Originally Posted by wiki
Weakness is a condition that reduces the damage output of melee or ranged attackers by 66% and will reduce all non-zero attribute levels of the character suffering from it by 1 (before runes).
Weakness does not apply to damage bonuses gained from attack skills.
09 Jun 2008 at 18:46 - 124
Tyla isnt denying that it is less useful against casters, hes merely stating the advantage of having a single skill which so effectively combats a whole damage type (physical).
09 Jun 2008 at 18:52 - 125
Quote:
Originally Posted by distilledwill
Tyla isnt denying that it is less useful against casters, hes merely stating the advantage of having a single skill which so effectively combats a whole damage type (physical).
If that is the case, one can also use blind, or blocking or make them flee through AoE when used against physical melee attackers which are the main physical damage source in PvE.
Don't get me wrong, weakness is very useful. But with a MM, the biggest payback from using weakness is that tanking minions last longer. Otherwise with minions to hold aggro and AoE to cause melee monstsers to run around, it is not such a big problem even without weakness.
09 Jun 2008 at 18:56 - 126
Quote:
Weakness only grants a pitiful -1 to Ele attributes, not a significant counter to massive Ele damage in HM. It works differently against casters who dont depend on normal attacks (from their wands/staves) so much for their damage. Main damage from casters are through their spells.
I've had this argument before.
Look, ONE skill to combat the whole of ONE damage output (Physical) is extremely strong.
It's less energy intensive than anything that anyone can bring up, and because enemies in PvE like to gather round a target, it poses an advantage, especially because it's in a nearby radius.
Multiple layers of defense builds a strong team. Especially when you're also packed on damage at the same time.
And at the Splinter / Ancestor's bit, notice where I also put a Ward underneath it.
09 Jun 2008 at 19:01 - 127
Quote:
Originally Posted by Tyla
I've had this argument before.
Look, ONE skill to combat the whole of ONE damage output (Physical) is extremely strong.
It's less energy intensive than anything that anyone can bring up, and because enemies in PvE like to gather round a target, it poses an advantage, especially because it's in a nearby radius.
Multiple layers of defense builds a strong team. Especially when you're also packed on damage at the same time.
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I have already replied to that above.
Quote:
And at the Splinter / Ancestor's bit, notice where I also put a Ward underneath it.
And the ward is covered thanks to Herta. But in the 2 campaigns without Herta then I agree, a ward would be useful.
09 Jun 2008 at 19:03 - 128
Physical attacks are the biggest source of damage in Hard Mode.
Weakness makes all physical attacks pitifully weak.
Enfeebling Blood costs 1e, has 100% upkeep and inflicts weakness in a large range.
Therefore Enfeebling blood is awesome
Someone argue with that logic please. While you are at it name another skill that stops the vast majority of damage in HM for 1 energy and has 100% upkeep. Make it AoE too.
09 Jun 2008 at 19:06 - 129
Quote:
Originally Posted by DarkSpirit
I have already replied to that above.
Well I really don't know what to say right now, other than stop being stubborn.
One skill to combat an entire damage source is an extremely powerful thing. I recall Ensign saying that this is the most powerful thing a Necro could ever bring, and trust me, it is the most powerful defensive support skill anything could bring.
Just because it doesn't work against casters is not the point, because if that logic was true, all counters against physical damage are bad. I would seriously consider this over everything else that mitigates damage over in the PvE side.
09 Jun 2008 at 19:07 - 130
Agree that weakness is awesome, I just wish the hero would spam it more though.
But Herta's ward helps out somewhat and I believe the OP uses Ursan which has weakness built in. He should test it without Ursan or add Enfeebling blood into his build or at least a ward for the 2 campaigns without Herta.
09 Jun 2008 at 23:39 - 131
DarkSpirit, your post are so full of fail they hurt my brain trying to comprehend your logic.
before this goes any farther down the drain, would you please, please explain your theory about how AoE scattering mobs is good?
09 Jun 2008 at 23:43 - 132
Quote:
Originally Posted by -Lotus-
DarkSpirit, your post are so full of fail they hurt my brain trying to comprehend your logic.
before this goes any farther down the drain, would you please, please explain your theory about how AoE scattering mobs is good?
I already did hundreds of time throughout the thread. If you are too lazy to search, I am too lazy to repeat myself. Just use a melee hero, see them fail when monsters cast AoE and find out for yourself.
10 Jun 2008 at 02:05 - 133
my melee heroes run around and most of the time they end up overextending into the enemy backline. this is a problem for koss, who is level 20 with normal stats, that dosnt heal himself. its not such a problem for HM mobs which hit much harder and are much harder to kill. so how is throwing them into your backline a good thing?
10 Jun 2008 at 03:14 - 134
The idea is that if you keep casting AoE on monsters while they are on your backline it will scatter them and make them run around in circles instead of attacking. The whole idea is mostly pointless though because you could just cast enfeebling blood on them and then use the other 7 skills on your bar to pwn their face.
10 Jun 2008 at 05:42 - 135
Quote:
Originally Posted by DarkSpirit
I already did hundreds of time throughout the thread. If you are too lazy to search, I am too lazy to repeat myself. Just use a melee hero, see them fail when monsters cast AoE and find out for yourself.
Or you could not suck shit at this game and simply make a build with good synergy thathas enough defense to manage the mobs without having to scatter them.
10 Jun 2008 at 05:49 - 136
Quote:
Originally Posted by -Lotus-
my melee heroes run around and most of the time they end up overextending into the enemy backline.
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You dont need an AoE attack to cause stupid Koss to overextend himself, he already does this on his own very well. Just set him to attack and control-cllick a far target and there he goes.
Quote:
Originally Posted by Snow Bunny
Or you could not suck shit at this game and simply make a build with good synergy thathas enough defense to manage the mobs without having to scatter them.
To each his own, if you dont like to use an Ele hero then dont use one. I didnt originate this thread anyway, so why should I care if you like Slayer's build or not? In the end, it all boils down to personal preference and playing style.
I like the AoE scatter as I can use it to stop melee enemies but you cant, then so be it. Perhaps you are the one who suck in this game? I have used every progressive versions of sabway for a long time now. I have no need to switch to this one if it hasn't worked better for me.
I am enjoying this build, and you can stick to whatever build you are using, sabway or otherwise. I am sure that is the best possible build for you.
10 Jun 2008 at 05:51 - 137
I can't believe this thread is still going tbh. It's becoming a flame war between DarkSpirit and others. I like scattering monsters and watching them try attacking my backline that is layed in passive defense...Then I earthshaker them and watch more aoe rain. It's more dynamic than tank&spank tbh.
10 Jun 2008 at 06:24 - 138
If the build doesn't work for you then dont use it. If it works, then use it.
You can heap 7 pages or more of insults at slayer or myself and jump as much as you like, but you still cant change our gaming experience, with this build, one way or another.
I dont know why you have to be so hostile to someone who just offered to share a hero team build that has worked well for him, even if he ursans or even if the build has flaws and can be improved upon. And you wonder why some people have stopped posting "new idea" builds in this forum.
That is all I am going to say for this thread.
10 Jun 2008 at 06:47 - 139
The 'It works' card is stupid.
Why would you rather not take a half decent midliner (In other words, UTILITY) and a hybrid Monk? Tried and tested, many variations, easy.
Taking on the strongest things you can use makes the build more powerful, be it through synergy or being a better skill in general, is a very good thing.
10 Jun 2008 at 06:55 - 140
Quote:
Originally Posted by Tyla
The 'It works' card is stupid.
Why would you rather not take a half decent midliner (In other words, UTILITY) and a hybrid Monk? Tried and tested, many variations, easy.
Taking on the strongest things you can use makes the build more powerful, be it through synergy or being a better skill in general, is a very good thing.
Then why didnt anyone tell that to slayer for the first few, I dont know, 4 pages or so? And help to produce a stronger workable build out of that and it is not like slayer didnt read your comments and tried to improve his team build either, he updated them.
10 Jun 2008 at 06:59 - 141
I have the same basic problem with this build as I have with Sabway.
The healer henchies are amongst the ones that work best. They manage to keep me alive if I bring just a little bit of utility myself and on the heroes. That's all they have to do.
Therefore using a hero for healing is a waste imo. I'd rather let mehnlo/lina/... keep me alive and use my hero for a damage build. The damage henchies are far worse than the healer/prot henchies.
10 Jun 2008 at 07:03 - 142
Quote:
Originally Posted by odly
I have the same basic problem with this build as I have with Sabway.
The healer henchies are amongst the ones that work best. They manage to keep me alive if I bring just a little bit of utility myself and on the heroes. That's all they have to do.
Therefore using a hero for healing is a waste imo. I'd rather let mehnlo/lina/... keep me alive and use my hero for a damage build. The damage henchies are far worse than the healer/prot henchies.
Mhenlo+Lina may work for NM but when you move to HM they run out of energy fast. They dont even have runes. Sab's healer is much better and really comes in handy for HM.
10 Jun 2008 at 07:06 - 143
Quote:
Originally Posted by DarkSpirit
Then why didnt anyone tell that to slayer for the first few, I dont know, 4 pages or so? And help to produce a stronger workable build out of that and it is not like slayer didnt read your comments and tried to improve his team build either, he updated them.
He's just put Guardian in the Monk build and kept a res on a Monk when it can be filled with a passive defense skill (Aegis) or another small prot (Shield of Absorption).
And the Eles still don't have utility. <3
10 Jun 2008 at 07:19 - 144
Quote:
Originally Posted by Tyla
He's just put Guardian in the Monk build and kept a res on a Monk when it can be filled with a passive defense skill (Aegis) or another small prot (Shield of Absorption).
And the Eles still don't have utility. <3
He has to update his own post. Agree that a melee defense can be useful.
10 Jun 2008 at 08:06 - 145
Quote:
Originally Posted by DarkSpirit
Mhenlo+Lina may work for NM but when you move to HM they run out of energy fast. They dont even have runes. Sab's healer is much better and really comes in handy for HM.
A well-setup team could easily get away with using only the 2 monk henches.
If you're relying fully on them to keep you alive in HM, then you might not last.
10 Jun 2008 at 08:39 - 146
Quote:
Originally Posted by Cathode_Reborn
A well-setup team could easily get away with using only the 2 monk henches.
If you're relying fully on them to keep you alive in HM, then you might not last.
Yes, that's what I said : They keep me alive just fine (yes in HM) if I bring a couple utility skills on my heroes.
10 Jun 2008 at 15:00 - 147
Quote:
Originally Posted by odly
Yes, that's what I said : They keep me alive just fine (yes in HM) if I bring a couple utility skills on my heroes.
Have to agree with this. H/H with hench healing works just fine if the heroes/ players bring a little bit of shutdown. Throw in a ward vs melee, an enfeebling blood, or a BHA and you are preventing more damage with 1 skill then the advantage a monk hero has over a henchmen. I Vanquished/Guardianed all of HM with 2 monk henchies before PvE skills on my ranger, and it wasn't too bad.
Face it, all of the other henchies suck hard. Good henchies other then healers is basically limited with
Prophecies: no good henchies.
Factions: Ok, monk henchies suck here, but the rit is awesome . The other henchies suck again.
Nightfall: Herta is pretty decent, everyone else is crap. Herta is limited because you can't force her to ward where and when its needed.
EotN: Herta and Zho are good builds again, but you can't force them to use their skills when needed again. The warriors are decent but warrior AI is crap. The monk henchmen are pretty dang good in EotN, so they are upping the bar the other henchmen are compared to.
10 Jun 2008 at 16:13 - 148
Quote:
Originally Posted by The Meth
Have to agree with this. H/H with hench healing works just fine if the heroes/ players bring a little bit of shutdown. Throw in a ward vs melee, an enfeebling blood, or a BHA and you are preventing more damage with 1 skill then the advantage a monk hero has over a henchmen. I Vanquished/Guardianed all of HM with 2 monk henchies before PvE skills on my ranger, and it wasn't too bad.
Mhenlo is still decent but I dont really like Lina. Even in HM different builds work better in different areas, if the hench monks work for you, great, more power to you. And of course it also depends if you have other secondary healers/protectors (e.g. SoR Motigon) to help out too. Even with enfeebling blood in sabway, it also brings a restore healer because the N/Rt works so much better than the hench monks with energy from soul reaping. But she doesn't need to bring a BHA and can bring other buffs instead.
I can simulate Mhenlo by plugging his skill bar into a hero monk and not giving him runes. Monitoring his energy levels during a fight just doesnt give me much confidence. Lina is worse. Why do you think I changed Slayer's build, for myself, to use a necro healer instead of a monk? But I usually bring Mhenlo because I have only 3 slots for heroes. All in all, they still suck compared to a good healer hero with runes, insignia, and proper weapons even with the same skill bar.
The other advantage of having a hero healer is you can make a hybrid healer/protect. The AI sucks with most protection spells anyway so you dont need a dedicated protector like Lina.
10 Jun 2008 at 20:31 - 149
Quote:
Originally Posted by DarkSpirit
All in all, they still suck compared to a good healer hero with runes, insignia, and proper weapons even with the same skill bar.
Of course they're gonna suck. They're supposed to suck compared to heroes.
Whether or not it's worth using a hero slot on a healer/prot henchman depends on the player's team build. A good offense can act as a good defense at times. If you get a team build that uses a hero healer and replace that healer with damage, you might find you need to play a little more actively to avoid deaths. Assuming that damage hero has some kind of support, it shouldn't be too bad, and you'd be getting stuff killed a bit quicker if it's got a good build.
Of course, it doesn't even have to be a full healer/damage hero. Rits can spec 12/12 Channeling/Restor and have some decent e-management. 15spec Splinter Weapon whoops so hard.
10 Jun 2008 at 21:14 - 150
Quote:
Originally Posted by Cathode_Reborn
Of course they're gonna suck. They're supposed to suck compared to heroes.
Whether or not it's worth using a hero slot on a healer/prot henchman depends on the player's team build. .
Look at the team as a whole and optimize not just the 3 heroes, but the entire team with the right choice of henchies to bring along with you.
I understand what you are saying and I usually bring Mhenlo if I am going with just 1 account. The question then becomes is it worth bringing a full protection hench like Lina to take up 1 player slot? My answer tend to be no. I rather use that player slot for other more useful hench like Herta or even Cynn or Zho for BHA or Aidan for Barrage or even Talon for Shields Up, than to bring Lina. As far as protection spells are concerned, there are not many that the AI can use properly anyway so you can pretty much replace Lina with 1 or 2 spells and save Lina's player slot for even greater damage.
But if I dont bring Lina, would the team survive with just Mhenlo? If not then I may fit Aegis into another hero skill bar to help out. Or fit in another secondary healer like a SoR Motigon. Maybe that would be enough for some team configuration and areas but not for others.
You can also consider getting rid of Mhenlo too and just bring 1 good healer/protect hero and a secondary healer hero with some damage (e.g. SoR Motigon) and damage henchies. That may work for some areas.
There are many different possible combinations, playstyle (e.g. some people prefer to pull slowly and carefully, some people prefer to rush through an area as fast as possible, some people even have SY to help out with the protection, etc.), and team builds.
10 Jun 2008 at 21:48 - 151
Quote:
Originally Posted by DarkSpirit
Literally speaking, I dont have infinite energy.
Also High level minions do not die off as often as bone minions. Besides, the best use of protective spirit is to cast it on an ally BEFORE the ally gets hit, not after, and heroes suck at knowing who is going to get hit next.
If you really need protective spirit, then do what sab recommends for an ideal situation and make it user controlled. You can change the MM to use bone minions and minions would die more often then try fitting in protective spirit, but the risk of doing that would be to have lower level minions as defense. If they hit a wall of high damage in HM, they can pop like balloons at the end of a party leaving your backline vulnerable.
Simple, AoE confuses melee monsters and they move in and out of it, helps to keep your backline safe. Minions hold aggro.
Which if you micro manage Prot Spirit yourself, what's the problem? And you clearly ignored the second, important part of my comment as far as scattering goes. If you scatter them, they run into OTHER mobs. That means now you've overaggro'd crap. And since the scatter only stops them for a few seconds, now they're back with more shit blowing you up, and since you've scattered them OFF the tank, they'll probably rearrange on your mid/backline. But judging by this 8 page crapfest, you don't like listening to people and decide to respond to what you want so it's pretty pointless to argue with you.
10 Jun 2008 at 21:52 - 152
Quote:
Originally Posted by NYC Elite
Which if you micro manage Prot Spirit yourself, what's the problem? And you clearly ignored the second, important part of my comment as far as scattering goes. If you scatter them, they run into OTHER mobs.
No problem as long as you have the energy and you spam it on the right target. You are doing it all wrong if you are chasing their tails. The smarter thing to do is to just let them come to you, not run after them.
That is where knowing how the game works comes in handy. If they scatter into other mobs, they will not draw them as long as you dont follow them blindly into other mobs. Just ignore them and they alone will run back to you and rejoin the fight, chase after them and they will run further and further and you would have overextended. You need to be able to control your own character plus your heroes and henchies when necessary, rather than just c-spacing everything. You can change target at will you know.
10 Jun 2008 at 22:07 - 153
Quote:
Originally Posted by DarkSpirit
No problem as long as you have the energy and you spam it on the right target. You are doing it all wrong if you are chasing their tails. The smarter thing to do is to just let them come to you, not run after them.
That is where knowing how the game works comes in handy. If they scatter into other mobs, they will not draw them as long as you dont follow them blindly into other mobs. Just ignore them and they alone will run back to you and rejoin the fight, chase after them and they will run further and further and you would have overextended. You need to be able to control your own character plus your heroes and henchies when necessary, rather than just c-spacing everything. You can change target at will you know.
Your AI will follow. And the damage won't be done to full potential
10 Jun 2008 at 22:11 - 154
Quote:
Originally Posted by angmar_nite
Your AI will follow. And the damage won't be done to full potential
My AI follows whatever I ctrl-space (calling target is now a long lost skill ), besides my heroes are set at guard, not attack. In the worst case, there is always the big flag but I never needed to do that except when I play my monk.
You should know how to control your heroes and what works best for you.
12 Jun 2008 at 20:14 - 155
Quote:
Originally Posted by slayer5555
I tried to explain more then several times,
when u use meteor shower there will be no scattering.
How u think the solo E/A build would work if they always scatterd?
And above all of this the hero seemingly rly knows when to use MS.
Thx for your obviousness, but its not MS that prevents the scatter, it is knock down that gives you two seconds to cast something and pins them down as they try to escape from it.
19 Jun 2008 at 21:18 - 156
i really don't see wat everyone has wit synergy, in my opinion it just becomes a problem when u synergize and u need to switch out a hero for watever reason, i prefer not to synergize
and btw i will try out these builds once i hae the right things because these actuallt look worthwhile
20 Jun 2008 at 19:24 - 157
^
^
Sabway isn't actually weak and overrated. It's one of the top priority builds for heroes with good reason. Now, if it was a player I would get that player to run something else unless it's the SS, in which I would only swap the elite out.
And Ryu, these builds aren't actually synergy specialists...
20 Jun 2008 at 19:59 - 158
No synergy = bad. Three random bad hero build = bad. Ursan does everything for you. Sabway fawcklin ownz all of your faces kudos to sabby for inventing it. End.
20 Jun 2008 at 20:43 - 159
Quote:
Originally Posted by Super Igor
No synergy = bad. Three random bad hero build = bad. Ursan does everything for you. Sabway fawcklin ownz all of your faces kudos to sabby for inventing it. End.
no synergy doesn't equal bad, synergy just helps a little bit but can sometimes be a problem in certain situations
for example, sabway can do a lot of damage wit the minions and minion buffs, but lets say u're doing thirsty river in hm and u're at the part wit the monk boss and lets all all of ur minions have died, now u r screwed because now u barely have any damage going on and anything u do will be healed by any of the 2 enemy healers, if u had slayers build u might actually stand a chance agianst this certain group, there r a lot a situations like these where synerigzing(thus focusing on one thing only) really screws u up.
20 Jun 2008 at 21:05 - 160
Too much synergy can also be bad, especially more so if the synergy is only across the 3 heroes and sabway doesn't define the entire team.
Like a tower built from a deck of cards, if one card drops, the entire tower collaspes since every card is dependent on the others. A simple example would be the MM dying and losing soul reaping or the restoration healer dying and you are losing party-wide healing.
Synergy, on a 3-hero team, is only useful to an extend and it doesnt mean any build without obvious synergy, for the 3 heroes, is bound to be bad.
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