Physical Hero Team
BoosnoW8
I'm trying to create a physical damage hero team based more on adrenaline skills, for vanquishing areas like tyrian Twin serpent Lakes and others, where I think there are too many hexes to count on hex removers. Mana degen / mana burn is among the hexes.
I am writing this post asking for opinions about the team I got so far. I haven't tried it yet, it may be a stupid idea, that's why I am asking you. I got inspiration for the team from builds on pvx wiki and other threads here.
Player: W/Rt [enraging charge][flail][cleave][dismember][executioner's strike][cyclone axe][lion's comfort][death pact signet]
Koss: W/Rt [flail][enraging charge][earth shaker][crude swing][yeti smash][pulverizing smash][for great justice][death pact signet]
Pyre Fierceshot: R/W [volley][savage shot][distracting shot][sloth hunter's shot][optional][lightning reflexes][infuriating heat][resurrection signet]
Melonni: D/N [arcane zeal][order of pain][dark fury][mystic healing][dwayna's touch][vow of piety][watchful intervention][faithful intervention]
The ideea is to kill mobs fast with physical power from adrenaline skills, before life degen gets you. The team laks healing, I realise that, the other team members should take care of that (one monk I think will do). I am no expert, that's why I am asking you if any of the team members above should be changed, or some skills should be replaced with other skills.
I am writing this post asking for opinions about the team I got so far. I haven't tried it yet, it may be a stupid idea, that's why I am asking you. I got inspiration for the team from builds on pvx wiki and other threads here.
Player: W/Rt [enraging charge][flail][cleave][dismember][executioner's strike][cyclone axe][lion's comfort][death pact signet]
Koss: W/Rt [flail][enraging charge][earth shaker][crude swing][yeti smash][pulverizing smash][for great justice][death pact signet]
Pyre Fierceshot: R/W [volley][savage shot][distracting shot][sloth hunter's shot][optional][lightning reflexes][infuriating heat][resurrection signet]
Melonni: D/N [arcane zeal][order of pain][dark fury][mystic healing][dwayna's touch][vow of piety][watchful intervention][faithful intervention]
The ideea is to kill mobs fast with physical power from adrenaline skills, before life degen gets you. The team laks healing, I realise that, the other team members should take care of that (one monk I think will do). I am no expert, that's why I am asking you if any of the team members above should be changed, or some skills should be replaced with other skills.
Rothan Celt
Maybe Tripple chop for more PB AoE and possibly throw Splinterwep into your build somewhere i dnt think you would need That much adren from a heat ranger and a D/N.
and In my opinon som Caster dmg is needed... throw out your ranger for a SH ele or somthing that way you can bring Splinter wep. and ancestrals rage on your ele.
In my op drop the ranger and consider bringing Tripple chop for abit more snazy AoE.
and In my opinon som Caster dmg is needed... throw out your ranger for a SH ele or somthing that way you can bring Splinter wep. and ancestrals rage on your ele.
In my op drop the ranger and consider bringing Tripple chop for abit more snazy AoE.
Belonah15
In those areas the NPC uses:
[Retribution]; [Signet of Judgment]; [Life Siphon]; [Cry of Frustration]; [Conjure Phantasm]; [Mark of Subversion]; [Empathy]; [Guilt]; [Ineptitude]; [Tainted Flesh] ...
Therefore just a physical heavy team might not work so well. The hard mode elites used are very strong counters to melee attacks. Ranged attacks with interrupts and hex/enchantment removers/blockers might do better. The best way to counter degens is to stop them from casting them. This will remove the need for heroes/henches constantly healing, and you can concentrate more on damage output. There is not much wrong with those 4 builds if you look at each on its own, but the combination is unbalanced, and not suitable for the area.
[Retribution]; [Signet of Judgment]; [Life Siphon]; [Cry of Frustration]; [Conjure Phantasm]; [Mark of Subversion]; [Empathy]; [Guilt]; [Ineptitude]; [Tainted Flesh] ...
Therefore just a physical heavy team might not work so well. The hard mode elites used are very strong counters to melee attacks. Ranged attacks with interrupts and hex/enchantment removers/blockers might do better. The best way to counter degens is to stop them from casting them. This will remove the need for heroes/henches constantly healing, and you can concentrate more on damage output. There is not much wrong with those 4 builds if you look at each on its own, but the combination is unbalanced, and not suitable for the area.
Luminarus
Have u tried out Racway? Replace the imbagon with the standard godmode warrior and off you go.
Also try out some more pve skills if ur having trouble in those areas. [Cylcone Axe] could easily be replaced with [Whirlwind Attack] for more aoe.
Finally I dont see why you need infuriating heat AND dark fury. One or the other provides ample adrenaline.
Also try out some more pve skills if ur having trouble in those areas. [Cylcone Axe] could easily be replaced with [Whirlwind Attack] for more aoe.
Finally I dont see why you need infuriating heat AND dark fury. One or the other provides ample adrenaline.
daze
or just throw [divert hexes] on your monk or N/Mo.
zwei2stein
[Empathic Removal] x2 on paragon heroes. What hexes?
Zodiak
Could also try [asuran scan] on the warriors
Rothan Celt
theres generaly more melee Physical hate in pve than caster hate so all phys team kinda sucky to be honest.
but i think many ppl agree theres no need for that ranger build & the derv
but i think many ppl agree theres no need for that ranger build & the derv
SmokingHotImolation
To be honest, i would make the ES bar the player bar. Heroes run ES decently, but not everywhere near as good as humans (provided they arent bad)
Also, with [infuriating Heat] up it would be blasphemy not to have [save yourselves] on the player bar.
Also, with [infuriating Heat] up it would be blasphemy not to have [save yourselves] on the player bar.
bungusmaximus
I often use warriors with scythes (no enchants to strip) and some stuff around warriors endurance. With this I can throw in splinter weapon for extra mayhem.
I often use a N/Rt with points in channeling alongside for endless ancestors rage, splinter and rift spam. Thanks to high soulreaping I can use foul feast to keep the melees clean of blind and all that.
A downside is the lack of disruption scythes have, but there's certainly big dommage
I often use a N/Rt with points in channeling alongside for endless ancestors rage, splinter and rift spam. Thanks to high soulreaping I can use foul feast to keep the melees clean of blind and all that.
A downside is the lack of disruption scythes have, but there's certainly big dommage
Desert Rose
Additional Adrenaline Gain is capped at 100%; [[for great justice], [[infuriating heat] and [[dark fury] together will only give 100% more adrenaline.
Koning
Dark fury gives an additional strike of adrenaline, meaning that if you're under the effects of FGJ/Focused anger (which are indeed capped @ 100%) you get 4 strikes of adrenaline.
-Lotus-
I wouldn't even bother with mele heroes, the AI is just terible. theres no way to really work around it. run the ES bar yourself, koss won't be able to handle it. If you insist on keeping him give him something he can't screw up, one thing that has worked for me is a symbolic strike bar:
[symbolic strike][eviscerate][flail][healing signet][ressurection signet] and A few mesmer signets.
I can't get to wiki at school or i would tell you which ones i use.
symbolic strike can pump out some crazy damage with enough adrenaline, and the heroes can utilize the interruption signets.
[symbolic strike][eviscerate][flail][healing signet][ressurection signet] and A few mesmer signets.
I can't get to wiki at school or i would tell you which ones i use.
symbolic strike can pump out some crazy damage with enough adrenaline, and the heroes can utilize the interruption signets.
Super Igor
melee heroes are bad.
Pocketmancer
Like the last two posters said, melee heroes aren't too great due to their AI. They're nothing other than roboticized Whammo's with a guaranteed ability to aggro things from across the map. I brought Jora along with me to the Burning Forest when trying to vanquish it, and found myself fighting against the whole forest within two seconds of sending her out. Needless to say, the vanquish just didn't happen.
Melee heroes just don't know how to restrict themselves to a particular area to not aggro more than they should. If you've ever played with a minion master hero, you'd probably know where I'm going with the minions mindlessly attracting more foes than they should be. The only difference is, you can leave the minions behind, but leaving the dead melee hero behind would hinder you greatly (moreso than if you took it with you).
Melee heroes just don't know how to restrict themselves to a particular area to not aggro more than they should. If you've ever played with a minion master hero, you'd probably know where I'm going with the minions mindlessly attracting more foes than they should be. The only difference is, you can leave the minions behind, but leaving the dead melee hero behind would hinder you greatly (moreso than if you took it with you).
bungusmaximus
Quote:
Originally Posted by Super Igor
melee heroes are bad.
roflmao, why? they tear stuff to pieces in some places. GW isn't just fire eles you know.
JONO51
Just thought I'd post something I was testing with new update as an alt for your orders. Rt/N with 12 blood, 14 channeling. OoP, dark fury cultists fervor and splinter weapon. Makes splinter free and the orders 4 en each. pretty cool I'd say.
Rhamia Darigaz
Picuso
Quote:
Originally Posted by Desert Rose
Quote:
Anomaly. Does not increase percentage adrenaline as stated, but rather gives one additional adrenaline per attack. Does not stack with other skills that have the same effect. http://wiki.guildwars.com/wiki/Infuriating_Heat Yeah, it's a bit useless :S Silversword22
There's a pretty good template for physical teams on pvx. I usually stick to paragon heroes, but to change it up...
1 - Player: Save Yourselves! spammer (I play imbagon, but you could do D-Slash) 2 - Orders Guy (hero - Derv or Necro..whatever floats yer boat) 3 - Monk (hero) 4 - Physical (hero - ranger, derv, warrior...again whatever floats yer boat) 5 - Physical - hench 6 - Physical - hench 7 - Physical - hench 8 - *Optional* (one more monk hench or another physical) Kosman
Looks interesting, dont know if it will work in HM though..
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