FOW clearing with 6 Heros + 1 player.
Shaz
FoW NM no consumables builds
[SY Para;OQGjUymIqSAhxgpbXFBZ4b5iubA]
[Order Derv;OgSjQoqLrOe3Jhh4+GeBvlX8LA]
[Hex Control Rit;OAOj4shmIPYMvpmul4So+W/kLA]
[Heal Monk;OwAS0YITaEbE3NQgtETfXEdR]
[Mot Para;OQCjUqnK6OBZ8NDuDrh3wub5NA]
[Command Para;OQCjUumI6OBZ8ND+CbhD/ub5NA]
[Command Para 2;OQCjUumI6OBZ8ND2CPirwub5NA]
Didn't give much thought to the paragons, but as you can see I love deep wound, deep wounds make thing go boom quick . I didn't take a stunning strike because thing should die quickly enough that dazed will be useless. Can also take out Anthem of Weariness if you want, it was just filler. Other spear attack can be use, but I usually like only 3 adrenaline skills on my paras if I can help it. Pretty much any decent build will work, my builds are a bit more aggressive, you can be safer if you want with more motivation chant.
The rit used to be OoS with bloodsong, but bloodsong sometime draw unnecessary aggro from patrol because it lasted so long and slow down the run. So this new rit was born, not sure who came up with it though, I think it was Dr Evove, and it is working quite well.
That epic hero monk build was created by Racthoh, I think. I know hybrid monk are better, but if you aren't bad at SY, prot is unnecessary for this team build in FoW. Because if you're doing it right, the only thing that should kill you are SS and Empathy, mostly SS though.
Make sure you disable the monk and rit signet when you get in the Forest for the Wailing Lord because of Primal Echoes. That won't do anything to your party, because there isn't that much hexes in there for you to need that and should be easy enough that your monk won't need that heal. Just leave Castigation Signet though, bit more damage and won't hurt on energy.
The hex control might be a bit over kill in NM, just maybe, because that's what was use in HM before. But extra hex removal is always nice especially in FoW, and with 4 paras and lots of SS throwing around. You can change it to your liking after using it in NM.
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Hexes is irrelevant.
[SY Para;OQGjUymIqSAhxgpbXFBZ4b5iubA]
[Order Derv;OgSjQoqLrOe3Jhh4+GeBvlX8LA]
[Hex Control Rit;OAOj4shmIPYMvpmul4So+W/kLA]
[Heal Monk;OwAS0YITaEbE3NQgtETfXEdR]
[Mot Para;OQCjUqnK6OBZ8NDuDrh3wub5NA]
[Command Para;OQCjUumI6OBZ8ND+CbhD/ub5NA]
[Command Para 2;OQCjUumI6OBZ8ND2CPirwub5NA]
Didn't give much thought to the paragons, but as you can see I love deep wound, deep wounds make thing go boom quick . I didn't take a stunning strike because thing should die quickly enough that dazed will be useless. Can also take out Anthem of Weariness if you want, it was just filler. Other spear attack can be use, but I usually like only 3 adrenaline skills on my paras if I can help it. Pretty much any decent build will work, my builds are a bit more aggressive, you can be safer if you want with more motivation chant.
The rit used to be OoS with bloodsong, but bloodsong sometime draw unnecessary aggro from patrol because it lasted so long and slow down the run. So this new rit was born, not sure who came up with it though, I think it was Dr Evove, and it is working quite well.
That epic hero monk build was created by Racthoh, I think. I know hybrid monk are better, but if you aren't bad at SY, prot is unnecessary for this team build in FoW. Because if you're doing it right, the only thing that should kill you are SS and Empathy, mostly SS though.
Make sure you disable the monk and rit signet when you get in the Forest for the Wailing Lord because of Primal Echoes. That won't do anything to your party, because there isn't that much hexes in there for you to need that and should be easy enough that your monk won't need that heal. Just leave Castigation Signet though, bit more damage and won't hurt on energy.
The hex control might be a bit over kill in NM, just maybe, because that's what was use in HM before. But extra hex removal is always nice especially in FoW, and with 4 paras and lots of SS throwing around. You can change it to your liking after using it in NM.
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Save Yourselves! makes SYG useless. SYG is bad anyway.
Only Melonni is a bit stupid and I had to cast orders for her...
You guys need new heroes then . Never had problem with order on any of the necros or dervs hero for me.
Abedeus
Shaz - 7 hex removals? Oh COME ON. With so god damn much healing and damage reduction from paragons, plus a whole lot of damage (btw - you don't have dazed, which will make fighting 2 or 3 shadow monks a real pain) you don't need to worry about hexes. Heck, I had only 1 hex removal in my team...
Oh, and you don't need to waste a skill slot for For Great Justice! if your derv has an adrenaline-buffing enchantment. Maybe something like Spear of Lightning? distilledwill
I agree with Abedeus, that is a ridiculously large amount of hex removal. Id remove hexbreaker aria and replace it with something more useful like ["Stand Your Ground!"] or even ["Fall Back!"] - to increase your travelling speed.
Also, you may love Deep Wound, but no team needs that many - replace one Cruel Spear with a [Stunning Strike] para and maybe put Signet Of Removal or [Empathic Removal] on the other (opening up the elite space on your ritualist). I would replace one or two of your vicious attacks with [Barbed Spear], [Blazing Spear] or [Spear Of Redemption]. Think about it, whats the point in having a deep wound attack skill if your target already has deep wound? [Wild Throw] might be a good idea also seeing as ALL of your damage is physical based and it would help against enemies with blocking stances and the spiders with Melandrus Resilience. Your monk is ok, although it could do with some energy management. [Glyph Of Lesser Energy] is a good one (especially important seeing as your elite is WoH, which is very spammy) Id put it in place of a hex removal. With your hex removal loaded off onto the monk/para you're free to take the rit as a pure rit healer, for conditions use [Mend Body And Soul] and [Weapon Of Remedy] if you want. Ancestors' and Splinter are always good to keep on the bar. You could take [Life] or [Recovery] and you can keep remove hex if you really want. [Weapon Of Fury] is an awesome elite to use with Paras. The reason I suggest is that the rit is a bit too focused on something very specific and your team would benefit more if they could fill a few more roles (backup healer, adrenaline/energy battery AND condition/hex removal and damage dealer). Carboplatin
[SY paragon;OQGjUymIqSPYBZ7YXFpbAhieubA]
[P hero 1;OQWkIMlrJiukv4DGDGyHXj7m82OG] [p hero 2;OQWkIMlrJiukv4DGDGyHXj7m82OG] [D hero 3;OgSjQwqJbOe3Jhh4+GeBvlX8LA] [W hero 4;OQMSEZJTTFQFSFXFKFFFSixE] [N hero 5;OANCY8zxMX5EbZFLYAlJ] [Mo hero 6;OwAS0YITSEaEZE+DRgtETfxE] 2 hours 10 min. no cons. NM. I probably don't need that many rezzes. i find the interrups help alot. I also don't see the point of giving the P or W heros one too many attack skills, they won't use them anyway. don't give them to many choices, the AI is stupid and can't decide. I pack alot of interrupts. best damage mitgation, just don't let them cast. overaggroing with the hydras or the N or Mo being constant KD'ed by the abyssals are the only threats to the party. Havn't gotten a chance to test some of builds posted yet lets get some times up for these builds Abedeus
I don't understand one thing - why Mend Condition, why RoF, why Resurrect, why Penetrating Chop... Get Splinter Weapon on warrior, he will cast it at least as good as a n/rt. Or better, get rid of warrior and get n/rt ;o Also, monk/nothing is worse than n/mo. Plus, Orison of Healing < Signet of Rejuvenation.
Racthoh
There is absolutely no need for condition removal in FoW. If you must have it then it better be in the form of Signet of Removal, Blessed Light, or Divert Hexes.
Originally Posted by distilledwill
Three conditions matter in PvE; Blind, Dazed, and to a lesser extent Weakness. Degen conditions do not matter because this isn't PvP where fights are lasting several solid minutes without a break. That damage is not going to add up, and you can easily spec against it with party heals (which work for other situations as well). Dazed is non-existant in FoW unless your casters are dumb enough to stand next to the Dragon Liches. Blind is found against the Rock Borers, but they have Lightning Reflexes anyway. Going from a 90% miss rate to 75% isn't worth a skill slot. Dust Traps should never go off from the Impalers; they always start hidden so no pre-casting. The berserkers can hit you with weakness, only if you let them live long and you don't have party-blocks for some reason. My logic is if a melee is dumb enough to run into the traps they deserve to be blind. Quote: |
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Quote: Originally Posted by distilledwill Your monk is ok, although it could do with some energy management. [Glyph Of Lesser Energy] is a good one (especially important seeing as your elite is WoH, which is very spammy) Id put it in place of a hex removal. Every skill is 5 energy, Glyph Lesser is a waste. Removing a Spiteful Spirit is energy management. When there are no hexes and everyone has +100 AL all that is needed are pure heals; heroes are good at that too.
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Originally Posted by distilledwill
With your hex removal loaded off onto the monk/para you're free to take the rit as a pure rit healer, for conditions use [Mend Body And Soul] and [Weapon Of Remedy] if you want. Ancestors' and Splinter are always good to keep on the bar. You could take [Life] or [Recovery] and you can keep remove hex if you really want. [Weapon Of Fury] is an awesome elite to use with Paras.
Moving hex removal off onto physicals means stuff isn't dying as quickly. It gives the rit something to do while Splinter Weapon is recharging. Smite Condition is all the condition removal needed, mainly because it makes stuff die too. While there are no conditions that matter in FoW that doesn't mean we can't use the ones that don't matter to deal some damage. Again it gives the rit something to do while Splinter Weapon is recharging. I actually find that rit bar with [signet of removal] interesting. i might give that one a go and drop the necro monk i've been using. However, hows the AI on this? can they use this skill effectively? i am always weary of conditional skills on a hero, especially an elite skills. Quote:
Remember I did said that those build are designed for HM with 5 physicals to keep clean in mind. The paragon doesn't heal, except for chorus of restoration and my TNTF. Most of the party healing are there to reduce the pressure for the 1 monk that I use, there are only 3 straight heal in the whole build. And I use 4 physicals with one healer, while in your build you have 2 healers and only 2 physicals. I did said that the only hexes that should kill you are SS and Empathy, SY! does not reduce damage from those, TNTF reduce some. But take of some off if it too much and pick something else.
Why don't you tell me to take out Focused Anger also if you're going to suggest taking out FGJ, read the skills again. Spear of Lighting was not use on any of the Para because it will cause lightning damage and will not trigger order. Quote:
i didn't know spear of lightning didn't trigger orders, so i might be swaping that out for something else. havn't decided what yet tho. Quote:
What other elite could the rit use that will be more useful? Lol 2-3 hex removal with 5 physicals to keep clean? Which is what I usually run. Keep in mind that hero will remove any hex from anyone, so they might waste a remove for a useless hex or remove SS from a caster. Your physicals will then either kill themselves with SS and Empathy or stop attacking. Heroes do not stop attacking unless you order it to, even then you would only have control of 3 heroes, 2 of which should be the monk and rit. The SY cannot stop attacking because then SY will fall, even if you could stop, that mean you're not doing any damage. Well, maybe if you do careful pulling of each group and stuff. I don't do that, as I don't need to and the run is a lot quicker that way. Well I wouldn't say anything beats NM FoW, but FoW is easy. I post that build for those who wanted to beat FoW faster, faster is the keyword here. At the moment, this build seem perfect to me. Anymore healing then it would be overkill, damage output is excellence, can't really add anymore damage unless you take out some useful utility. Quote: Originally Posted by DarkSpirit That is an interesting elite for an orders team. You can certainly replace the remove hex with a [Signet of Mystic Wrath] or something more useful. Best case scenario, the Rit should only have 2 enchantments at the most, making it not worth it, only around ~60 damage at 11 smite every 20 sec. Meh, I'd rather have the utility of remove hex. Until you go there with a group full of physicals, you won't understand how important hex control is, especially in HM. Quote:
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