Vanquishing Cantha

WARPATh

WARPATh

Frost Gate Guardian

Join Date: May 2007

Argentina

Umbrella Corp.

N/

Best Builds for Vanquishing Differents Parts of Cantha?

I'm Necro.

Sabway is old and does not allways work good in 6 man areas.

N/Rt Livia (party healer)
N/Rt Master of Whisper (mm)
N/Rt Olias (ss)

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All builds for all characters are welcome.

Ty.


P.S : I did my research on GwGuru & PvXWiki but I want to be up-to-date with stuff.

nikkooo

Lion's Arch Merchant

Join Date: Mar 2008

P/W

sabway works well in all 6 man areas
just take an addition heal hench and there shouldn't be any problems
most cantha vanquishes can be done h/h ;p

Chthon

Grotto Attendant

Join Date: Apr 2007

Recently I've been using a variant on Moloch's AP/MoP bomber with a minion bomber, a BHA/splinter/volley ranger, and a paragon with great success. So far I've cleared the city, the jade sea, and most of the starter island with very little trouble and in less than a week. Swapped the paragon for a hybrid monk for the 4 and 6 man zones.

itsvictor

itsvictor

Krytan Explorer

Join Date: Jan 2008

I've done it twice (Rit & Sin respestively) and probably going to do it very slowly on my warrior now. Cantha is really easy to h/h (though very boring).
Since you're running a necro, I would say to bring pain inverter (this is extremely useful vs. fire eles bosses and the rit bosses with spirit rift, proper flagging minimizes pain from these bosses),necrosis, and other damage dealing skills. You should basically replace your SS (Ideal bar I would use it: SoLS, SS, Enfeebling Blood,Reckless Haste, weaken armor(this is ideal since you're not using physicals for barbs/MoP), necrosis, pain inverter, and a hard res(Rebirth).

This saves you a slot to bring a different hero, imo a fire ele w/ ward against melee(my bar for it is:fire attunement,gole,savannah,fireball, rodgorts innovocation, immolate or AoE like teinais or searing heat, ward against melee, FoMF). Also I HIGLY recommend changing your MM to a n/mo and redistributing points from SR into protection prayers and bringing SoA and Protective spirit so you can aggro enemies into a ball to maximize damage. Take an extra healing hench and a fire or earth hench for 6 man.

mistokibbles

Lion's Arch Merchant

Join Date: Mar 2008

N/A

I've gotten guardian playing as a SS necro with barbs, enfeebling blood, mark of pain, pain inverter, and a couple extra skills. Sabway worked extremely well for me. I had my friend who is an ele, a prot hero, koss, and another ele.

Coloneh

Coloneh

Furnace Stoker

Join Date: Nov 2006

D/W

Quote:
Originally Posted by WARPATh
Sabway is old what? sab updates it all the time.

use that, play some sort of curses yourself or even play SS and let there be 2 hero N/Rt healers, then take warrior hench and some other physical.

FXCW

FXCW

Frost Gate Guardian

Join Date: Feb 2008

London,UK

Passionate Kiss of Nosferatu

R/

I used Sabway and it worked just fine, you have to be able to adapt for some situations though.

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Run a second MM. As your elite use [Animate Flesh Golem] or [Order of Undeath] for extra offense. The best part is, if you move quickly enough, your MM hero with Jagged Bones will try to maintain that enchantment on your minions as well. Once you get two sets up, say hello to rolling.

Otherwise, Pain Inverter or some other high damage output skills, [Necrosis] for example, can help to spike annoying individual targets and throw some variety of play styles in there for you (to ease the boredom). I vanquished it on an Assassin and having the high DPS on a single target was majorly helpful against some bosses.

bartj??

bartj??

Lion's Arch Merchant

Join Date: Oct 2007

Scions of Carver [SCAR]

E/

I vanquished whole cantha with only these heroes (and hench afcource):

N/Rt livia: preservation healer
N/Mo Master of Whispers: proting jagged minions bomber
N/Mo Olias: proting jagged minions bomber

Hench:
2 healers/prots
1 Ranger interrupter
1 Mesmer interrupter

the hench don't rlly matter I just like to have interrupts

the best is to combine it with ursan (I mostly didn't dot his because it sucks) because of ursan roar wich gives with max rank all minions +15 dmg for 5 secs (same as an order). I have not failed 1 vanquish in cantha.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Quote:
Originally Posted by WARPATh
Sabway is old I lol'd.

Sabway was able to get me through all of Cantha. It is in no way "old", and if you use it correctly, it should be able to power you through any challenge you have in Cantha.

Rothan Celt

Rothan Celt

Jungle Guide

Join Date: Feb 2008

Aura

Mo/R

I Vanqed cantha with my normal set up of heros.....

Derv - Various elite skills...... Vow of strength - Ebon dust Various avatars
Mesmer - PB
Monk/ Ranger Ebon dust volly on ranger decent prot build on monk

Henchmen
2 healer hench
Earth hench
Blood Hench

For the 6 man areas i tended to go ursan to act as the tank and change the derv hero for a monk/ MM

Rothan Celt

Rothan Celt

Jungle Guide

Join Date: Feb 2008

Aura

Mo/R

I Vanqed cantha with my normal set up of heros.....

Derv - Various elite skills...... Vow of strength - Ebon dust Various avatars
Mesmer - PB
Monk/ Ranger Ebon dust volly on ranger decent prot build on monk

Henchmen
2 healer hench
Earth hench
Blood Hench

For the 6 man areas i tended to go ursan to act as the tank and change the derv hero for a monk/ MM

WARPATh

WARPATh

Frost Gate Guardian

Join Date: May 2007

Argentina

Umbrella Corp.

N/

When I said Old , I meant that I want something different and also good.

Kinda tired of Necros Heroing (?).


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For Rits and Eles in Cantha, what should I use?

Mesmer or Ranger for interrupt and please if you can post a build. Since too many skill changes and I don't know if my builds are up-to-date n.n

thank you again.

ALF71BE

ALF71BE

Jungle Guide

Join Date: Jan 2008

In your fridge, stealing your pickles. for mah subway

R/

You're doing it wrong, the MM is N/Mo with Prot/condition/hex removal skills depending on zones, not /Rt. Especially important on 6 man zones.

And for a BHA:

[Broad Head Arrow][Apply Poison][Whirling defense][throw dirt][epidemic]

Two other interrupts (I prefer [distracting shot] and can use [savage shot]) and throw in [resurrection signet] or another defensive stance.

Try to keep high your expertise (12+1+2, for the breakpoint) with silencing bowstring, or zealous if you want the extra health.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Nat Stride > Whirling Defense.

Whirling Defense's recharge makes it quite bad.

Trader of Secrets

Jungle Guide

Join Date: Jun 2006

bartje, really 2 MMs. Are enough corpses even pumped out that fast?

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Tyla
Nat Stride > Whirling Defense.

Whirling Defense's recharge makes it quite bad. Wait what?

1. Nat Stride requires a pretty big spec into WS. That means going marks+exp+WS and pretty much giving up any use of your secondary, for example, splinter+volley. Unless you think you're really going to be getting huge mileage out of epidemic in a particular zone, I cant see this as a good move.
2. Any time you'd be using a block stance, you should also be drawing prot because you're (about to be) taking hits. So, unless you play with live monks who refrain from hitting you with prot because they expect you to use Nat Stride, Nat Stride is going to be a very bad skill.
3. PvE is full of mobs with redundant low-priority hexes that stack far too deep for the ranger to get complete removal. Again, making Nat Stride a bad skill.

Whirling may have a bad recharge, but at least it's in an attribute you have to spec anyway, and doesn't end on conditions that are almost certain to happen all the time in PvE.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Chthon
Wait what?

1. Nat Stride requires a pretty big spec into WS. That means going marks+exp+WS and pretty much giving up any use of your secondary, for example, splinter+volley. Unless you think you're really going to be getting huge mileage out of epidemic in a particular zone, I cant see this as a good move.
Nat Stride is the best block stance in the game. Recharge says so. Run Splinter off the Ranger if you're concerned about attribution.

Quote: 2. Any time you'd be using a block stance, you should also be drawing prot because you're (about to be) taking hits. So, unless you play with live monks who refrain from hitting you with prot because they expect you to use Nat Stride, Nat Stride is going to be a very bad skill. And if you're going to be protted, you're going to be protected. And yeah, using Nat Stride at the right times, before being hit is gud stuff.

Quote:
3. PvE is full of mobs with redundant low-priority hexes that stack far too deep for the ranger to get complete removal. Again, making Nat Stride a bad skill. And if I face these areas, I don't specifically need the skill do I?
The majority of these places, I've found, are usually full of casters, which basically means: "Hmm, wanding doesn't hurt."

Whirling may have a bad recharge, but at least it's in an attribute you have to spec anyway, and doesn't end on conditions that are almost certain to happen all the time in PvE.[/QUOTE]

ALF71BE

ALF71BE

Jungle Guide

Join Date: Jan 2008

In your fridge, stealing your pickles. for mah subway

R/

I prefer Whirling Defense or even Lightning Reflexes over Natural Stride because:

1.- Most of the time I'm enchanted/hexed on PvE. My heroes carry a total of 20 seconds of Aegis, and I manually constantly spam it whenever it recharges.
2.- I'm usually the one who attacks first, getting most of the hexes/arrows/spells on me before the aggro spreads to the melee and minions (receiving most of the initial damage).
3.- Due to this, blocking a 25% more is also helpful.
4.- Whirling Defense gives additional damage when blocking wanding/arrows to adjacent foes (and remember, mobs do wand, a lot). Lightning Reflexes speeds attack speed. Stride only makes me faster, and tbh I don't need to move faster when fighting a mob because I usually pick a higher ground, mobs don't run away, and if it happens, I switch to a longbow.
5.- Stride needs a very heavy invest in WS, and that's not very good if going for a third attribute from the secondary profession (switching of course Aplly Poison). If it gets to last less than 5 seconds, Lightning/Whirling becomes better for the plus they both give (as for the comparation of the recharge time). Besides, they aren't unstripabble easily (yes I know of Wild Blow, but not many mobs carry it).
6.- Stride needs continual spammage I don't like, I prefer to be just ready when the interrupts recharge.