So which of those 7 hero builds are working?

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

Armor Ignoring damage really doesn't do much in NM; I think it actually ends up being pretty weak. You are better off using eles in NM. For HM, that's where armor ignoring damage from things like RoJ show their strength. Also, SY in NM isn't really needed.

FGJ is a good way to help keep SY up. Also, you should have someone bring ProtSpirit if you are doing HM. That or bring an ST-prot rit.

shanaya

shanaya

Frost Gate Guardian

Join Date: Nov 2005

Scouts of Tyria

R/

Quote:
Originally Posted by SapphiraTheKeen View Post
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). My Ranger has been working through HM Dungeons with this 7H build:

http://www.guildwarsguru.com/forum/d...t10480463.html

(also here:
http://www.gwpvx.com/User:Nanashi)

Essentially Dwaynaway is:
2 x Avatar of Dwayna dervishes
1 x SoS Rit with healing
1 x ST Rit with monk prots
2 x Dom mesmers, one with Panic one with Shared Burden
1 x BiP necro to power the mesmers and provide some prots

I've played around with Psychic Instability and Energy Surge for the mesmer elites and both can be effective.

My Ranger plays Beastmaster with EVAS.

I also vanquished all of EoTN and did all EoTN HM missions with this build. Its strength lies in its resilience - it is pretty much self-sufficient, requiring minimal input from the player. It was conceived as a build that can cope with disconnections as a result of a patchy broadband connection - this is one of my problems.

It is certainly not a 'fast killing' build, and in some areas it is essential to micro Shelter before engaging the mobs, especially big packs of eles. So far this has been an excellent 7H build for me.

Mind you I've still got Shards of Orr and Slavers to do!

SmokingHotImolation

Wilds Pathfinder

Join Date: Mar 2008

Odense, Denmark

E/

Here's what have been working best for me. I tried running minions and offense communing, but this just seem way faster. Criticism is welcome!

I know that defense probably could be toned down a little, but this fits my playing style nicely. I should also mention that i hardly ever micro

SmokingHotImolation

Wilds Pathfinder

Join Date: Mar 2008

Odense, Denmark

E/

Yea last spot i run a random pve skill.. lately ive been running "cant dodge this" just for the additional dmg.

Dissonance was a mistake, i meant to take displacement.

lastly, the only reason i took Icy Veins is because this team simply doesnt need a healing elite. Therefore i just went with the only dmg alternative which is icy veins

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

So I made an assassin a week or two back, and for the last couple of days I've been quite pleased with this team:



It's not a ball and spike team. I find those effective but a little boring, like I'm playing the Ebon Sin in a caster team. So this is a "run around and have fun spamming dagger attacks" team.

The blank slot is optional to suit the area. Usually it's a Panic mesmer, or sometimes various heroes with Ineptitude, Invoke Lightning, Expert's Dexterity, Spoil Victor, and what have you.

On the rits, I sacrificed dissonance to get dual Splinter Weapon + Ancestor's Rage. Both rits seem fine for energy. I'm not missing spawning power, the spirits don't seem to die way more than usual. By having a pure channeling rit instead or Spiritway's hybrid resto, I get to put the SoS at the front and the healer at the back which makes me happy.

The UA necro is kinda funky, but I'm pleased with it. UA doesn't need divine favour to work as a res, and let's face it we're not usually taking a UA smiter for their smiting. Compared to an ER protter I gain UA but lose Infuse Health, which does cost me a very nice parallel heal for spikes. Also it can have the prots I want, rather than the spammables that ER needs. And the N/Mo can have prots + MoP + Dark Fury, which an E/Mo couldn't do at all and a Mo/N couldn't do for very long.

Dark Fury makes SY start quicker and stay up. It also gets the paragon yelling like crazy, which is good for him and earns my sin more crits. Full orders doesn't seem worth it for two physicals, given that it wants 10-11 blood magic and the spammy 34% sac is like yelling "please fire a lightning orb at this guy", but the 5 points on Dark Fury are well spent.

I'm not sure whether the paragon is as strong as a straight up nuker, but it's just nice to have them on the team. They heal minions between fights but not when I want them blowing up, they make me run around a bit quicker, they get SYG up until SY is ready, Wild Throw ends blocking, the offensive shouts buff spirits and minions, and so on.

The bomber has shouts rather than spells so they aren't competing for time with Death Nova. If I really want extra condition removal (e.g Bogroot), I put Infuse Condition + Foul Feast + Res Chant on the bomber in place of the paragon skills.

I haven't had much to do with no corpse areas yet, but I figure on a ST Prot rit and SoGM ranger replacing the current SoGM rit and bomber. The UA necro might become a UA smiter for undead zones.

It's pretty enjoyable team to play in, with blossom/splinter/MoP exploding things around you and crits going off left and right. It also seems reasonably solid for most purposes.

Avenged

Avenged

Frost Gate Guardian

Join Date: Feb 2006

USA

[OHOP] [oKii]

W/

This is my favorite team build currently...seems to work well in most areas. Would like some feedback. Thanks

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

Quote:
Originally Posted by Avenged
View Post
This is my favorite team build currently...seems to work well in most areas. Would like some feedback. Thanks[/img] It looks basically solid to me.

I wonder about the energy on some of them, and whether one Blood Ritual is enough to keep them going. Does the SoS rit with Painful Bond and Spirit Rift run dry if they get dragged away from their spirits, so they're always trying to siphon the same one? Does the SoGM rit with Fall Back arrive at a fight with full energy, able to bind their entire line of spirits immediately?

Icy Veins never struck me as much good, maybe it's OK against destroyers and fire elementals, but then what else are you gonna use? Xinrae's Weapon ain't that special either.

You might like to try Dark Bond on the UA necro with another 2 points in blood, to see if the additional sacrifice is acceptable. I find it quite useful for getting SY up quickly and keeping it going, except on a Dragon Slash build which doesn't need the help.

I'm on the Aura of the Lich side of the religious divide, but I must admit that Jagged Bones isn't all that worse.

I think the target will usually be dead by the time the bomber takes a break from Death Nova to spend 2 seconds casting Barbs on them.

I've not used BUH much so I'm not sure how good it is as backup for UA, especially on the frontliner who everyone is trying to kill. I'd want a third res for long missions with no shrines, but maybe it's better than I think.

Avenged

Avenged

Frost Gate Guardian

Join Date: Feb 2006

USA

[OHOP] [oKii]

W/

Quote:
Originally Posted by Morte66 View Post
I've not used BUH much so I'm not sure how good it is as backup for UA, especially on the frontliner who everyone is trying to kill. I'd want a third res for long missions with no shrines, but maybe it's better than I think.
Ya im going to be changing BUH and either go W/Mo or /Rt with a better hard rez. I was VQing yesterday and the UA died and i could only bring him back for 30seconds at a time...was not fun.
Quote:
Originally Posted by Morte66 View Post
I wonder about the energy on some of them Ive used a similar build to clear fow for legendary survivor and energy never seemed like a problem..the team was always ready from battle to battle. I never really paid to much attention to it.

The reason I use IV over the elite rit weapon spells is they always remove splinter weapon. Ive never tried Aura of the Lich...ive heard people say its better..so I may try it out soon.

Thanks for the feedback.

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

BUH works really well. Just make sure you have 2 other characters with a hard res.

Also not sure about having any heal/prot carry Blood Ritual since they often end up spending their time running from ally to ally instead of heal/proting.

PurpleFlamingo

Ascalonian Squire

Join Date: Feb 2010

Hopped Off The Plane At [LAX]

R/

Hey guys, I'm coming back from about a 2 year break and wow...7 heroes?? I just have one question though: it seems like there's so little healing needed now. Is that because MM's and spirits soak up so much damage?

Also, is it better to run a few hybrids (one X/Mo with prot, a few /Rt with Mend Body and Soul and Spirit Light, etc.) or to have a dedicated protter and a dedicated healer? Or is that just personal preference?

thetwistedboy

thetwistedboy

Frost Gate Guardian

Join Date: Aug 2009

I live right there, see?

Apostles of Oblivion

W/Mo

I argue it's personal preference. Although an overwhelming majority disagree with me and many others because they think that since they run it one way or because build X is on PvX that it's amazing and nothing else compares to it ever. Just run whatever you want and don't listen to other people. If something doesn't work, you'll figure it out as I'm sure you already know.

Quaker

Quaker

Hell's Protector

Join Date: Aug 2005

Canada

Brothers Disgruntled

Personally, I tend to agree with Twisted above. For me the game is more about doing what I like, rather than worrying about what may or may not be 'best'.
Therefore, my 7-Hero team consists of 7 Mercenaries based upon 8 of my main characters. So, my default team usually consists of a Barrage/Splinter Ra/Rt, a BHA interrupt Ranger, an MM, an SoS Rit, a panic Mesmer, an air Ele, an HB monk and an UA/Resto Mo/Rit.
Of course, this is subject to tweaks depending upon quest/mission/area, and it takes more effort than just clicking 1, 2, 3 over and over, but it's more fun. So far the only thing that has caused real problems are the HM Titan quests.

Jeydra

Forge Runner

Join Date: May 2008

If you care about speed then it's better to run hybrids, because with pure healers more often than not they'll be doing nothing except wanding.

If you don't care about speed but rather about whether or not you succeed in doing something, you can run whatever you want - including four healers, for example - and still finish. Whatever floats your boat.

PurpleFlamingo

Ascalonian Squire

Join Date: Feb 2010

Hopped Off The Plane At [LAX]

R/



I'm going to try running this after I go get Xandra. I think there may be a little too much healing...any suggestions?

P.S. my last two skills will probably be asuran scan and enraging charge or something like that

itiscurtains

Academy Page

Join Date: Nov 2010

@PurpleFlamingo: Your team looks solid. Be aware, though, that anti-synergy abounds when you have both a minion bomber and an ST in the party. If you want minions, maybe consider an OoU MM with bone fiends and vampiric horrors. Personally, I'd just lose the minions altogether and opt for an RoJ Smiter. Also, speaking of smites, JI doesn't work with MoP and Barbs. You might want to drop it for SoH.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Tbh, i don't use so much Hybrids, but don't see any difference in theroycal speed/efficence.
For example, why 2x Prot/Heal Hybrids should be superior on 1 Pure healer + 1 Pure protter?
There are downsides and advanteges (hybrids are less poweful alone, but pure heal/prot can create problems when killed, etc), but till the amount/kind of skills are the same i don't see any difference in functionality.
Sure, when the party is ok the healer sit down or wand enemies, but for one healer that doesn't do anything there's another member dedicated to dmg and such. 2x dmg/heal may have something to do when not healing, but again, don't see difference.

PurpleFlamingo

Ascalonian Squire

Join Date: Feb 2010

Hopped Off The Plane At [LAX]

R/

@itiscurtains: Thanks for the suggestions. I'll try out some vanqs or something with my MM and then a few with a RoJ smiter instead and see what I like better. Good call with Judge's Insight, I'll switch that out for sure.

Pirateer

Pre-Searing Cadet

Join Date: Oct 2005

I currently run:

3x discords
2x mesmers (Illusion & Domination)
2x Ritualists (Channeling and Communing)

It's the basic 3 team builds on PvX all put into one.

Would this build survive to beating all 4 cities in DoA? My main is Ritualist, but if I can survive via a different class, maybe a physical class I can go that way too.

Any suggestions would be appreciated! thanks!

Random Generator

Ascalonian Squire

Join Date: Jul 2011

WHOA

N/A

@Pirateer

I'm using that same build except I'm a Necro primary. I tried to clear it in HM but it fails pretty hard. It'll probably work in NM but you have to pull slowly and it's going to take forever. I'm guessing you're low on funds and that's why you're using the build? I'm using the build so I can finish filling up my HoM but it feels slow.

I'm thinking about going 3 Mesmers and changing Razah

hunter

Frost Gate Guardian

Join Date: Jun 2005

Second bar is trash. CHange to SOGM instead, add some e-management instead of armor of unfeeling. ST with 4x spirits is bad.

No single target prots (PS) No AoE healing.

This fails even in HM, much less DoA and harder.

Not sure what your main is gonna be tbh, but you will need 2x merc heroes to run this build, and its not even that great.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by hunter View Post
Second bar is trash. CHange to SOGM instead, add some e-management instead of armor of unfeeling. ST with 4x spirits is bad.
SoGM is optional, if you are protecting an area you can bring that otherwise ST is more effective if you are moving. There is no need for a second e-management skill especially with BiP.

Quote:
No single target prots (PS) No AoE healing. You don't need single target prots with a shelter rit, and of course there are AoE heals in the build if you look again.

Quote:
This fails even in HM, much less DoA and harder. Completed HM quest DDF and various VQ with it without cons, so I have confidence in this build.

The main drawback is you need merc heroes to use this build and I have already said that.

hunter

Frost Gate Guardian

Join Date: Jun 2005

any mediocre build can do those.

you wanted my opinion, you got it. And BiP is subpar

PS: Shelter completed DDF, not you

thetwistedboy

thetwistedboy

Frost Gate Guardian

Join Date: Aug 2009

I live right there, see?

Apostles of Oblivion

W/Mo

Pretty much any 7 hero party can do HM really easily. That build is not going to fail at all.

BiP is not terrible and provides good energy management, but it can't fuel an entire party alone and basically mandates extra healing.

Interrupts with Panic are a bad idea. Why are you bringing Anguished was Lingwah with one hex on the ST Prot.

Lady Violante

Academy Page

Join Date: Nov 2007

W/Mo

So I've been doing the new WoC stuff lately and my typical set up can't get past The Undercity in HM.

I'm running

3x discord necs
panic mes
inept mes
st rit
sos rit

and I'm a monk using an assassin's promise build with some prots.

What hero setup do you guys think would roll through this WoC stuff in HM? I've played with a paragon while I was doing UA, and his team of 4 energy surge heroes, SoS rit, and AotL MM made it a cake walk. Wondering if I could the same results without merc heroes and by playing just by myself with 7 heroes.

Hooper287

Academy Page

Join Date: Aug 2008

Canada

I Yam What I Yam

W/

Hi guys, I've tried many of these 7 hero teams in Bogroots Hard Mode, but I have yet to find a successful team. Does anyone know of a great team specifically for Bogroots Hard Mode? Thanks if you could!

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Well, when looking at team builds keep in mind that you will have to tweak something depending on areas (expecially in HM) to have the best setup.
For example, Boogroots is a heavy AoE + Panic party, like Aracni or part of Slaver's.
Also i recall a huge amount of condition in that dg, so be prepared (MbaS+Spirits, Foul feast, etc.).

Don't expect to find a perfect for ALL build. There are some that are OK in lot of areas, but often not optimal.

distilledwill

distilledwill

Forge Runner

Join Date: Sep 2006

Blighty

The Legion of the Blue Blade

R/Mo

For bogroots just make sure you bring multiple hex and condition removals. I'd bring foul feast on a MM and pure was mei ling on either a SoS or a defensive spirit pooper, particularly for Bogroots I might consider dropping a lesser condi removal on my monk too (dismiss is pretty solid). For hex removal; cure hex on a monk, convert hexes on an e/mo ether renewal prot and hex eater signet on a panic, ineptitude or energy surge mes will work wonders at keeping your team clean (hex eater might seem a bit risky due to touch range, but I don't run any melee so she's only ever in the backline and the AoE removal is super sexy when your casters are bunched). Then, as has been said, just fill the rest out with AoE damage and healing.

Be clever at pulling and you'll do fine.

Pyros Akali

Ascalonian Squire

Join Date: Jul 2011

D/

On Hex eater, I've been running it lately and it seems the hero AI doesn't bother touching a melee for it, she either touch the casters if everyone is hexed, or don't do anything if I'm the only one hexed unless I run close to her. So pretty solid for group clearing without too much of a risk but yeah if you run melees you want something for that too, shatter hex or smite hex work very well for melees.

Squishy ftw

Squishy ftw

Desert Nomad

Join Date: Aug 2007

Your backline

W/

Symbolic celerity seems like more of a drain on your mesmers' energy than anything else.
Other than that it looks solid.