.
I also don't see how [hexbreaker aria] will really help with hexes for the Paras. I assumed that whole reason for such heavy hex removal was for stuff like Faintheartedness and Soothing Memories.
Also, I don't like Mending Refrain too much. [Finale of Restoration] looks much more promising. [Zealous Anthem] looks really good as well.
First off, [song of purification] is great for removing condition. But really, what conditions other than blind is really an issue for Paraway? As long as SY is up and you receive semi-decent healing, conditions really aren't too much of a problem. Wouldn't [song of restoration] just be better in general?
If conditions are really an issue, I propose an alternative build:
N/Rt
Restoration 12
Soul Reaping 10+1+1
Blood Magic 8+1
[weapon of remedy][dark fury][order of pain][mend body and soul][spirit light][ghostmirror light][life][signet of lost souls]
Removes conditions fairly well, provides good healing. I put GML instead of PwK because the 20% enchant mod will make DF and OoP 7 sec instead of 5.
I also don't see how [hexbreaker aria] will really help with hexes for the Paras. I assumed that whole reason for such heavy hex removal was for stuff like Faintheartedness and Soothing Memories.
Also, I don't like Mending Refrain too much. [Finale of Restoration] looks much more promising. [Zealous Anthem] looks really good as well.
Invincible
Quote:
Originally Posted by MasterSasori
Quote: Originally Posted by MasterSasori If conditions are really an issue, I propose an alternative build:
N/Rt
Restoration 12
Soul Reaping 10+1+1
Blood Magic 8+1
[weapon of remedy][dark fury][order of pain][mend body and soul][spirit light][ghostmirror light][life][signet of lost souls] I've used the same build but i found this guy dying more often then the D/N.
as for the D/N i use a slightly modified build then rac's.
[Order derv;OgSkQoq56xqj3dSYIuvhX2L4t8C]
i have an extra minor earth prayers rune so i reach the +3 regeneration.
I found that she puts a lot less pressure one the healers, she keeps [Mystic Regeneration] on almost all the time.
If you compare this with the amount she uses [Dwayna's Touch], it is worth it.
Quote: