My paragon's buddies
- Tain -
+100 armor is about 83% damage reduction - it's pretty much the key here.
Racthoh
Quote:
Originally Posted by Skyros
Does work without the SY spam? or is that the main defense in this build?
Alternatively dual Defensive Anthem if you don't have the necessary faction for "Save Yourselves!". However the more physicals you have the weaker DA becomes, so really SY is pretty much necessary.
blue.rellik
There's Nothing To Fear!
Shaz
Quote:
Originally Posted by Skyros
Does work without the SY spam? or is that the main defense in this build?
In this build, yes, it is pretty much the main defense. I mean, you dedicated 2 skills to it just so you can spam SY and one of which is an elite, so I'd say it's pretty important. Of course there is also TNTF like blue said, but that's only on half of the time.
Could work without it if you can chain TNTF with another paragon and use WY/shield up I guess. But there will be a bit less room for error, as in you can't over aggro as much as if you were running SY. Because that damage reduction isn't compare to what a TNTF/SY can reduce.
But I would recommend getting SY, even at rank 1 with just 3 seconds, it still works. And that's just 50k faction donated.
Could work without it if you can chain TNTF with another paragon and use WY/shield up I guess. But there will be a bit less room for error, as in you can't over aggro as much as if you were running SY. Because that damage reduction isn't compare to what a TNTF/SY can reduce.
But I would recommend getting SY, even at rank 1 with just 3 seconds, it still works. And that's just 50k faction donated.
DarkSpirit
The main problem I have with this build is when fighting the Charrs in HM. Aegis and AoE attacks own this build, although the hex heavy version helps alittle there.
It is a highly offensive build but once certain character falls, the entire team can fall apart. For example, if the player (SY spammer and TNTF) dies then your main defense is gone. If Melonni dies, you lose OOP and Dark Fury which is the backbone.
It is a highly offensive build but once certain character falls, the entire team can fall apart. For example, if the player (SY spammer and TNTF) dies then your main defense is gone. If Melonni dies, you lose OOP and Dark Fury which is the backbone.
itsvictor
Move out of the MS please. TNTF and SY up, nothing should die, it's your monks to be blamed. D/N oop and stuff is better replaced with N/RT running SS+barbs+MoP+Splinter Weapon+Ancestor's rage(if you have melee in your group) You need enchant removal, I know it's blasphemy when you need enchant removal in PvE. Motivation skills like finale of restoration, signet of synergy, song of restoration please. You have so many chants going around, nothing should be dying. It's not the build's fault(most of the time), it's you.
DarkSpirit
Quote:
Originally Posted by itsvictor
Move out of the MS please. TNTF and SY up, nothing should die, it's your monks to be blamed. D/N oop and stuff is better replaced with N/RT running SS+barbs+MoP+Splinter Weapon+Ancestor's rage(if you have melee in your group) You need enchant removal, I know it's blasphemy when you need enchant removal in PvE. Motivation skills like finale of restoration, signet of synergy, song of restoration please. You have so many chants going around, nothing should be dying. It's not the build's fault(most of the time), it's you.
I have no problem moving my Paragon out of MS or Fire storm, but I dont have time to micro manage my heroes and attack/protect at the same time. I brought Mhenlo, Aidan, Zho, and Herta as recommended.
Interesting that you should bring up the fact that there is no enchant removal in this build. Also if Melonni is running around to avoid attacks and AoE, dark fury is not cast that often which effects the frequency of my SY. Your suggestion may work, I have not tried it, but it would be changing the build.
Not saying this is a bad build, I have vanquished areas with it but I wouldn't recommend it for Dalada Uplands HM (against charr groups with Flameshielders and Prophets) as it is.
Interesting that you should bring up the fact that there is no enchant removal in this build. Also if Melonni is running around to avoid attacks and AoE, dark fury is not cast that often which effects the frequency of my SY. Your suggestion may work, I have not tried it, but it would be changing the build.
Not saying this is a bad build, I have vanquished areas with it but I wouldn't recommend it for Dalada Uplands HM (against charr groups with Flameshielders and Prophets) as it is.
Racthoh
Quote:
Originally Posted by DarkSpirit
This is where the max rank ebon ward really helps; +25 damage on everything really makes a difference.
Quote: Originally Posted by itsvictor D/N oop and stuff is better replaced with N/RT running SS+barbs+MoP+Splinter Weapon+Ancestor's rage(if you have melee in your group) Spiteful Spirit is terrible in this build. Barbs is going to accomplish the same thing as Order of Pain, except it's a hex and can be removed. I also lose Dark Fury, which is a lot of the defense and offense. Mark of Pain causes the AoE scatter and takes way too long to recharge.
Splinter Weapon + Ancestor's Rage are good, but adding them means I have to bring a second monk.
The D/N is used for its ability to provide healing and offensive support and unlike Necromancers doesn't need the battle to be going well to pump out spells. Mysticism + Arcane Zeal means he can maintain his support regardless of how the fight is going. If I wanted more damage I would bring something that is useful for dealing damage to the targets that matter.
Quote:
Originally Posted by itsvictor
You need enchant removal, I know it's blasphemy when you need enchant removal in PvE.
I just bring Dazed, and Dazed whatever puts up enchantments that might cause a problem. If Stunning Strike isn't fast enough, I'll use Spear Swipe.
DarkSpirit
Quote:
Originally Posted by Racthoh
This is where the max rank ebon ward really helps; +25 damage on everything really makes a difference. |
Yes I did see 2 Flameshielders in the group that I encountered just outside Doomlore Shrine so it was hard to get Zho to interrupt their Aegis. I also tried with Lina instead of Aidan, it was better but not exactly smooth sailing either. I will try a DA build on Hayda.
I just bring Dazed, and Dazed whatever puts up enchantments that might cause a problem. If Stunning Strike isn't fast enough, I'll use Spear Swipe.
Thanks Racthoh. Also, do you think an enchant removal would be useful in this situation?
Racthoh
Quote:
Originally Posted by DarkSpirit
Thanks Racthoh. Also, do you think an enchant removal would be useful in this situation?
Multiple copies of Aegis is limited just to those groups but definately worth speccing your bar against.
Spear of Redemption -> Mirror of Disenchantment. Disable and micro as necessary. Mitchel
I got me and my party rolled by Mandragor guys in Grothmar. Maybe I should've given someone Anthem of Guidance, because their blocking was a bitch.
VendingMachine
I have a question, do you use the hero to maintain AR for you and them?
blue.rellik
Quote:
Originally Posted by VendingMachine
I have a question, do you use the hero to maintain AR for you and them?
If you're a paragon yourself then just spam 'TNTF', at lvl 12 Leadership it can refresh AR.
If not then you'll need to constantly cast anthem of flame or something though this gets troublesome and slows down your party since one member is stuck behind chanting and can even end up missing out party members all together. For that reason, I've subbed 'They're On Fire!' onto one of the heroes since it's instant activation and short recharge, though not as good as with some SF eles, the use of anthem of flame and blazing spear does help Washi
It's a great build, but there are areas where it fails. Raptors totally own me with their blocking, I cant keep SY up and my paragons deal no damage, I dunno how to overcome this.
And there is one more funny thing, I was farming Norn points this weekend and whenever I encountered centaurs Kahmu was just randomly dying. I was like WTF. And then I saw that damn stupid Symbiosis spirit. It gives your derv huge health boost due to his enchants, then he sacs some huge amount of hp, and when you kill the spirit he just dies LOL. blue.rellik
[skill]Mirror of Disenchantment[/skill]
Washi
Well it's pretty damn expensive but I guess I could put it on morghan or hayda and see how it works. thx
Racthoh
Quote:
Originally Posted by Washi
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Yup, this will get stomped there pretty hard when they all put Critical Defenses up. Riven Earth, Sparkfly Swamp and Alcazia Tangle were all areas that I went with a different setup (two curse necros with two enchantment removals each) because of the number of troublesome enchantments. Alcazia Tangle was more because of the Quetzal.
And there is one more funny thing, I was farming Norn points this weekend and whenever I encountered centaurs Kahmu was just randomly dying. I was like WTF. And then I saw that damn stupid Symbiosis spirit. It gives your derv huge health boost due to his enchants, then he sacs some huge amount of hp, and when you kill the spirit he just dies LOL.
Kahmu was at 60 DP for those areas. ><
VendingMachine
Quote:
Originally Posted by blue.rellik
If you're a paragon yourself then just spam 'TNTF', at lvl 12 Leadership it can refresh AR.
If not then you'll need to constantly cast anthem of flame or something though this gets troublesome and slows down your party since one member is stuck behind chanting and can even end up missing out party members all together. For that reason, I've subbed 'They're On Fire!' onto one of the heroes since it's instant activation and short recharge, though not as good as with some SF eles, the use of anthem of flame and blazing spear does help I don't really like to use "TNTF" because that it has a long recharge and sometime you may encounter a battle before it recharges. Also that it cost a quite a bit of energy. blue.rellik
Quote:
Originally Posted by VendingMachine
I don't really like to use "TNTF" because that it has a long recharge and sometime you may encounter a battle before it recharges. Also that it cost a quite a bit of energy.
A paragon with energy problems? Did you even bother with the maths? By the time the TNTF recharges and at 12 leadership, the paragon should have regained the energy again.
NecroticChanter
Bah!! Why does every1 target the derv first? >.<
Racthoh
Quote:
Originally Posted by NecroticChanter
Bah!! Why does every1 target the derv first? >.<
Which insignias? Superior Vigor rune?
- Tain -
Quote:
Originally Posted by NecroticChanter
Bah!! Why does every1 target the derv first? >.<
I have mine set to avoid, and using Anthem of Weariness with Spear of Fury the first shot of the fight charges SY!... by the time anything gets to the derv, he's already in godmode.
Darkside
Quote:
Originally Posted by blue.rellik
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Quote:
Originally Posted by NecroticChanter
Bah!! Why does every1 target the derv first? >.<
You using a lot of superior runes or something?
NecroticChanter
Quote:
Originally Posted by Darkside
I agree I've never had an issue with energy on my paragon whenever TNTF recharges I can almost always cast it right away...and if not once I use an adren chant I can cast it. While its recharging just cast Save Yourselves!
You using a lot of superior runes or something? I think 2 minors...way to poor for sups. Teh [prefession]-zorz
what hench do you guys use with this?
NecroticChanter
2 monk henchies, Sogolon, and Devona.
Lvl 26 warrior types are down in less that 7 seconds. Impressive. blue.rellik
Quote:
Originally Posted by Teh [prefession]-zorz
what hench do you guys use with this?
If you're new to paragons then bring both monk (or rit for Factions) henchies but once you get some experience then drop one of them (I'd say the prot one).
In Prophecies, dual warrior henchies (when you can) is great since they both have "Charge!". Racthoh
Thom and Stefan rock, this is true. I love the dual charge, maintains the refrains quite well.
blue.rellik
No love for Devonna? Or maybe bad memories?
Mr. Undisclosed
Devonna is suicidal.
Racthoh
Well you only get Devona for THK and onwards, not too many vanquishes available at that point.
Witte Was
Hi Rac,
Which insignas do u run on your hero's? Survivor only? Or one Centurion or full centurion? Great builds so far! I kinda tweaked it so I can use SY on my war Racthoh
Survivors on everyone except the gons, they have centurions (including me).
If you're using the D/N on a non-paragon I would probably use Windwalker insignias instead. Avatara
Hm I can't seem to be able to vanquish any of the Azuran nor Charr homeland areas with this build... Am I doing something wrong? I vanquished all the other areas in the game with Sabway. Maybe this build just has a really hard time in those areas? Or I'm doing something seriously wrong.
I'm playing SY warrior instead of paragon Also tried Glint's mission on NM... the evasion skills seem to give this build a really hard time because it's so focused on physical damage. Couldn't finish it. MercenaryKnight
Shouldn't you not need centurions? Since your gonna be spamming save yourselves most of the time for +100al. Then again I guess it's better to have 10 extra al incase you stop being able to spam save yourselves.
Racthoh
Correction, whichever hero has the 14 spear I have with survivor insignias as they are using a major rune.
Originally Posted by Avatara
Centurions or Survivor it won't make a huge difference, but having that extra 10 AL for when things are going bad (Soothing Images, Vocal Minority, etc) is quite useful. Quote: |
Quote:
Originally Posted by Avatara
Also tried Glint's mission on NM... the evasion skills seem to give this build a really hard time because it's so focused on physical damage. Couldn't finish it.
This is another matter of knowing how to trick the AI, or simply changing the build up (which would be the better solution). Call a target for the AI, you hit something else to maintain the defense. When they kill what they're attacking, call something else while you find something that has no defensive stances. If everything you're fighting has an evasion stance, change targets when the stance is put up. Because the build has no AoE the enemies will not use those skills until their health hits a certain point. It becomes a matter of swapping targets constantly to draw out the block skills, and then swapping back after they're expired.
You can also disable Wild Throw on the heroes, for when you need it. In which case it would also be a good idea to find a target that also cannot block for them to build adrenaline on if bringing down the stances is that crucial. Ultimately what it comes down to is knowing when the build will run into troubles. Some Charr groups have Aegis, bring something to deal with it or a different hero make up. Raptors have Critical Defenses, again you'll need removal if you want these physicals to work. The builds shown are just a guideline that will need to be tweaked for different circumstances, with more specific details for trickier situations (4 man zones and hexes). You as the player need to be able to recognize when the main bars will work, and when they will need to be modified to deal with the situation before you. Understand what skills are vital, and which can be replaced to deal with the occasionally bump in the road that will cause the defense to collapse. If you don't think any modification can be made to deal with what the task ahead, bring a different hero setup. Shaz
Quote:
Originally Posted by Avatara
Hm I can't seem to be able to vanquish any of the Azuran nor Charr homeland areas with this build... Am I doing something wrong? I vanquished all the other areas in the game with Sabway. Maybe this build just has a really hard time in those areas? Or I'm doing something seriously wrong.
I'm playing SY warrior instead of paragon Also tried Glint's mission on NM... the evasion skills seem to give this build a really hard time because it's so focused on physical damage. Couldn't finish it. This build, just like any other build, wont be excellence everywhere. Just like in Sab's build, you will take out the MM if there isn't sufficient bodies or the SS if there are few melee/physical for something more useful. I tend to change my paragons all the time, even if it's just one or two skills sometime, for different places. See what give you trouble and spec against it. Another problem is if you don't micro to upkeep their AR as a warrior and they have to put up AR before every battle, that will kill their efficiency a bit as they enter the battle with low energy. Washi
I had little problems with this build up until yestarday. I tried doin ooze pit HM and got totally wasted. Any tips? Basicly its either those suicidal oozes getting me or oozes in general goin crazy and multiplying and overwhelming me.
Anyone did it with h/h? I took 2 monks, hurta and zho. Racthoh
Quote:
Originally Posted by Washi
I had little problems with this build up until yestarday. I tried doin ooze pit HM and got totally wasted. Any tips? Basicly its either those suicidal oozes getting me or oozes in general goin crazy and multiplying and overwhelming me.
Anyone did it with h/h? I took 2 monks, hurta and zho. Same issue I had when clearing it. I could never seem to shake the Aggressive Ooze off me and was constantly KDed from Counter Blow. From there the rest of the party was stomped with Energy Surge, Earthquake, and Shockwave because I couldn't keep SY up enough. Wail of Doom was changed yesterday which could've had an impact depending on how the enemy AI uses it. jimmyboveto
Quote:
Originally Posted by Racthoh
I've been playing it on my warrior now with the same builds as I work through GW:EN and the biggest issue of all is that you are targeted with every hate spell first. If you're expecting an area with a lot of blind take Sight Beyond Sight so you aren't raging as much as I have been. There have been times where I'm just wanding the closest physical to build SY until the AI have killed everything, rather sad.
These builds are more suited towards a physical of some sort and would require some drastic changes for a caster primary. From what I've seen they won't use it unless they have a hex or condition themselves. I would always throw up my Aggressive Refrain first and they'd never use the Empathic Removal with just my cracked armor present. It's somewhat of a blessing and a curse, when you do encounter a lot of hexes you know for sure they'll be using it on recharge. If the energy is becoming an issue disable it out of fights that are lacking in hexes. From what I gather from other players I can only assume that the hero has to have a wand or staff to use the build properly. When the master of damage was first introduced on the battle isles I sent my quartet to him and the hero never had energy issues for the whole 180 seconds of straight fighting. The only spells I have ever pre-cast are the interventions, and sometimes Dark Fury for a boss fight if I want SY up ASAP. I would consider Volley or Barrage to take advantage of the ward and order, and to build SY faster. I found that this build wasn't as effective on my war as it probably would be on a para. I too was targeted by blind first 100% of the time. I usually try to take more condition removal when playing a godmode war. |