My Heroway

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Krytan Explorer

Join Date: Aug 2009

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Hi Guildwarsgurumembers (long word...)

Me and my heroes are good (I think), but there is always room for improvement. Please be critical about the builds, and tell me what I should change to make it even more effective

I am most of the times a 100b warrior to co-op nice with the hero-builds



ME:
Brawling Headbutt
Hundred Blades
Whirlwind attack
Sun and Moon slash
Flail
Enraging charge
For Great Justice
Res signet (I'm getting SY soon...)

Ritualist 1:
Soul Twisting
Shadowsong
Pain
Dissonance
Disenchantment
Anguish
Enfeebling Blood
Boon of Creation

6 curses
12+2+1 communing
11 spawning power

Ritualist 2:
Signet of Spirits
Bloodsong
Spirit Siphon
Painful bond
Splinter weapon
Spirit light
Mend body and soul
Protective was kaolai

12+1 restoration magic
12+1+1 channeling magic
3+1 spawning power

Necromancer MB:
Jagged Bones
Animate bone minions
Death nova
Barbs
Mark of pain
Weaken armor
Strength of honor
Masochism

10+1+3 death magic
8+1 soul reaping
8+1 curses
10 smiting prayers

Enjoy being critical
PS: My henchmens are most of the times 1 melee, 1 ele, 2 monks. Suggestions for something better?

Crassus Praetor

Crassus Praetor

Academy Page

Join Date: Dec 2007

England

Jade Reapers [JD]

W/

For henchmen I always use 1 healer, 2 eles and mes/interrupter.

As for the builds themselves.. to me they look like a personal variation of the tried and tested spirit team build

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Quote:
Originally Posted by Crassus Praetor View Post
For henchmen I always use 1 healer, 2 eles and mes/interrupter.
I want to get maximum effect out of barbs and MoP so I run with another melee, is that ''newbie''? Should I just stick to a 4 caster-henchmens?

Crassus Praetor

Crassus Praetor

Academy Page

Join Date: Dec 2007

England

Jade Reapers [JD]

W/

Not just for this build but in general those are the henchmen I use in HM.

More phys players will set of barbs and MoP more times but I don't like melee hench and prefer to find another melee human.

Missing HB

Desert Nomad

Join Date: Mar 2010

Anna

A/

Your builds are fine , however i would do 2 changes on ritualists bar . You need some skills to be able to rupt AoE spammers , which might kill your team fast :
On your bar : change whirlind and headbutt for i am the strongest and 1 rupting attack or asuran scan.
On ritualist 1 : change ritualist boon for leech sig and enfeebling blood for power drain
On ritualist 2 : change spirit siphon for leech sig .
I personnaly do like crassus and have 1 monk + 2 eles heroes ( all having 2 rupting skills ) and i was able to do all vanquishings easily, but your bars should do it easily aswell

TheodenKing

TheodenKing

Jungle Guide

Join Date: Jun 2008

DoA

Dark Order of Retarded Knights (doRk)

N/Me

Have Rit 2 load 8 points in smiting and bring SoH for you. Spirit Siphon provides the energy he will need. For the MM, I like AoTL more than Jagged Bones, but to each his own. You could give him Aegis instead of SoH in either case.

Carboplatin

Carboplatin

Jungle Guide

Join Date: Jul 2005

[PIG]

W/A

I typically don't run MoP/Barbs unless I am playing with people. Things blow up too fast and I don't need to ball them.

your team build is okay if you aren't up against Hexes and AoE

I would actually drop ritualist 1, one SoS channeling rit with a few heals is enough, having two spirit spammer doesn't make that big of a difference.

Try a Panic/Tease mesmer with some AoE damage (Cry) and maybe some hex removal.

Masmar

Masmar

Krytan Explorer

Join Date: May 2008

Aberdeen, Scotland

We Gat Dis [HRUU]

E/

If i insist on taking another melee hench/hero alongside myself to trigger mop/barbs i prefer ranged allies (esp if henchmen) so they dont spend the whole time running around.
Ive tried out just running one command para+1 moti alongside me on war or sin with an MoP orders/MM which seemed to run fine

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gw285.jpg

Look here please (: My ''new'' heroes seem to have energy-management problems, any suggestions?

Vlad

Lion's Arch Merchant

Join Date: Jul 2009

Canada, UW

O.O

R/

Looks good to me. I usualy use 2 healer henchmen 1 fire ele and 1 whatever tho.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

I never feel anything below 16 Curses does Mark of Pain any justice. If you moved SoH somewhere else, you could spec a little better.

Life Bringing

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

N/P

A microable Protective Spirit will make your life so much easier.

I would also say to move the resto skills from the rt to the Panic, and move SoH to the SoS. Frees up slots to take protective spirit and Shield or absorption.

On your bar, definitely lose brawling headbutt for..just about anything.

ac1inferno

ac1inferno

Desert Nomad

Join Date: Aug 2007

Boston

We D Shot Your Stances [GODS]

A/W

If I was using a sword, I like [[Dragon Slash] for [["Save Yourselves!"] spam. And for a melee, I like the Physical Hero Team more than Hero Spiritway.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

I luv panic as a skill, but if your not bunching them up then its pretty much pointless, run Psychic Instability instead.

Going back to your original builds, I like the general idea. I would just personally drop brawling, and res sig from your build. Brawlings power comes from being able to knocklock, which you cant do without D-Slash and/or Steelfang, except in certain other builds that gain adrenaline really quick. In the case of 100b, ur better off hitting once more imo and charging S&M/WWA 1 or 2 secs faster instead of kding a target.

I like the SoS rit, however myself I am partial to ancestors rage, especially when im doing 100b because its 100 armor ignoring aoe around me, which is usually where most of the mob is because Ive got them mobbed up on me. I still run PwK & a heal, depending on area is spirit light or MB&S.

The Soul Twisting rit seems a bit of a waste. If your running offensive spirits on him then go with rit lord or SoGM. If you want to run ST go with defensive spirits. However, for most situations I think a mesmer hero with rupts and if you got the attributes, smites, is a better option.

MM is too split, a good rule to follow is generally, never split attributes into 4 lines. If you do, your devoting way to many attribute points for essentially 2 skills (on average). Id drop either the curse line or the smite line. Depending on how much you trust the hench monks depends on whether you should run prot spirit & aegis instead, but its up to you. Other skills worth taking on a MM include Foul Feast, SoLS, Hard Rez (ive noticed you dont have any hard rez in your build, which can be problematic if your party wipes several times, because eventually you may lose a HM vq/dungeon due to 60ing out.

Crassus Praetor

Crassus Praetor

Academy Page

Join Date: Dec 2007

England

Jade Reapers [JD]

W/

It looks like on the Rit, the energy problems are just due to using PwK, losing the energy benefit from carrying a weapon.

On the mes it could be spaming overload.

I agree that prot spirit should be somewhere

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Here is what I use on my warrior:

http://pvx.wikia.com/wiki/User:DarkS...roes_For_Melee

I usually bring Mhenlo,Cynn,Herta, and Zho or Lo Sha. You can replace SoLS on the necro with Rip Enchantment.

Panic is nice but it is not necessary with minions taking the AoE hits, and you only have 3 hero slots. You also have some interrupts from henchmen.

You don't need Bloodsong and Ancestor's Rage synergizes better with your warrior.

Barbs takes too long to cast, most of the time you dont get to use it for long before the target dies, if you ever get to use it.

Your SoS rit has 2 fast recharge healing/condition removing skills so she could be spamming them and run out of energy. Also painful bond is very expensive and not worth carrying if you dont have enough spirits.

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I've read all ur posts and my conclusion is (most tanks to: The Drunkard ), I need to get rid of the mesmer panic, replace it with a ER prot/heal for that bar I have:

Vekk:
1. ER
2. Aura of restoration
3. Protective spirit (yes its in my hero-setup now )
4. Aegis
5. Spirit bond
6. Shield of absorbation
7. Jamei's gaze (replacement for Infuse health because I dont like that my vekkie loses half his hp O.o good/bad?
8. Life attunement ( I let him put this on himself and 1 or sometimes 2 others)

Master of Whispers:
1. AotL
2. Animate bone minions
3. Death Nova
4. Masochism
5.Convert hexes
6.Protective spirit (2 times in hero bars is bad?)
7.Aegis (to chain with vekkie)
8. Signet of lost souls

The SoS:
I need a new build set up for him...
because the resto skills seem to drain his energy
1.SoS
2.Splinter weapon
3.Ancestors rage
4.Spirit siphon
----
----
----
----

Please comment my new setup
and add missing slots....

Crassus Praetor

Crassus Praetor

Academy Page

Join Date: Dec 2007

England

Jade Reapers [JD]

W/

Like I said, at least from looking at your screen shot it seems to be because of PwK meaning the Rt can't hold his weapon and gain the extra energy.

I've run this build and don't have energy problems so I don't know why yours would

kanuks

Krytan Explorer

Join Date: Nov 2005

That's not really extra energy... It's just +max energy. It doesn't give better energy management. Maybe he was fighting monsters with energy denial.

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Naah those enemies have no energy denial at all...
I have it all the time, I will try it out without PwK maybe that will work... will place hard rez/ Life?

kanuks

Krytan Explorer

Join Date: Nov 2005

Life wont help. Just like pwk it costs 10 energy and is cast even more often.

What about you keep testing it and realise it doesnt have energy problems at all?

Also you didn't answer my question, are you using a sup channelling rune?

Maybe your hero doesnt want to use spirit siphon when he needs to? Do you notice he doesn't use it when he's low on energy? If so, manually cast it a few times then he should use it more (That's something i have noticed with heroes, they seem to learn a little).

Is your hero on guard? I just don't get how you can get energy troubles because it's a a very energy efficient build. As I said, he has spare energy most of the times.

where is spirit siphon on the bar? Heroes prioritize their skills from left to right. Put them in the order I listed and it should go well (Spirit siphon before the heals).

Oh yeah and the krait mesmer does have energy denial, his elite.

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I only use minor runes on all my heroes, 600 hp ftw ....
will try out again, got rid of PwK and Painfull bond, got a suggestion to replace painfull bond with?

kanuks

Krytan Explorer

Join Date: Nov 2005

Why don't you go with sup runes exactly? Guild wars is very different than other games.

Would you rather have 75 more life or :

have Spirits with more life and deals more damage.

have ancestor's rage and splinter weapons deals more damage

have spirit siphon gives a better energy return

?

More life is only useful against big spikes. How many times have you been spiked for 500 damages in guild wars exactly?

Guild Wars is not a max life/max energy type of game. they both replenishes very well while in combat and they replenishes better the higher the attributes you use (energy management and healing skills are more powerful).

I seriously recommand you to keep pwk. It's just too good not to use it. Just think about it, at 13 resto, it gives 75 life to ALL party member, so there goes your oh so precious 75 life you're so scared to lose by using a sup rune.

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hmm but PwK gets me in energy trouble, will try out that superior runes daddy

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

With an ER, Mhenlo, and some restoration skills on my SoS rit, you should not have a problem with heals in most cases if you flag your heroes then pull. For AoE spikes, I have Life and PwK.

Heroes suck with spirit siphon because they tend to siphon from the same spirit so they get diminishing returns but it is better than nothing.

My SoS rit has these restoration skills:

FomF
Life
PwK
MB&L (great with SoS and Life around since with more spirits, more conditions that it removes per cast)

By the way, EOTN Mhenlo does not carry any condition removal skill so when your warrior is blinded, condition removal can be useful.

Whirl E Vic

Frost Gate Guardian

Join Date: Aug 2009

D/

As a derv, I always bring Xandra with SoS. I use 2 different builds:

Both have:
Splinter
Sos
Bloodsong
Ancestor's
Spirit Siphon

For the last 3 skills-
Smite Variant:
SoH
Judges insight
Castigation Signet or Smite Hex or Smite Condition as needed

Paragon Variant:
Fall Back
Find their weakness (using this you can 1-hit spike annoying things)
Pick one more command shout that is useful for the area: GFTE!, cant touch this, stand your ground, etc. or bring a rez

You don't need to add healing on your SoS, an ER plus monk hench are plenty of defense.

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

@OP - Your builds are fine. You may need to tweak things here and there depending on area though. All the suggestions made so far are good but by no means should your builds be static. Be flexible. Problem with this entire community is this...

No matter how good you think your build is or how well it is received by others someone will always give you negative feedback and/or suggest you make changes to your build. As far as I'm concerned this thread can go on for eternity and you're never ever going to get a consensus on your builds that everyone can agree with. A lot of the crap is really trivial. You need this, you don't need that, I always use this, heroes aren't good at that etc... Everyone assumes we all play the game the same damn way. Pity.

PS. Before you know it threads like this turn into a 2-3 man debate over who's suggestions/builds are better and subsequently the whole point of this thread will get lost. There are a few individuals who are infamous for this. Stick around long enough and you'll spot them.

Crassus Praetor

Crassus Praetor

Academy Page

Join Date: Dec 2007

England

Jade Reapers [JD]

W/

I completely agree with the post above.

Flexibility does help a lot, I always like to put in "Can't touch this!" and/or Mirror of Disenchantment for EotN areas to help against crit defence and dinosaur touch skills