7H Team for Foundry (and maybe more)
Plutoman
I'd been using the DoA thread, but I wasn't getting much feedback. Not many people seem to be looking at it, so I figured.. Eh, may as well make a new thread. This cleared up through the first quest in the foundry, smoothly I might add, and I didn't continue further because of a 27sec lag spike that wiped me. My brother got on SC2, my internet's not good enough for that o.o
Here's my setup. As the ER Prot, I generally can keep the majority of damage off of the heroes, while the ST takes any excess when bonds go down. I micro Shared Burden onto mobs, which is particularly effective in mitigating damage and allowing interrupts. Not something I'm gonna remove; and for suggestions of stolen speed/arcane conundrum, they are only anti-caster - Shared Burden is also effective mitigation against large groups of Dervish's, Warrior's, etc.
It might be considered anti-synergy with TWE/Clumsiness, but they still get off attacks frequently. It just means half as many attacks = more attacks that are failed and deal damage as a percentage of the total. It's extremely effective against healer's, the Margonite Ki's that are annoying, and it stops Rage titans dead when they try to pull off Churning Earth with a 4 sec cast.
This also seems to me to suggest the power of the Mesmers - I couldn't get the same results running anything else, I had to substitute Necro's in. I dislike the increased casting/recharge times, but I can lose the extra energy management for hex/enchantment removal. I'd love to have Weapon of Quickening somewhere in here, but that's unlikely to fit.
This should be usable for any Caster class, just take an AoE damage build of your choice, and add in an ER Prot over a N/Me, most likely the E-Surge. Rangers, Dervish's, Paragons, and Warriors should use an AoE damage with SY (which honestly is probably more effective then this, as you get AoE damage, plus unstrippable protection). Untested, of course though.
The third room, you have to cross and flag in the corner of the room, and pull mobs. If you keep fairly close together (you have a little bit of room to move, but watch other patrols) you can keep with one mob at a time. I pulled a second, accidentally, when the first was almost dead, but I still managed fine. Just needs care.
Any input?
Here's my setup. As the ER Prot, I generally can keep the majority of damage off of the heroes, while the ST takes any excess when bonds go down. I micro Shared Burden onto mobs, which is particularly effective in mitigating damage and allowing interrupts. Not something I'm gonna remove; and for suggestions of stolen speed/arcane conundrum, they are only anti-caster - Shared Burden is also effective mitigation against large groups of Dervish's, Warrior's, etc.
It might be considered anti-synergy with TWE/Clumsiness, but they still get off attacks frequently. It just means half as many attacks = more attacks that are failed and deal damage as a percentage of the total. It's extremely effective against healer's, the Margonite Ki's that are annoying, and it stops Rage titans dead when they try to pull off Churning Earth with a 4 sec cast.
This also seems to me to suggest the power of the Mesmers - I couldn't get the same results running anything else, I had to substitute Necro's in. I dislike the increased casting/recharge times, but I can lose the extra energy management for hex/enchantment removal. I'd love to have Weapon of Quickening somewhere in here, but that's unlikely to fit.
This should be usable for any Caster class, just take an AoE damage build of your choice, and add in an ER Prot over a N/Me, most likely the E-Surge. Rangers, Dervish's, Paragons, and Warriors should use an AoE damage with SY (which honestly is probably more effective then this, as you get AoE damage, plus unstrippable protection). Untested, of course though.
The third room, you have to cross and flag in the corner of the room, and pull mobs. If you keep fairly close together (you have a little bit of room to move, but watch other patrols) you can keep with one mob at a time. I pulled a second, accidentally, when the first was almost dead, but I still managed fine. Just needs care.
Any input?
tuweky
Got 2 questions:
1. Is this for Normal Mode or Hard Mode?
2. Why Splinter Weapon?
1. Is this for Normal Mode or Hard Mode?
2. Why Splinter Weapon?
Plutoman
Quote:
Originally Posted by tuweky
Got 2 questions:
1. Is this for Normal Mode or Hard Mode?
2. Why Splinter Weapon? 1. NM Foundry, haven't tested HM. Should still be effective, but difficult. SY is probably better for HM.
2. Dunno! Forgot to remove it, was using it with minions and my girlfriend's barrage. That will be promptly changed.
1. Is this for Normal Mode or Hard Mode?
2. Why Splinter Weapon? 1. NM Foundry, haven't tested HM. Should still be effective, but difficult. SY is probably better for HM.
2. Dunno! Forgot to remove it, was using it with minions and my girlfriend's barrage. That will be promptly changed.
HigherMinion
Don't bother with both Protective Bond and Shelter...
Plutoman
Quote:
Originally Posted by HigherMinion
With just bonds, they'll get stripped at some point by Despair Titans (chillblains) and Greater Dream Riders (Mirror Of Disenchantment), or you run out of energy trying to prevent spikes from multiple Rages.
I've been testing this for the past week, this is the first genuinely successful build that managed to keep up easily against the area. Key word, easily.
Also, gloom is relatively easy. If just doing gloom, there's many combinations that work. The set of builds I've put up should manage a FR.
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