Dungeons as a Warrior
madirishboi
I'm having trouble with all the dungeons, even on normal mode i usually end up with a -60%. As said in the title im a warrior.
One reason is i use heroes and henchman, but i think my builds aren't suited too well either. If you have any advice on what heroes, henches, and builds to take thatd be great
ps: especially having trouble with frostmaw
One reason is i use heroes and henchman, but i think my builds aren't suited too well either. If you have any advice on what heroes, henches, and builds to take thatd be great
ps: especially having trouble with frostmaw
Marty Silverblade
H/H > PuGs. People are stupid on the internet.
About builds, read campfire.
About builds, read campfire.
Super Igor
what marty said, H/H > Pugs so youre builds probably suck.
Ajantis
Did most with h&h
Sabway mostly, lots of inspired hex copies for frostmaw..
ran SY in HM, and used a few dp removers in the hard ones (vloxen/rragars)
perhaps you should post your build
Sabway mostly, lots of inspired hex copies for frostmaw..
ran SY in HM, and used a few dp removers in the hard ones (vloxen/rragars)
perhaps you should post your build
kupp
Dungeons are completely doable as a warrior. Get a decent build, equip yourself and your heroes as well, and set them up properly for the dungeon you're going to do. I did all of Slaver's Exile using H/H, so everything else should be easier than that.
legacyofkain85
its maybe because of the builds u are using,I am a warrior to and i haven't had any problems doing the dungeons in nm or in hm(except for rragar),so try updating your builds and don't forget [save yourselves]and a mm for hm.
ac1inferno
Quote:
Originally Posted by sab
As the player, i recommend bringing some sort of damage. If you happen to play a build that overlaps with any of the heroes, then consider switching out that hero for a damage-dealer. I'll leave it to you to make a bar for that.
Hard mode is generally completable with a two-monk backline (the n/rt resto counting as a monk). For unfamiliar or more difficult zones, you can sacrifice an offensive character for a third monk. Fill up the rest of the henchmen slots with warriors and eles.
If you're playing with a friend, i suggest he/she bring some physicals to take advantage of barbs/splinter. Paragons are ideal, and a broad head ranger is excellent for caster shutdown. I don't have a 6-hero build planned out, so again i leave it up to you to make those bars.
I'll be maintaining this thread and updating it from time to time. Feel free to ask questions here or pm me ingame (not on guru because my inbox is full).
---------
8-man version
n/rt curses
[build prof=n/rt sou=8+1 cur=12+1+1 cha=10 res=2][spiteful spirit][enfeebling blood][barbs][rip enchantment][defile defenses][splinter weapon][signet of lost souls][death pact signet][/build]
insignias: Tormenter's or survivor's on all.
equipment: 20/20 curses wand, 20/20 curses offhand.
The ss necro is a toolbox character, with strong physical support, aoe debuffs and a decent hard res.
If you don't mind a bit of micro, consider bringing rigor mortis instead of defile defenses. It's best to keep rigor and the enchantment removal disabled so it's available when you need it (otherwise the heroes will use it on random targets). Mark of pain, insidious parasite or reckless haste is also a good option for this slot.
Rip is interchangeable with rend enchantments.
Barbs enables the melee henchmen and minions to blow up targets. Heroes tend to use barbs almost on recharge, so ping key targets, especially if you're playing a physical yourself.
Don't forget the bar isn't secondary-specific. For frostmaw's burrows, for example, i used n/me with inspired/revealed hex to deal with wurm bile, and slotted splinter on the resto healer.
----------
n/rt healer
[build prof=n/rt sou=12+1+1 res=12][weapon of remedy][weapon of warding][mend body and soul][spirit light][protective was kaolai][life][foul feast][death pact signet][/build]
insignias: Tormenter's or survivor's on all.
equipment: 20/20 resto wand, 20/20 resto offhand.
Standard n/rt resto healer, combining powerful bars-go-up with strong party healing, and the option to function as a hybrid heal/support character.
I sometimes replace wor or foul feast with a second copy of splinter (i.e. One here and one on the ss). On occasions where the hench monks are adequate and i don't need a third healer, i run a motigon or a cruel spear paragon in place of this character.
Be sure not to overlap foul feast with the mm if you're running the second mm build.
----------
n/mo jagged bomber, main build
[build prof=n/mo death=12+1+3 sou=9+1 pro=9][jagged bones][animate shambling horror][animate bone fiend][putrid bile][death nova][protective spirit][aegis][signet of lost souls][/build]
variant:
[build prof=n/mo death=12+1+3 sou=9+1 hea=9][jagged bones][animate bone minions][death nova][putrid bile][infuse condition][foul feast][dwayna's sorrow][signet of lost souls][/build]
insignias: Bloodstained on hands, tormentor's, minion master's or survivors on the rest.
equipment: 40% hct, 20% longer enchanting death staff.
The jagged bomber turns a constant stream of dying minions into energy for all three necros.
The minions double as defensive wall, drawing damage away from party members. Shambling + fiends can tank and do more damage, while bone minions are better to bomb with death nova. Play with both and decide which summons you prefer.
If you're not running save yourselves!, a user-controlled protective spirit is the best thing you can bring to hard mode as it saves you from big damage. Ideally you want to keep prot spirit disabled and micro it only when it's needed, but the hero tends to have enough energy you can let him run wild with it. The hero will not use prot spirit on minions unless all party members are at full health.
I typically find hex removal to be useless on heroes for a couple of reasons, the main reason being that hexes in pve are generally non-threatening. While there are zones with dangerous hexes, heroes cannot prioritize removing those over junk hexes. However, if you do need hex removal, this character is where you'd slot them in.
----------
for 4-man areas, ideally you should bring a source of daze, as this will help take down enemy monks in a fraction of the time. Knockdowns and hex shutdown can also fill in this role. Else, bring damage, or if you're a healer, replace the n/rt with damage-dealer of your choice.
4-man version
[build prof=n/rt sou=10+1 cur=12+1+1 res=8][spiteful spirit][insidious parasite][enfeeble][barbs][rip enchantment][weapon of warding][signet of lost souls][death pact signet][/build]
[build prof=n/rt sou=12+1+1 res=12][reaper's mark][weapon of warding][mend body and soul][spirit light][blind was mingson][life][signet of lost souls][death pact signet][/build]
[build prof=n/mo death=12+1+3 sou=9+1 hea=9][jagged bones][animate shambling horror][animate bone fiend][death nova][patient spirit][dwayna's sorrow][cure hex][signet of lost souls][/build] 123456789012
madirishboi
pretty much super igor and a couple others just decided to act like a dicks and not help in anyway at all but ty to the rest especially the last post as it was more along the line of giving me some actual builds instead of just saying you can do it with h/h and you suck if you cant...
warrior running
I did all dungeons using sabway
Spike Stritter
http://www.guildwarsguru.com/forum/s...php?t=10346829
rick1027
there a triple necro heros build using discord you might do a search for it on the forum. there is afew skills as a warrior you can use that will synch with it too
Ariena Najea
If you are looking for something simply yet functional, I suggest bringing some heroes that can effectively buff you.
First of all, I would bring a Smiter hero with [Strength of Honor][Smite Condition][Smite Hex] and an elite of your choice (possibly the new [Ray of Judgement]) This will allow you to deal a bit of extra damage and the additional damage from Smite Hex/Condition adds up when you are constantly in the frontlines.
Next, I suggest bringing an Orders Dervish or Necro. You essentially bring [Order of Pain][Dark Fury] and other skills to further increase your damage and increase the rate at which you gain adrenaline to fuel your attacks. You can find a variety of Orders builds at www.pvxwiki.com under PvE builds.
Lastly, perhaps you could post your build so that we can make suggestions for your own skills? We might be able to give a few pointers that might make all the difference.
First of all, I would bring a Smiter hero with [Strength of Honor][Smite Condition][Smite Hex] and an elite of your choice (possibly the new [Ray of Judgement]) This will allow you to deal a bit of extra damage and the additional damage from Smite Hex/Condition adds up when you are constantly in the frontlines.
Next, I suggest bringing an Orders Dervish or Necro. You essentially bring [Order of Pain][Dark Fury] and other skills to further increase your damage and increase the rate at which you gain adrenaline to fuel your attacks. You can find a variety of Orders builds at www.pvxwiki.com under PvE builds.
Lastly, perhaps you could post your build so that we can make suggestions for your own skills? We might be able to give a few pointers that might make all the difference.
SaDuFam
Position, pull, call key targers when necessary and let your H/H do most the the damage and healing. Avoid using ele damage over time AOEs when doing Frosrmaw and do not stand or continue to fight in the fatal Monster AOE hex affected area as your H/H will probable stands in the affected area as well. The monster hex is cast at a location and cannot be removed. Move quickly away when you start seeing the monster hex icon on you screen.
_Nihilist_
Ariena, did you mean [Dark Fury] rather than [Dark Aura] for the Orders Dervish or Necro?
Ariena Najea
Thank you for correcting me Tyrael, that was quite a mistake (now fixed) xD
You may also want to consider bringing a Bonder hero with [[Life Bond] and/or [[Life Barrier]. These together will significantly decrease the damage dealt to you, and with proper tanking procedure should really help. If you add these to the monk skills I added below you should have some nice support. Add in some energy management with [[Blessed Signet], [[Castigation Signet], or have another hero bring [[Blood is Power] or [[Blood Ritual].
You may also want to consider bringing a Bonder hero with [[Life Bond] and/or [[Life Barrier]. These together will significantly decrease the damage dealt to you, and with proper tanking procedure should really help. If you add these to the monk skills I added below you should have some nice support. Add in some energy management with [[Blessed Signet], [[Castigation Signet], or have another hero bring [[Blood is Power] or [[Blood Ritual].
ac1inferno
rick1027
rick1027
so your saying everyone who run discord must use the same bar you provided your wrong in that case but there are other ways to synch with discord and warriors can run those bars just as well. for me sabs is way too slow for my warrior or any other chars id rather blow things up faster then using sabway. id just say get more creative with your builds and youll find ways to improve on the basics
Trader of Secrets
For NM, run discord or sab necs. Splinter is especially useful for damage since u a warrior. All the dungeons are do-able H/H in NM
HM can be tricky. H/H possible but takes way too long, rather form up a group with as many ppl as possible
HM can be tricky. H/H possible but takes way too long, rather form up a group with as many ppl as possible
Sacratus Ignis
only trick to doing dungeons is knowing what type of mobs are in it, taking the right heroes, and having some gimmick for blocking mobs on top of a tank or minions.
As a war... I'd go dslash + SY, or defy pain + AoE axe attacks. Varying with the dungeon, (although honestly in NM it's easy enough that no variance is needed...) I'd then take an icy veins + prots necro, VoR + interrupts + inspiration egain like drain chant and power leech, and either an MM, a motivation para, or an SS + weapons necro. Take the two monk hench, the earth hench, and prob illusion or blood.
All you need to do is find a corner, precast a few prots from the hero on yourself (prot spirit or spirit bond along will suffice in NM,) bring the bad guys to the corner and unflag heroes + watch things go boom.
specifically for frostmaw, its an easy h/h in HM so nm should be a cakewalk. I'd suggest dslash + SY + i am unstoppable + pain inverter on your bar. Then I'd take an MM + resto nec, a n/mo protter with divert hexes elite and lots of cond removal, and either a VoR mes or SS nec. Grab the two monk henchies etc. Trick with frostmaw is just surviving... there is NOTHING in the entire dungeon that even has a self heal (cept healing spring lol) let alone a real heal. If you can handle the spikes... its pathetically easy
As a war... I'd go dslash + SY, or defy pain + AoE axe attacks. Varying with the dungeon, (although honestly in NM it's easy enough that no variance is needed...) I'd then take an icy veins + prots necro, VoR + interrupts + inspiration egain like drain chant and power leech, and either an MM, a motivation para, or an SS + weapons necro. Take the two monk hench, the earth hench, and prob illusion or blood.
All you need to do is find a corner, precast a few prots from the hero on yourself (prot spirit or spirit bond along will suffice in NM,) bring the bad guys to the corner and unflag heroes + watch things go boom.
specifically for frostmaw, its an easy h/h in HM so nm should be a cakewalk. I'd suggest dslash + SY + i am unstoppable + pain inverter on your bar. Then I'd take an MM + resto nec, a n/mo protter with divert hexes elite and lots of cond removal, and either a VoR mes or SS nec. Grab the two monk henchies etc. Trick with frostmaw is just surviving... there is NOTHING in the entire dungeon that even has a self heal (cept healing spring lol) let alone a real heal. If you can handle the spikes... its pathetically easy