Hero Meta: A Guide
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Originally Posted by HigherMinion
Quote:
Originally Posted by HigherMinion
Taking two spirits on one bar is pointless when you're probably using a SoS rit too. You can give them Rt/Me for rupt e-management, etc.
Taking two spirits on one bar is pointless? Well, if both spirits have interesting effect, and you have the energy to cast them, why not use them /Me e-manaagement is all good, but what happens when you face W/R/P mobs?
Also, if you're gonna discuss why bars shouldn't be included in meta because there are others that work better, then you can remove 90% of what is in the main post. HigherMinion
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Originally Posted by Navis
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You don't have to flag your heroes, although it is always advised if facing several Flowstones. No; all you need for lazyway is one copy of Prot Spirit, SoA and one or two party-heals. Rarely will all 7 heroes be hit, or for long.
Taking two spirits on one bar is pointless? Well, if both spirits have interesting effect, and you have the energy to cast them, why not use them /Me e-manaagement is all good, but what happens when you face W/R/P mobs? Also, if you're gonna discuss why bars shouldn't be included in meta because there are others that work better, then you can remove 90% of what is in the main post. Life is good, but you can't really depend on it unless your fights take 15~ seconds or so. Generally not the case unless you pre-cast it. It's an unreliable source of heal, generally for the end of a fight where it doesn't matter. The other spirit's effect is pretty bad. FoxBat
I only bring life for minion healing :/ otherwise rejuv all the way. If you aren't running offensive spirits for some reson though, you do need a reliable spirit light powerer, which life/recovery do.
Anyone watch heroes actually use flail? I hear they won't even try unless target is KD'd. And phys heroes tend to waste alot of time running between targets, so the movement reduction can be a real liability. Seems like dervish heroes with HoF and an enchant boost would be better "warriors" half the time... Water elites are pretty meh specially for heroes, so WaH is ok, so is MoI. Might just go with Elemental Attunement and let them spam deep freeze and maelstrom. Edit: don't get the ward hate. Yeah, they aren't often used reliably, their effects are sometimes questionable, but people used to bring the earth ele hench just for the wards. As mentioned the questionable part is you're using an ele at all, but if you are, might as well get some milage out of it. Ward vs melee is worth a single slot on an earth ele, and the water elites are bad enough that ward vs harm is an OK choice vs fire. A pretty good one actually before we had panic to deal with places like sacnoth and hell's. AndrewSX
Apart that ward are quite useless and plenty of drawbacks, a hero will never use it worthy(like happens to spirits anyway:but they so OP that u can ignore that...).
1-The problem ins't "Heroes balls toghether, let's put a ward on them" is that if u put a ward, they will try to stay in as much as possible. Which means that you'll surely be protected against Sh and SF, but your heroes will take it for amolst the full duration (and almost all heroes will do). 2-Why use wards when u can:-use imbagon or meele to keep up as much as u can SY!(+100AR)?I know that is viable for a little part of prof combinations(and played by human), but still...-As said, if u can't use SY!, prots>wards(shelter is an example, but if most of team is protted Spirit bond and Prot spirit are awesome). 3-As for spirits, is matter of field placement, cause wards are (atm) static. If they are dinamic(centered around caster, for example), they could be a little more desiderable. Generally heroes will cast wards(like spirits) quite random, compared to the human behaviour(4 spirits summoned all times you face a mob, even if alone, and then not ready when you'll face a large group). 4-Apart all this....how many times you'll face so much fire dmg to justify taking an elite slot for a ward? Kath, the burning forest in sacnot valley, and myba some place in nf with ruby djiins. Alathin
Looks amazing so far. Keep up the great work.
AndrewSX
@ Lex:
Yes, i'm not against wards by themselves, but what their use product: you and all your team will most likelly ball nicely in it. And i'm not sure that a similar exposure to -GOREDENGINE- AoE dmg from HM mobs is really worth using those. I mean, if you use ward against elements when facing eles you're more resilient to their dmg, but they can hit the whole team toghether (and for ares like vabbi, if there are some roaring ether-Esurge- around, armor vs ele is useless, and balling the team will most likely have bad results for your hp). Is just a "what you gain in ward" vs. "what you lose for stay all in ward". And generally i think the latter wins. LexTalionis
But I already said - I generally don't have that problem because prevention is a lot better than mitigation or cure:
If it's one target with huge AoE damage, lock a mesmer on it or hit it with PI. If it's a small group with some things that do huge AoE damage in it, lock a mesmer on each troublesome spellcaster and open with Technobabble into mistrusts. If it's a large group of whatever, Open with EVAS, hit the entire thing with Technobabble and follow up with panic. If it's a large group of spread out elementalists doing huge damage AoEs, please learn how to pull properly. In any situation where I'd even consider bringing ward against harm just because it could protect my party against fire (I assume you want the anti-fire properties because if I just wanted 24 armour, it'd be inferior to EBSoC and if my party is going to sit still inside a ward getting hit by wards, I already run "Stand your ground!" and armour bonuses don't stack beyond 25.), I'd have to quantify running an entire ele with heavy water magic investment over using a shutdown mesmer or soul twister or FD mesmer or pretty much any other class that can shut down, cripple or deal with entire packs of casters. Heck, if it HAD to be an elementalist, I'd even prefer Thunderclap over Ward against Harm. Wards in general can be okay, but I believe Ward against Harm is a very silly skill. moenbase
I have to say, if these builds on the first page are actually working like they intended to. Then I find it very nicely putted together actually. I wonder why some people are negative about it.
It's been a long time since I played GW. About 3-4 years ago. From what I remember is that most missions and areas require different team setups. And some skills are highly recommended for certain areas/missions. Especially the end-game ones. I mean, I guess the team setups isn't just a cookie cutter build for every situation. Please, do tell me if i'm wrong though. Anyway. It has usefull information for me. When I quited GW, there wasn't much info available yet on what skills actually work on heroes. thetwistedboy
I don't think Ward Against harm is too bad, it was very nice when I decided to test it out. I just think I needs to get moved to Earth Magic. All the other wards are there and there aren't many useful skills in Water Magic beyond Maelstrom(Panic is better imo) and Deep Freeze(not necessary very often).
AndrewSX
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Originally Posted by thetwistedboy
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All the other wards are there
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