HM dungeons: easy mode?
I Perma Mobs
Ok, so while going for the legendary master of the north title, I realised that VQing and doing Hm dungeons could be something difficult, especially doing it with 3 heros and 4 henchmen. So I decided 2 improve the meta builds even further and adapt them to my own situation and I came up with a team-setup that was pretty much capable of pulling all the aggro in justiciar thomnis' level, kill it reasonably fast despite all the rezes and still not have a single casualty, in HM, without the use of any consumables. I think it really is helpful and I hope you enjoy reading through this
I highly reccomend that you are an assassin. However, only 1/10 persons can say so, so here are some suggestions:
warrior: run a build that allows for quick attacks and SY! spam.
Ranger: R/W with barrage and SY! spam.
Dervish: d/w with aoe damage scythe attacks and SY! spam. Otherwise, no suggestions :P
Assassin: OwFjUNd8ITOMMMHM7PxZxkvlieA. You can take FH out for PI or other pve skills. Foucs on rapid attacks and SY! spam.
Paragon: regular imagon build.
Elementalist: if solo with H/H, go e/mo bonder. no need for a bu, just b pro.
If ur taking some1 else along, either be a nuker or go e/n ether renewal masochism health sacrifice spam with burning speed for the luls :P
Necromancer: If solo, SS nuker with double dessecrate, PI, BUH! and air of superiority.
If taking a melee person along, bring MoP and spam calls on baalled up foes.
Mesmers: Either panic or E surge. Mistrust is a MUST for the 180 damage or so. Don't forget air of superiority.
Ritualists: If going solo, DWG is a nice option. If going duo with a melee partner, consider changing around splinter weapon on ur SoS hero for spirit transfer. DON't go spirit spam. It's alot better to go high damage.
Monks: The PVX monk smiter build works very well, if u take air of superiority.
Whatever you do, don't play heal. You will be unable to heal. Consider, however, UA, in case you screw it up.
Now, on to the core team:
Hero 1, Communing SoGM: - OACjAyhDJPOby538sl52cOzLGA
16 communing, 12+1 spawning power, all health runes. +60hp,+5energy^50 staff. The green that drop from DoA are fine.
Hero 2, Channeling SoS: - OACkAGhrITaz1scWNHmTOpJGjZC splinter variant(for physical damage characters)
: - OACkAGhrITaz1scWNHmTOppwjZC for casters.
16 channeling 11+1 restoration, 6 spawning power (the attribute shortage is the main reason why no life, can't hit the next breakpoint). All health runes, same staff as for hero 1
Hero 3, Jagged Bomber(JB): - OANEUshd9JtUVFgGoAa0UPEQsFC
16 death magic, 8+1 SR, 9 prot, 5 healing. (if for some weird reason u have a monk on ur team that has 2 come, make him run 14 heal and bring dwaynas sorrow, take on this 1 out for SoA, spec 1 more att at SR)
All health runes, 1 -25% exploiting time insignia (name?), same staff works, however +20% enchantment works alot better, if u can get.
Henchies 2 bring along: Cynn, Herta, Mhenlo, Lynna. (in order: Fire, Earth, Healer, Protection). Call balled targets.
IF playing with another player: This gets complicated. I'll post the builds HIS heros should be running.
Necro 1: - OAhjYgHcoO5hyglYYKNncU7LGA (ss spiker/resto)
Necro 2: - OANEUshd9JtUVFoAiGY0UPEQsFC (JB. cut this 1 out if no corpses are available. However, there should ALWAYS be 1 in the team, regardless if there r corpses or not)
Necro 3: - OAhiYwh8UzEeZsh5kTaOOvYA (resto. only bring weapon of remedy if you're not running with splinter, however, it should be avoided)
(note: These are moddified sabway builds to include more defense and, surprisingly, more dps at the same time, because the heros won't be wasting time casting stuff like rip enchantments or reckless haste)
the player himself should follow the same suggestions I posted for the first player.
If running with multiple players:
I highly suggest not to do so in High-End PvE areas (unless ofc you're doing SC).
This is because it's very rare to be able to fit more than 2 persons into the team setup. People don't want to run heal, and even rarer, boring heals like n/rt that also need AI level of speed reactions. 3 people Is still accomodable, 4, however, enters the limits of failing, unless you are very lucky with the professions.
In general, avoid running with many people. Pugs often think what I'm saying is 100% retarded, well, it's not and you'll find it out by yourself, eventually :P
Now to the team :P
The basic strategy behind this build is to do nothing at all. Go in and start killing away. The ritualists will setup spirits and the JB will do the minion master's job. The spirits usually soap in all the damage done to the team. It IS nice 2 pre-cast prot spirit on yourself be4 going in, it's the only reason the skill is in the bar and it's only thing people should worry about. Lynna will then usually use SoA on you, making you like a 600 tank.
After this, roughly 3 seconds after you aggroed the mob, you will see your weapon change slightly, if you are taking splinter with you. This is when the fun started for me: xandra (didnt try with razah, but I believe, by sources, that xandra will spam it more) will start spamming splinter weapon on you whenever she can. Now, splinter weapon, assuming it hits all 3 adjacent foes, at 16 chaneling, does... 750+ damage, or 250+ damage to each adjacent foe. On a sin, all of that happens in a matter of 3 seconds.
In short: Bum.
Notice: Mend body and soul will remove, on average, 6-7 conditions, so blind won't be a big issue for melee characters, unless standing in eruption is a hobby of yours.
On a whirlwind attack warrior, barrage ranger, dervish, same thing. Consider bringing whirlwind attack on the dervish builds.
Even casters just explode stuff. the spirits will be striking for a good dps and keep the party alive. the ele henchies use sandstorm, mindblast and meteor shower. now, with good pulling tactics, meteor shower can be devastating. hugging walls and wall blocking helps alot at this.
On 2 man: The main reason to run sabway is because it has more aoe damage than discordway. Let me rephrase this: Discordway sucks. It's a slow way of accomplishing very little in the time you could be doing alot more. What kills a party in high-end PvE is NOT the ammount of single damage 1 character takes. it's those high damage nukes that almost every mob has. And as long as a meteor shower gets cast on you, you'll be blown away. Discordway will often not even manage 2 kill the target in time for the AP, especially when theres alot of pressure. Ive run discordway before too, and it can't even be compared to spiritway nor Luisway (how I call the moddified necro builds I put there).
The heros should all have appropriate runing for sabway heros.
Above all: Prepare yourself and know where you're going. SY! usually lets you easy mode through anything, but taking along other skills, like "don't trip" or breath of the rgeat dwarf MIGHT be useful, depending on the dungeon.
And above using your brains, above the clouds even: this build has an incredible ammount of defense. And it can insta spike most bosses in GW, when all spirits target it + heros+you. So what do you have 2 watch out for? balling. Enemies will target you very fast, because the spirits are cast on top of each other and the Ai tends 2 ball by nature's stupidity.
It's your job 2 stop that from happening. It's better to stop attacking and make your heros unball or cast some prots than getting wiped because of a 300+dmg spirit rift or searing flames.
Finally, even though we all know it's boring 2 have to ctrl+c every single frickin template I posted, I ask of you to do it if you're at all interested in what I'm saying, because there's no point in reading a team setup without looking at the bars (if you weren't interested, you wouldn't be reading this far in the thread so... :P)
It took me a fair ammount of time 2 perfect the build setup AND especially the assassin build, having looked at all kinds of different builds and aproachments. If I got time for it, I will edit this with the screenies of the skills.
Just remember to be pro and you'll make it :P
If you are struggling to find a setup with this build for your character, it's probably because you're doing something wrong, BUT post it here and I'll give it my best to help you.
Special thanks go to Coast Reincarnated and Wizzy Of Chaos for being amazing partners throughout various dungeons and coming up with interesting builds for the players to use.
My IGN is I Perma Mobs and have good holidays
I highly reccomend that you are an assassin. However, only 1/10 persons can say so, so here are some suggestions:
warrior: run a build that allows for quick attacks and SY! spam.
Ranger: R/W with barrage and SY! spam.
Dervish: d/w with aoe damage scythe attacks and SY! spam. Otherwise, no suggestions :P
Assassin: OwFjUNd8ITOMMMHM7PxZxkvlieA. You can take FH out for PI or other pve skills. Foucs on rapid attacks and SY! spam.
Paragon: regular imagon build.
Elementalist: if solo with H/H, go e/mo bonder. no need for a bu, just b pro.
If ur taking some1 else along, either be a nuker or go e/n ether renewal masochism health sacrifice spam with burning speed for the luls :P
Necromancer: If solo, SS nuker with double dessecrate, PI, BUH! and air of superiority.
If taking a melee person along, bring MoP and spam calls on baalled up foes.
Mesmers: Either panic or E surge. Mistrust is a MUST for the 180 damage or so. Don't forget air of superiority.
Ritualists: If going solo, DWG is a nice option. If going duo with a melee partner, consider changing around splinter weapon on ur SoS hero for spirit transfer. DON't go spirit spam. It's alot better to go high damage.
Monks: The PVX monk smiter build works very well, if u take air of superiority.
Whatever you do, don't play heal. You will be unable to heal. Consider, however, UA, in case you screw it up.
Now, on to the core team:
Hero 1, Communing SoGM: - OACjAyhDJPOby538sl52cOzLGA
16 communing, 12+1 spawning power, all health runes. +60hp,+5energy^50 staff. The green that drop from DoA are fine.
Hero 2, Channeling SoS: - OACkAGhrITaz1scWNHmTOpJGjZC splinter variant(for physical damage characters)
: - OACkAGhrITaz1scWNHmTOppwjZC for casters.
16 channeling 11+1 restoration, 6 spawning power (the attribute shortage is the main reason why no life, can't hit the next breakpoint). All health runes, same staff as for hero 1
Hero 3, Jagged Bomber(JB): - OANEUshd9JtUVFgGoAa0UPEQsFC
16 death magic, 8+1 SR, 9 prot, 5 healing. (if for some weird reason u have a monk on ur team that has 2 come, make him run 14 heal and bring dwaynas sorrow, take on this 1 out for SoA, spec 1 more att at SR)
All health runes, 1 -25% exploiting time insignia (name?), same staff works, however +20% enchantment works alot better, if u can get.
Henchies 2 bring along: Cynn, Herta, Mhenlo, Lynna. (in order: Fire, Earth, Healer, Protection). Call balled targets.
IF playing with another player: This gets complicated. I'll post the builds HIS heros should be running.
Necro 1: - OAhjYgHcoO5hyglYYKNncU7LGA (ss spiker/resto)
Necro 2: - OANEUshd9JtUVFoAiGY0UPEQsFC (JB. cut this 1 out if no corpses are available. However, there should ALWAYS be 1 in the team, regardless if there r corpses or not)
Necro 3: - OAhiYwh8UzEeZsh5kTaOOvYA (resto. only bring weapon of remedy if you're not running with splinter, however, it should be avoided)
(note: These are moddified sabway builds to include more defense and, surprisingly, more dps at the same time, because the heros won't be wasting time casting stuff like rip enchantments or reckless haste)
the player himself should follow the same suggestions I posted for the first player.
If running with multiple players:
I highly suggest not to do so in High-End PvE areas (unless ofc you're doing SC).
This is because it's very rare to be able to fit more than 2 persons into the team setup. People don't want to run heal, and even rarer, boring heals like n/rt that also need AI level of speed reactions. 3 people Is still accomodable, 4, however, enters the limits of failing, unless you are very lucky with the professions.
In general, avoid running with many people. Pugs often think what I'm saying is 100% retarded, well, it's not and you'll find it out by yourself, eventually :P
Now to the team :P
The basic strategy behind this build is to do nothing at all. Go in and start killing away. The ritualists will setup spirits and the JB will do the minion master's job. The spirits usually soap in all the damage done to the team. It IS nice 2 pre-cast prot spirit on yourself be4 going in, it's the only reason the skill is in the bar and it's only thing people should worry about. Lynna will then usually use SoA on you, making you like a 600 tank.
After this, roughly 3 seconds after you aggroed the mob, you will see your weapon change slightly, if you are taking splinter with you. This is when the fun started for me: xandra (didnt try with razah, but I believe, by sources, that xandra will spam it more) will start spamming splinter weapon on you whenever she can. Now, splinter weapon, assuming it hits all 3 adjacent foes, at 16 chaneling, does... 750+ damage, or 250+ damage to each adjacent foe. On a sin, all of that happens in a matter of 3 seconds.
In short: Bum.
Notice: Mend body and soul will remove, on average, 6-7 conditions, so blind won't be a big issue for melee characters, unless standing in eruption is a hobby of yours.
On a whirlwind attack warrior, barrage ranger, dervish, same thing. Consider bringing whirlwind attack on the dervish builds.
Even casters just explode stuff. the spirits will be striking for a good dps and keep the party alive. the ele henchies use sandstorm, mindblast and meteor shower. now, with good pulling tactics, meteor shower can be devastating. hugging walls and wall blocking helps alot at this.
On 2 man: The main reason to run sabway is because it has more aoe damage than discordway. Let me rephrase this: Discordway sucks. It's a slow way of accomplishing very little in the time you could be doing alot more. What kills a party in high-end PvE is NOT the ammount of single damage 1 character takes. it's those high damage nukes that almost every mob has. And as long as a meteor shower gets cast on you, you'll be blown away. Discordway will often not even manage 2 kill the target in time for the AP, especially when theres alot of pressure. Ive run discordway before too, and it can't even be compared to spiritway nor Luisway (how I call the moddified necro builds I put there).
The heros should all have appropriate runing for sabway heros.
Above all: Prepare yourself and know where you're going. SY! usually lets you easy mode through anything, but taking along other skills, like "don't trip" or breath of the rgeat dwarf MIGHT be useful, depending on the dungeon.
And above using your brains, above the clouds even: this build has an incredible ammount of defense. And it can insta spike most bosses in GW, when all spirits target it + heros+you. So what do you have 2 watch out for? balling. Enemies will target you very fast, because the spirits are cast on top of each other and the Ai tends 2 ball by nature's stupidity.
It's your job 2 stop that from happening. It's better to stop attacking and make your heros unball or cast some prots than getting wiped because of a 300+dmg spirit rift or searing flames.
Finally, even though we all know it's boring 2 have to ctrl+c every single frickin template I posted, I ask of you to do it if you're at all interested in what I'm saying, because there's no point in reading a team setup without looking at the bars (if you weren't interested, you wouldn't be reading this far in the thread so... :P)
It took me a fair ammount of time 2 perfect the build setup AND especially the assassin build, having looked at all kinds of different builds and aproachments. If I got time for it, I will edit this with the screenies of the skills.
Just remember to be pro and you'll make it :P
If you are struggling to find a setup with this build for your character, it's probably because you're doing something wrong, BUT post it here and I'll give it my best to help you.
Special thanks go to Coast Reincarnated and Wizzy Of Chaos for being amazing partners throughout various dungeons and coming up with interesting builds for the players to use.
My IGN is I Perma Mobs and have good holidays
MelianCeleh
Looks exactly like spiritway to me. Like straight from gwpvx. Doesn't really seem like anything's been modified. I do like it aswell tho.
I Perma Mobs
@melian
Yes, the build IS indeed very close to Spiritway, however, like End said, there are a few differences. And this thread wasn't created merely to show this build. The build is 1 helpful advice I have. It's also a good basis to use as example to show you (public) certain tactics that you should use and stuff you should avoid. Thank you for posting though.
@End
Earthbinds purpose is to be combined with cynn. Cynn uses meteor. recently I finished VQing cantha, and I realised how ridiculously powerful earthbind is. Actually, I should think of editing the 2nd player heros tbh :P. For instance, Meteor from Cynn will cause a 3 seconds long KD on all adjacent foes, which in turn will allow for splinter weapon and rodgorts invocation/fireball (depends what she follows up with) to desintegrate the whole enemy party in a matter of seconds. that's why i prefer it over agony.
Spirit transfer is really just an option. You could take fall back on this hero. However, I find that the best way to create a ball of enemies (You'll see why I'm talking about this) is to wait for them to ball up after the patrol and then charge straight in. BEcause I personally can't be annoyed to always micro prot spirit on myself (unless I know ill be taking 400 dmg in 1 hit), I like 2 have spirit transfer on the build, because it'll heal a sweet 220 health, like infuse, without the penalty of health loss. This also means that the enemy AI won't start attacking SoS hero because of the low health.
Yes, it's jsut a personal preference, you could take fall back. You could even take something completely different. I can understand spiritleech aura to counter shielding hands in the few areas it exists or shield of absorption, but not 2 make the spirits longer lasting. It won't make them less vulnerable to AoE damage
Jagged Bones is simply for Energy management. AoTL has a long recharge and heroes don't use it well. they let it drop before recasting and will rather use it to get the +2 death magic bonus than to exploit 5 corpses at once. While you could micro it, I can't be annoyed and this is sposed to be a build for every1 to use, and I am sure that most of the people feel like I do about microing
On a side note: Thanks you two for posting here, it's nice to have some feedback
synchronizing with earthbind, I will consider running unsteady ground on the other roles that 1 person alone cannot run. Since we have the hero limit update coming, I might as well think about a team build to be ran by 1 man 7 heroes. I will update this thread when I have my final result.
Yes, the build IS indeed very close to Spiritway, however, like End said, there are a few differences. And this thread wasn't created merely to show this build. The build is 1 helpful advice I have. It's also a good basis to use as example to show you (public) certain tactics that you should use and stuff you should avoid. Thank you for posting though.
@End
Earthbinds purpose is to be combined with cynn. Cynn uses meteor. recently I finished VQing cantha, and I realised how ridiculously powerful earthbind is. Actually, I should think of editing the 2nd player heros tbh :P. For instance, Meteor from Cynn will cause a 3 seconds long KD on all adjacent foes, which in turn will allow for splinter weapon and rodgorts invocation/fireball (depends what she follows up with) to desintegrate the whole enemy party in a matter of seconds. that's why i prefer it over agony.
Spirit transfer is really just an option. You could take fall back on this hero. However, I find that the best way to create a ball of enemies (You'll see why I'm talking about this) is to wait for them to ball up after the patrol and then charge straight in. BEcause I personally can't be annoyed to always micro prot spirit on myself (unless I know ill be taking 400 dmg in 1 hit), I like 2 have spirit transfer on the build, because it'll heal a sweet 220 health, like infuse, without the penalty of health loss. This also means that the enemy AI won't start attacking SoS hero because of the low health.
Yes, it's jsut a personal preference, you could take fall back. You could even take something completely different. I can understand spiritleech aura to counter shielding hands in the few areas it exists or shield of absorption, but not 2 make the spirits longer lasting. It won't make them less vulnerable to AoE damage
Jagged Bones is simply for Energy management. AoTL has a long recharge and heroes don't use it well. they let it drop before recasting and will rather use it to get the +2 death magic bonus than to exploit 5 corpses at once. While you could micro it, I can't be annoyed and this is sposed to be a build for every1 to use, and I am sure that most of the people feel like I do about microing
On a side note: Thanks you two for posting here, it's nice to have some feedback
synchronizing with earthbind, I will consider running unsteady ground on the other roles that 1 person alone cannot run. Since we have the hero limit update coming, I might as well think about a team build to be ran by 1 man 7 heroes. I will update this thread when I have my final result.
nodnarb chawz
I don't know why, but I just started playing GW again after 1 1/2 years of no activity. I found that your build and advice were quite useful.
Thank you.
Thank you.
I Perma Mobs
No prob man, always happy to help
NateAlluran
NerfHerder
Yup, you basically just said run spirit way in which case PvX explains it better and gives you better options. Or if you have another player have him run Sabway. And then you say choose a Meta build for your profession. At least thats what I read into it. Only you didnt source your material and acted like you made the whole thing up.
If your H/Hing in EotN, Cynn, Herta, and Mhenlo are good heros. Again, pretty common knowledge to most players. IMO Lina is optional, and possibly over kill for the amount of heals you need if you use proper tactics and the right team setup. Which is also better explained here. Not to mention the countless guides offered on Guru.
If your H/Hing in EotN, Cynn, Herta, and Mhenlo are good heros. Again, pretty common knowledge to most players. IMO Lina is optional, and possibly over kill for the amount of heals you need if you use proper tactics and the right team setup. Which is also better explained here. Not to mention the countless guides offered on Guru.
I Perma Mobs
Quote:
Only you didnt source your material and acted like you made the whole thing up
Quote: Or if you have another player have him run Sabway Apparently you can't even distinguish this either. Check the templates of the necro builds I posted and the ones posted in "sabway". Hopefully you'll see a difference.
Talking about the META builds which I "suposedly" told you to run(which i didn't)
Quote:
yeah, with an affirmation like this, tell me I told you to run meta.
Quote:
And if we're not talking about anything challenging, quite frankly I don't really care since anything can roll anything not challenging.Quote:
With earthbind its the same thing. The difference is it lasts longer. So earthbind still improves MS' effectiveness.
At time it works great - three sequential KDs with 2 quarter knocks (if the wiki is to be believed), but more often only two KDs (maybe with a quarter knock).
Enemies shouldn't really be kiting Meteor Shower - when I see Cynn use it on a mob well, I usually see at least two knockdowns - with Earthbind I would run a great risk of only seeing one.
This though, seems to stem from a difference in observation and I can't argue on these lines.
Quote: Originally Posted by I Perma Mobs And I didn't ignore Lina's job. I alrdy answered you. No, you answered in the same post you attacked me.
So, here we go:
First let's look at the hero builds suggested:
Ok, standard spiritway with Earthbind over Anguish, Spirit Transfer over a res and Dwayna's Sorrow instead of another prot or something.
I've already commented on Earthbind with MS so I won't bother again, but in general this isn't really worth it and so you can just run another attack spirit (which is a further boost with SoGM and Painful Bond). Knockdowns are rarely incorporated into H/H setups outside of Earthshaker bars (EBind redundant), YMLAD on the player bar (not significant) or Meteor/Meteor Shower on a henchmen (again, not significant and possibly detrimental with MS)
Spirit Transfer is odd. You shouldn't really have on any bar, three single target heals. Heroes do not prioritise heals well.
ST is pretty beefy for a heal though, but expensive and a bit conditional - I would cut one of the heals for something else (I hear AR or Splinter can work with minions - might want to try it out if you don't want more resses) and I would recommend ST is the heal you cut.
The physical option with Splinter weapon is the standard PvX bar - I think you could squeeze AR on there also.
Dwayna's Sorrow isn't something I generally like on MMs. It can work but it tends not to pull its weight as well as other skills. And the 4-way att split is ugly. This is cut and paste from PvX with that one alteration and I don't think it's a good choice.
The lack of Strength of Honor depresses me as a physical.
Now let's look at the player bar suggestions:
Quote: Originally Posted by I Perma Mobs warrior: run a build that allows for quick attacks and SY! spam. Not particularly thorough. This also negates Earthshaker bars.
Quote: Originally Posted by I Perma Mobs Ranger: R/W with barrage and SY! spam. Yeah, this is as good as anything a Ranger can run. They can also try using a scythe - it might be better for them.
Quote: Originally Posted by I Perma Mobs Dervish: d/w with aoe damage scythe attacks and SY! spam. Otherwise, no suggestions :P Incompleteness is a common theme here.
Hint: Run Zealous Vow
Quote: Originally Posted by I Perma Mobs Assassin: OwFjUNd8ITOMMMHM7PxZxkvlieA. You can take FH out for PI or other pve skills. Foucs on rapid attacks and SY! spam.
JS, FF, DB, Critical Strike, WotA, Finish Him, AScan, SY Decoded build in bold was me.
My comments on this are found here and here.
Quote: Originally Posted by I Perma Mobs Paragon: regular imagon build. It's the only toy they get - shame it's so defensive. Certainly cut away some of the defense if you run this.
Quote: Originally Posted by I Perma Mobs Elementalist: if solo with H/H, go e/mo bonder. no need for a bu, just b pro. No, or certainly not with the henchmen choice you've given. ERing is basically all in defense, which means you've cut very heavily in your offense. If you do this, every henchmen and every hero should in general, have a significant damage focus -i.e. cut out both monk henchmen if you do this. Otherwise run an AP build.
Quote:
Necromancer: If solo, SS nuker with double dessecrate, PI, BUH! and air of superiority.
No, don't do that. That's junk.
Run an AP build instead or Fevered Dreams. You accomplish meaningful stuff that way.
And if you do run a curse heavy bar, there's no excuse for not taking Mark of Pain and Barbs with minions running around.
Quote:
The lack of Strength of Honor depresses me as a physical.
Run an AP build instead or Fevered Dreams. You accomplish meaningful stuff that way.
And if you do run a curse heavy bar, there's no excuse for not taking Mark of Pain and Barbs with minions running around.
Quote:
Dwayna's Sorrow is one of the best skills a MB can have. It grants serious party healing on death of anything, covers all enchantments cast on the party and all of this with just 5 healing prayers spec. And it only costs 5 energy and can be spammed each 6 seconds, so the MB can easily cast it on any minion that didn't get affected.
Originally Posted by I Perma Mobs
Mesmers: Either panic or E surge. Mistrust is a MUST for the 180 damage or so. Don't forget air of superiority.
Or AP or Fevered Dreams. You can easily forget Air of Superiority. ESurge is somewhat of a throwaway elite. AP with Echoed EVAS is quite nice. Quote:
True, to a certain degree, but not significant. They prioritize it well enough when you're the only one in the party taking damage. Heroes will ALWAYS heal party members before any1 else. It was informed in some update months(prolly years by now) ago. And they will only heal allies (minions, spirits,...) when they're on max energy. This means they will focus their single target healing on you as soon as you drop below a certain ammount of health (either 90 or 85% I think, not sure).
but yes, spirit transfer isn't essential. I personally just don't have any alternative to put in that spot except AR, which I do in the 7 hero team you posted in. Not here though, because I believe defense > anything when doing H/H. Oh, and also, splinter weapon on minions doesn't work effectively. Their attack speed is 3 seconds, and since they have real issues in picking targets and moving in-between targets, they will take at LEASt 15 seconds to do the 5 attacks of splinter + w/e time they take running around like dolls. Also, they die in this time, meaning splinter was wasted. Quote: |
Quote:
Quote: Not particularly thorough. This also negates Earthshaker bars it's not thorough. But how does it negate earth shaker bars?
Earhskaer, assuming it'll hit 5 foes (big ball), and you're on IAS, will have an attack rate of 0.25 seconds. thats a fast attack. Following up with a few AoE hamemr attacks (whirlwind attack, crude swing too), you have a) just undergone a small manly spike with splinter, b) fueled SY! and c) KD'ed half the mob. It's a good build to run.
Quote: Hint: Run Zealous Vow That's what i used to run on my dervish till I deleted him. it works, and is good energy management. Whirlwind attack is also an interesting choice, depending on what foes you will be facing.
Your comments: I answered them in the other post. I agree with them and have been running with them ever since.
Quote: No, or certainly not with the henchmen choice you've given This is for high-end areas. i was thinking of slaver's when I posted it. For other high-end areas that are easier, I have 2 ideas: E/N life sacker exploding with Dark aura, using masochism.
Or, and here you can really capitalise on EBind power, Unsteady ground, meteor, ymlad, evas, and others. I believe this is the best to run for damage.
Quote:
Originally Posted by I Perma Mobs View Post Necromancer: If solo, SS nuker with double dessecrate, PI, BUH! and air of superiority. No, don't do that. That's junk. Run an AP build instead or Fevered Dreams. You accomplish meaningful stuff that way. This is one of the things I thought u said was garbage. SS> anything when run by a player. and even by heros. The ammount of damage it does at 14 curses+ BuH! and the fast recharge it gets from a 40/40 curses set AND the chance for insta charge of AoS make it an extremely pwoerful skill. the 1 skill missing on the bar which i didnt say is OBV MoP (SS nuker = MoP, seeing as to how we have minions). I thought this was obvious. I mean, it's the ONE skill the bar has slot for. Then, double dessecrate is obviously to capitalise on the 40/40 curses set and AoS, meaning you can literally spam 80+ damage aoe, armor ignoring. These builds have been ran for ages now, and you come in saying its junk. Sorry, it's not a thought-out idea. LEEERROOOY to me. Quote:
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