So which of those 7 hero builds are working?

Net The Nabi

Frost Gate Guardian

Join Date: Sep 2008

USA/NJ/EST

[LoD] IGN: The Netnabi

A/

Quote:
Originally Posted by Belzebu View Post
Thanks for the feedback, I'm getting ideas before I make my "final" hero build.
This is the new bars I got, what you guys think?



Codes:
OgkjYxXYpSPYAZ8G4G5irS8gyb
OgNDwcPPP1CaRARLWPqb3VSC
OASjEyiM5MXTMW1kZexkmTuhJ
OAhjYgHaIPP1qqlwOMOlmTuhJ
OAhDYYxnSyBVBoBbhfClBWCVV
OQhkAoB8AGK0LwKQeGCIJQGwy3FD
OQlkAgC8AaezJY6Z6yBDhMwyfHD
OQCjUmmMaOt7gsF+CXjF/44dM Infuse + minions = death to ER. I promise. Swap it for Convert Hexes, trust me you'll love it. (EDIT: I also like Shielding Hands over Shield Guardian. Personal Preference)

Painful bond is very meh on heroes. High e cost, certainly not worth it for only SoS imo, thats where you put life.

Now with the PoD having a spot open, move up weaken armor and swap enfeebling blood for barbs. Jeydra is imo right in that its not a necessary skill.

Double MoP isn't needed nor imo useful on heroes as they will probably use it on the same target if your calling. Now that you've moved the other curses off your MM, you can remove this and make him a /P for SYG, FB, and whatever other skill you want, WSR works fine, I'd just have it disabled as I'd rather have the FomF be used unless needed, in whichcase a single keybind/micro that is only need in dire straights isn't a big deal.

Now your paragon isn't needed You have a whole slot to dedicate to whatever you want! I'd go with either a 3rd mes, Panic, or a smite monk with Tease as its elite(I'd choose this.) It's a nice aoe rupt, gives great e management, allows room for SoH, since your Mo primary you can go with RoD and smiters boon, smite condition/hex, drain enchantment for more enchant removal + e management, and either a res(giving yourself another slot) or even more utility and e management with another mes inspiration skill. The possibilities with this Smite monk are great and I think tease + SoH is a great place to start and really impact your build.

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

Quote:
Originally Posted by Jeydra View Post
Yet another option is to use the UA Monk in place of the Paragon, and then making the Curses Nec bring mass damage.
What mass damage?

Quote:
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 )? Yeah, the point that Splinter doesn't trigger on target is valid. There's still Blazing Spear + Cruel Spear (+ Anthem of Envy + GftE) that does trigger on the target though. GftE triggers on minions as well.

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

Forge Runner

Join Date: May 2008

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.

Jerichoz

Ascalonian Squire

Join Date: Jul 2009

Any suggestions? Usually the 7th hero is a paragon or a warrior.
It works fine but sometimes I think it could be better.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

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

Ascalonian Squire

Join Date: Jul 2009

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

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

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

Ascalonian Squire

Join Date: Jul 2009

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

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/



My current standard setup for just about anything, from HM missions and vanquishes to UW/FoW HM/Doa + Mallyx/Urgoz/...

Voodoo Rage

Voodoo Rage

Desert Nomad

Join Date: Mar 2008

Sacramento, CA

Geezers

R/

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

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/

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

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Squishy ftw View Post
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)
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?

Quote:
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:
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. Your loss then, IAU can be on recharge and you would have to keep casting asura scan one target at a time.

Of all 7 heroes and no space for a condition removal for a warrior?

Jerichoz

Ascalonian Squire

Join Date: Jul 2009

I now run

Curse Resto with Pain of Disenchantment
3 Mesmers (ESurge, panic and Ineptitude)
RoJ Smiter
MM with Aura of the lich
SoS Rit

Pretty standard, but it doesn't work very well imo.. it takes to long to kill, and sometimes runs out of heal.. I miss my E/mo somehow

any tips?

Jerichoz

Ascalonian Squire

Join Date: Jul 2009

tbh, i just copied the teambuild frm pvxwiki.. here: http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support
i never been a good pve player, i just do it because of the HoM now so I just need some solid 7H build that works fine and fast in HM so i can get some titles, finish some HM dungeons etc..

PvX said the smiter is also fine with caster, what I thought is right since there is no strength of honor in the build

greets

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

If you're running 3 mesmers on 7HPS, I'd suggest 2x ESurge instead of 1x ESurge and 1x Panic.

You can't go much further in damage without giving up more healing/prot. Though if you want, you can switch the Curse Resto for another RoJ monk. But because you are already saying you find the build lacking in heals I would not suggest it for you.

Jerichoz

Ascalonian Squire

Join Date: Jul 2009

Okay I guess saying the build lacks healing wasn't corrects... I had E/mo before and it was like the whole team always had full life, I could go afk or pull more groups at once without dying..
Now I have to do more myself.. with the new build I have to call better, pull better etc..
So If I don't ruin it myself, there is usually enough healing..

If there are big groups tanked by my minions, those groups are usually dead very fast.. but the Team has problems with killing single target.. for example if two melees attack different heros in the backline, while there are Eles attacking the healer, I got problems because the team isn't good at spiking single targets

chuckles79

Wilds Pathfinder

Join Date: Mar 2009

FILA

P/

Honestly it depends on what you are running. If you are an ele, monk, necro, or even assassin you can run AP caller and run discord.
Mesmers and rits cant take the place of the SoS or Panic on the most popular builds.
Melees should bring a para or two (to the guy I VQ'd with this weekend, Necros with Empath. Removal...really?)

The build that I use to roll everything except UW, Slavers, and DoA: (sorry I really should learn how to paste bars)
Imbagon (myself)
3 Discorders (switch to Sabway or Racway if minions are scarce and hard to maintain)
Panic Mes (switch to Psychic Instability if no mobs)
Ineptitude Mes (switch to PI if physicals are rare)
SoS ritualist
RoJ smite support (Swap for ST rit vs. destroyers or fire resistant foes)

This is just the easiest build for myself, being a ranged midliner (rangers would like similar, except bringing a commandagon and ST rit is highly recommended)

Squishy ftw

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/



Both dervs on attack and conditionKD gogo.

Don't really like the blood necro much though, very much open to suggestions there.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

I would very much be tempted to see if Fevered Dreams worked in that setup (over Psychic Instability).
My experiences with Monk heroes and Healing Burst isn't great (they don't use it enough); I'd stick Word of Healing on them. I'd also cut Shielding Hands and probably Signet of Rejuvenation for stuff like Cure Hex.
I would also replace Foul Feast for Mend Body and Soul and Recovery for Life, but that's not too significant a change.

SapphiraTheKeen

Ascalonian Squire

Join Date: Mar 2011

EviL

R/

I need help thinking up a good 7H team for dungeons, its all i have left to do for master of the north.

my main is a ranger so i need to find a good 7H team that suits her well.

From what i have experienced so far, i need to be able to keep SY up to survive the dungeons, because stuff in there is just painful. which means i have to run R/W (as much
as i hate to do so) or i lose out on SY.

Barrage, while amazing for all the mobs, feels next to useless against dungeon bosses because they tend to be alone, making splinter barrage lackluster at the hardest part of a dungeon. This same issue also makes running a discord team a bad idea.

So i'm stuck with the predicament of finding a way to upkeep SY while not using barrage or dropping SY entirely and hoping my team to handle without it.

If i choose to upkeep SY then my best chance is with an orders hero, which means i need to use more physical damage to make his placement worth it. so i've been considering a racway variant along with 2 spirit spammers and some form of healer/hex and cond counter.

if i run without SY i've been considering just having like 4 RoJ heroes + spirits and making 2 of the RoJ heroes double as MMs with Judge's intervention on one and DN on the other for some additional burst. this would free me up to pretty much run whatever i wanted, but i'm skeptical about its effectiveness toward dungeon bosses.

so can you guys help me out?


Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

Besides Fendi in Shards of Orr, what other dungeon bosses are problematic?

SapphiraTheKeen

Ascalonian Squire

Join Date: Mar 2011

EviL

R/

ooze pit, there are 0 bodies there, and the boss fight is painful because you cant pull each prismatic out because they act as a single group.

not necessarily the boss, but vloxen excavations has been giving me trouble, about 3 levels in there a MASSIVE group of dwarves and about half of them have hard rezzing capabilities.

itiscurtains

Academy Page

Join Date: Nov 2010

Perhaps I've misunderstood, but if you just want to spam SY! you don't need a full orders bot, just Dark Fury. I rarely run orders heroes but I always bring DF. It only requires 5 points in Blood, so it's fairly easy to toss onto a Curses/utility Necro. But, if you really do want orders, the benefits of using a N/x or D/N usually far outweigh the E/N version.

marmar256

marmar256

Desert Nomad

Join Date: Nov 2008

Australia

W/

frozen soil?

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

For ooze pit, bring EoE and the end should be pretty simple.

For vloxen, as someone earlier said frozsoil. Could also bring veratas aura to steal minions, but it's not really necessary if you have enough aoe damage. Just dont die at the rez point in the 2nd level keyboss area.

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

I find a ST Prot rit is very useful in the Ooze pit, with a secondary monk adding some targeted prots for whoever is taking damage.

As a side note, I wonder if your monk has too many spot heals. Considering the recharge times and the 0.75s aftercast delay, I suspect you could be healing flat out with less slots.

Dn M

Ascalonian Squire

Join Date: Apr 2011

Impulsion Is the Biggest [NiGr]

R/

Quote:
Originally Posted by SapphiraTheKeen
View Post
I need help thinking up a good 7H team for dungeons, its all i have left to do for master of the north.

my main is a ranger so i need to find a good 7H team that suits her well.

From what i have experienced so far, i need to be able to keep SY up to survive the dungeons, because stuff in there is just painful. which means i have to run R/W (as much
as i hate to do so) or i lose out on SY.

Barrage, while amazing for all the mobs, feels next to useless against dungeon bosses because they tend to be alone, making splinter barrage lackluster at the hardest part of a dungeon. This same issue also makes running a discord team a bad idea.

So i'm stuck with the predicament of finding a way to upkeep SY while not using barrage or dropping SY entirely and hoping my team to handle without it.

If i choose to upkeep SY then my best chance is with an orders hero, which means i need to use more physical damage to make his placement worth it. so i've been considering a racway variant along with 2 spirit spammers and some form of healer/hex and cond counter.

if i run without SY i've been considering just having like 4 RoJ heroes + spirits and making 2 of the RoJ heroes double as MMs with Judge's intervention on one and DN on the other for some additional burst. this would free me up to pretty much run whatever i wanted, but i'm skeptical about its effectiveness toward dungeon bosses.

so can you guys help me out?


You could add some Prot skils, that would help a bit.

SapphiraTheKeen

Ascalonian Squire

Join Date: Mar 2011

EviL

R/

experimentation with both teams let to mixed results. while the RoJ build could deal a lot of initial damage. after the burst, their damage was very lackluster, even in a NM dungeon. the physical team had some issues as well in a nm dungeon. first is that the orders and 2 healers have a very high mortality rate. second is that i was simply unable to generate enough adrenaline to upkeep SY.

it seems to upkeep SY i will need some strong, sustainable form of IAS for harder to kill single targets, like bosses, and some form of multi-hit like barrage (which will make my elite very near useless at the end of dungeons).

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Why the focus on SY? It should just go up when it can. You can design a build around SY, if you want, but there's no need to design a team around it.

For the ranger, experts dexterity (I believe) + volley, and 'For Great Justice' whenever it's more urgent.

Otherwise, with the team - try using protections. Protections besides SY - that will protect against more than just armor respective damage. A single hero, either an Ether Renewal Prot Ele, or a Soul Twisting Shelter Rit, will provide all the extra protection you need. The ele gets more single target protection, while the rit provides more party wide, and can add utility. I've found the most benefit in healing on the ST Rit, plus a second healer. That leaves you, and 5 other slots, for damage.