What Kind of Builds Will you create with 7 Heroes?

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Quote:
Originally Posted by distilledwill View Post
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.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

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.

Necromas

Lion's Arch Merchant

Join Date: Jul 2005

Okay got a little rough draft layed out here of a seven hero team build for my necro.

Markus Clouser

Markus Clouser

Frost Gate Guardian

Join Date: Nov 2009

Elite Mercenaries of Abaddon [ema] and Dhuum [emd]

W/

8 echoing RoJ. Just for the kicks.

Besides that, perhaps something involving mesmers and loads of rupts. Again, for the kicks.

` Marshmallow

` Marshmallow

Wilds Pathfinder

Join Date: May 2009

Canadaa!

Last Friday Night [TGIF]

E/

3 SF Eles 3 RoJ monks. and Koss :P Lol~!

Painbringer

Painbringer

Furnace Stoker

Join Date: Jun 2006

Minnesota

Black Widows of Death

W/Mo

Quote:
Originally Posted by dansamy
View Post
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. Longbow and SOS Rit is needed to kill Duncan

You need the skill swap in your skill set move his spirits away as far as you can. Maek sure they are out of the way of the henchmen. Then make sure to agro all the pop ups. They will chase you and you can kill them away from Duncan with your team. Then climb steps follow edge of the ledge and attack with longbow. Find farthest range to Duncan. Then flag the SOS rit to your spot give the rit the longbow and lay spirits for them turn on aggressive you pretend attack with wand as you run towards Duncan to shoot stop your self by walking backwards. It should trigger the rit to attack and the spirits will follow all you need to do is force cast the spirits till Duncan dies.

I use the following set up

Both monks hench
Earth hench
Talon
Then a SOS rit
MM bomber Necro
Mesmer with Panic

For your monk I would ROJ and Maybe Balthazar's Aura for talon or a minion of your choice Smite hex smite condition
Tricks for Dwarves are use the surrounding for help Lay your spirits in advance and set your team behind run and agro run behind spirits and release your heroes then look for the grouped up casters select target in the middle of a group an try and force hero to cast panic. Drop a nice ROJ on them tooo

End

End

Forge Runner

Join Date: Jan 2008

Rubbing Potassium on water fountains.

LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)

N/A



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

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Quote:
Originally Posted by End View Post
-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.



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.
                

End

End

Forge Runner

Join Date: Jan 2008

Rubbing Potassium on water fountains.

LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)

N/A

Quote:
Originally Posted by FengShuiDove View Post
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.
Panic hurts casters I was thinking SS more for melee's. Honestly I'm not horribly fond of SS but I love barbs + mop and im less fond of the other curses elites xD I might actually just put in icy veins for some fun.


Quote:
Originally Posted by Daesu Soul Twisting is Spawning Power, which a secondary rit has none. You may switch Xandra's bar with MoW and replace Boon with SoLS for MoW and SoLS for Boon for Xandra. indeed for some reason I was thinking backwards those will be switched.


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.

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:
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. Dulled weapon was because I was throwing together the build and didn't really like any other ones from that line. It's been changed along with changing whos running the ST (silly me forgeting attribut lines of elites)
Quote:
Finally, you do not have Strength of Honor. Fix that. Probably will be in the final version

beagle warrior

beagle warrior

Krytan Explorer

Join Date: Mar 2008

[HERE]

W/

Im thinking something like this

novawhiz

novawhiz

Desert Nomad

Join Date: Mar 2006

A/

Minions, spirits, pets, summons

nuff said

NerfHerder

NerfHerder

Wilds Pathfinder

Join Date: Apr 2010

For my casters Ill probably combine the armor ignoring/utility efftects of ROJ/Spirit/Mesway. Not very original, but it should get the job done. These are all base templates. It will be tweaked depending on what profession I'm using and the area involved. For instance, I may replace the RoJs with SF Eles on my Ele and add a "ToF!" Para.



I cant wait to use this for my Imbagon



On my Derv, Sin, and War some sort of orders is very tempting. However, the amount of DPS one can do in melee with Judges Insight has persuade me to most likely use something like the team build below. For the fun of it, I plan on adding two more of whatever profession I am playing.



Last but not least, leaves my Ranger. For my Ranger, I want a packhunter team build with as many pet rangers, minions, and spirits on a team as I can w/o getting silly. This team build could use some more healing in certain areas, and I will probably trade the Paragon for some sort of healer.



@End
I agree with Xeno, Patient spirit is a better option on your UA. Personally, I'm not a big fan of Rezzes in PvE. I use them but consider them optional slots. I would go with an E/Mo Prot for your sin, considering you will be the frontline.(just a thought)

Necromas

Lion's Arch Merchant

Join Date: Jul 2005

Heroes don't use heal as one as a damage buff in PvE.

Black Metal

Black Metal

Desert Nomad

Join Date: Jan 2009

N/

when we get the 7 hero parties I'll check back here again, but if it happened tomorrow and I had to throw something together, if it was a regular area in HM (no tricks or special things to consider), I'd go the 3 sabs (slightly modified the way I like them), Panic/both wastrel's/empathy/chaos storm Mes, 2 paragons with good synergies, probably a hybrid heal/prot monk (anti-spike and with some Inspiration to manage energy), and me with whatever.

Avatar Exico

Avatar Exico

Wilds Pathfinder

Join Date: Jun 2006

Way to Cold at Home:Illnois and School:Iowa.

We Trip Hard On [AcID]

N/

I have ideas of what I can make with 7heros.
dervway mix with orders/paragon
^^ samething with sins

MF factory build with 4 AoL/pets MM's, Spirit/Pet, and lastly N/Rt, UA Monk both with pets probaly throw in Panic Mesmer. 45minions, 8 pets, 5-10spirits.

ridz16

ridz16

Pre-Searing Cadet

Join Date: Mar 2007

Fort Aspenwood

FYI

D/

Hehe, I been dreaming about the day this would happen and now its finally come true!!! ^_^

Anyways, before I knew discordway, I used to run WoH Monk / Searing Heat Ele / Mes full interrupt. But I changed to Discordway 80% of the time now. Sometimes I do 2 Discordway + Mes for challenging areas with deadly casters.

Now, I get to have them all in one party! I'll probably tweak monk a little bit for Support Heal but more smithing. One spot left for extra: maybe Motivation Paragon for energy support, another mes half interrupt half e-denial, SoS Rit definitely, Earth Shaker Warr, Searing Flames Ele, etc... depending on which area I'm doing.

**************

Arcane Order Derv anyone? + motigon, commandagon... now with seven heroes I can add all three warriors. one is extra maybe monk or discord healer necro.

*************

3x Monks with ROJ's, Paragon with Song of Concentration and other buffs, Water Ele definitely, Weapon of Quickening Ritualist for spammage, Blood is Power necro that can make minions.

7 hero combinations are endless just like the build itself. This is just 3 of what I can come up with atm. 3x Ranger, 3x Ele etc etc..

Jade Zephyr

Jade Zephyr

Lion's Arch Merchant

Join Date: Jun 2006

GWFC

Expect your physicals to be completely useless unless you run a team full of them (or bad builds)... with the exception of spear throwers...

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

The thing is, the only two bars that really benefit from BiP are the Ele and Monk and only because they've been constructed very poorly.
Really people, stop using Ethereal Light.

And taking both Panic and PI is questionable. One makes the other fairly redundant.
The Nec is also of questionable worth - three enchantment strips, one of them being elite. The best skill on his bar is Enfeebling Blood and the rest is just junk.

I myself tend not to like Searing Flames on Hero eles. I would actually look towards the more stable output of Dual-Attunements to fuel stuff like Rodgort's Invocation along with a few other useful things.

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Well, I wasn't critiquing the whole build, or the remainder of the necro bar for that matter. I'm defending utilizing a battery in lieu of other energy management.

Terek Zelta

Terek Zelta

Frost Gate Guardian

Join Date: Sep 2009

Vagrant Unity Society [VUS]

W/

Mm, this is so cool.

I'll tell you what I'm not going to do: Use some new meta 7-way lamery that makes the game even easier than it already is. But I say that as a warrior primary, so...

I'm going to work on coming up with a 7-man setup, leaving one space free for a friend. I rarely party with more than one person anymore, so me + 6 heroes (or 7 heroes, with the last one being some kind of healer) would be an ideal setup.

I love what my warrior + Sabway has going for it, so I'll just add to that. I'll be adventurous and try out warrior, dervish and sin - yes, I said sin - hero teams. There was a tactics melee ranger build that I made a long time ago too that I'd like to finally use.

Between my warrior + Sabway, I'm never hurting for damage. Everyone else is just a meatshield, so barring like, one area that basically renders my warrior useless, I'll just throw meatshields at enemies while I happily cut things.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Two Mesmers tread on each others toes unless one is complete anti-caster and the other is complete anti-physical (and I have no idea why you would want to run that) or at least one of them is running a damage-focused build.

Two Panic Mesmers aren't really going to achieve anything notable one Panic Mesmer won't; certainly not enough to justify the hero slot.
For two PI Mesmers to be good, both need to use PI on recharge. Heroes don't do this so bringing two isn't really desirable. You'll also be paying an oppurtunity cost, having sacrificed a second hero slot for something that can only do a job you already have filled.

NerfHerder

NerfHerder

Wilds Pathfinder

Join Date: Apr 2010

Quote:
Originally Posted by Roen View Post
This may be a stupid question, but is there any value in having two Panic mesmers? Would two PI mesmer heroes be better at spreading interrupts (with the added benefit of knockdowns)? I really dont like how heroes use Panic. Their priorities are way off. I prefer PI and Energy Surge, as they dont conflict with one another. Personally I would rather have at least one foe KD half the time than uncertain interrupts. But there are certain areas where a Panic Hero is preferable(BLA). With two PI heros, you may sacrifice too much DPS in order to be really successful. At least Energy Surge gives you a cheap armor ignoring AoE at about 90 dmg every 10 seconds or so and the energy denial is an added bonus. Something even Eles cant promise. Plus I like Chaos Storm and that too works against Panic. As Chaos Storm tends to make foes scatter. For PI, I add Wastrels Demise and Chaos Storm, because the synergy is lovely. If you really want to use two Mesmer heros and one of them Panic, I would still go with Esurge and Cry of Frustration as a complement.

FYI, most of the hero team builds that I have been theory crafting around are HM WiK type mobs. The builds they use are pretty powerful as far as monster builds go(bar compression). And, I have found that more traditionally balanced groups fare just as well or better than Disco or Sabway. I also think these will be the same type of mobs we face in future GW:B content. So I am preparing for it now.

Below are some rough examples. I'm not going to say they are the best builds, its just what I use. I usually add a +2 Domination headpiece and a +1 Fast casting elsewhere

PI Hero

Esurge Hero

Panic Hero

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Something like this:

Countess Marie

Frost Gate Guardian

Join Date: Oct 2005

Theatre Debauchery

N/R

BIP is a very underrated skill... it depends on where/what you are playing, though. I mean, if you are using a bunch of cons and what-not then maybe it wouldn't be, but playing it 'clean' BIP has a large effect on heroes that get stuck on 5 energy skill spams. BR is pretty good, too.

-CM

Klance

Academy Page

Join Date: Nov 2009

TtBE

Mo/Me

I don't know, most heroes don't really seem to need it.

Necs - Soul reaping, enough said.
Rits - Siphon spirit and boon of creation for spirit spammers, for everything else just run a nec or mesmer with rit skills.
Mesmers - Inspiration is generally enough.
Elementalists - Gole + Attunemnt + GG/Shock Arrow/Etc
Monks - probably want a BiP, but then again the only hero monk i'm willing to run is a smiter and they generally don't have energy problems.