PS: Don't get me wrong. I don't think Discordway is a top-notch build. It's certainly good enough for most of HM, but the ultimate H/H built it isn't.
Oh yeah, I totally agree with you that Discordway still works well in HM and it is not the ultimate H/H build.
20 Jun 2010 at 02:34 - 51
http://img683.imageshack.us/i/gw020m.jpg/
16 minutes into boss room, 19 minutes with bosses dead and 20 minutes with spawns dead - and that's without the use of "Fall Back!" / "Incoming!". I wiped twice at the end because I aggro'ed and fought all three Prismatic Oozes at the same time, with two of them dying the first time and the spawns causing the wipes. Total amount of micro wasn't particularly heavy - I flagged heroes apart, micro'ed spirits, visual protted with Prot Spirit a couple of times and micro'ed Panic as well as the occasional Mistrust.
I must say I'm impressed; I honestly did not expect such a fast time (it's even faster than EFGJack's time without dual FallBacks  ). That said, the last few balance changes did make this dungeon a lot easier with Spiritual Pain nerfed and the HM fast casting change too.
22 Jun 2010 at 13:47 - 52
Quote:
Originally Posted by Jeydra
23 Jun 2010 at 13:39 - 53
They nerfed HM fast casting (HM monsters now casts spells of 2s cast time or less without the normal increased cast speed in HM). It's a major change, PvE is now easier than ever.
24 Jun 2010 at 09:22 - 54
Quote:
Originally Posted by Jeydra
28 Jun 2010 at 06:46 - 55
Warriors are certainly damn overpowered when buffed properly using hero support.
In general, EVERYTHING takes much lesser time on warrior than the caster classes. For example, it took me probably half the 1/3rd the time to GWAMM on war, compared to my ele. The ability to control aggro and AOE spank at monster rate are certainly huge plusses.
I still think timing is not a relevant thing to decide if a H/H build is great. Other factors such as survival rate should be considered. The ability to run it on ANY profession with more or less equal effectiveness is more important. The only hero build that comes remotely close to this is spiritway.
01 Jul 2010 at 01:36 - 58
Around Kathandrax HM in 13, 14 and 17 minutes using the new Mesmer hero:
http://img691.imageshack.us/gal.php?g=gw021t.jpg
It could've been significantly faster, especially the third level (just look at my DP in that screenshot). I just completely forgot that Ilsundur has Savannah Heat and Liquid Flame, for some stupid reason I thought the only skill he had was Firebombs. What's more, my inexperience with the dungeon showed, and I found myself repeatedly clearing monsters that weren't needed to advance, or running past the guy with the Dungeon Key without killing him. The third level was strange as well, I couldn't avoid killing the Becalmed Djinn because first thing they did was charge me (even though I disabled all spirits).
Under ideal conditions I might be able to do 12, 13 and ~14 minutes, maybe.
01 Jul 2010 at 09:11 - 59
Quote:
Originally Posted by The Josip
Survival rate is overrated. If two builds can do something, the one who can do it faster is more efficient. It's better to die 10x and finish something in 20 minutes, than die zero times and take an hour.
Considering that I only play with a mesmer, the ability of some heroway to be effective on all professions is totally irrelevant to me. Even if I played all classes, I wouldn't want to bore myself to death using same heroes and playstyle on all the characters.
What you said makes no sense. How can a team that dies 0 times finish something 3x slower than a team that dies 10 times in 20 minutes?
Anyway, my point is, there is a fine line between survival and completion. The objective is to finish a task in the least possible time possible under the following two constraints:
1. Minimum deaths occur (aka higher survival rate, 0 = ideal)
2. Universally acceptable (hero bars runnable anywhere, although minor tweaks are acceptable to synergize better with human player's bar)
An example for 1 is: Team Build A finishing a task in 15 minutes and total of 5 deaths is worse off that a team build B finishing the same task in 17 minutes and 0 deaths. The 2 extra minutes is hardly of consideration especially if those 5 deaths occurred for the human player, in which case he would be booted from a HM instance, unless he removes his/her DP.
Example for 2 is: If you decide to use spiritway, at least bring splinter if you run a melee character, and perhaps modify one of the heroes to bring SoH. Similarly, if you are running ele, and brining meteor shower, it seems logical to bring earth bind on one of the rits. As a mesmer, you would want to bring frustration on your bar so that it synergizes well with your hero spirit dissonance. Similarly, there are plenty of other changes that can be made to benefit other professions.
01 Jul 2010 at 13:16 - 60
A team that has half its group for healing won't die but will have horrible times. That's the point Josip was trying to point out
01 Jul 2010 at 14:40 - 61
Ok guys im slowly comming from a long break and i propose myself to beat every dungeon in HM with H/H. Not doing very well cause i get wipped to often and yes im carefull with the aggro, flag heroes etc but with little success
Today 3 full wipes at oozes pit before encounter the 1st boss.
heres a sc of my set up
Any tips, suggestion, criticism is always welcome.
01 Jul 2010 at 15:41 - 62
You brought a minion bomber to the Ooze Pit. I think that's half your problem.
The Ooze also have Spiritual Pain, but it's not as scary as it once was.
01 Jul 2010 at 16:41 - 64
Quote:
Originally Posted by mage767
Just a different school of thinking about team builds.
Also, you assumed that I have more healing than necessary? How do you know what I am using? You don't, and healing is the least of worries in HM. It's protection that matters. I rebut your statement by saying that a team that is well protected will enjoy more time making solid kills than a team that is struggling to stay afloat through red-barring.
There are plenty of examples whereby concentrated attack by few units is better than lack-luster attack by many. The former leaves more room to spec into prot, or specialized bars suitable for difficult areas - aka team optimized for survival via damage negation or damage interrupt, and still able to achieve fast times.
I await your rebuttal.
I don't really know why you think I was refering to you in any way. I simply told you what was the thing Josip was trying to point you out. A messenger. Simple.
If you really await my rebuttal, here it is: Excusatio non petita....Look in google the end of the phrase and what it means, if you don't know it.
Edit:
Biofobico,
MM in Ooze Pit = fail. Your rit hero aint good. If you wanna go with SoS try a Soul Twisting hero ( OAWjMogLpOYTrX48bCN7BZgLG ).
Panic is overrated, Psyquic Instability is far better. You also need a sort of melee so those suicide oozes dont get too far into your backline and start exploding in front of your monks.
If i were you, i would run DwG for easy spammable damage (you can even keep fallback :P), a melee hench just to make him semi tank the mobs, a Psyquic Instability (4s KD is kewl) - I've been running this one, just for fun ( OQZTA0Bq4JEmDyAIDcRRkYYEB ) it has AoEs and 4s KD pretty good. Then, get a SoS hero (you can chip in fallback if you want) ( OAmjAqisJOXzyJ0sayMdcXsdM ) and to end with a UA healer, for quick ressing.
01 Jul 2010 at 23:50 - 66
Quote:
Originally Posted by Jeydra
They nerfed HM fast casting (HM monsters now casts spells of 2s cast time or less without the normal increased cast speed in HM). It's a major change, PvE is now easier than ever.
I think that it's spells with casting times of less than 2 secs that doesn't have reduced cast times rather than spells with 2 secs OR less, meaning 2 secs cast times are still reduced. Not sure though.
02 Jul 2010 at 05:32 - 67
As to Ooze Pit/EotN HM dungeons H/H, try searching Explorer's League forum - all the hints are there for every dungeon.
IIRC, for all those oozes, it was nice to have some of the damage reduction wards [ward against elements][ward against harm][ebon battle standard of courage]. I'd personally:
1. bring the mesmer (necro or ranger) hench instead of the fire hench
2. ditch the MM necro hero aspects, go hex/degen (or ele hero [searing flames], wards, etc)
3. use an interrupt ranger hero instead of mesmer (with [marksman's wager][concussion shot][epidemic][distracting shot][savage shot] blocking stances)
4. I think I may have immediately used [ebon vanguard assassin support] on them after pulling w/longbow to flagged H/H, to get them clustered on him.
5. If not, just hold aggro, and make sure you self-cast the hero prot spells on yourself first...
Don't forget to have con/conset buffs available if needed (and DP reduction cons). Better to have them on-hand, than in the chest...
03 Jul 2010 at 15:02 - 68
1:48
was bored and borrowed some heros to do a FoW NM for fun. The time is kinda slow, my builds was not well planned and I forgot two shard wolfs and had to go back to them. I Think I can get at least 20min off that time. Could probably save some time with sending the mage too.
Its just NM, but no cons and only 7 man. Looking to see what kinda times people can get!
06 Aug 2010 at 10:27 - 69
Quote:
Originally Posted by EFGJack
07 Aug 2010 at 10:02 - 70
Hot shit J. I'll see if I can match those times once I have the time to do so.
07 Aug 2010 at 20:16 - 71
Nice time Jeydra. Made 35 mins yesterday but I whiped twice, the second time (the group right before Forgewight), I rezzed back to the shrine near the dark watcher  . Picked all drops and opened all chests along the way too. Pretty sure I could have made under 30 mins if that wasn't for those 2 stupid wipes where i played pretty bad.
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