Hero Strategy

c0c0c0

Ascalonian Squire

Join Date: Nov 2005

GREY

R/Mo

I generally prefer to H\H my way through the game and, lately, I've been thinking I was probably not using heroes as effectively as I could. What I'm wondering is how some of you were maxing their potential. For instance, is it true that 'Sins make lousy heroes because they chain poorly and attack the wrong targets? Do Rits heal as well as Monks, or support combat as well as Paragons? Are there some heroes that should always be used together, and others that should work well but don't?

I've checked out the builds on PvX and they seem a little stale (and unvaried). Has anyone had great success with something a bit different? Are there any great 3-Hero builds that would get ripped in PvP but work quite well in PvE.

Just fishing for fresh ideas...

fenix

fenix

Major-General Awesome

Join Date: Aug 2005

Aussie Trolling Crew HQ - Event Organiser and IRC Tiger

Ex Talionis [Law], Trinity of the Ascended [ToA] ????????????????&#

W/

Wrong section, movinnngggggg...

Betrayer of Wind

Betrayer of Wind

Frost Gate Guardian

Join Date: May 2008

Brazil

Agents of Indecision[meh]

Me/

I like to consider heroes as an extension of my character,so use them to support your build.
Examples are ritualists heroes with splinter if u're a physical character,it adds up so much aoe dmg and utility,plus good healing support.Orders heroes too give nice physical support if you're using 3+ physicals.
For casters characters,you'll prob want aditional defense through the use of a MM,aditional AoE dmg to take out foes quickly and stuff like that.

Alot of people will come here and post the sabway/discordway builds,but those arent optimal for most areas,they just "work" on most of them.Synergizing your build with the heroes is the way to go.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

Sins are impossible as heroes if you give them dagger builds. They just don't know how to use the necessary chains. They're acceptable if you give them A/R or A/D builds and take advantage of [way of the master], but necros, paras, monks and so on are still usually better choices.

Primary rits tends not to be very good heroes because they have serious energy problems. As healers, forget it--the only two possible healer heroes are primary monks and N/Rt's. There are some Rt builds that are passable for heroes (Rt/N minion master, for example), but again, necros, paras, monks and so on are usually better choices.

As for the last question: of course some hero combinations work better than others. The famous D/N orders dervish doesn't work too well if you don't have the physicals to take advantage of his skills. Elementary, Watson. And in my view elementalist heroes fall into the category of not working as well as they should. In HM, they tend to fire popguns and often blow themselves out of energy to boot. Deadly elementalists tend to be humans who know how to use skills into super-efficient combinations like [glyph of sacrifice][meteor shower][assassin's promise]. A hero could never do that.

Quote:
Originally Posted by c0c0c0 View Post
For instance, is it true that 'Sins make lousy heroes because they chain poorly and attack the wrong targets? Do Rits heal as well as Monks, or support combat as well as Paragons? Are there some heroes that should always be used together, and others that should work well but don't?

c0c0c0

Ascalonian Squire

Join Date: Nov 2005

GREY

R/Mo

Thanks for the info, guys. I think that, now that I've been pointed to right forum, everything I want to know is in here somewhere already.

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

not only are sin heroes bad at using chains, they are also squishy frontliners, which is bad.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

Well, the very same day that I wrote this, Anet decided to redo the entire spirit-spam line, and now rit heroes have a pretty effective way of maintaining their energy: [boon of creation]. It's hardly a new skill, but the changes in some of the spirit-spam skills make it possible to get a nice influx of energy with it very quickly. For example, the PvE version of [signet of spirits (pve)] now makes three spirits at the same time--giving you 15 energy with [boon of creation] at 12 spawning power, and 18 energy at 14 spawning power. I've been tinkering with a spirit-spam hero that is already pretty good (still refining it, so I won't post the precise build); one problem that absolutely does not arise is energy management, and it's all because of [boon of creation].

Primary rit healer heroes are still not to be recommended, but I suppose you could do halfway decent bar with these skills:

[boon of creation][spirit's gift][life][recuperation (pve)][mend body and soul][protective was kaolai][signet of spirits (pve)][death pact signet (pve)]

(12+1+1 spawning power, 12+1 restoration, and whatever you want in channeling magic--the main purpose of [signet of spirits (pve)] is to get energy, not to cause huge damage with the spirits.)

You could sub in [feast of souls] for [spirit's gift].

Quote:
Originally Posted by Paul Dawg
View Post
Primary rits tends not to be very good heroes because they have serious energy problems.