Warrior ~ 7 Hero Build (Lolrolls PvE)

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Nothing new here, I've done every VQ since the Vanquish Missions have popped up and I've done every single Hard Mode Mission and Normal Mode Mission using this team build (As well as all dungeons in Normal and Hard Mode excluding Slaver's, most dungeons require various specific builds which are ran in place of the LC). Feedback is welcomed, I've tried it with an ER Prot, SoGM, Orders, Smiter Support and this build seems to provide the best balance of Interrupts, Melee Hate, Damage Suppression, Body, Healing Reduction, Healing Output, Mass-Degeneration, Physical Damage, Magic Damage and important conditions.

Spotless Soul is micro'd onto the Xinrae's Healer and I occasionally Micro the Monk completely because playing a Warrior and pressing 1 + 4 or 5 + and 8 is easy.

Template Codes (Defensive Build)
Warriors Endurance (1) - OQASEZJT2FRFCFKF7g8V4kxg
Jagged Bomber (2) - OANDUslfSLVVBoBbhKg1DBE3VA
Xinrae's Healer (3) - OAhiYwhMZtlxINN5UVNMNOlACA
Lingering Curse (4) - OAVDMqhHTOCsBHCMiWCEB/U5UA
Healing Burst (5) - OwUTMyGDTqB0L6uxfICc6rHIDAA
Ineptitude (6) - OQhDAZwTSvArAIg5ZLfkAZAXMA
Panic (7) - OQlkAgC8AaeDNY6Z62xNhMwy3HD
Signet of Spirits (8) - OACjEiiMpOXzyZ1EjxM9mTukLA



The Lingering Curse Necromancer is commonly the position that is most commonly switched in my party between SoGM, ER Prot (With removal of Prot from the Jagged and Removal of Healing from the SoS) and occasionally a Ranger (Frozen Soil) or RoJ / Smiting Support.

Template Codes (Offensive Build)
Endurance Scythe (1) - OQoiExpMZXIUAdtDOgxXtLGDCA
Jagged Bomber (2) - OANDUslfSLVVBoBbhKg1DBE3VA
IV Healer (3) - OAhiYwhMVzkxINN5UVNMNOlACA
Healing Burst (4) - OwUTMyGDTqB0L6uxfICc6rHIDAA
Smiting + Curse Support (5) - OwQTcSHDzxnhXdJUfLh1v6PPAA
Ineptitude (6) - OQhDAZwTSvArAIg5ZLfkAZAXMA
Panic (7) - OQBDApwTO0gpnpTw1EyAL/hA
Signet of Spirits (8) - OACjEiiMpOXzyZ1EjxM9mOukLA




You'll notice a few differences right off the bat, the LC that I mentioned previously get's replaced was replaced by a Smiter with RoJ which was the largest change to the build. As a GvG Player I tend to Micro 4 of the Hero's for a "Spike" this isn't vital for the build to be successful but it does indeed speed things up.

1. Run in and Ball Everything (Pre-Prot with Bomber).
2. Either use Earth Shaker (Or if not playing earth Shaker) sit back and spam whatever buttons you want. - If you're an ES hit Earth Shaker, followed by step #3. (ES isn't the only Snaring ability, it achieves the same effect as a lot of skills through it's KD).
3. This is where it get's tricky, hit Spirit Rift.
4. Wait 1 second after Spirit Rifts button was pressed and then hit Ray of Judgement, Chaos Storm and Icy Veins + Putrid Bile on the target that you're currently attacking (As when it dies everything else is going to blow up). Let the hero's micro the rest of their skills.

Back to the differences,

1. IV instead of Xinrae's
2. Jesus Beam instead of LC (Carries MoP + Strength And Honor)
3. SoS Lost healing in place of Spirit Rift (Micro)
4. Panic lost /P for Shatter and Overload (Overload can be removed for Fallback)
5. Player should be Earth Shaker - Doesn't really matter, ES in my experience is better.

The damage build also excels at hex removal through the use of a Smiter and Domination Mesmer with shatter, this increases damage amazingly if you're balling enemies and allowing them to hex you. This also means you can remove the Healing Burst's Cure Hex or even remove the HB completely and run a SoGM Communing Rit for even more damage but I tend to like a good amount of defense.

MOAR DOTS!



People are going to complain about the second healer still so here's the Variant I use when I feel like dying more than once, you can generally roll everything because of the Mesmers alone and adding Spirits and Minions just makes PvE Stupidly easy. More Microing, when you're using RoJ and Chaos Storm (Worry or Demise instead of you want) hit Invoke followed by Chain Lightning. Templates are essentially the same minus the Elementalist.

Ideally MoP would be on another party member just because by the time it's casted everything will be dead, so don't be afraid to run ES / MoP for your team .

Grim Aragorn

Grim Aragorn

Wilds Pathfinder

Join Date: Oct 2005

A/

Quote:
Originally Posted by Sir Baddock View Post
Nothing new here exactly, so y make another post when there are already 50+ threads full of the exact same builds plus or minus a skill here and there?

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Because I can. I run LC in style. I can stand still and watch things die, I launch Guild Wars to watch AI kill other AI for me, also because people still run builds like http://www.guildwarsguru.com/forum/l...t10477841.html

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Too much heals. With SY and so many prots, I could make do with just half a healer. You can at least replace the monk with a smiter's boon smiter then you still get some heals but more damage.

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Never! - I never die, Legendary Survivor through VQs!

Divine Ashes

Divine Ashes

Wilds Pathfinder

Join Date: Aug 2006

Chicago

LFG

R/

2 Dedicated healers plus a minion wall, lots of curses, and SY is overkill. I'd switch out the Xinrae's Rit for something else, possibly an Cultist's Fervor Orders/Dark Fury nec to better support your SY spamming and also give the minions an extra little damage boost. A permanent spot for an SoGM Rit is also an option. I like the semi-originality (at least in the PvE "meta") of the LC Nec

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

I don't under the modern bitching about too much heals. Note that he doesn't have a ST rit, which is being compensated by the SY, prots from necro AND an extra healer. This is fine, build has enough offense as is.

I would change the rit elite though, since it will interefere with splinter. Plus lingering curse is so so...

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

W/

No SoH anywhere in this build makes me cry .

CronkTheImpaler

CronkTheImpaler

Jungle Guide

Join Date: Apr 2006

midwest

AE

W/Me

Hate to be the newb of the crew, but is there a way to get a template for this? im lookin at the pretty block of skills but cant seem to see it.

not to mention im not certain of the names of all these skills.. thanks


Cronk

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Needs Strength of Honor... Id swap out the LC with a roj support with soh, or put it on the sos rit. Also, if ur running mark of pain then you should really focus on balling nicely in which case 100 blades will rip them up, especially with mop.

Finally, I agree with 2 much defence. I usually only run with a UA monk and also a roj monk with a decent spec in healing prayers and only have anything die when I overaggro, or fail at targeting the correct things. Definately no need for 2 full healers with that ridiculous level of support you got going there.

Horace Slughorn

Horace Slughorn

Wilds Pathfinder

Join Date: Oct 2008

Experientia Docet [OHX], Trinity of the Ascended [ToA], We Gat Dis [HRUU]

W/

id add weaken armor on the curses nec (maybe instead of faint)

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

It really annoys me when peopel say too many heals in a build like that... THERE'S TWO HEALERS. That is standard for a HM set up. N/Rt provides heal and condition removal spam, the monk provides a bit of aoe healing with hex removal.

Gard

Ascalonian Squire

Join Date: Jun 2009

N/

Quote:
Apart from that the team looks pretty solid, apart from only 2 Res skills. 2 resses, with so much healing and defense, is sufficient.

majoho

majoho

Forge Runner

Join Date: Jul 2006

Denmark

Seems like a completely standard build to me, ofc you can steamroll everything since pretty much any team builds can, hell even with only 3 heroes and henches you can.

I recall doing Slavers with hh in normal mode and it could be done, even though it was normal mode it was still harder than doing the ordinary dungons on hard mode with 7 heroes.

From now on I wish people would start only making threads when their builds can successfully do hard stuff like Slavers Exile or High end areas.

--

EDIT: Just to be clear, it's not a bad team build compared to some of the other that have been posted, but as you said yourself "nothing new".

majoho

majoho

Forge Runner

Join Date: Jul 2006

Denmark

For the wast majority doing it with H/H it wasn't, obviously you are just more leet than other people - just look at all the threads that were back then.

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

I'll update the original post with template codes shortly. The bulk of these builds are on PvX - I'll also post the more damage oriented version of the party I run.

Here's a preview of it without templates added - again this is somewhat standard.



In order to do damage with this build there's a few skills you need to micro which I'll note in the original topic.

Pugs Not Drugs

Pugs Not Drugs

Krytan Explorer

Join Date: Jun 2009

with my warrior i run myslef as warriors endurance axe/sy spammer

i bring a aotl mm with prots
a pod curses (pod>lc imo)
a n/rt xinraes healer
ineptitude mesmer
panic mesmer
st communing rit with defensive and offensive spirits
sos rit with soh

i find that one healer really is all i need. with my sy spamming, prots from mm, weakness from curser, blind/antimelee from illusion mesmer, anticaster from panic mesmer, disruption from both mesmers, defensive spirits from the st, and hex removal from the sos, multiple healers really isnt neccesary. Master of Whispers easily keeps my team up,

but the again, everything is so op right now, pretty much anythign works in hm. i think there was a thread on this recently

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Keep in mind you have one "Healer" but you have a Soul Twisting Ritualist with defensive spirits which is what my Monk replaced. I don't like Soul Twisting or it's spirits however the additional damage of Painful Bond was enjoyable. The thread you are referring to was in the absolute easiest location in the game, the build he used could not complete a Vanquish in the more challenging areas so his point is essentially invalid.

Regardless damage variant posted, it still has a terrific defense and I can generally create a bomb off a single target and kill everything at once with Earth Shaker but I get bored of playing Earth Shaker, Dev Hammer, Magehunters, etc.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by mage767 View Post
I don't under the modern bitching about too much heals. Note that he doesn't have a ST rit, which is being compensated by the SY,
ST rits don't provide heals, they provide prots. If you want to be picky about it, you can also make it work without PS since you have SY at least for some areas, but that is another argument.

Quote: prots from necro AND an extra healer. This is fine, build has enough offense as is. If you look at his Defensive version, he has prots from necro, dedicated heals from another necro, dedicated heals from the monk, Spirit Light from the rit, and "Never Surrender!" from the mesmer. All these on top of SY.

Quote:
Originally Posted by Xsiriss View Post
It really annoys me when peopel say too many heals in a build like that... THERE'S TWO HEALERS. That is standard for a HM set up. N/Rt provides heal and condition removal spam, the monk provides a bit of aoe healing with hex removal. I have started to think that even the current 'meta' template is too defensive, unless your playstyle is to rush head-on into mobs.

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Also Daesu the use of Xinrae's is a Protective Spirit of sorts too assuming the Necro is spamming it on a target. Also an even more offensive variant is going to be posted shortly.

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

I tend to use IV, Xinrae's or Weapon of Remedy, Xinrae's is generally the default skill I fall back on because it Heals, Steals, Prevents. Larger damage variant up.

Complete Nerd

Pre-Searing Cadet

Join Date: Mar 2011

D/W

Quote:
Originally Posted by Gard View Post
2 resses, with so much healing and defense, is sufficient. I disagree. One of the resses is "Death Pact Signet", which is a risky ress.
The other one uses up half the health of the original caster, which is also risky. Yes, you can say the team has good healing and defense, but spikes can hit hard and can be at the beginning of the battle, when a warrior will not have built up any adrenaline for the SY.

Also, the OP says :

I can stand still and watch things die

Where is your defense, now?

Those resses are no good for an all-rounder team.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

If you want to roll faster, these are the most important things you can add IMO:

- Dual fall back
- Offensive commune spirits
- Enough backline that you can frenzy instead of flail

If you do you'll just end up with an even less original build, so YMMV.

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Death Pact is on the SoS, the SoS can die and I'll still be fine, Flesh of My Flesh is on the Ineptitude I also care very little about that particular mesmers role in this party as the vast majority of area's he's not as useful as a Keystone but is still useful enough to bring over keystone for the majority of HM Missions. Healing Burst tends to Counter-Act the Flesh of My Flesh loss because the monk instantly uses HB (if it's off cooldown) on the Mesmer which in turn also heals other party members however in the standard defensive version I run we don't die, ever so both of those resurrection skills are useless. If you're using the damage variant and you're worried that Flesh / Pact are too risky switch them over to another secondary profession like Monks or use Resurrection Signets which tend to recharge frequently in PvE (especially in vanquishes). Death Pact is also disabled and only used on core party members which are the Healing Burst, Xinrae's or Myself if I don't want to wait two seconds.

This is one of the reasons the SoS had some heals, if DP is disabled and Flesh is used the Healing Burst + SoS's Spirit Light instantly restore the lost health due to Flesh instantly and the SoS that was largely standing around doing absolutely nothing outside of Splinter / Ancestor's spam.

Being a WoW Player (Guild Wars since launch too) I tend to hold the philosophy that most mages currently use in the game, if you still have excess mana (Energy in Guild Wars case) by the time a fight ends that is wasted DPS or HPS which tends to reflect in my builds as the majority of my team can provide varying rolls. If you want to be even better run dual-RoJ, a third mesmer (Keystone) or even a second elementalist and use a Mystical Summoning Stone.

ian1421

ian1421

Ascalonian Squire

Join Date: Mar 2011

[BLAH]

Rt/

Why give 2 heroes 9 into curses only to give 1 hero MoP and the other 2 barbs...and what? Faintheartedness...not even AoE, -2 degen, and potentially IF its cast on a tooled enemy -50% dmg. Enfeebling blood > Faintheartedness in any case, sacs shouldnn't be a problem with the overhealing mentioned. Shadow of Fear ftw, or even meekness is better that faintheartedness lol.

So many IFS and BUTS, what is the point in the thread?

Second poster wins.

Sir Baddock

Sir Baddock

Lion's Arch Merchant

Join Date: Jan 2007

Canada

Endemic Warfare

W/

Or perhaps I'll take Blood Ritual and a mass Enchant Strip since Enchantment Stripping is largely missing in my build, but regardless I'm setting up some of the new PC stuff I purchased recently so I'll be back with changes eventually but I may not update my optional of an optional build ever as from this topic and seeing the builds played out I'm going to be using the first Offensive Build I posted with the dual monks and perhaps look towards removing the prot's from the MM but in reality that most likely won't happen as I pre-prot with PS + SoA before pulling.

The third build I posted hit 250 DPS and 20k Damage in 60 seconds with Death after 2 Seconds when I tested it. This was with all Minion skills disabled so that would provide a bit more DPS and I'd lose roughly 50 - 100 DPS due to PvE Factors that aren't present during damage tests.

Chthon

Grotto Attendant

Join Date: Apr 2007

Top build is pretty bad in terms of completely lacking offense. You've got an axe guy with no buffs, a pretty standard minion bomber and SoS, MoP (with bad recharge), and 7 offensive skills spread across 2 mesmers.

Bottom build is better, but I'm still no great fan.

Overall, I'd suggest that you should stop trying to run casterway for melee characters.

SmokingHotImolation

Wilds Pathfinder

Join Date: Mar 2008

Odense, Denmark

E/

Imo drop the Resto nec for a generic dmg bar. I would suggest an offensive ST rit, but esurge or another dmg type will also suffice. Otherwise it's pretty close to what i run on my sin. (second build you posted that is)