So which of those 7 hero builds are working?
Dzjudz
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Originally Posted by Jeydra
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Keeping minions alive to tank sounds like a good thing, but in this case, at a cost to your party. Besides, do you really need that much minion tanking for the rest of your party when you are melee?
I have two main problems with Paragons: one, they attack at less than full cast range, and two, they require line of sight. Invoke bypasses both these problems. I also highly doubt the Paragon outdamages an Invoke Ele, because every Invoke cast is usually 50% more damage to affected targets than Splinter Weapon procs. It can be even more when backed by Weaken Armour / EBSoH. They're also better at taking down whichever target you want taken down, since Splinter does not trigger on the targetted monster. As for Command support, there's little to boost offensively (um ... wand criticals with GFTE? Envy's triggering off only one Rit spammer), but 100% SYG uptime and long Fall Back are nice to have, I'll grant.
What does 'procs' mean? Never heard that term before. 50% more damage than 1 splinter trigger, or all 5 splinter triggers (I hope it's not the latter, that would be very hard to believe ![]() Changed the build a little though. Main team: - Curse Resto - MM Prot - Illusion Mesmer - Domination Mesmer - SoS Resto Then either: - Esurge Mesmer - RoJ Monk or: - SoGM Rit - Command Para Jeydra
Desecrate / Defile Enchants (rather conflicts with PoD, however), FoC, Suffering (if using FoC), Weaken Armour, etc. Of course Curses doesn't have many good skills to use so you could remove the Necro entirely and use something else for damage.
"Proc" is essentially the same as "trigger". Invoke does at least 50% more than 1 Splinter trigger, and sometimes as much as 100% more (before Weaken Armour / EBSoH support, even). AI doesn't always use attack skills the moment it's charged, a significant drawback to Paragon damage. With max Command and little Spear Mastery, the damage output is only going to be lower, too. In the end, the final choice is up to you. majoho Jerichoz
Any suggestions? Usually the 7th hero is a paragon or a warrior.
It works fine but sometimes I think it could be better. ![]() Outerworld Daesu Plutoman
I've heard heroes use OOU just fine typically. /agree on Symbolic Celerity. They only cast it inside combat, they don't maintain it outside, and other skills have a higher priority (including a lot of signets), so they often get cast without it.
Jerichoz
Okay, thanks
![]() what about my E/mo? I saw a teambuild similar to this on pvx but without e/mo .. it feels like i lack healing without e/mo so I normally take him with me. Is it okay? A lot of people also use Infuse on the e/mo but when I tried, it didn't really work well. What do you say? greetz aspi
Spitefull spirit is not very good together with 2 mesmers, or even with one panic mesmer alone. Unless the heroes can cast it on melee alone it's a waste of an elite.
Same with barbs, it looks ok on paper but in the game it is only good for really strong bosses. What kind of char do you plan on using it for Jerichoz Jerichoz
I play ele .. I think the best would be if I would play the e/mo part but I HATE HEALING, so i usually play SH ele or earth support.. not the best I know but it makes more fun than the boring healing stuff
![]() greets Squishy ftw My current standard setup for just about anything, from HM missions and vanquishes to UW/FoW HM/Doa + Mallyx/Urgoz/... Daesu Voodoo Rage
I changed my minion philosophy significantly switching to a combination of Order of Undeath (which heroes DO use fine) and a Soul Twisting Rit that focuses only on Shelter and Displacement. So instead of the standard minion bomber tactic, I have 9 Bone Fiends and Vampiric Horrors are pretty much up constantly and my team has THREE copies of splinter weapon. The rest of my team the normal OP mesmers, rits, etc... I've done about 3 vanquishes and did FoW in HM with a survivor title still intact.
Squishy ftw
Shelter/Displacement affecting minions (and thus lasting much short) is something I'm perfectly fine with. If they live longer..they keep stuff away from my party longer. Besides..they have almost as much armor as my heros do..(lvl 20 = 78, lvl 18 = 72, or something close to that)
Blood bond and SoH would indeed be nice, and in some variations I do run it, but it usually means I have to drop something else I really like. Any suggestions as to where to put it in this specific team setup? Condition removal..meh. Hardly anything is worth removing. IAU will keep me free of cripple and blind is covered by asuran scan. Don't care for anything else, the monk will just have to outheal that. Daesu
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Originally Posted by Squishy ftw
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Blood bond and SoH would indeed be nice, and in some variations I do run it, but it usually means I have to drop something else I really like. Any suggestions as to where to put it in this specific team setup?
I don't think you need a curse necro to occupy one hero slot. You can move the curses to your MM, either remove putrid explosion or shamblings, and move the paragon skills to your rit to free up one character slot. Quote:
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