Vladway- a general HM PvE build
Vladimir94
The purpose of this build is to be able to vanquish most areas of the game while maintaining as much speed as possible.
beast mode team.jpg
Reasons for some of the choices made:
why 2 E/Mo ER's?
I will first address the E/Mo as I expect to get the most crap because of them. Many people hate on them because they think that "If ER gets removed then you are dead". First of all, that is not true. If ER gets removed the monks still have over 80 energy to finish off the fight. But despite this, people overestimate the amount that ER gets removed. Considering that the ER protter is already spreading a ridiculous amount of enchants around, the odds of the AI choosing to remove ER is low. Even in one of the rare cases when one of the two ER's gets removed, you still have the other one to cover. That being said, there is no denying the healing and protting power of these two builds.
Why no spirits or minions?
Again, the point of the build was to be as fast as possible, while maintaining the ability to be used everywhere. No matter which way you look at it, both minions and spirits slow the team down. Minion heros generally lag behind the team, and are usually the last ones in the fight. Spirits have to be summoned during the fight, and by the time they attack, the fight will be over.
Why 3 mesmers?
This has several reasons. Mainly it was because they shut down anything and everything you fight. This also synergizes well with the two ER healers. For people who were worried that ER could be removed, theres is almost no chance with 3 mesmers worth of interrupts shutting everything down. Mesmers heros are amazing, so why not take advantage of 3.
Any advice is appreciated, but it would be prefered if it was tested first.
Thanks!
beast mode team.jpg
Reasons for some of the choices made:
why 2 E/Mo ER's?
I will first address the E/Mo as I expect to get the most crap because of them. Many people hate on them because they think that "If ER gets removed then you are dead". First of all, that is not true. If ER gets removed the monks still have over 80 energy to finish off the fight. But despite this, people overestimate the amount that ER gets removed. Considering that the ER protter is already spreading a ridiculous amount of enchants around, the odds of the AI choosing to remove ER is low. Even in one of the rare cases when one of the two ER's gets removed, you still have the other one to cover. That being said, there is no denying the healing and protting power of these two builds.
Why no spirits or minions?
Again, the point of the build was to be as fast as possible, while maintaining the ability to be used everywhere. No matter which way you look at it, both minions and spirits slow the team down. Minion heros generally lag behind the team, and are usually the last ones in the fight. Spirits have to be summoned during the fight, and by the time they attack, the fight will be over.
Why 3 mesmers?
This has several reasons. Mainly it was because they shut down anything and everything you fight. This also synergizes well with the two ER healers. For people who were worried that ER could be removed, theres is almost no chance with 3 mesmers worth of interrupts shutting everything down. Mesmers heros are amazing, so why not take advantage of 3.
Any advice is appreciated, but it would be prefered if it was tested first.
Thanks!
greenough
i don't see this working good at all, for one you have panic with a bunch of interupts on top of it, a lot of power drains + panic doesn't work to well, if your gonna do that you should switch to drain enchant. death nova also seems incredibly useless with your build. if your bottom nec goes down its over, instead of trying to rebirth your other nec is gonna spam death nova which will end with a wipe.
Jeydra
I strongly suspect that this build will be slow. Huge lack of damage, coupled with two pure healers and only one "Fall Back!". Also this:
Quote:
Quote:
Again, the point of the build was to be as fast as possible, while maintaining the ability to be used everywhere. No matter which way you look at it, both minions and spirits slow the team down. Minion heros generally lag behind the team, and are usually the last ones in the fight. Spirits have to be summoned during the fight, and by the time they attack, the fight will be over. Lots of people have been presenting this argument, and it's one I strongly reject. If you have real evidence (screenshots with /age) that minions and spirits slow you down as opposed to speed you up, please post it.
Shayne Hawke
Death Nova is pointless because you have no minions, which means the only time it is worth anything is when your guys are dying, which you shouldn't be looking forward to. If you really think you need to use Death Magic there... Use Rotting Flesh or something, I dunno.
Weaken Armor is pointless I think because near all of your damage comes from armor-ignoring sources of one kind or another. No typed damage means no extra benefit from targets with less armor. Replace it with Enfeebling Blood, because you look like you could use more protection from martial attackers.
Resurrect is bad. Replace it. Just about any other monk hard res would be better, and you probably have some points left over anyways to spec for it.
Your first ER seems a bit silly because it's just heal after heal after heal. I would try to replace it and the RoJ bar with two necros that were split in damage/support skills and healing skills. This would give you two characters that could do damage when they aren't focusing on healing, instead of one that does nothing but heal and another one that looks like a mess of skills.
Weaken Armor is pointless I think because near all of your damage comes from armor-ignoring sources of one kind or another. No typed damage means no extra benefit from targets with less armor. Replace it with Enfeebling Blood, because you look like you could use more protection from martial attackers.
Resurrect is bad. Replace it. Just about any other monk hard res would be better, and you probably have some points left over anyways to spec for it.
Your first ER seems a bit silly because it's just heal after heal after heal. I would try to replace it and the RoJ bar with two necros that were split in damage/support skills and healing skills. This would give you two characters that could do damage when they aren't focusing on healing, instead of one that does nothing but heal and another one that looks like a mess of skills.
Elfblade
Read this thread about Mesmer AI:
http://www.guildwarsguru.com/forum/o...t10481332.html
By reading this you will understand what is wrong with your mesmer bars.(stacking interupts mostly)
Tottally agree with jeydra's post.
http://www.guildwarsguru.com/forum/o...t10481332.html
By reading this you will understand what is wrong with your mesmer bars.(stacking interupts mostly)
Tottally agree with jeydra's post.
Spiritz
Spirits slowing you down im unsure about but i do agree that minions can slow you down.
Depending if death nova is in the mm`s bar - dn will make the mm stay behind and cast upon all minions , without the mm is still behind the party regardless.
If the mm was human its a diff case - us humans know all about keeping up with the team and heros - unless you constantly flag ahead they will always be behind you.
And yes i do use spirits and mm`s even tho i will moan that by the time the team has engaged the foes and killed maybe 2 or 3 foes the mm and the minions finally decide to join you.
Some may agree with me that times you need to stop out of aggro range and wait for whole team to arrive then pull but anyone can see how slow that is and i love the way we all say minions are meat shields and that implies they are first into battle ( lmao ) - should call minions the rear meat shield.
Spirits i never seem to have a prob with as most players will call the first target and usually the spirits will start to be cast - failing that many players will micro heros rdy.
There are a lot more cons for mm`s - sabway/discordway also share a con which is starting the minions ( more so sabway ) - you need corpses asap .Least with spiritway you have the spirits at start to help and the minions will follow ( discordway means killin a few then getting minions ).
Depending if death nova is in the mm`s bar - dn will make the mm stay behind and cast upon all minions , without the mm is still behind the party regardless.
If the mm was human its a diff case - us humans know all about keeping up with the team and heros - unless you constantly flag ahead they will always be behind you.
And yes i do use spirits and mm`s even tho i will moan that by the time the team has engaged the foes and killed maybe 2 or 3 foes the mm and the minions finally decide to join you.
Some may agree with me that times you need to stop out of aggro range and wait for whole team to arrive then pull but anyone can see how slow that is and i love the way we all say minions are meat shields and that implies they are first into battle ( lmao ) - should call minions the rear meat shield.
Spirits i never seem to have a prob with as most players will call the first target and usually the spirits will start to be cast - failing that many players will micro heros rdy.
There are a lot more cons for mm`s - sabway/discordway also share a con which is starting the minions ( more so sabway ) - you need corpses asap .Least with spiritway you have the spirits at start to help and the minions will follow ( discordway means killin a few then getting minions ).
Mike Jack
You know you can micro it so that you can disable it out of battle?
Vladimir94
Thank you for all the help so far! Here is the new build with some changes made
The only thing I don't agree on so far is the two dedicated healers. If you have 2 dedicated healers, or 1 dedicated healers and a few half bars, the effect is the same. You still take up the same amount of space, however now you have to figure out how to mess with attribute points. I find it easier to just have the 2 healers, and not worry about healing spells on any other character.
@Jeydra
I have tried both ways, and it feels as though it is faster without minions or spirits, however I have no proof in terms of screenshots. In general it would be difficult to prove even with screenshots, run times change every run, and you could have a good run with minions, and a bad run without, lets say, and make minions seem faster. Either way, ill try to get some screenshots.
@Mike Jack
Which skill are you referring to?
The only thing I don't agree on so far is the two dedicated healers. If you have 2 dedicated healers, or 1 dedicated healers and a few half bars, the effect is the same. You still take up the same amount of space, however now you have to figure out how to mess with attribute points. I find it easier to just have the 2 healers, and not worry about healing spells on any other character.
@Jeydra
I have tried both ways, and it feels as though it is faster without minions or spirits, however I have no proof in terms of screenshots. In general it would be difficult to prove even with screenshots, run times change every run, and you could have a good run with minions, and a bad run without, lets say, and make minions seem faster. Either way, ill try to get some screenshots.
@Mike Jack
Which skill are you referring to?
Daesu
DN can be disabled out of battle or the MM can be flagged, if he has been annoying you by lagging behind.
For spirits, you can always precast them before pulling so I don't see a problem. Slow recharge communing spirits, many of them with 45s recharge, can be an issue if you are moving quickly from place to place, but you can mitigate this with ST to an extend. So spirits are usually not a problem.
Besides what everyone already said, I also dislike the last necro in this build, with unnecessary skills and not enough damage. Even replacing him with a SoS rit is going to be so much better.
If anyone wants to test this build, I suggest the hidden city of Ahdashim to see how it performs there.
For spirits, you can always precast them before pulling so I don't see a problem. Slow recharge communing spirits, many of them with 45s recharge, can be an issue if you are moving quickly from place to place, but you can mitigate this with ST to an extend. So spirits are usually not a problem.
Besides what everyone already said, I also dislike the last necro in this build, with unnecessary skills and not enough damage. Even replacing him with a SoS rit is going to be so much better.
If anyone wants to test this build, I suggest the hidden city of Ahdashim to see how it performs there.
Xenomortis
The build doesn't have all that much damage.
What's the player's profession (and more specifically, their build)?
Some immediate comments I can make are:
1. The first ER healer bar is terrible. Heal Other isn't great, Ethereal Light is junk and Healing Ribbon is unimpressive. Words of Comfort is also unspectacular and Heal Party begs for Healer's Boon before it does anything. So ultimately we have a bar that could be replaced by a Monk with Word of Healing and DKiss and no other skills - not an effective use of space.
2. I like DKiss over Shield Guardian on my ER Heroes.
3. Wastrel's Demise on a hero is nothing more than an energy sink.
4. Aneurysm is unreliable.
5. Well of Weariness doesn't do anything at all.
Actual improvements I would suggest almost depend entirely on the player's primary.
What's the player's profession (and more specifically, their build)?
Some immediate comments I can make are:
1. The first ER healer bar is terrible. Heal Other isn't great, Ethereal Light is junk and Healing Ribbon is unimpressive. Words of Comfort is also unspectacular and Heal Party begs for Healer's Boon before it does anything. So ultimately we have a bar that could be replaced by a Monk with Word of Healing and DKiss and no other skills - not an effective use of space.
2. I like DKiss over Shield Guardian on my ER Heroes.
3. Wastrel's Demise on a hero is nothing more than an energy sink.
4. Aneurysm is unreliable.
5. Well of Weariness doesn't do anything at all.
Actual improvements I would suggest almost depend entirely on the player's primary.
Vladimir94
@xeno
I play a necro. I would probably run some sort of AP build, I would also probably bring ebon battle standard of wisom. Im actually not 100% about my build, so feel free to suggest a build
I play a necro. I would probably run some sort of AP build, I would also probably bring ebon battle standard of wisom. Im actually not 100% about my build, so feel free to suggest a build
Daesu
Your necro hero is even worse now than his first build. Well of Weariness is almost useless. Shadow of Fear is not very effective outside of a discordway build. Enfeeble is not as good as enfeebling blood.
Signet of mystic wrath is bad. Besides, how many enchantments does your monk hero have?
If you are running an AP build, I would go with Xeno's advice.
Signet of mystic wrath is bad. Besides, how many enchantments does your monk hero have?
If you are running an AP build, I would go with Xeno's advice.
Anaraky
Personally I feel that if you are running any of the harder areas, you'll want a defensive ST rit. ER eles are fine and all, but when facing a huge AoE spike they aren't going to do much. Not a fan of smite monks in a team with no physicals either, but it is preference I guess. The necro should be ditched or completely remade, it just doesn't seem useful in this team. Not a fan of a curse necro without physicals in general though. The first ER build is downright bad, looks like a poor mans monk. Would replace it with either a UA/WoH/HB monk or resto necromancer.
My 2c.
My 2c.