Steroidway, or "how to turn PvE into a joke".
MagmaRed
The Undeath MM is wasting a skill slot on Masochism, as it only gives energy on life sacrifice, not health loss. So unless he is using Blood of the Master, he gains no benefit from it. I always run Fiends and Vamps on an Undeath bar, as the Fiends attack better for the damage, but the Vamps help offset the health loss. True the Vamps have a longer recharge, but I found you want a 7-3 or 6-4 split in Fiend-melee anyway.
Shursh
Nice team build, and i guess i'll throw in my 2 cents on the MM necro discussion:
As much as I like that wall of minions to trigger barbs, MoP, etc., i'm thinking that it probably isn't needed.
In it's place I would put another [assassin's promise] nuker with another copy of [ebon vanguard assassin support] for more targetable nuking, as well as an asuran summons like [summon ice imp] for aggro control with their [ice spikes] - that way you still gain large benefit from MoP even though you are losing a minion master. So instead of a MM, i would have a bar that looks something like this:
[assassin's promise][ebon vanguard assassin support][summon ice imp][finish him!][enfeebling blood][shadow of fear][mark of fury][rend enchantments]
~12 SR
rest in deadly arts & curses, leftover in blood for mark of fury.
anyway, the rest looks awesome, and good job on the discussion.
EDIT: wow, just noticed the casting time on the asuran summons....maybe drop finish him! for [mindbender] lol
As much as I like that wall of minions to trigger barbs, MoP, etc., i'm thinking that it probably isn't needed.
In it's place I would put another [assassin's promise] nuker with another copy of [ebon vanguard assassin support] for more targetable nuking, as well as an asuran summons like [summon ice imp] for aggro control with their [ice spikes] - that way you still gain large benefit from MoP even though you are losing a minion master. So instead of a MM, i would have a bar that looks something like this:
[assassin's promise][ebon vanguard assassin support][summon ice imp][finish him!][enfeebling blood][shadow of fear][mark of fury][rend enchantments]
~12 SR
rest in deadly arts & curses, leftover in blood for mark of fury.
anyway, the rest looks awesome, and good job on the discussion.
EDIT: wow, just noticed the casting time on the asuran summons....maybe drop finish him! for [mindbender] lol
Xenomortis
I don't think that build would offer as much as the suggested OoU MM build. All that gives is a single melee attacker triggering MoP and Imp with AoE snare (which is useful to keep enemies balled up).
zwei2stein
Look like random imba bars thrown together rather than forcused teambuild, but whatever, it will roll pve.
My comments:
1: With Air, FGJ seems pointless. Either of them could go, I personally would rather take YMLAD. I would Debate GFTE and rather take Fallback (move faster from group to group, nothing else). Wolven provides IAS, you can loose yours for anything.
2: could use Finish Him! to make really, really, sure AP triggers. Guess you could add one asuran minion skill. while you are at it.
3: Frenzy? 2 provides IAS. I see pretty much anything else there. Body Blow? Distracting Strike?
4: Reckless is weird choice. I would go for good old enfeebling blood.
5: I would debate if its worth it with 2 physicals of which only one has AOE (wolf will spend little time swinging weapon)
6, 7: Too much heal area, too little aegis. I would find way to add erruption.
8: But if you want players to be MM ... sure, why not. I would give him Fallback too, just to alternate with para to get stuff done faster.
My comments:
1: With Air, FGJ seems pointless. Either of them could go, I personally would rather take YMLAD. I would Debate GFTE and rather take Fallback (move faster from group to group, nothing else). Wolven provides IAS, you can loose yours for anything.
2: could use Finish Him! to make really, really, sure AP triggers. Guess you could add one asuran minion skill. while you are at it.
3: Frenzy? 2 provides IAS. I see pretty much anything else there. Body Blow? Distracting Strike?
4: Reckless is weird choice. I would go for good old enfeebling blood.
5: I would debate if its worth it with 2 physicals of which only one has AOE (wolf will spend little time swinging weapon)
6, 7: Too much heal area, too little aegis. I would find way to add erruption.
8: But if you want players to be MM ... sure, why not. I would give him Fallback too, just to alternate with para to get stuff done faster.
Xenomortis
Quote:
Originally Posted by zwei2stein

Look like random imba bars thrown together rather than forcused teambuild, but whatever, it will roll pve.
My comments:
1: With Air, FGJ seems pointless. Either of them could go, I personally would rather take YMLAD. I would Debate GFTE and rather take Fallback (move faster from group to group, nothing else). Wolven provides IAS, you can loose yours for anything.
2: could use Finish Him! to make really, really, sure AP triggers. Guess you could add one asuran minion skill. while you are at it.
3: Frenzy? 2 provides IAS. I see pretty much anything else there. Body Blow? Distracting Strike?
4: Reckless is weird choice. I would go for good old enfeebling blood.
5: I would debate if its worth it with 2 physicals of which only one has AOE (wolf will spend little time swinging weapon)
6, 7: Too much heal area, too little aegis. I would find way to add erruption.
8: But if you want players to be MM ... sure, why not. I would give him Fallback too, just to alternate with para to get stuff done faster. 1.
Why is FGJ worthless with Air? Air of superiority doesn't ever provide adrenaline and FGJ doesn't recharge skills. Your statement confuses me.
As for losing GFTE, I disagree. This synergises rather well with minions.
I agree that Aggressive Refrain is almost redundant with Volfen Bloodlust, but bloodlust is not maintainable and may suffer a lot of downtime if that player doesn't kill AP's target in time.
2.
This was discussed a bit earlier. Any quick finishing skills would work (they probably won't be necessary though). Finish Him seems like a good candidate, but the target will probably already have Deep Wound, so you won't spike for as much.
3.
Yeah Frenzy is weird. I suppose it's maintainable and can be used when bloodlust is down (and if Volfen doesn't recharged). I can't really help with war builds though.
4.
Reckless has a nice effect and provides a good cover hex should there be hex removal. I'd consider it interchangable with Enfeebling Blood.
5.
May or may not be worth it. Surely the volfen player would spend a fair bit of time swinging that scythe if they have an IAS? Only stopping for Volfen Claw (which ok, is fairly common). Then there's the case if they fail to kill on time and Volfen isn't recharged.
6.
Erm... nothing I can say here.
7.
Aegis... well physical attacks aren't likely to do much with SY! up. Still, probably more useful than Heal Area.
8.
Not sure where you would fit Fallback on there. Note that this character is one of two with a res. If you really insisted, I'd say remove either Bone Fiends or Masochism for Fallback and use Signet of Return for the res.
My comments:
1: With Air, FGJ seems pointless. Either of them could go, I personally would rather take YMLAD. I would Debate GFTE and rather take Fallback (move faster from group to group, nothing else). Wolven provides IAS, you can loose yours for anything.
2: could use Finish Him! to make really, really, sure AP triggers. Guess you could add one asuran minion skill. while you are at it.
3: Frenzy? 2 provides IAS. I see pretty much anything else there. Body Blow? Distracting Strike?
4: Reckless is weird choice. I would go for good old enfeebling blood.
5: I would debate if its worth it with 2 physicals of which only one has AOE (wolf will spend little time swinging weapon)
6, 7: Too much heal area, too little aegis. I would find way to add erruption.
8: But if you want players to be MM ... sure, why not. I would give him Fallback too, just to alternate with para to get stuff done faster. 1.
Why is FGJ worthless with Air? Air of superiority doesn't ever provide adrenaline and FGJ doesn't recharge skills. Your statement confuses me.
As for losing GFTE, I disagree. This synergises rather well with minions.
I agree that Aggressive Refrain is almost redundant with Volfen Bloodlust, but bloodlust is not maintainable and may suffer a lot of downtime if that player doesn't kill AP's target in time.
2.
This was discussed a bit earlier. Any quick finishing skills would work (they probably won't be necessary though). Finish Him seems like a good candidate, but the target will probably already have Deep Wound, so you won't spike for as much.
3.
Yeah Frenzy is weird. I suppose it's maintainable and can be used when bloodlust is down (and if Volfen doesn't recharged). I can't really help with war builds though.
4.
Reckless has a nice effect and provides a good cover hex should there be hex removal. I'd consider it interchangable with Enfeebling Blood.
5.
May or may not be worth it. Surely the volfen player would spend a fair bit of time swinging that scythe if they have an IAS? Only stopping for Volfen Claw (which ok, is fairly common). Then there's the case if they fail to kill on time and Volfen isn't recharged.
6.
Erm... nothing I can say here.
7.
Aegis... well physical attacks aren't likely to do much with SY! up. Still, probably more useful than Heal Area.
8.
Not sure where you would fit Fallback on there. Note that this character is one of two with a res. If you really insisted, I'd say remove either Bone Fiends or Masochism for Fallback and use Signet of Return for the res.
Saraneth
Quote:
Originally Posted by Moloch Vein
Quote: Originally Posted by zwei2stein Reckless is weird choice. I would go for good old enfeebling blood. -
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Blood of the Master makes for a superior minion heal and is far more reliable mid-fight. I agree, Heal Area feels redundant.
Originally Posted by zwei2stein
Too much heal area, too little aegis.
[[Reckless haste] acts as a 12 sec [[Aegis (PVE)] at 14 curses. With a 12 sec recharge, it's more maintainable than a single ER running [[Aegis (PVE)]. Xenomortis |
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You could drop Plague Sending for the other Ebon Vanguard Ward and free some room on the MM's bar, although I do wonder if the armor bonuses stack with the imbagon.
That would allow the MM to bring an extra energy management skill (signet of corruption comes to mind). That ward is more for the Bone Fiends though, which don't recieve an armour boost from Save Yourselves. It's also handy during any downtime with SY.
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