What Kind of Builds Will you create with 7 Heroes?
dansamy
Quote:
Originally Posted by distilledwill
FYI - theres a pretty good thread here with some advice about doing Duncan HM with H/H.
http://www.guildwarsguru.com/forum/d...t10454067.html Yeah. Read it already. Problem is I need this on my monk. I'm still trying to find the right combination of me + heroes + hench so that the darn dwarves aren't such a pain in the butt.
http://www.guildwarsguru.com/forum/d...t10454067.html Yeah. Read it already. Problem is I need this on my monk. I'm still trying to find the right combination of me + heroes + hench so that the darn dwarves aren't such a pain in the butt.
Xenomortis
Mo/W
Cyclone Axe, Whirlwind Attack, Prot Spirit, SoH, Frenzy, Save Yourselves.
Not sure what to pad the bar out with - I would say Balth Spirit if you're good at aggro management (at least include it in your hero setup).
Penetrating Blow and Chop are fairly good too and stack with Judge's Insight.
Cyclone Axe, Whirlwind Attack, Prot Spirit, SoH, Frenzy, Save Yourselves.
Not sure what to pad the bar out with - I would say Balth Spirit if you're good at aggro management (at least include it in your hero setup).
Penetrating Blow and Chop are fairly good too and stack with Judge's Insight.
Necromas
Okay got a little rough draft layed out here of a seven hero team build for my necro.
Markus Clouser
8 echoing RoJ. Just for the kicks.
Besides that, perhaps something involving mesmers and loads of rupts. Again, for the kicks.
Besides that, perhaps something involving mesmers and loads of rupts. Again, for the kicks.
` Marshmallow
3 SF Eles 3 RoJ monks. and Koss :P Lol~!
End
Horray for originality...Think I got enough protection in there?
Horray for sarcasm on all fronts...
I'm not sure about the monk whether I might want to run an E/Mo and the sin builds like always changing
Any comments? besides it sucks and is uninventive.
FengShuiDove
Quote:
Originally Posted by End
-Snip-
I hate your UA build. I don't really know why. And SS and Panic seem to clash... either swap out SS for direct damage instead of punish damage or swap out Panic for VoR for extra punishment. Other than that, looks pretty safe and fun.
As soon as I get home I'll try to post my 7 hero spike idea. I'm working with paw-ned for the first time, so it might be ugly >_<. Also, please take it with a grain of salt, it's a 7 hero spike build for Pete's sake.
EDIT: Here, since I had a few small criticisms about End's build, I'll post my gimmicky hero spike for you all to tear apart.
As soon as I get home I'll try to post my 7 hero spike idea. I'm working with paw-ned for the first time, so it might be ugly >_<. Also, please take it with a grain of salt, it's a 7 hero spike build for Pete's sake.
EDIT: Here, since I had a few small criticisms about End's build, I'll post my gimmicky hero spike for you all to tear apart.
Code:
(1) A/ - Shadow Tank (2) Mo/W - Prot Bonder (14 Prot, 13 DF, 3 Tact) 1. Protective Bond 2. Life Barrier (E) 3. Life Bond 4. Essence Bond 5. Blessed Signet 6. Healing Signet 7. Signet of Devotion 8. Rebirth (3) Mo/ - Spare Bonder (14 Heal, 12 Smite, 4 DF) 1. Watchful Spirit 2. Mending 3. Succor 4. Balthazar's Spirit 5. Blessed Signet 6. Ray of Judgment (E) 7. 8. Rebirth (4) Mo/ - RoJ Smiter (14 Smite, 13 DF, 3 lolol) 1. Ray of Judgment (E) 2. Retribution 3. Reversal of Damage 4. Smite Condition 5. Smite Hex 6. Judge's Intervention 7. Holy Wrath 8. Castigation Signet (5) N/Rt - FoC Curser (14 Curses, 13 SR, 3 Resto) 1. Feast of Corruption (E) 2. Defile Enchantments 3. Desecrate Enchantments 4. Enfeebling Blood 5. Weaken Armor 6. Foul Feast 7. Signet of Lost Souls 8. Flesh of my Flesh (6) E/R - Utility Earth Spiker (16 Earth, 10 ES, 9 Beast) 1. Unsteady Ground (E) 2. Dragon's Stomp 3. Churning Earth 4. Earthquake 5. Glyph of Lesser Energy 6. Aura of Restoration 7. Earth Attunement 8. Edge of Extiction (7) Me/ - E-Surge Domination Spiker (14 Dom, 12 FC, 6 Insp) 1. Energy Surge (E) 2. Wastrel's Demise 3. Wastrel's Worry 4. Overload 5. Unnatural Signet 6. Cry of Frustration 7. Shatter Delusions 8. Leech Signet (8) Me/E - Keystone Snare Spiker (12 Water, 13 FC, 3 lolol) 1. Deep Freeze 2. Ice Spikes 3. Unnatural Signet 4. Signet of Clumsiness 5. Symbolic Celerity 6. Keystone Signet (E) 7. Signet of Recall 8. Water Attunement Metrics -350 "first pulse" damage (not including armor reductions) -964 AoEDoT damage in first 5 seconds (not including armor reductions) -Around 2100 total damage delivered in around 10-12 seconds (not including armor reductions) -Bonds provide 48% damage reduction with a 5% limit and 50% additional damage redirected to bonder I was trying out my bonders in Ravenheart Gloom HM and with only Shroud of Distress and Shadow Form up, I consistently take 0 damage with a few 1's and a few bigger hits, but nothing that triggers Prot Bond more than once in a great while. I also tried 3 of my more utility based bars (E-Surge, Earth Ele, FC Water Snare) and they got close to killing some Jade Brotherhood Warriors without 3 extra sources of damage. More than anything, I wanted to make sure I could get Deep Freeze to hit and get two knockdowns out of Unsteady Ground and Dragon's Stomp. The damage... well... ought to be plenty.
Xenomortis
Etheral Light sucks. It works with HB but it's silly with UA.
IIRC Purge Conditions has a fairly hefty recharge, making it fairly unsuitable for your only condition removal. I'm not in a position to check right now.
Your one hex removal is also on a long recharge. Generally though, hex removal is unnecessary (nice to have some though).
I would hesitate to take Rend on the MM. If enchantments are strong enough to stop you killing, then take Shattering Assault as your elite. You already have Rip and Disenchantment.
Don't run ST on a non-rit. It's silly.
If you really want Soul Twisting, then swap Razah's (SoS) and Olias' bars.
Dulled Weapon is of questionable worth, you already have Enfeebling Blood.
Finally, you do not have Strength of Honor. Fix that.
Quote:
Originally Posted by FengShuiDove
IIRC Purge Conditions has a fairly hefty recharge, making it fairly unsuitable for your only condition removal. I'm not in a position to check right now.
Your one hex removal is also on a long recharge. Generally though, hex removal is unnecessary (nice to have some though).
I would hesitate to take Rend on the MM. If enchantments are strong enough to stop you killing, then take Shattering Assault as your elite. You already have Rip and Disenchantment.
Don't run ST on a non-rit. It's silly.
If you really want Soul Twisting, then swap Razah's (SoS) and Olias' bars.
Dulled Weapon is of questionable worth, you already have Enfeebling Blood.
Finally, you do not have Strength of Honor. Fix that.
Quote:
And SS and Panic seem to clash... either swap out SS for direct damage instead of punish damage or swap out Panic for VoR for extra punishment. Other than that, looks pretty safe and fun.
Not enough for it to matter really. SS is already lackluster.
I'd say take Pain of Disenchantment and replace Rend Enchantments with something else on the MM. PoD is something you might want to micro though if you don't bring Shattering Assault.
I'd say take Pain of Disenchantment and replace Rend Enchantments with something else on the MM. PoD is something you might want to micro though if you don't bring Shattering Assault.
End
Quote:
Originally Posted by FengShuiDove
Quote:
Quote: Originally Posted by Xenomortis
Etheral Light sucks. It works with HB but it's silly with UA.
IIRC Purge Conditions has a fairly hefty recharge, making it fairly unsuitable for your only condition removal. I'm not in a position to check right now.
Your one hex removal is also on a long recharge. Generally though, hex removal is unnecessary (nice to have some though). Honestly I like etheral and see no real reason not to take it.
Purge was just to show a condition removal I hadn't decided which I really wanted.
Hexes really aren't a huge issue hence the only 1 removal.
IIRC Purge Conditions has a fairly hefty recharge, making it fairly unsuitable for your only condition removal. I'm not in a position to check right now.
Your one hex removal is also on a long recharge. Generally though, hex removal is unnecessary (nice to have some though). Honestly I like etheral and see no real reason not to take it.
Purge was just to show a condition removal I hadn't decided which I really wanted.
Hexes really aren't a huge issue hence the only 1 removal.
Quote:
I would hesitate to take Rend on the MM. If enchantments are strong enough to stop you killing, then take Shattering Assault as your elite. You already have Rip and Disenchantment.
Rip was intended to be taken out I actually have another Para shout in there now (hey I like shouts). I forgot to change that when I put in rend. Quote:
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