
for ppl with style !
parapet team
intro :
old school pet-barrage-team like
Skill repartition :
Stat repartition :
whatever...use your mind / +1 here or here won't make any revolution
Description :
- 8* pets as shields/wall (& blackout fun)
- lot of interrupts / ressurects skills possibility
- 3 para backbone for buffing / spamming around ...this kind of stuff..
- 3 voley - barrage like skill but elite is free
- classic dual mesmer for basic ownage
- spirit spammer / frag weapon on the 3 paras
- 1 monk (with lol skills I know.. feel free to use better one)
can clean most zones HM - and dungeons HM
many skill can varies, including elites -paragon .. change one char for a MM depending on aera. Monk1 simply because I am a monk... use whatever you have
vid exemple
many pet dying at fights, thus fast kills & progression (hard zone also ^^)
[u]FAQ :[u]
- first i agree: Yea you're totaly right, 6 pets may be stronger than 8 pets. Monk blackout is kinda dangerous, but its for style, running a full Zoo is cool
If put myself as monk/necro with mark of pain or so, it could be stronger. You can't say its not stylish running a zoo with you.
some reasons para instead of rangers:
- armor
- rez
- 'ranger always hit malus' in tombs
- shoot spam, hero are good at this its' cool always having tons of buffs
- shoot <-> "mana gain"
- dont care doing a bit more dmg with barrage, frag weap own almost everything anyway... but using volley & freeing 3 Elites slot instead, is good, since lot of elite para are pretty nice and benefit whole team
- when i played gwg& hoh, most of time builds used 3 paras backbone or so in tons of build, it's pretty strong. It's more about defensiv skills & party buff than pure damages
- shoot are strong, can't be disenchanted 50% party block un-debuffable is - at my eyes- 1000% better than a "pet poison-skill dmgs" or "single shot 30 bow attack"
- bow instead of javs for range - less aggro - interrupt and volley is doing nice job
A para javalin can easily gain aggro and get wipeout . Him having more dps wont change anything when facing a few of this... 2-3 hits boom

- pet are only mesh. Consider them like a minionsmaster-support but 8 constant & without corpse. They are resistants, nice life & dont have death penality...so 4 of them can die each fight the next fight is still ready
- Doing the same area with minions : most of time you have no more allies, they die in one or 2 attack, and you have no more wall when needed. You can easily get overhelmed..here not. never
(2-3 heals on pets; give you the time needed to kill the most dangerous ones)
- i dont like any pet skills that's why i dont use them : rather use a paragon buff or a interrupt than a +30 dmg pet skill that will be mis-used + monster are dying fast enough anyway
- i dont use armor boosting shoot for pet for the same reason, rather use a paragon help or a spirit or so. Even with this shoot pet are still inferior than the monster i fight, so they still die in legal fight
- I used many rez cause this build was mainly designed for "elite zone's" -> tomb of king (free entrance / difficult / can gain ectos)
so rather use a hard rez that can save 1 hour of play after a bad aggro, than a few dmg gain
- i used bow for -interrupts-

since heroes are basicly interrupting anything they see, it's important to have extras- for when you cruel need it
- In case it doenst work, having pets will make 9/10 the pets being targetted
You'll be blackout, but still alive.
- I use para instead of ranger because they have high armor / shoot are party buff, many available, you can swap them as needed for the aera you aim, and ranger are less resistant in fact stance are almost useless in this zone
->
For 5 seconds, your attacks: cannot miss rangers; remove enchantments from monks; cause conditions on warriors; interrupt elementalists; and lose a hex when attacking necros
- no prot for the mass unbuffing present (para shoot as prot)
- the spirit spammer is totaly part of the build. Splinter wep is almost perma on the 3 parasbows/ spirit for dmgs and wall
- Ive put 2 mesmers cause it's the current approved-winning pve pair .. i can put 1 necro for curse & and the second spirit it run's as well

- its to fight dangerous aera, with 150 hp hitting mobs, with means if a few of them pierce your defense, you are dead. Dot. Wards / weakness, they still hit hard. The more targets / pet / spirit, the more survivability
- pet dead = blackout...right. But this doenst mean the game is over. The team doesn't rely on a particular skill but on mass wall / targets... spirits & curse & arrow do constants dmgs while the other pets are dying ... end of the fight you res some and go for next^^
of course its they all die in the same second, it's the bad news

- I myseld sometime as the monk -> res my pet in middle of battle...wich cause it to have lol life and die a few seconds later for a second blakout.. but it sometime save the team ! Winning the 3-4-5 seconds / that will aggro the monster, take the meteor shower or the mesmer shoot, is sometime superior than a healing + defense pierce
- pet can can reach plateform monster, and for curious reason, after some res

necropet team
intro :
an other version, with more curse & spirit backbone instead of paras
no good "runes" or stuff on any hero
Skill repartition :
Isnt the zoo nice (looking)

Stat repartition :
look @team1
description
- mark of pain/ barbs
- lot of curse as defense, more heal, more spirit spam
- necro for bit mm / necro curse vs hard boss
...
did tomb HM / slaver HM (me being assa for swap)
tips
- No more splinter weap


if you are stylish give Talkora a bow, noob.
vid exemple
tomb finished in ~45 mins including Some dies

You Can make your own opinion about black-out and fragility
(no ecto

rate, comments & improve
have fun
