Introducing ArkFenway - New 1/2 Man PvE Destruction

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/

At the moment we're considering swapping the Curses to the Nec, and the Resto to the Rit (which had the curses). Apart from that, a couple skill changes and we should be able to get it up and running shortly.

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/

Bah, not slow, just being more neutral in case we decide to change it again :P

radbout

Ascalonian Squire

Join Date: Jun 2009

I believe you on your word that these spirits are awesome if armor of unfeeling is used right. I just dont think you should let that single communing build rely only on one spirit.

In the 1-manbuild the communing rit only has union, thats only one spirit. union alone offers poor protection I think. Even though -15dmg its nice where is it gonna get you when you take atleast 100 damage from monsters? Perhaps Displacement and shelter should maybe be added on the communing-rit instead of wep of warding and either spirit light or rezz. good protection really is that important. The downside of adding all 3 is e-management, shelters costs 25 and displacement 15 and union also 15. Thats 55 energy minus 15(?) from boon = 40. You cant do much after that other then using reclaim and lose one spirit (idk what the hero does). I would therefore say two protective spirits is most reasonable?


I tested a costumized version of spiritway (made it before you posted yours but it was almost the same). I did THK HM and noticed that sometimes the spirits where used properly and sometimes the communing hero really messed up. Maybe this was because of the many kd's in that mission, it damages the spirits or the mursats spectral agony that often killed the uninfused spirits :P. This really became a problem when later in the mission, while guarding the king, the minions got whiped thus allowing the mursat and jades to put heavy pressure on the party and also the spirits.
This is where I really noticed the penalty from the cons. Basicly without minions and spirits all that the heroes can do is try to heal up to the heavy pressure. They have no way of dealing damage (save for putrid) and the rits completely lose their e-management, damage output and protection. Sure they can try to pop up spirits again but they are easily wiped in like 3 seconds if your lucky.
Because I had to guard the king I also couldnt flag my party away. Now I do realise that if I tried harder THK might have been easy, but I'm a lazy player that wanted to properly test this build which includes seeing your options after some failing. compared to sabway you still have a SS to help deal some damage when minions wipe. Now I totally had to rely on crappy hench to help me kill the baddies cause the spirits got vanquished in 2-3 secs. Needles to say I got wiped. I did the same with sabway once, had no problems then, even went afk and still no wipe, thats how easy THK is, well using sabway at least.
I should also point out that another con is that the spirits AI can be very stupid. They sometimes love trying to hit a foe thats behind a wall or something thus reducing your parties damage output greatly. it can be very annoying. still despite this I'd say its still worth taking the offensive spirits.

This is why once again I point out that you really shouldn't rely on spirits so heavily in a lot of area's. A communing rit can be good but they are not very reliable and least of all failprove. What good is prot if it isnt there when you really need it? For 1-man lazy players that fail a lot I recommend sabway over this .

as for 2-man I think spiritway is a great alternative for discort/sabway.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

radbout, the build has changed since I made that post.

http://pvx.wikia.com/wiki/Build:Team_-_1_Man_Spiritway


No, this build is not going to work in every single area of the game. No build is. It's better than sabway in some areas, and worse than sabway in some areas. Spirits, even on heroes, are a quite reliable source of defense. Sure, you might have to actually flag a hero or two and micro a skill, but the end result is great. I'm willing to say that when used properly, this h/h build has the best defense out of every 1 man h/h build. It also has great offense capabilities. Don't base the effectiveness of this build off one mission. But, if you must, then go do Abaddon's Gate HM in 10 minutes and Ruins of Morah HM in 6 minutes with sabway. I'm going to go assume that you won't be able to beat those times with sabway. That doesn't mean that spiritway is better than sabway, just like sabway isn't better than spiritway just because it has problems in THK.

Go ahead and recommend sabway over this, it doesn't really bother me. This is a build that works great that a friend and I came up with, and we're sharing it with the community. You don't have to go around telling people to run sabway over this, because the people who have run this know how powerful it is.

radbout

Ascalonian Squire

Join Date: Jun 2009

Quote:
Originally Posted by Arkantos View Post
radbout, the build has changed since I made that post.

http://pvx.wikia.com/wiki/Build:Team_-_1_Man_Spiritway

No, this build is not going to work in every single area of the game. No build is. It's better than sabway in some areas, and worse than sabway in some areas. Spirits, even on heroes, are a quite reliable source of defense. Sure, you might have to actually flag a hero or two and micro a skill, but the end result is great. I'm willing to say that when used properly, this h/h build has the best defense out of every 1 man h/h build. It also has great offense capabilities. Don't base the effectiveness of this build off one mission. But, if you must, then go do Abaddon's Gate HM in 10 minutes and Ruins of Morah HM in 6 minutes with sabway. I'm going to go assume that you won't be able to beat those times with sabway. That doesn't mean that spiritway is better than sabway, just like sabway isn't better than spiritway just because it has problems in THK.

Go ahead and recommend sabway over this, it doesn't really bother me. This is a build that works great that a friend and I came up with, and we're sharing it with the community. You don't have to go around telling people to run sabway over this, because the people who have run this know how powerful it is. I didnt mean to say sabway is better. I meant sabway covers failing better when the monsters break through to the party. A real downside is simply that spirits can die and do so quite fast. I learned that from doing THK. I tested it for you in THK. I took the trouble of posting the results even though they where not as great as other results. I really don't at all think that 1 mission can tell it all about a build, so please do not assume I do so. I only gave you detailed information and offered ways to counter some of those cons. I did read about the awesomeness of this build b4 that already.

And what I really tried to say is that I have doubts on the communing hero as you posted it. But now that I see the improvements you made. I think it is quite good. You have improved The communing rit a lot. I'm sorry but I didn't see that in time. A communing ritualits could work in a lot of area's. and if the defensive abilities are as good as you say it is I am not at all recommending sabway over spiritway. Though the build that I see now is a bit low on healing, The protection from the communingrit should make up for that. But you cant say its a 100% reliable. Its simply not. My testrun in THK proved that :P. And thats my contribute.
Abaddons gate is easy if you take interrupt and/or pain inverter I could really beat the 10 minutes with ease using a customized version of sabway (interrupt mesmers ftw! Imo). I do gotta admit spiritways shelter will come in handy there, better then protective spirit would. So yes spiritway is the way there, aslong as they dont cast a meteorshower on a place with your spirits on it ofc :/. Might wanne bring some interrupts aswell there for a even faster time.

I do miss both condition/hex removal now however. Perhaps you should plant mend back in somewhere? And like pointed out I have doubts about the usage of spirit siphon. I watched my hero spam it, and losing time and energy, while he could be doing something useful. (but you know this already) Its hard to make a good communing-prot rit. But you've done it quite well. People have tested it and say it pwns, I will test the new build too when I've got the time. So for now I assume that the protective abilities of spirits are basicly good.

I am just trying to help, I think I am saying useful things that help you get further in developing your build, I am not at all trying to flame you or break down your build. I am sorry if I made you feel that way, I did not intend to do so. I am trying to help the community my way which is trying to point out downsides and further improvements for already good builds. In this case I thought about balancing a spiritway/sabway version to get the best of the best from both. You pointed out that communing prot is basicly great. But I have my rights to have doubted it and to express this doubt.

I think I am actually gonna devellop a more balanced sabway/spiritway version consisting of 2 necs and 1 rit. once I have some time for it that is. and I will offer it as another alternative for sabway and spiritway. NOT saying it is better. Even though it maybe is in some areas (like THK I expect). But basicly allowing people to combine the offensive power of the spirits with sabway (channeling/sabway) improving it at a low cost. Maybe its also is possible to do the same with a communing/sabway protection-version but that might prove to be a lot harder.

In my opinion your build still needs some work even though its already good. I hope I have been able to deliver some constructive criticism this time. I know I can be annoying sometimes when I actually don't want to be. I am doing my best not to be. So sorry but please try to live with it.

We cool again?

AerisAMP

Ascalonian Squire

Join Date: Aug 2008

Rt/

Any ideas on a build for a human Ritualist primary to go alongside the one-man build?

radbout

Ascalonian Squire

Join Date: Jun 2009

You could simply go Splinter barage, or use a rt/p spawning build (using spirits strength + vital weapon + para attacks for supressive + some pveskills to improve damage, like asuran scan BUH or IATS) I recommend you take vampirism it goes well with the build.

radbout

Ascalonian Squire

Join Date: Jun 2009

Tbh for a rit I would consider going sabway while running a spiritspammerbuild on yourself. I did that a lot (before the buff so its even better now) and basicly streamrolled through almost any HM mission I can currently think of. For 2-man I imagine running a full discordbuild + you spiritspammer would create an amazing spike. A build with 7 spirits constantly doing 120 dps constantly along with the discord spikes and you will pretty much find any mission is like NM or easier. Much like going 2-man spiritway, possibly even better. Some1 should try that :P.

I tested the new 1-man spiritbuild and I still have some doubts about the protective effectiveness of the communing hero. Sorry, but I still see it fail too much in heavy aggro situations. It works perfectly when you face few foes however, possibly better then any other prot. So yeah, it depends on the area. You cant take it just as blindly like sabway (u only gotta know if there are corpses for that.). You have to know what you are doing when you take spiritway, a build recommended be used in certain area's where there is little aoe and small amounts of (very strong) monsters. its much like it says: u cant die unless you aggro a million monsters.
Dont go do this in missions like vizunnah :P.
Also:
Gotta set something right, I realise I mixed abbadons gate up for some other torment realm mission, abbadons gate in 10 minutes isnt really that fast, I bet it could be done faster with hybrid ROJ-heroes or even discord but sabway totally sucks there, agreed, cause minions can hardly be made and ss doesnt work on the big boss. I wonder if a well aimed snipershot wouldn't insta kill him :P. anyways comparing to what ROJ can do 10 minutes is actually loooonnngggg but yeah probably its still much faster then sabway. And I did ruins of morah easily in less then 4 minutes. why? I can run it lol. So yeah those are just examples and they mean little, just as little as failing in THK.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

radbout,

Sorry about the assumptions, I was tired and not in the best mood, I apologize.

As for the reliability on the communing rit, unless you're stuck in a very small area surrounded by enemies, it is reliable. Remember that the communing ritualist does not have any skills that targets other party members - which means he doesn't have to be around party members. You can flag the hero well behind your backline and still have the spirits affecting you.

No hex/condition removal skills is a problem. In hex heavy areas, you can always pack divert hexes on your necro (you'll lose some damage, but oh well) and some sort of hex removal on you. I really want to find a place for mend body and soul on this, because it can easily remove condition stacks. I just don't know what to drop for it.

Yes, you are helping, and your feedback is much appreciated. As I said I was tired and not in a good mood, so again, I apologize.

So yeah, when facing aoe heavy mobs, flag the communing hero far back enough so it won't get hit, and everything should be fine.

And we were never not cool.

Mordiego

Mordiego

Furnace Stoker

Join Date: Sep 2007

Pozna??, UTC+1

We Are From Poland [Pol]

N/A

putrib bile being the only hex for discord heroes?

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/

Putrid Bile and Painful Bond, but Painful Bond is the main one, it gets cast right as you aggro so that it covers most foes.

Vann Borakul

Frost Gate Guardian

Join Date: Feb 2007

Noble Honor [NH]

E/

I think I might look into a version for caster mains so the 3 heroes aren't as tightly packed. Specifically eles, but I'll see where I go.

Oath shot R/Rts could work too, if they use the spirits such as Union with AoU.

radbout

Ascalonian Squire

Join Date: Jun 2009

Conditions like the poison from death nova and weakness from enfeebling blood trigger discord aswell.

I also got a question about shelter and the effects of unfeeling armor. Shelter triggers life-loss on itself while unfeeling armor triggers damage reduction. Does this mean the effects of unfeeling do not apply on shelter since damage =/= health loss? Wiki says it does apply so that would mean shelters description (life-loss) is incorrect or the information on wiki is incorrect. Maybe the effects of unfeeling should be tested on shelter?

The problem is I kindof have a hard time with placing condition and hexremoval aswell. The communing hero has is hands full with spirits and his e-managent, cant be bothered to change any of this since it will make the build fail.

The channeling/resto hero could drop bloodsong (if your melee. I'm sorry I know this means less spiritpwn but I dont see any other way) and put mend there. Then leave it optional to replace rezz or splinter for hexremoval. (Or you could drop splinter for mend thus keeping bloodsong, since I mostly play casterclasses thats what I will do) The cost is great. But I think more heal and condition removal is really worth that cost.

radbout

Ascalonian Squire

Join Date: Jun 2009

And perhaps its better to put the curses back on the channelingrit allowing the mm to heal again with good e-management and the rit to curse/hex after popping spirits. you then can consider dropping one of the curseskills (I'd say barbs) for rezz. You now have 4 free slots for healing on your minion-hero so u can add mend there.
downside is that the minion/resto nec can come in the situation of having to do two important jobs on the same time. This makes the heal less reliable when he choses to animate or spam death nova. So I'm not very sure at all about this.

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Just curious, for the 2-man version dissonance looks kinda bad. It lasts only 22 seconds and I realize it's more for the damage. But it still costs 25 energy to cast which you could toss in shelter for the same energy cost, or throw in displacement for decent damage reduction near the beginning of the battle.

Guess it's just personal preference. I suppose subbing it out for say shelter if you were going in an area that would provide high spike damage at the start of a fight (before save yourselves is up) would be a good choice. Then for easier places that give you time to get save yourselves up just go for damage instead.

Vann Borakul

Frost Gate Guardian

Join Date: Feb 2007

Noble Honor [NH]

E/

I made a new 3hero build. I switched some things around to make it more efficient.

Rt/x
14-15 Communing
13 Spawning Power

Ritual Lord
Pain
Disenchantment
Anguish
Displacement
Union
Armor of Unfeeling
Boon of Creation

Same spirit build but with RL instead of Reclaim Essence.

Rt/N
12-13 Channeling (10+1+1 or 10+1+2)
12 Death Magic
9 Spawning Power (8+1)
Signet of Spirits
Bloodsong
Animate Bone Minions
Death Nova
Putrid Bile
Painful Bond
Boon of Creation
Spirit Siphon

Gave the channel rit minions so the necro could heal without Death Nova sabotaging the healing.

N/Rt
12 Restoration
12 Soul Reaping (10+1+1)
9 Curses (8+1)
Xinrae's Weapon
Mend Body and Soul
Spirit Light
Enfeebling Blood
Rejuvenation/Barbs
Protective Was Kaolai
Life
Death Pact Signet

Now has heightened healing ability. Enfeebling to weaken mobs. Rejuvenation also heals for ~320 in total for only 10 energy. It can be changed for Barbs... but I'm not sure which one is better. Barbs is usually very prominent, but I figured Rej could help since this is the only hero with healing when there's usually a half healer as well.


Codes:
OACiAyk8EM/mbuod48xBNdmA
OASjUwiKJSXTlTVBoBKgVTOTMTA
OAhjYoHYITWbSTTO2BciDTjTJXA

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/

Quote:
Originally Posted by MercenaryKnight
View Post
Just curious, for the 2-man version dissonance looks kinda bad. It lasts only 22 seconds and I realize it's more for the damage. But it still costs 25 energy to cast which you could toss in shelter for the same energy cost, or throw in displacement for decent damage reduction near the beginning of the battle.

Guess it's just personal preference. I suppose subbing it out for say shelter if you were going in an area that would provide high spike damage at the start of a fight (before save yourselves is up) would be a good choice. Then for easier places that give you time to get save yourselves up just go for damage instead. Dissonance is amazing because it interrupts with every attack. That can be VERY important if you're facing a team with a lot of casters, because the build currently has no way of interrupting skills (on heroes). Being able to call a target and have interrupts + damage thrown at it is great.

Energy is a little steep, but that's why Reclaim and Boon of Creation are there

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by radbout
View Post
And perhaps its better to put the curses back on the channelingrit allowing the mm to heal again with good e-management and the rit to curse/hex after popping spirits. you then can consider dropping one of the curseskills (I'd say barbs) for rezz. You now have 4 free slots for healing on your minion-hero so u can add mend there.
downside is that the minion/resto nec can come in the situation of having to do two important jobs on the same time. This makes the heal less reliable when he choses to animate or spam death nova. So I'm not very sure at all about this. The MM cannot have heals on him. The AI will make the hero cast death nova on a target before they cast a heal. In other words, the hero would rather want it to die than to stay alive.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by Arkantos
View Post
The MM cannot have heals on him. The AI will make the hero cast death nova on a target before they cast a heal. In other words, the hero would rather want it to die than to stay alive. Well, that's one thing.

But any 2-second skill that doesn't help your team on a character with heals is kinda risky.

radbout

Ascalonian Squire

Join Date: Jun 2009

Quote:
Originally Posted by Vann Borakul View Post
I made a new 3hero build. I switched some things around to make it more efficient.

Rt/x
14-15 Communing
13 Spawning Power
Ritual Lord
Pain
Disenchantment
Anguish
Displacement
Union
Armor of Unfeeling
Boon of Creation

Same spirit build but with RL instead of Reclaim Essence.

Rt/N
12-13 Channeling (10+1+1 or 10+1+2)
12 Death Magic
9 Spawning Power (8+1)
Signet of Spirits
Bloodsong
Animate Bone Minions
Death Nova
Putrid Bile
Painful Bond
Boon of Creation
Spirit Siphon

Gave the channel rit minions so the necro could heal without Death Nova sabotaging the healing.

N/Rt
12 Restoration
12 Soul Reaping (10+1+1)
9 Curses (8+1)
Xinrae's Weapon
Mend Body and Soul
Spirit Light
Enfeebling Blood
Rejuvenation/Barbs
Protective Was Kaolai
Life
Death Pact Signet

Now has heightened healing ability. Enfeebling to weaken mobs. Rejuvenation also heals for ~320 in total for only 10 energy. It can be changed for Barbs... but I'm not sure which one is better. Barbs is usually very prominent, but I figured Rej could help since this is the only hero with healing when there's usually a half healer as well.


Codes:
OACiAyk8EM/mbuod48xBNdmA
OASjUwiKJSXTlTVBoBKgVTOTMTA
OAhjYoHYITWbSTTO2BciDTjTJXA
Your communing hero can spam offensive spirits but what good will they do if you gotta flag your hero back to make the defensive spirits work properly?
I also miss either shelter or ps this way. atleast one of them is needed
The communing rit should stay as it is I think, its already good.

The other two herobuilds are fine. I would consider changing the channling rt/n into a n/rt and use soulreaping for e-management and allow you to have higher death magic. This also frees two skillslots now being used for e-management, one of these could be used to add splinter back in the other one I for flesh of my flesh.

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Vanquished Ferndale with this build last night with a mesmer and a ranger being the human controlled players. At one point we had two normal Dredge mobs (monk in each), Mungri Magicbox's group (monk boss with another monk), Oni pops, and a Luxon group pop for the supplies quest. Zero deaths.

This setup is too good. Seriously. I'll be trying out these six heroes in a four or five human Urgoz HM trip either tonight or tomorrow. I'll let you know how it relates to the 12-man areas.

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

Quote:
Originally Posted by zelgadissan View Post
Vanquished Ferndale with this build last night with a mesmer and a ranger being the human controlled players. At one point we had two normal Dredge mobs (monk in each), Mungri Magicbox's group (monk boss with another monk), Oni pops, and a Luxon group pop for the supplies quest. Zero deaths.

This setup is too good. Seriously. I'll be trying out these six heroes in a four or five human Urgoz HM trip either tonight or tomorrow. I'll let you know how it relates to the 12-man areas. The normal vq times using 2-human 6 heroes discordway in FERNDALE HM is 30-35 min. Sabway is similar.

How long did this build take and can you please post a screenshot the next time you vq Fernale HM?

TY

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

Quote:
Originally Posted by Arkantos
View Post
No areas in particular, you can try it anywhere and let us know what the results are.

As for the MM/healer, yeah, he does seem to use death nova before healing. I'm thinking of changing the MM and SoS builds around - putting the 3 restoration skills on the SoS, and the 3 curses skills on the MM. Also change the MM's elite to jagged bones for more minion bombing. Also going to switch the 2 res skills around.
EDIT: Yeah, making those changes now.


Anyways, I tested the 1 man build in Abaddon's Gate HM. Switched the MM for a divert hexes necro. No deaths, managed to complete it in 10 minutes flat, would have scratched off 1-1 1/2 minutes but I screwed up on one part. Personally I've never heard of anyone doing it HM with h/h in less than 10 minutes, so I'm pretty proud of the results. Arkantos,

Please post screenshots with your words. I can claim that I have done Abaddons Gate HM in min bt we know I would be lying. Infact, I did finish Abaddon's Gate HM in 11 minutes with no cons, all 3-heroes (my builds) and 4 henchies. I have a screenshot which I have posted twice in your threads and each time it got censored.

I am not bashing your builds. I just want proof using screenshots (as Smiling Assassin has shown) that your 1-man or 2-men hero builds can indeed perform better (time-wise lets say) in HM areas of the GW game.

I am still waiting to see your 'proud' results in the form of screenshots.

Thank you.

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Quote:
Originally Posted by mage767
View Post
How long did this build take and can you please post a screenshot the next time you vq Fernale HM? It was something like 41 minutes (had 40 1-minute booze and drank the last one right before the last group), and that was with stopping at one of the shrine Merchants for quite some time for a bathroom break/selling off junk/buying a new ID kit. It would easily match that 30-35 if done by somebody who knew the perfect routes and all, and didn't have the bladder of a six-month old

If that same guildie is on tonight, I'll try to get him to vanquish it with me again and I'll screenshot the time.

Edit: also forgot to mention, we don't run the best builds. We run what we find fun. For example, my elite was Energy Drain. Obviously D-slash warriors or something would do this way faster than what we did. That just adds more to the power of this setup.

Oh, and one other final thought - if you really don't believe in the power this build can bring, you could always, you know, try it out yourself and compare times? You seem to be one of those people I mentioned above who would know the perfect routes to take.

Bill Clinton

Krytan Explorer

Join Date: Mar 2009

If we're talking about times, I have some for you - though no screenshots. You'll just have to take my word.
With a mesmer and an assasin we completed Naphui Corner HM in 19mins, Sunjiang district HM in 14mins (but this could easily have been 10 mins, we got lost for a period) And in 14mins on Gyala Hatchery we were on the last group, 0 Allies had died, only one ritualist death - and then lost due to overextending. Got wiped.

I have no idea about other times for these missions, so its up to you to decided if they're any good.

Missmelady

Missmelady

Lion's Arch Merchant

Join Date: Feb 2006

Wisconsin

Our Gostly Solo Caps

Mo/

Just did a quad run in doa with this build. 2 humans with the heroes. little under 2 hours. just watch pulling and u can pretty much go afk while ur in there

Bill Clinton

Krytan Explorer

Join Date: Mar 2009

Quote:
Originally Posted by Missmelady
View Post
Just did a quad run in doa with this build. 2 humans with the heroes. little under 2 hours. just watch pulling and u can pretty much go afk while ur in there Wow... thats pretty good! Or was that Normal mode?

Bill Clinton

Krytan Explorer

Join Date: Mar 2009

Quote:
Originally Posted by Missmelady
View Post
Just did a quad run in doa with this build. 2 humans with the heroes. little under 2 hours. just watch pulling and u can pretty much go afk while ur in there Wow... thats pretty good! Or was that Normal mode?

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Just wanted to post in the thread saying that we finished Mallyx in NM with a 5-hero build (and it could've been 6 heroes instead, I'm certain), that did not include SY. We used:

Heroes:
Rt/x Wanderlust/Earthbind
Rt/x Signet of Ghostly Might
N/Rt Weapon of Remedy
P/W Stunning Strike
P/Rt Consume Soul

Players:
N/Rt Signet of Spirits/Painful Bond
E/Rt Prism/Restoration
E/Mo Ether Renewal/Prot/GDW

Spirits have indeed been pushed over-the-top with the latest update. It's especially important to note Earthbind.

I'm dubious as to the value of minions on this sort of team build. It will crash Union fast and you already have a lot of distraction in the form of attack spirits.

Another thing to note is that anyone NOT running superior Channeling/Communing runes on their rit heroes are stupid.

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Quote:
Originally Posted by Missmelady
View Post
Just did a quad run in doa with this build. 2 humans with the heroes. little under 2 hours. just watch pulling and u can pretty much go afk while ur in there Just curious, was it basically the same as the 2man or did you have to specialize the builds? Also what were the humans you ran for the situation? I would guess one save yourselves spammer and one nuker or something?

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by mage767 View Post
Arkantos,

Please post screenshots with your words. I can claim that I have done Abaddons Gate HM in min bt we know I would be lying. Infact, I did finish Abaddon's Gate HM in 11 minutes with no cons, all 3-heroes (my builds) and 4 henchies. I have a screenshot which I have posted twice in your threads and each time it got censored.

I am not bashing your builds. I just want proof using screenshots (as Smiling Assassin has shown) that your 1-man or 2-men hero builds can indeed perform better (time-wise lets say) in HM areas of the GW game.

I am still waiting to see your 'proud' results in the form of screenshots.

Thank you.
No problem.
http://img523.imageshack.us/img523/1515/gw029y.jpg


Can't get a screenshot of me attacking him, because everytime he becomes vulnerable he takes about 1,000 damage, which kills him (as you can see from his health bar). Once the monolith died, he became vulnerable and instantly died. 9 minutes, I'm sure I can do better.

Switched out the necro for a PnH monk, since a MM is useless in this mission.

Quote:
Originally Posted by Moloch Vein View Post
Just wanted to post in the thread saying that we finished Mallyx in NM with a 5-hero build (and it could've been 6 heroes instead, I'm certain), that did not include SY. We used:

Heroes:
Rt/x Wanderlust/Earthbind
Rt/x Signet of Ghostly Might
N/Rt Weapon of Remedy
P/W Stunning Strike
P/Rt Consume Soul

Players:
N/Rt Signet of Spirits/Painful Bond
E/Rt Prism/Restoration
E/Mo Ether Renewal/Prot/GDW

Spirits have indeed been pushed over-the-top with the latest update. It's especially important to note Earthbind.

I'm dubious as to the value of minions on this sort of team build. It will crash Union fast and you already have a lot of distraction in the form of attack spirits.

Another thing to note is that anyone NOT running superior Channeling/Communing runes on their rit heroes are stupid.
Nice job.

Anways, the MM provides excellent damage. 10 minions running around doing some damage, distracting enemies, and they do 95-105 AoE damage + poison when they die. Pretty hard to pass that up. As for union, it dies fast, yes, but it still provides amazing defense when it's up. I've been able to survive over aggro's with the 1 man build that I've had a very hard time doing with other h/h builds, and without the 3 communing spirits, that would definitely have not happened.

Also, a superior rune on the communing ritualist will make the spirits 2 levels higher (and will make shelter take less damage), which seems pretty viable.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

To be fair running dual SY will make Shelter trigger less often. However, Union and Displacement should pretty much go bye-bye in no time. Armor of Unfeeling is a no-brainer skill on the Communing bars.