Improving PvX Spiritway

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I think Spritway article on PvX is lacking and should be re-written. Here is the link.

Now the main flaws I see in that build are that it doesn't have the right skills mainbarred and doesn't fully reflect the versatility of the build.

I suggest reconsidering what skills should be on the build and what should be in optionals. I also suggest adding more optionals since many skills that are currently mainbarred are far from crucial.


SoS
Chan - 12+1+3
Resto - Varies
1. Painful Bond.
2. Signet of Spirits.
3. Bloodsong.
4. Splinter Weapon.
5. Optional.
6. Optional.
7. Protective was Kaolai.
8. Optional.

Variants
ST for SoGM in areas where foes come from multiple directions.

Optional 1
1. Spirit Light
2. FoMF
3. Smite Hex/Condition.
4. SoH
5. Barbs.
6. MoP.
7. Ancestor's Rage
Optional 2
1. FoMF
2. Spirit Light
3. Smite Hex/Condition.
4. SoH
5. MoP
6. Barbs
7. Enfeebling Blood.
Optional 3
1. SoH
2. Res.
3. Shadow of Fear.
4. Spirit Siphon
5. Fall Back!
6. Rend/Rip enchantments

Notes
SoS rits are extrmely versatile and I wanted to reflect this in the bar. This version is able to easily adapt to any type of playstyle and class and gives players a set of ideal skills for the purpose. I will add additional descriptions to every Optional if I ever get to updating the article. I have emited them in this thread though, reasons why should be self explanatory.


Communing
Communing - 12+1+3
Spawning - 12+1
1. Boon of Creation
2. Signet of Ghostly Might
3. Pain
4. Optional
5. Shadowsong
6. Disenchantment
7. Anguish
8. Optional.

Variants
BoC for Spirit Siphon in areas with heavy enchant strip.

Optional 1
1. Dissonance
2. AoU
Optional 2
1. AoU
2. Fall Back!
3. Rend/Rip Enchantments
4. Res.

Notes
This build satys more or less the same. I have made Disonance optional since it has a very short duration and meh effect. Not sure if it's damage is enough to justify it's position on the main bar.


MB
Death Magic - 12+1+3
Prot -10
Sould reaping - 8+1
1. Optional
2. Masochism
3. Optional
4. Death Nova
5. Blood of the Master
6. Protective Spirit
7. SoA
8. Optional

Variants
DS for SoA, reduce prot to 8, heal to 5. Take when using Bone Minions

Optional 1
1. AotL
2. JB.
Optional 2
1. Animate Bone Minions
2. Putrid Bile
3. Animate Bone Fiend
Optional 3
1. Aegis
2. Res
3. Animate Bone Minions
4. Animate Bone Fiend
5. Enchant Strip.
6. Enfeebling Blood.

Notes
No major changes to this one except the addition of more Optional slots and removal of aegis from main bar since it is sometimes ran by hench. Also made animates optiona since you can emit running them if running AotL, for bar compression.

Discuss.

Life Bringing

Life Bringing

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Optionals aren't exactly a great thing. Heroes suck at Painful Bond, which is why it's not mainbarred. Putting botm on the mm and not mainbarring minions is stupid.

This page is painful to read btw, might want to use some bold or something.

Arrogant Bastard

Arrogant Bastard

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Discord looks weak as an optional.

ST should be an optional elite for the Communing Rit. SoGM clearly does more damage but ST means the hero will always have the energy for expensive spirits, less affected by spirits dying, and is more mobile.

Life Bringing

Life Bringing

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ST is probably a viable elite, but the issue is only with spirits dying. Energy is fine and the mobility really doesnt affect play very much(the spirits are almost always recharged by the next mob, and if you're close enough that they aren't, you can just pull the mob to the old ones). ST is especially viable in low minion zones and areas where foes come from multiple sides(ie, vizunah square).

Essence Snow

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The one bar I have an issue with is the Communing Rit.....3~ 15e skills 1~ 25e skill 1~10e enchantment skill...etc......this doesn't sit well with me. Since the duration of most of the communing spirits is short <30secs, I cannot say I like this bar at all and would definately go with something else. ST maybe or replace Dissonance for something that does not require 25e whle bringing 3 other 15e skills.

Note*
Communing:
Communing - 12+1+3
Spawning - 12+1
Boon of Creation
Signet of Ghostly Might
Pain
Optional
Shadowsong
Disenchantment
Agony ..........(this is a channeling skill and as such will have no use at max of 3 channeling)
Optional.

Daesu

Daesu

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Join Date: Oct 2008

Your SoS Rit:

It is not enough to simply show us the skills that you have placed in your optional, you have to work out the attribute split for those skills as well. Some of those skills need certain level of attribute investment to be effective which is going to impact your attribute points for your restoration. Also, are you suggesting 0 spawning for your rit.

Your Communing Rit:

Agony is a channeling skill, as Essence Snow has already pointed out, and so is Spirit Siphon as its variant. How much do you intend to put into channeling?

Your MB:

Mixing Bone Minions with Bone Fiends is not a good idea. Bone Fiends are expensive with 25e per minion, while you get 2 bone minions per corpse but your MM can only sustain a limited number of minions. Your bone minions would tend to replace your expensive bone fiends. Bone fiends also make the worst minion bombs since they stay in the back line and are expensive to create.

Aegis is more useful than SoA since you already have PS for single target protection.

How much do you want to put into curses for Enfeebling Blood?

Faye Aeris

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Join Date: May 2008

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I've tried pretty much all of the options for spiritway, and the problems with the PvX build are survivability and adaptability. There are a few main builds which can be used as spiritway builds. They are as follows:

1 hero with prots:
N/Rt Minion Bomber
Rt Soul Twisting + Communing
E/Mo Ether Prot

1 hero with damage:
Rt SoGM
Rt Reclaim Essence

1 hero with utility:
Rt SoS healer
Rt SoS support

Note: The utility hero can be run with a primary Necromancer if you opt to bring the Soul Twisting hero as hero 1.

When I decide which heroes to bring, I mainly look at the role that I, as the player play in the party.

For the first hero, it's a matter of deciding if your character is offensive (damage) or defensive (support). If I am a more defensively oriented role, such as a healer, I choose not to bring the E/Mo and instead opt for the Minion Bomber. If I am offensive, such as any of the melee classes, I bring the E/Mo protter. If the role I play is somewhere between dealing damage and healing damage (midline), I bring the Soul Twisting ritualist.

For the second hero, I look at what kind of area I'm going into. If I'm vanquishing and going to be moving around a lot, I bring the Reclaim essence hero, which is essentially SoGM with Reclaim Essence instead of the Signet. This allows heroes to 'move' their spirits similarly to what a player does with Summon Spirits. Heroes use this skill perfectly for this purpose. If I am going to be relatively stationary, I bring SoGM for the extra damage.

My final hero is determined by whether or not I'm a physical. The SoS healer is always a good option any way you choose to go. However, if you wield a melee weapon, I like to bring Splinter Weapon and Ancestor's Rage.

Most spirit builds are essentially the same, so come up with the templates on your own.

masterjer1

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Join Date: Apr 2006

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Maybe you should post this in the PvX discussion page for Spiritway. You want to see it changed, thats where you need to post at.

Life Bringing

Life Bringing

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Quote:
Originally Posted by Faye Aeris View Post
the problems with the PvX build are survivability wat

12chars

Faye Aeris

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Join Date: May 2008

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R/

Try doing something where it isn't so easy to get a buttload of minions, and see how long that 1 healer backline lasts. Sure, areas where huge amounts of relatively squishy fleshy targets are there for your MM to create a wall allow you to get away with that kind of team setup. However, when you get into areas that contain small groups of resilient, damaging foes, then it becomes very difficult to maintain that minion wall and your defense crumbles.

The setup that Jeydra ran is basically the PvX setup as of now. I'm not saying that it's wrong; it works well for a large number of areas in PvE. However, there are variants that need to be considered when the normal spiritway just isn't efficient or outright fails.

By the way, the point of my post wasn't that one line you quoted. Please stop nitpicking about the semantics that I use and concentrate on what the topic of my post is; that is, possible variants to be added to the spiritway thread. Pointing out one line that may or may not be wrong isn't being helpful, it's just trolling.

Life Bringing

Life Bringing

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Only place i have yet to test Jeydra's spiritway in is SoO, but im sure i could do it(Fendi might get sketchy). Jeydra's last comment in that thread applies strictly to a 1 hench healer backline. If you bring both, there is plenty of healing.

Quote:
Originally Posted by Faye Aeris View Post
Try doing something where it isn't so easy to get a buttload of minions, and see how long that 1 healer backline lasts. Sure, areas where huge amounts of relatively squishy fleshy targets are there for your MM to create a wall allow you to get away with that kind of team setup. However, when you get into areas that contain small groups of resilient, damaging foes, then it becomes very difficult to maintain that minion wall and your defense crumbles.

The setup that Jeydra ran is basically the PvX setup as of now. I'm not saying that it's wrong; it works well for a large number of areas in PvE. However, there are variants that need to be considered when the normal spiritway just isn't efficient or outright fails.

By the way, the point of my post wasn't that one line you quoted. Please stop nitpicking about the semantics that I use and concentrate on what the topic of my post is; that is, possible variants to be added to the spiritway thread. Pointing out one line that may or may not be wrong isn't being helpful, it's just trolling. http://img26.imageshack.us/i/gw201l.jpg/

Just pointing out that Kath is not only extremely AoE heavy, it also has very few corpses.

It's not really nitpicking. You stated the survivability was low, and that's not true in the slightest.

*Note: Yes, i am too lazy to theorycraft a new ele bar, so, in the meantime, i will use Jeydra's very effective air bar :>

Faye Aeris

Academy Page

Join Date: May 2008

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R/

Exactly, and in that 1 line you completely missed the point of my post. It's like I say that Hitler drove a Volkswagen and killed millions of Jews, and you ask why he drives the Volkswagen.

Kathandrax is very AoE heavy, and that's why I see that the player wiped several times during the course of the dungeon. Spiritway may not fail outright, but the healing obviously can't keep up with the damage, otherwise there would have been no wipes at all. Sure, you can do it, but can you do it fast, or at least at a decent pace?

Besides this, you're getting way off topic. Either propose changes or say no changes need to be made and be done with it.

Daesu

Daesu

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Join Date: Oct 2008

Quote:
Originally Posted by Life Bringing View Post
http://img26.imageshack.us/i/gw201l.jpg/

Just pointing out that Kath is not only extremely AoE heavy, it also has very few corpses.

It's not really nitpicking. You stated the survivability was low, and that's not true in the slightest.

*Note: Yes, i am too lazy to theorycraft a new ele bar, so, in the meantime, i will use Jeydra's very effective air bar :>
I see you changed his build to add Dwayna's Sorrow (i.e. more party heals) in areas with more AoE.

Quote: Had 1 wipe i believe, and that was because i got 4 djinns raping me from either side of a doorway(they were behind a wall). MM sustained quite a few death's because i was lazy and kept forgetting to micro SoA on him for the agro. That was also with 1 healer hench, could've recovered if i had 2.

Quote:
Originally Posted by Faye Aeris View Post
Try doing something where it isn't so easy to get a buttload of minions, and see how long that 1 healer backline lasts. To be fair, it is not the kind of build where you would bring to a low corpse area.

Life Bringing

Life Bringing

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Quote:
Originally Posted by Faye Aeris View Post
Exactly, and in that 1 line you completely missed the point of my post. It's like I say that Hitler drove a Volkswagen and killed millions of Jews, and you ask why he drives the Volkswagen.

Kathandrax is very AoE heavy, and that's why I see that the player wiped several times during the course of the dungeon. Spiritway may not fail outright, but the healing obviously can't keep up with the damage, otherwise there would have been no wipes at all. Sure, you can do it, but can you do it fast, or at least at a decent pace?

Besides this, you're getting way off topic. Either propose changes or say no changes need to be made and be done with it.
I see you changed his build to add Dwayna's Sorrow (i.e. more party heals) in areas with more AoE. Unfortunately, this wasn't as effective as i'd hoped it would be. I wasn't aware of how few corpses there were in Kath before i went in there, so i had about 3 minions enchanted with it, and they usually died before the aoe turned on my heroes

Life Bringing

Life Bringing

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Here's just a brief idea of the setup in a screen. As you can see, the three heroes and the hench(as a group) are all out of adjacent range of each other, which saves you from most aoe. The hench ball is a good half of an agro bubble away from where the minions will stop the incoming melee/casters. It also keeps the spirits close enough where they can kill everything without having to worry about enemies being too far away.

To pull, ill precast spirits in this formation and pull out my longbow. Grab the group and pull through the MM. I usually end up just a bit past my henchmen before i turn around to start calling targets. The MB is usually pretty good about protting himself, but i usually will micro prot spirit on him during the pull, and SoA once i turn around.

This is the setup i used for frostmaws. Ward of stability was a huge help because it made worms and incubi harmless. Because of how i pulled and setup my henchmen, worms almost never even reached my MB. Since the ~8 worms all pop up right on top of each other and throw out a decent amount of aoe damage when they do, whatever minions i had brought their health to ~35%, and from there it was just FH spamming until they died. I tailor spiritway just slightly to the area im in. The build is so universal that very little buildwars is needed.

I've attached a couple more screens, but nothing that i was aiming for time on.

http://img717.imageshack.us/i/gw192.jpg/


Vlox lvl 3. Took my time and was still quick.

http://img64.imageshack.us/i/gw191k.jpg/

Vlox lvl 2. Also took my time here, especially because i didn't really know my way around the dungeon. Couple deaths, but nothing major(mostly due to me being lazy or setting up spirits in a bad spot). Only had 1 death during Bellok, which i was reasonably proud of.

http://img153.imageshack.us/i/gw189.jpg/

Raven's last lvl. By no means a difficult dungeon, but still did it flawlessly. This was before Jeydra got me experimenting in only 1 healer hench, so i have both. I brought AoU because 100b/triple chop/barrage are really annoying. Abundance of corpses made it unnecessary though(plus heroes are terrible with it)
They cast PB on when there are mutltiple foes running around. But they won't cast it on lone targets as fast which does make sense because there is no point wasting 15e on something thats going o die in seconds anyway.

My article suggests at least one animate spell or AotL on the bar so BotM is not stupid. :>

Quote: Originally Posted by Daesu View Post Your SoS Rit:

It is not enough to simply show us the skills that you have placed in your optional, you have to work out the attribute split for those skills as well. Some of those skills need certain level of attribute investment to be effective which is going to impact your attribute points for your restoration. Also, are you suggesting 0 spawning for your rit. Not relevant. I will ad the attributes splits if I get to updating the article but they should be obvious for anyone leaving input in this thread.

Quote: Originally Posted by Daesu View Post Your Communing Rit:

Agony is a channeling skill, as Essence Snow has already pointed out, and so is Spirit Siphon as its variant. How much do you intend to put into channeling? Isn't it obvious that I meant Anguish? =/

Fix'd.

Quote: Originally Posted by Daesu View Post Your MB:

Mixing Bone Minions with Bone Fiends is not a good idea. Bone Fiends are expensive with 25e per minion, while you get 2 bone minions per corpse but your MM can only sustain a limited number of minions. Your bone minions would tend to replace your expensive bone fiends. Bone fiends also make the worst minion bombs since they stay in the back line and are expensive to create. Orly? Ya I'm aware. Thanks for pointing this out, captain obvious.

I don't run bone minions with AotL for the same reason. Dont like when lvl21 horrors get replaced with lvl15 minions. My article doesnt suggest doing that. Fiends are for damage. I don't like them but some people run them so I thought I'd add.

Quote: Originally Posted by Daesu View Post Aegis is more useful than SoA since you already have PS for single target protection.

How much do you want to put into curses for Enfeebling Blood? Aegis is meh and henchies have it sometimes. Chaining it is redundant. On other hand SoA is much more effective and it doesnt hurt to have several copies of it if henchies run it. :>

You dump trhe remainder into curses. I thought some people would cry for weakness when SoS doesnt run curses and added it. Not sure if it should stay though.

Quote: Originally Posted by Arrogant Bastard View Post
Discord looks weak as an optional. True stoy. Completely redundant damage heroes won't even get it through before targets die most of the time. I though Discord lovers would cry but...screw them. :3 Removed.


Quote:
Originally Posted by Arrogant Bastard View Post
ST should be an optional elite for the Communing Rit. SoGM clearly does more damage but ST means the hero will always have the energy for expensive spirits, less affected by spirits dying, and is more mobile. Hmm. I saw a few other people suggest it before. May add to variants for the reasons life mentioned.

Quote:
Originally Posted by Faye Aeris View Post
the problems with the PvX build are survivability Uhm...wat.

Quote:
Originally Posted by Daesu View Post
That further proves that minion tanking is not as necessary as what some people claim, in most areas, if you already have spirits to help you tank. Lol. Don't use spirits to tank. They die and there goes your lolimba damage. You use minions to tank mobs or in Life's case, MoW since there were no minions. :>

If you don't post the attribute split, then your build is not realistic. You can list all the best optional skills from all different attributes into one bar but without a realistic attribute distribution, it is not going to be effective. Go try SoH with 3 to smiting for example.

In trying to "improve" the pvx spiritway, you have fallen for the same trap. You are trying to do too much by cramping all the cool skills that you can think of into a 3-heroes build without considering your attribute spread.

Quote:
I don't run bone minions with AotL for the same reason. Dont like when lvl21 horrors get replaced with lvl15 minions. My article doesnt suggest doing that.
Your article doesn't suggest NOT doing that either, since you listed Aotl along with animate bone minions as optionals.

Unfortunately, your level 21 horrors die harder than level 15 minions, making them worse bombs than the minions. If they hardly die then they hardly generate damage from DN. That means your build is too defensive.

The purpose of playing a MB is to allow minions to explode for damage. The more damage you have, the faster you generate fresh corpses, for new minions to animate. Besides with spirits, you should not need to rely on minions solely for tanking.

Quote:
Fiends are for damage. I don't like them but some people run them so I thought I'd add.
Looks like you cant decide whether you want a MM or a MB. Fiends are best left for a different type of MM who seeks to preserve expensive backline fiends to trigger skills like barbs, MoP, or OoU. On the other hand, a MB explodes cheap melee minions for damage at the frontline. The hero plays a MB better than a fiend MM, by the way.

Quote:
Aegis is meh and henchies have it sometimes. Chaining it is redundant. On other hand SoA is much more effective and it doesnt hurt to have several copies of it if henchies run it. :> Aegis protects the entire party, while PS already protects single targets.

Quote:
Lol. Don't use spirits to tank. They die and there goes your lolimba damage. You use minions to tank mobs or in Life's case, MoW since there were no minions. :> Maybe that is because your channeling rit has 0 spawning power so your spirits suck? Besides, I have AoU on my communing rit which you only have as a variant.

Quote:
I thought everyone uses that formation. It's super obvious. o.o;
(although I kinda guessed that you wouldnt after your "tank using spirits" coments :P) Sure....Mr I-always-come-forward-to-brag-how-obvious-anything-is-after-everyone-has-agreed-to-it.

Essence Snow

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When one asks for comments on something...then proceeds to insult those who make comments, you can only expect reactions. Daesu pretty much pointed out some of the things I would have liked to, but beat me to it. Only thing I care to add is that the agony/anguish thing...remember u also put Spirit Siphon as an optional for that build which, is also a channeling skill....so by having two channeling skills it is not apparent that u meant anguish. Only thing that was obvious was that neither belonged in the build.

Myotheraccount

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Quote:
Originally Posted by Daesu View Post
It is funny how you call everyone retards when you cant even tell the difference between Agony and Anguish.
Nothing else i can call you. I told you I mixed up the names and you still don't get it. Lol. :S

Quote:
If you don't post the attribute split, then your build is not realistic. You can list all the best optional skills from all different attributes into one bar but without a realistic attribute distribution, it is not going to be effective. Go try SoH with 3 to smiting for example.
You should know it. I'm more concerned with actual skill choice right now. I think I should make a general bar and then various SoS Rit variants in minibars.

Quote:
Your article doesn't suggest NOT doing that either, since you listed Aotl along with animate bone minions as optionals.
I'm not writing the article for myself, I'm writing it for the people. Some may run minions. =/

Quote:
Unfortunately, your level 21 horrors die harder than level 15 minions, making them worse bombs than the minions. If they hardly die then they hardly generate damage from DN. That means your build is too defensive.
They still die very fast. You actually get more DNs through with high lvl minions. Think of it.

Nothing stops you from running minions though. Lol. Optionals are there for a reason.

Quote:
The purpose of playing a MB is to allow minions to explode for damage. The more damage you have, the faster you generate fresh corpses, for new minions to animate. Besides with spirits, you should not need to rely on minions solely for tanking. K more obviousness. So? You don't want all of your minions to explode when you run a MB. =/

Quote:
Looks like you cant decide whether you want a MM or a MB. Fiends are best left for a different type of MM who seeks to preserve expensive backline fiends to trigger skills like barbs, MoP, or OoU. On the other hand, a MB explodes cheap melee minions for damage at the frontline. The hero plays a MB better than a fiend MM, by the way. I dont run fiends. Don't like them myself. Will probably remove them from the variants. People complained that PvX spiritway doesnt have enough variants so I though I'd mention a bunch of them and then remove the redundant ones as discussion progreses.

Quote:
Aegis protects the entire party, while PS already protects single targets. Henchies have Aegis so you don't have to take it every time.

Quote:
Maybe that is because your channeling rit has 0 spawning power so your spirits suck? Spawning doesnt help that much. Lol. Fanboy.

Quote:
Sure....Mr I-always-come-forward-to-brag-how-obvious-anything-is-after-everyone-has-agreed-to-it. Ofcourse it is obvious. How else would you flag your heroes/hench?

I do the same thing Life does; put MB in fron so minions hold the aggro, spirits behind MB and everything else behind spirits.

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

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seems odd, last time i played spirits sucked, and rits where lackluster
i prefered the stronger minions rather than having two level ones that die very easily

Daesu

Daesu

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Quote:
Originally Posted by Myotheraccount View Post
You should know it. I'm more concerned with actual skill choice right now. I think I should make a general bar and then various SoS Rit variants in minibars.
Whatever, you need to get your attribute spread right and not simply list all the skills you can think of, for a realistic skill bar.

Quote:
They still die very fast. You actually get more DNs through with high lvl minions. Think of it.
If they die fast then your point of having level 21 minions is moot isn't it? You might as well run level 15 minions and still get similar result.

I have been running animate bone minions (level 15 minions) with Aotl without BoTM in HM and still have enough tanking for my caster team.

Quote:
K more obviousness. So? You don't want all of your minions to explode when you run a MB. =/ Yes I am sure that happens to you a lot.

Quote:
Henchies have Aegis so you don't have to take it every time. Everybody's favorite link: If your spiritway build works well, you wont even need the protector hench most of the time.

Myotheraccount

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Quote:
Originally Posted by Daesu View Post
If they die fast then your point of having level 21 minions is moot isn't it? You might as well run level 15 minions and still get similar result.
They die fast enough not to have an effect on how much damage you generate with DN. But still provide better wall and damage. So you don't lose anything, just gain.

Quote:
Yes I am sure that happens to you a lot. Are you trying to say that your minions are 1337er than mine or something? Lol =/

Realize that you are contradicting yourself in the same sentence. If they die fast enough, then they wont make much of a wall would they?

Quote:
So if you have Aegis stuck on your nec most of the time, and you usually only bring the healer hench (that does not have Aegis), why put Aegis as a variant instead of the main bar?

Your reasoning of:

Quote:
If it works well you don't need any redbar at all. You always need some amount of red barring in PvE.

Quote:
Some may need an extra monk hench then there is no real need to take Aegis on the MB unless they suck so bad that they need to chain it. Hence why I want to just include it in the optionals. Why would you need an extra monk hench then?

Myotheraccount

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Quote:
Originally Posted by Daesu View Post
Realize that you are contradicting yourself in the same sentence. If they die fast enough, then they wont make much of a wall would they?
Not contradicting myself at all. They die slower than Bone Minions and thus make a better wall. But still fast enough not to reduce the damage you generate from DN explosions.

Quote:
Then why did you say this?

Quote:
You always need some amount of red barring in PvE. Maybe. One redbar is usually enough for when you run with Spiritway.

Quote:
Why would you need an extra monk hench then? Dunno. Some people just suck.

I only take one Monk hench to heal me.

Daesu

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Quote:
Originally Posted by Myotheraccount View Post
Not contradicting myself at all. They die slower than Bone Minions and thus make a better wall. But still fast enough not to reduce the damage you generate from DN explosions.
Define fast enough. If they die slower than bone minions then you are not generating as much damage as you could have.

Quote:
Maybe. One redbar is usually enough for when you run with Spiritway.

Dunno. Some people just suck.

I only take one Monk hench to heal me.
Hardly. You actually generate more because less minions die with no DN on them.

Quote:
Originally Posted by Myotheraccount
Henchies have Aegis so you don't have to take it every time. Since only the protection hench has Aegis, do you really bring the healer hench or the protection hench?

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Quote:
Originally Posted by Daesu View Post
Define fast enough. If they die slower than bone minions then you are not generating as much damage as you could have.
Since only the protection hench has Aegis, do you really bring the healer hench or the protection hench? Me? Depends but usually Healer. So I have Aegis stuck on m Nec most of the time.

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Quote:
Originally Posted by Myotheraccount View Post
Hardly. You actually generate more because less minions die with no DN on them.
If you only rely on Aotl for your level 20 melee minions then you can only animate every 45s. If you dont have enough minions then you are still not generating enough damage, especially when they are hit with strong AoE.

Quote: Me? Depends but usually Healer. So I have Aegis stuck on m Nec most of the time.
I got 11 minions most of the time. Stop being bad at theorycrafting, you are making it sound like every time a mob is cleared, AotL is magically put on a 45s cd without summoning any minions.

Considering how "long" (not) the battles last with spiritway I simply see no need in summoning minions mid-battle. AotL is usually recharged or nearing it when a mob is cleared. At any rate it takes the same time to wait for it to fnish cd as to exploit the mobs with minion animates.

Quote:
Originally Posted by Myotheraccount
Henchies have Aegis so you don't have to take it every time. ...is starting to self contradict.

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Quote:
Originally Posted by Daesu View Post
If you only rely on Aotl for your level 20 melee minions then you can only animate every 45s. If you dont have enough minions then you are still not generating enough damage, especially when they are hit with strong AoE.
So if you have Aegis stuck on your nec most of the time, and you usually only bring the healer hench (that does not have Aegis), why put Aegis as a variant instead of the main bar? What if someone takes a prot henchie?

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Quote:
Originally Posted by Myotheraccount
I got 11 minions most of the time. Stop being bad at theorycrafting, you are making it sound like every time a mob is cleared, AotL is magically put on a 45s cd without summoning any minions.

Considering how "long" (not) the battles last with spiritway I simply see no need in summoning minions mid-battle. AotL is usually recharged or nearing it when a mob is cleared. At any rate it takes the same time to wait for it to fnish cd as to exploit the mobs with minion animates.
Then you must be playing a different game from me because I actually tried your build with Aotl as the only animate spell and BoTM. I usually end up with only 5 minions at most and sometimes 0 minions in the middle of a battle. This is in HM by the way.

The hero AI also doesn't always cast Aotl at the end of the battle, it casts Aotl whenever it ends like an enchantment, which is another reason why you don't get level 21 horrors (unless you micro Aotl), you get level 20, even though at 16 Death, the duration is longer than the recharge. This means at 16 Death, your hero would wait longer than 45s to recast your Aotl. Furthermore, the hero AI doesn't always cast Masochism before casting Aotl so sometimes you even get level 18 bone horrors replacing your level 20s.

The point is, relying on Aotl for higher level minions doesn't make sense in HM. As a MB, you need more minions and a faster/cheaper way to animate them in mid battle so bringing animate bone minions is more realistic than just relying on Aotl for your bombs. The difference between a level 20 bone horror and a level 16 minion is only about 31 armor, which buys you about what, 5s with HM damage? This is why MBs are so effective in HM because they specialize in churning out fresh minions in mid battles fast and cheap.

Quote: Originally Posted by Daesu So if you have Aegis stuck on your nec most of the time, and you usually only bring the healer hench (that does not have Aegis), why put Aegis as a variant instead of the main bar?
Quote:
Originally Posted by Myotheraccount
What if someone takes a prot henchie? Tell him not to do that in your guide?

If they would only bring 1 monk hench, they usually bring the healer hench anyway instead of the protection hench.

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Quote:
Originally Posted by Daesu View Post
Then you must be playing a different game from me because I actually tried your build with Aotl as the only animate spell and BoTM. I usually end up with only 5 minions at most and sometimes 0 minions in the middle of a battle. This is in HM by the way.
We are playing the same game but I play it differently.

Quote:
The hero AI also doesn't always cast Aotl at the end of the battle, it casts Aotl whenever it ends like an enchantment, which is another reason why you don't get level 21 horrors (unless you micro Aotl), you get level 20, even though at 16 Death, the duration is longer than the recharge. This means at 16 Death, your hero would wait longer than 45s to recast your Aotl. Furthermore, the hero AI doesn't always cast Masochism before casting Aotl so sometimes you even get level 18 bone horrors replacing your level 20s.

The point is, relying on Aotl for higher level minions doesn't make sense in HM. As a MB, you need more minions and a faster/cheaper way to animate them in mid battle so bringing animate bone minions is more realistic than just relying on Aotl for your bombs. The difference between a level 20 bone horror and a level 16 minion is only about 31 armor, which buys you about what, 5s with HM damage? This is why MBs are so effective in HM because they specialize in churning out fresh minions in mid battles fast and cheap. I am aware of that. I micro AotL. I always micro something in my builds and see nothing wrong with it. You seem to be demanding efficiency from my build and yet are thinking on such a primitive level of playing.

There aren't many things you need to micro in Spiritway and checking on two spells every 20s or so doesn't take allot of effort. I'd say microing the paragon hero for W/N 100b Raptor Farmer requires more effort than microing AotL.

Nice wall of text btw.

I just skipped through it but I think it's enough to adress the major points you have made.

Quote: If playing the very builds that you have listed is not going to be effective then your guide is not worth much.

Quote:
Tell him not to do that in your guide?

If they would only bring 1 monk hench, they usually bring the healer hench anyway instead of the protection hench. Will do. I think I will re-write it on my PvX page alongside fixed 6-man necroway and discordway (I want to post those here too) in one fell swoop and just link it.

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Quote:
Originally Posted by Myotheraccount View Post
We are playing the same game but I play it differently.
No matter how many times I'm going to tell you that the builds I listed are not the builds I run youre not going to understand it seems. They are effective and you can fit them with various optional skills to fit your playstyle best.

I for one, prefer to play smart. That means I can easily fit in Fall Back! and more offensive capabilities on my MB at the cost of doing something as simple as microing one spell and flagging my heroes properly.

That is me. Others have their ways of playing this build so they can easily adapt thanks to the optionals. That was the whole idea.

Quote:
I am aware of that. I micro AotL. I always micro something in my builds and see nothing wrong with it. You seem to be demanding efficiency from my build and yet are thinking on such a primitive level of playing. Then you really have too many things that you need to micro in your build for it to be useful. I actually lost count of the number of skills you said you would micro on this thread alone.

Besides microing Aotl would not solve the lack of minion bombs if you dont bring another skill like animate bone minions. Shows you never bother to read any of our feedback anyway.

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Quote:
Originally Posted by Daesu View Post
If playing the very builds that you have listed is not going to be effective then your guide is not worth much.
Then you really have too many things that you need to micro in your build for it to be useful. I actually lost count of the number of skills you said you would micro on this thread alone.

Besides microing Aotl would not solve the lack of minion bombs if you dont bring another skill like animate bone minions. Shows you never bother to read any of our feedback anyway. AotL, SoA, Protective Spirit - 3 skills. You sure are bad at counting. =/

I don't see how you can have lack of minion bombs. I start a fight with 9-11 minions most of the time. Then in a few seconds that mob is dead and I have 11 lvl21 minions again.