Guide to Slaver's Exile
Saraneth
This team build was designed for Slavers' Exile HM, and it's still in testing stages. While Duncan the Black has been tested in HM, the four lesser dungeons: Thom, Rand, Selvetarm, and Forgeweight have been tested in NM only. If you would like to participate in the test runs or assist us in optimizing other professions to suit the team, pm me on Guru or in-game anytime.
Priority Targets:
-Stone Summit Priests push bars up and prevent kills from Hundred Blades and Barbs in conjunction.
-Stone Summit Warders, Dominators, and Distractors generate a lot of shutdown.
-Stone Summit Demolishers can pressure your backline.
-Stone Summit Summoners are troublesome when they build up enough minions, but you can take advantage of their health sacrifices to gain quick kills.
Team Build (Credit to Guildies):
Priority Targets:
-Stone Summit Priests push bars up and prevent kills from Hundred Blades and Barbs in conjunction.
-Stone Summit Warders, Dominators, and Distractors generate a lot of shutdown.
-Stone Summit Demolishers can pressure your backline.
-Stone Summit Summoners are troublesome when they build up enough minions, but you can take advantage of their health sacrifices to gain quick kills.
Team Build (Credit to Guildies):
Code: OwBj0xezITnZlZMMiZniGfvl1gA
Equip: Zealous Daggers; 12+2 Dagger, 12+1 Critical
Desc.: The sin can handle enemies on its own; kill enemies secondary to the called target.
Code: OQkSEZKT9FTN7gnimavlXFmY
Equip: Sentinels Insignias; 12+1 Sword, 12+2 Strength
Desc.: Attack called targets and try to maintain Hundred Blades.
Code: OQGjUymIqSWYBZvlpbxgAhub4YA
Equip: 12+1 Spear, 8+1 Command, 10+2 Leadership
Desc.: The paragon reduces most of the team's damage dramatically, and with Asuran Scan, it produces a decent amount of damage by itself.
Code: OAdTYwD7VKRwSoMoRwWcBKmMVEA
Equip: 12+2 Curses, 10 Deadly, 8+1 Soul
Desc.: The AP nec calls targets and delivers a lot of the team's damage. With exception to Barbs, Mark of Pain, and Assassin's Promise, most of the skills on the bar are optional.
Code: OwAS4YITYa4VuEUfVfzDrivg
Equip: 12+2 Smiting, 12+1 Divine
Desc.: Maintain Strength and Honor on the warriors, and perhaps the sin, as energy permits. Spread Great Dwarf Weapon around and use Defender's Zeal on enemy physicals to regain energy.
Code: OwYS8YITcabaCE3V5g1DIDvg
Equip: 12+2 Protection, 12+1 Divine
Desc.: Keep Soothing Images off of the paragon.
Code: OwAT04nCRa6TjoB8uRg4uKH8FEA
Equip: 12+2 Healing, 10+1 Protection, 8+1 Divine
Desc.: Push red bars up.
Variants:
Code: OAOi4wi8cN9mMTM28wlsQSuA
Equip: 12+2 Channeling, 12 Smite
Desc.: Hero variant for DZ smiter.
Run-time Screens:
Thom
Rand
Selvetram
Forgeweight
Duncan the Black
Jeydra
Well and good, I just have one question ... if you have 7 (or 8) humans , you should be able to annihilate the dungeon with pretty much any old build, so why bother with a specialized version?
Captain Bulldozer
I find it hard to imagine this working very well without Frozen Soil.... half the foes in Slavers have some sort of hard rez...
As for an 8 human party, yeah 8 humans should be able to roll through pretty much any area with some decent planing (HM DoA might be an exception). As someone who's done all of slavers HM with H/H, this guide would seem to be a bit unnecessary.
As for an 8 human party, yeah 8 humans should be able to roll through pretty much any area with some decent planing (HM DoA might be an exception). As someone who's done all of slavers HM with H/H, this guide would seem to be a bit unnecessary.
Zachariah Zuan
that great and all but it requires a group of humans player we're not all socialites, for example my alliance has 3 people in it (trying to get a bigger alliance) any help for those who can get about 2 people?
madriel222
Good team concept. I do think SoH is a bit of a waste in Slaver's though, considering the disgusting amount of enchant-hate down there.
Jeydra
Quote:
Originally Posted by Captain Bulldozer
As for an 8 human party, yeah 8 humans should be able to roll through pretty much any area with some decent planing (HM DoA might be an exception). As someone who's done all of slavers HM with H/H, this guide would seem to be a bit unnecessary.
PS: I've done all of Slaver's HM H/H too, and I'll add that H/H much of Slaver's HM is hard and requires pulls, technique and finesse; 2-man it's still pretty difficult but takes a lot less finesse; and beyond that it just gets easier and easier until I have a hard time imagining any 8-human team having a tough time with the dungeon unless they're not running good builds for some reason.
PPS: You're missing Swap on the bars somewhere I think, and possibly Signet of Sorrow as well (do you plan to do Duncan that way?).
Quote:
Originally Posted by Zachariah Zuan
that great and all but it requires a group of humans player we're not all socialites, for example my alliance has 3 people in it (trying to get a bigger alliance) any help for those who can get about 2 people?
What professions are your three people? You might also want to look at this thread:
http://www.guildwarsguru.com/forum/s...php?t=10398649 Though the thread is for H/H, a build can only get better as you add humans. Zachariah Zuan
um, just any really, just want to know that it's possible with heroes.
kanuks
I H/H slavers HM without frozen soil. I found out that FS is actually a pain in the ass and Heroes don't recast until the spirit is gone and with a 5 seconds casting time, the stone summit have a huge window to res themselves. On the other hand, when one of my hero/hench dies, it's frustrating to have to wait until FS goes down for him to get res'd. Once u take out a target just kill em again until it accumulates DP. Try to take out the ones with hard res like mesmers. Once a dwarf has died once, it's pretty damn easy to kill him again. At one time they can't res as fast as you kill them and the fight ends. It might be a lil slower than Frozen Soil but I find it safer. One hero stopping everything he does to cast a 5 seconds spell isn't very good in my book.
Gift3d
Quote:
Originally Posted by kanuks
I H/H slavers HM without frozen soil.
lol'd no you don't.
kanuks mathiastemplar
Nice and simple thanks^^
Nerf Me Haha
I did most of slaver's on my sin and a guildy by running modded sabway version, generaly we were not prepared and didn't knew what to expect, so we just took what we taught we will expect. This dungeon isn't too bad on NM, I wouldn't consider it immpossible to acomplish. Good job on the builds, might try it later with my alliance - will post some comments if I will.
Chthon
1. Needs frozen soil.
2. Arguably, a BHA/interrupt ranger to go with the frozen soil pulls his weight against the monks in Slavers. 3. At least 1, if not 2, of the frontliners should have SY! to ensure better coverage. 4. Asura scan is a waste on the HB guys. Their targets should not live long enough for it to be worthwhile. 5. Instead of a smite monk with a terrible e-management elite, the smiter should be a necro primary with Empathic Removal. 6. Smite necro can run Order of Pain. 7. Mark of Fury is bad because targets will die too fast to get much use. Use Dark Fury instead. And put it on the orders/smite necro. 8. Curse necro needs Enfeebling Blood. 9. Curse necro might benefit from Technobabble. 10. I'd favor an ER hybrid + a removal/party healing monk over 2 monks. 11. Cut a frontliner for a minion master. More MoP/Barbs damage that way. Zodiac Meteor
I don't see this being better than Scytheway. No, you don't need frozen soil because you can kill faster than they rez.
MercenaryKnight
I don't see how the scytheway build would be that great. Besides great dwarf armor theres not a whole lot of stuff to keep them alive. I suppose one warrior could run save yourselves from the extra adrenaline. Atleast not in an attempt to pug anyway. But I know most of those builds will never be pugged anyway, but i'm always hopeful lol.
kanuks Saraneth
Quote:
Originally Posted by Captain Bulldozer
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Quote: Originally Posted by zelgadissan I'm guessing that's supposed to be 10+2 Leadership? You would be correct. Although I thought it looked odd at the time, I was in a hurry this morning.
Quote:
We just rushed Duncan at the end, spirits and all. He went down pretty fast.
Originally Posted by zelgadissan
I'll be the first to say I haven't tried doing it with eight people, and I fully believe that this would stomp straight through.
Duncan was pretty much a breeze; however, we had some connection issues that negatively impacted our run-time. Before we even got there, we lost our DZ smiter to lag and had to sub with a Rt/Mo buff hero. After subsequent restarts due to relogging and dcíng/recconnecting players, we were able to finish. I'll refresh the screens when we narrow down the run-times.
Saraneth
Quote:
Originally Posted by Jeydra
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Quote:
Quote: Originally Posted by Chthon Instead of a smite monk with a terrible e-management elite, the smiter should be a necro primary with Empathic Removal. I'm not fond of Empathic Removal or "Orders Bitch" roles, especially when there's plenty of hex/condition removal spread across the monk bars. Defender's Zeal is only "terrible" when the enemy physicals don't live long enough for it to generate nrg. As it is, we've considered alternate buff bars, and Rt's, Nec's, and similar classes aren't out of the picture yet.
Quote: Originally Posted by Chthon Mark of Fury is bad because targets will die too fast to get much use. I'm inclined to agree with you on Mark of Fury. I honestly don't recall using it as often as I should have during the run. Whether or not we actually need orders is another question altogether.
Quote:
Originally Posted by Chthon
Curse necro needs Enfeebling Blood. Curse necro might benefit from Technobabble. Enfeebling is an option if Mark of Fury is dropped; however, Technobabble may not prove as useful since the dwarves remove conditions rather quickly. Additionally, Tryptophan Signet serves to reduce both the dwarves' actions and movements, allowing for less kitting on MoP'd targets. Quote:
1. A dozen dazed dwarves don't Draw and Dismiss dazed demonstrating determined drive. They might get it off a couple, but most of them should stay dazed for the full duration.
2. In addition to the dazed, technobabble is an AoE interrupt. Since the caster monster AI always opens with its strongest spell the moment it's aggroed, and usually bunches into adjacent range, you've got a very nice opening to abuse the AI. After a little practice to learn the timing you can regularly pop the entire mob and catch them in the middle of their opening spell. Quote: |
TrypSig is a great skill. The only reason to ever not bring it is the 3 PvE-skill limit.
I actually haven't had the chance to try ER healers yet; so, I'd be open to that if you want to test it on a future run.
You definitely should give it a shot. It's a quantum leap ahead of monks. Quote:
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