Guide to Slaver's Exile

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

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):



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

Forge Runner

Join Date: May 2008

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

Captain Bulldozer

Wilds Pathfinder

Join Date: Jan 2008

Servants of the Dragon Flames [SODF]

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.

Zachariah Zuan

Zachariah Zuan

Ascalonian Squire

Join Date: Jun 2009

Tsumei Village

DotM

Rt/Mo

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

madriel222

Krytan Explorer

Join Date: Feb 2008

Denver, Colorado

Reign of Judgment [RoJ]

Me/A

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

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Captain Bulldozer View Post
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.
Agree 100%, although I should say that Frozen Soil is probably not necessary when you've got 8 humans because you can bulldoze the Summit so fast the resses don't matter - if they res, they res, you wipe them again. No problemo!

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

Zachariah Zuan

Ascalonian Squire

Join Date: Jun 2009

Tsumei Village

DotM

Rt/Mo

um, just any really, just want to know that it's possible with heroes.

kanuks

Krytan Explorer

Join Date: Nov 2005

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.

mathiastemplar

mathiastemplar

Wilds Pathfinder

Join Date: Jun 2008

Denmark

Jade Reapers [JD]

W/

Nice and simple thanks^^

Nerf Me Haha

Academy Page

Join Date: Jul 2009

Dyslexic Tendencies [SpAz]

W/

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

Grotto Attendant

Join Date: Apr 2007

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

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

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

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

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.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Quote:
Originally Posted by 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...
Frozen Soil isn't really needed. There are times when rez spam can get annoying, but you generally want to try to take down those targets before they get a rez off.


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:
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

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Quote:
Originally Posted by Jeydra
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?).
We just rushed Duncan at the end, spirits and all. He went down pretty fast.


Quote:
Originally Posted by Chthon At least 1, if not 2, of the frontliners should have SY! to ensure better coverage. Wasn't really needed, but that's definitely an option.


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: TrypSig is a great skill. The only reason to ever not bring it is the 3 PvE-skill limit.

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:
Originally Posted by Chthon
I'd favor an ER hybrid + a removal/party healing monk over 2 monks. 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.


Quote:
Originally Posted by Chthon
Cut a frontliner for a minion master. More MoP/Barbs damage that way. I'd rather replace the Sin with another Hundred Blades warrior since competing with the Stone Summit Summoner for corpses would prove difficult.
The protective layer the minions add isn't needed either, and they'd probably die fast to aoe dmg. Also, the mm wouldn't be very efficient in Forgeweight.

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

You most likely will want one ebon vanguard ward on a melee to boost damage significantly. Especially for duncan bout. The imbagon being your only res is kinda bad, since in any death, it'll generally be your imbagon who doesn't have enough armor to survive compared to the rest.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Quote:
Originally Posted by MercenaryKnight
The imbagon being your only res is kinda bad, since in any death, it'll generally be your imbagon who doesn't have enough armor to survive compared to the rest. It didn't affect us nearly as much as you think it would. There's room across the bars to add a rez or two if it really bothers you. At any rate, there are rez shrines if you wipe.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Saraneth View Post
12+2 Smiting, 12+1 Divine

12+2 Protection, 12+1 Divine With these two, why not just run an Orders Nec with SoH (17+17 > 24) with GDW and other support skills and an ER Prot Ele? That human prot bar doesn't really pack anything special with the exception of Divert Hexes. Hex removal could be squeezed onto the suggested Necro and the added protection would be more powerful.
Besides, Hexes aren't too threatening in Slaver's (compared to everything else in there).



What I see here is a physical setup with strong support. Fairly standard when running with 8 humans and lots of physicals.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Quote:
Originally Posted by Jeydra
...why don't you call this a general-purpose build instead of one dedicated to beating Slaver's Exile? I don't quite see what's so special about the build for Slaver's.
While the build may be applied to many other areas of the game with success, it's unique to Slaver's in that most of its dmg bypasses the Stone Summit defenses with Hundred Blades, Barbs, and MoP.


Quote:
Originally Posted by Xenomortis
With these two, why not just run an Orders Nec with SoH (17+17 > 24) with GDW and other support skills and an ER Prot Ele? As I told Chthon, I'm willing to compress the backline with an ER ele once tested. Assuming it pans out, there will have to be a reconfiguration of the support bars.

Shadowphoenix

Shadowphoenix

Academy Page

Join Date: Mar 2008

W/

One quick question and sorry if it is a noob one, Saraneth why warriors dont have an Increase Attack Speed skill??

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Saraneth View Post
I'm not fond of Empathic Removal or "Orders Bitch" roles,
I'm suggesting almost the exact same build, on a different primary. It's a bitch build either way. Being a necro just gives it a better elite and a better damage boost via Orders.

Quote: Technobabble may not prove as useful since the dwarves remove conditions rather quickly.
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:
Additionally, Tryptophan Signet serves to reduce both the dwarves' actions and movements, allowing for less kitting on MoP'd targets.
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:
competing with the Stone Summit Summoner for corpses would prove difficult. Once the summoner is harried/dead, there's adequate corpses. It's only a big problem for the first battle.

Quote:
Also, the mm wouldn't be very efficient in Forgeweight. Indeed, minions don't go there too well.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Quote:
Originally Posted by Shadowphoenix
One quick question and sorry if it is a noob one, Saraneth why warriors dont have an Increase Attack Speed skill??
We used Essences of Celerity during the run. While they're not required, they do increase completion speeds quite a bit. If you don't intend to use one, just slap Flail on the wars.


Quote:
Originally Posted by Chthon
Being a necro just gives it a better elite and a better damage boost via Orders. I'm not exactly sure why you're advocating the removal of Asuran Scan, which provides at 75% dmg increase at max, on the wars and the addition of Order of Pain on a nec. It's not like the wars lose any time casting Asuran Scan, and they're sure as hell less likely to be interrupted while doing so.


Quote:
Originally Posted by Chthon
A dozen dazed dwarves don't Draw and Dismiss dazed demonstrating determined drive. Alliteration's too good for GWG. I listed Tryptophan Signet an optional skill on the bar. While Technobabble was originally one of the skills I debated over for that slot, Tryptophan Signet won due to its dual purpose.

kanuks

Krytan Explorer

Join Date: Nov 2005

Well to be honest man... 8 human players party using cons to complete Slaver's HM isn't really impressive... Do you really need cons and does it makes it really worth it to use it speed-wise?

I think that the only reason you need Essences is because your build is a physical build and Slaver's is stacked with blocking (wards, enchants) so you need Rigor Mortis on the called target. Why don't you put RM on 2 guys instead of only 1? No need of essences then.

Xeng Suey

Xeng Suey

Frost Gate Guardian

Join Date: May 2007

Somewhere I belong

Mo/

Good build. Only thing you will need is an hard rezzer and to drop that hex for adrenaline from the necro and bring some anti block skill like Rigor mortis.
My advice is to put Rez chant or rebither in the smiter monk (you can drop smiters boon) and drop that hex on necro for RIgor.

I just wish pugs werent so mind closed and rlly learned how to search for builds and to play out of the SF-ways. Would wish also some more Slavers Exile full run (or partial run)partys based in this build.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Compacted the post a bit. Also, added codes and a hero variant for the DZ smiter.