Modern ROJway
Premium Unleaded
Why not frenzy instead of flail? Energy shouldn't be much of an issue, there isn't the -25% move problem, wwa costs 4a less and available immediately. Also lets you put the strength points into tactics in the case of the 100B ver. Shouldn't make that much of a difference to damage taken if you're microing heroes heavily.
yhm
Is it possible to fit in Tryptophan Signet on the warrior bar, and replace the earth ele in favor of a mesmer(e-surge)? At the least, give the earth ele some time to fire off those 3s spells?
EFGJack
It's possible, but I wouldn't recommend it. I've done little experimenting with a Stolen Speed Mesmer instead of the necro, and having the Ele play BiP and it's pretty nifty as everyone will cast faster, but you lose out on partywide heals and condition removal - In the end you can run anything you think suits you better, or is more enjoyable.
hunter
Quote:
Originally Posted by Daesu
![View Post](../../Img/viewpost.gif)
Lol...you wish. The build was derived from one of Jack's older posts which I took notice here:
http://www.guildwarsguru.com/forum/s...&postcount=132
I expected him to continue using 2 mesmers because of his RoJ build above and his advanced warrior build here:
http://www.guildwarsguru.com/forum/s...85&postcount=1
One major difference between the build I posted and yours is that mine does not include minions. Without the need for a MM, my build is not affected in low corpse areas and my heroes do not lag behind while waiting for Death Nova to be cast. This means I can move faster especially with 2 "Fall Back!" instead of just 1 FB in yours.
Also mine does not include Judge's Insight and Jack also did not bring Judge's Insight when clearing Majesty's Rest.
Lastly, there are a few issues with your build:
1. Putting Protective Spirit on the ST defensive rit bar is too defensive and too energy intensive. Furthermore, unless you micro (which you claimed you don't
) the hero can be too busy keeping up spirits or other spells and not cast PS when you need it most. Also, your Boon of Creation does not help with PS energy management when your team is in trouble and your hero has to keep casting PS.
2. Heroes do not use Signet of Creation well. This is most obvious when out of battle and spirits are gone, the hero would keep casting SoC without spirits around just because he is low on energy, even though it does nothing without spirits close by.
3. MoP > Judge's Insight in most general areas. On the other hand, since you probably c-space everything, MoP does not fit your playstyle and you can't benefit from it as much as Jack's builds can.
4. You have no team wide blocking to protect your squishies which is a big problem if you don't aggro manage. Displacement is a better choice than Union. 15 damage reduction is not a big deal in HM. Union itself usually lasts long enough even without ST, but since you are using ST why waste it on Union?
5. No cracked armor?
6. Your warrior build is still too energy intensive and is probably more suitable to go with a discordway team build.
7. Mine has Blood Bond and Dark Fury, yours don't, which means that my warrior gains adrenaline much faster than yours. They are not necessary skills but they are nice to have.
8. "Never Surrender!" does not affect minions anymore. It used to due to a bug, but that has been fixed.
9. That general build is standard and has been around for a long time with contributions from myself and many others on this forum. Ok a few things:
PS and SoA are needed to prevent single target spike. Since you are always running in first they will be up on you most of the time
Signet of creation is used quite well actually, once i put that up the hero has no energy issues
- MoP is a joke even if you micro shit around because of its cooldown, and it slows you down too much
- Why would i need cracked armor when most dmg is armor ignoring
- Balthz spirit solves the e problems, give it a go, before you try to criticize shit you have no clue how it works (points at union/shelter combo)
- I have tried playing around with dark fury and i find that once you have FGJ up, the adren gain gets too much to the point where you are being limited by the attack animations and cooldown of WW attack.
- "never surrender" is there to boost up AoE healing in heavy hex based areas, it helps, free healing.
- Ya, thats awesome, so you should have posted it sooner.
As far as AOTL is concearned, its why i have fallback on my necro. AOTL helps a lot in 99% of the areas and can be switched out for something else in areas like SoO.
http://www.guildwarsguru.com/forum/s...&postcount=132
I expected him to continue using 2 mesmers because of his RoJ build above and his advanced warrior build here:
http://www.guildwarsguru.com/forum/s...85&postcount=1
One major difference between the build I posted and yours is that mine does not include minions. Without the need for a MM, my build is not affected in low corpse areas and my heroes do not lag behind while waiting for Death Nova to be cast. This means I can move faster especially with 2 "Fall Back!" instead of just 1 FB in yours.
Also mine does not include Judge's Insight and Jack also did not bring Judge's Insight when clearing Majesty's Rest.
Lastly, there are a few issues with your build:
1. Putting Protective Spirit on the ST defensive rit bar is too defensive and too energy intensive. Furthermore, unless you micro (which you claimed you don't
![Smile](../../Img/smile.gif)
2. Heroes do not use Signet of Creation well. This is most obvious when out of battle and spirits are gone, the hero would keep casting SoC without spirits around just because he is low on energy, even though it does nothing without spirits close by.
3. MoP > Judge's Insight in most general areas. On the other hand, since you probably c-space everything, MoP does not fit your playstyle and you can't benefit from it as much as Jack's builds can.
4. You have no team wide blocking to protect your squishies which is a big problem if you don't aggro manage. Displacement is a better choice than Union. 15 damage reduction is not a big deal in HM. Union itself usually lasts long enough even without ST, but since you are using ST why waste it on Union?
5. No cracked armor?
6. Your warrior build is still too energy intensive and is probably more suitable to go with a discordway team build.
7. Mine has Blood Bond and Dark Fury, yours don't, which means that my warrior gains adrenaline much faster than yours. They are not necessary skills but they are nice to have.
8. "Never Surrender!" does not affect minions anymore. It used to due to a bug, but that has been fixed.
9. That general build is standard and has been around for a long time with contributions from myself and many others on this forum. Ok a few things:
PS and SoA are needed to prevent single target spike. Since you are always running in first they will be up on you most of the time
Signet of creation is used quite well actually, once i put that up the hero has no energy issues
- MoP is a joke even if you micro shit around because of its cooldown, and it slows you down too much
- Why would i need cracked armor when most dmg is armor ignoring
- Balthz spirit solves the e problems, give it a go, before you try to criticize shit you have no clue how it works (points at union/shelter combo)
- I have tried playing around with dark fury and i find that once you have FGJ up, the adren gain gets too much to the point where you are being limited by the attack animations and cooldown of WW attack.
- "never surrender" is there to boost up AoE healing in heavy hex based areas, it helps, free healing.
- Ya, thats awesome, so you should have posted it sooner.
As far as AOTL is concearned, its why i have fallback on my necro. AOTL helps a lot in 99% of the areas and can be switched out for something else in areas like SoO.
Calista Blackblood
Cut the crap out,you all know who I'm directing this post at.
Dzjudz
If you're going for a micro tank 'n spank build, why not go all out and aoe the crap out of everything? This build is trying to be half micro tank 'n spank and half c-space, and not being overly successful at either.
maxxfury
Quote:
Originally Posted by hunter
![View Post](../../Img/viewpost.gif)
also Judges insight makes you deal holy dmg, which is armor ignoring AND deal double dmg on undead (like those fellas in FoW and SoO which are very very scary for warriors)
double damage vs undead(bonus vs tormentors sigs too), damn right, +20% penetration? bonus!! armour ignoring? nope.
It just doesnt have any enemy that has +armour vs holy sig's and doesnt count and get mitigated by +armour vs physical, or +armour vs elem sigs.....
Same with Chaos and dark damage types..
SKILLS that dead holy damage are armour ignoring, but not what comes from wands or JI'd physicals.. Its just a damage type conversion. Means you loose out on most of the physical synergies that really steps up the melee outputs..
http://wiki.guildwars.com/wiki/Judge%27s_Insight
It just doesnt have any enemy that has +armour vs holy sig's and doesnt count and get mitigated by +armour vs physical, or +armour vs elem sigs.....
Same with Chaos and dark damage types..
SKILLS that dead holy damage are armour ignoring, but not what comes from wands or JI'd physicals.. Its just a damage type conversion. Means you loose out on most of the physical synergies that really steps up the melee outputs..
http://wiki.guildwars.com/wiki/Judge%27s_Insight
Calista Blackblood
Quote:
--Do not engage in "Quote Wars"Quote Wars is defined as when a person dissects someone else's post into several quotes and responds to those individually instead of quoting and replying to the entire post as a whole. It's ugly, it's messy, and usually disintegrates into out-of-context replies and flamewars. No need at all for any of this.
hunter
Quote:
Originally Posted by maxxfury
![View Post](../../Img/viewpost.gif)
double damage vs undead(bonus vs tormentors sigs too), damn right, +20% penetration? bonus!! armour ignoring? nope.
It just doesnt have any enemy that has +armour vs holy sig's and doesnt count and get mitigated by +armour vs physical, or +armour vs elem sigs.....
Same with Chaos and dark damage types..
SKILLS that dead holy damage are armour ignoring, but not what comes from wands or JI'd physicals.. Its just a damage type conversion. Means you loose out on most of the physical synergies that really steps up the melee outputs..
http://wiki.guildwars.com/wiki/Judge%27s_Insight So are you claiming JI is a bad skill because...?
Only downside is that it loses synergies with Order of pain (waste of 12 attributes tbh) and mark of pain (which we went over already)
So yeah, free 20% armor penetration (13 strength only gives you 13% AP) on top of extra dmg vs undead. Not seeing a problem really.
It just doesnt have any enemy that has +armour vs holy sig's and doesnt count and get mitigated by +armour vs physical, or +armour vs elem sigs.....
Same with Chaos and dark damage types..
SKILLS that dead holy damage are armour ignoring, but not what comes from wands or JI'd physicals.. Its just a damage type conversion. Means you loose out on most of the physical synergies that really steps up the melee outputs..
http://wiki.guildwars.com/wiki/Judge%27s_Insight So are you claiming JI is a bad skill because...?
Only downside is that it loses synergies with Order of pain (waste of 12 attributes tbh) and mark of pain (which we went over already)
So yeah, free 20% armor penetration (13 strength only gives you 13% AP) on top of extra dmg vs undead. Not seeing a problem really.
hunter
Quote:
Originally Posted by HigherMinion
![View Post](../../Img/viewpost.gif)
Mark of Pain is bad? Maybe if you're a fanboy of DPS and bad at balling.
...Infact, you don't even have to ball for it to be effective, even if you're using spirits/minions, because they ball for you. Mark of Pain is the best skill in the game. If you took JI, you wouldn't get much return for losing MoP, Barbs and OoP. Which is more than 20% penetration...
It's also not "free" 20% pen. It's a skill slot with damage conversion. Don't you people get it already...
MoP is adjecant range. Which means that to make it worth your while you pretty much need to have all the mobs grouped up quite tighly.
And not only this is impractical, time consuming and strait up a pain in open field, but your RoJs, Splinter, WWattack and E surge would be more than enough to wipe them out.
So yeah, MoP is a waste because when mobs are spread its a waste, and when mobs are stacked, its overkill.
Also i would have to pump the curse line, thats 12 attributes when i could get another mesmer instead of the second necro (assuming i would still take the AOTL MM) and have superior dmg and utility.
So yeah, this is why IJ is better, you don't have to sacrifice attribute points, a hero slot and effort for the THEORETICAL gain which might or might not happen.
DiD i mention that it has a 20 sec recharge and is rendered worthless when removed?
You have no right to tell anyone to do anything. CB
...Infact, you don't even have to ball for it to be effective, even if you're using spirits/minions, because they ball for you. Mark of Pain is the best skill in the game. If you took JI, you wouldn't get much return for losing MoP, Barbs and OoP. Which is more than 20% penetration...
It's also not "free" 20% pen. It's a skill slot with damage conversion. Don't you people get it already...
MoP is adjecant range. Which means that to make it worth your while you pretty much need to have all the mobs grouped up quite tighly.
And not only this is impractical, time consuming and strait up a pain in open field, but your RoJs, Splinter, WWattack and E surge would be more than enough to wipe them out.
So yeah, MoP is a waste because when mobs are spread its a waste, and when mobs are stacked, its overkill.
Also i would have to pump the curse line, thats 12 attributes when i could get another mesmer instead of the second necro (assuming i would still take the AOTL MM) and have superior dmg and utility.
So yeah, this is why IJ is better, you don't have to sacrifice attribute points, a hero slot and effort for the THEORETICAL gain which might or might not happen.
DiD i mention that it has a 20 sec recharge and is rendered worthless when removed?
You have no right to tell anyone to do anything. CB
AndrewSX
Mop is a quite controversial skill cause his effectiveness may vary from:
less than 0(put on a single, isolated mob) to the Manly Spike(all balled, put it on a non-monk mob, 100b+splinter+WWA=insta-kaboom).
So, if you don't micro it at all it is a waste of a slot.
If take care (like Jack for example) to micro, ball and then manually cast, gain significant power.
Then sure, as you say, when things are balled Splinter+AoE (Roj,foc,esurge-whatever)+ 100b can easily do the job. But is the same reasoning behind take 3Roj instead of 2+SoS: is back-up.
If something goes wrong, you have a 3rd roj to fire.
If that one is on cooldown/rupted/miss the ball, there's mop.
And with the power he gains from balls, 1 skill slot (and non-elite) is a fair price.
P.S:and if the mop isn't enough too (and say when proper balls aren't powned by 3roj+100b+splinter+mop), shelther+UA keeps you alive. But you're doing something wrong if you have this scenario...
less than 0(put on a single, isolated mob) to the Manly Spike(all balled, put it on a non-monk mob, 100b+splinter+WWA=insta-kaboom).
So, if you don't micro it at all it is a waste of a slot.
If take care (like Jack for example) to micro, ball and then manually cast, gain significant power.
Then sure, as you say, when things are balled Splinter+AoE (Roj,foc,esurge-whatever)+ 100b can easily do the job. But is the same reasoning behind take 3Roj instead of 2+SoS: is back-up.
If something goes wrong, you have a 3rd roj to fire.
If that one is on cooldown/rupted/miss the ball, there's mop.
And with the power he gains from balls, 1 skill slot (and non-elite) is a fair price.
P.S:and if the mop isn't enough too (and say when proper balls aren't powned by 3roj+100b+splinter+mop), shelther+UA keeps you alive. But you're doing something wrong if you have this scenario...
HigherMinion
It's not controversial in the context of THIS thread. It's a build designed for balling/spanking. MoP lives here, it's at it's best here. You can't really dispute it unless you are bad at balling. (I think, in which case, you should run something else.)
AndrewSX
You misunderstood: when i said that mop is "controversial" i meant just that w/o proper playstyle/micro, is a waste of a slot.
Expecially for the c-spacer average (warrior) player, cause the expressed power scales with balling frequency/ability.
If you tank and spank as main tactic, and need fast and hard-hitting AoE for the latter (like in this team), Mop shines.
Expecially for the c-spacer average (warrior) player, cause the expressed power scales with balling frequency/ability.
If you tank and spank as main tactic, and need fast and hard-hitting AoE for the latter (like in this team), Mop shines.
hunter
Ok, since basically its not getting through to people, lets try this.
Back at the OP's build, would you really want to take a shitty N/Rt healer with BiP, curses and resto attributes (not to mention some in SR) over a pure healer, like UA monk, my AOTL necro, or even my variant of RoJ. 4 Attributes, no runes to push resto past 12, etc
Remember that MoP perse can be ok, however having to incorporate a hero with a max, or near max curse line to make it effective is not worth the gain.
Now lets hope common sense allows you to see past ideal scenarios where you groups up mobs tightly and you make em go boom, i don't wanna have another arguiment like the one in the "advanced warrior" thread where even EFJ at the end accepted his build was not that great.
Stop trying to be purposely disruptive
Back at the OP's build, would you really want to take a shitty N/Rt healer with BiP, curses and resto attributes (not to mention some in SR) over a pure healer, like UA monk, my AOTL necro, or even my variant of RoJ. 4 Attributes, no runes to push resto past 12, etc
Remember that MoP perse can be ok, however having to incorporate a hero with a max, or near max curse line to make it effective is not worth the gain.
Now lets hope common sense allows you to see past ideal scenarios where you groups up mobs tightly and you make em go boom, i don't wanna have another arguiment like the one in the "advanced warrior" thread where even EFJ at the end accepted his build was not that great.
Stop trying to be purposely disruptive
Elfblade
Bip can easily be run at an attribute of 3 blood magic and still be a good filler elite for a n/rt. That way curses can be higher, resto does not need to be higher than 12 as there is plenty of healing and passive defence to cover for a tank n spank setup.
Essence Snow
Since this thread is about roj...isnt balling aggro a given...hence y mop is good in conjunction? If running any sort of a physical along with roj it would be sorta couterintuitive not to bring mop as both shine when aggro is balled.
EFGJack
Heroes #6 and #7 are still a bit shady and they don't belong in the build - in the same sense as the ROJers and ST do, but I haven't had the time to play on with different ideas. Either way, as some of the heroes are set atm they do require an energy battery of sorts. I need to check on if they can live with BR some time.
MoP Vs. JI is a valid arguement, but if you play with Hundred Blades you can have both without losing much - as long as your build doesn't purely rely on MoP damage. Razah can carry JI without having any issues in his current setup; Olias needs more thought and I rather not build around minions as they're more often messing things up than being of any use - to me.
I'll get around updating the build over the weekend (tm)
MoP Vs. JI is a valid arguement, but if you play with Hundred Blades you can have both without losing much - as long as your build doesn't purely rely on MoP damage. Razah can carry JI without having any issues in his current setup; Olias needs more thought and I rather not build around minions as they're more often messing things up than being of any use - to me.
I'll get around updating the build over the weekend (tm)
thetwistedboy
Mmmk. First after my testing of the build in a few vanquishes and dungeons, the earth nuker's energy is half after one fight and zero if earth attunement gets stripped. A mesmer with panic/Esurge/PI/Whatever Other Elite would be a better choice, especially considering elemental damage really isn't a great thing in HM.
The BiP is also worrying me when I play, just seeing the health spike down to almost nothing every few seconds.
The BiP is also worrying me when I play, just seeing the health spike down to almost nothing every few seconds.
Plutoman
Watch the health, because with lower max health he's more likely to be focused, and being focused while using BiP can be dangerous. I've not tested that, so I'm dealing in theory, but it seems risky. If you try it, post how it goes!
EFGJack
Build reworked and the main post updated. Templates are available as a download.
The basics of the build remains the same. After further testing the build in some of the harder areas, the Earth Elementalist has it's place in certain builds (example), but he couldn’t keep up as well as an Ice Elementalist could with AOE Snares - in general play.. And the Frost mage loses it’s meaning when monsters just explode. A Micro’d Binding Chains is often more than enough to cover up for fleeing foes.
“Brace Yourself!” & Desperation / Drunken Blow is a very powerful combination, but it’s really taxing to keep micro’ing Brace every 4 seconds, so I removed the concept from this build. Player bars changed to simple but effective builds.
I compressed the Balthazar's Spirit Smiter and Channeling Smiter into one bar in order to fit in one more hero.
• With the removal of the second Smiting Monk the Unyielding Aura Healer is now Hero #1 and will cover up for the lost Shield of Absorption.
• The Ritualist Smiter now carries Judge’s Insight and Balthazar’s Spirit.
• SoH Smiter has room to carry spirits such as Edge of Extinction and Frozen Soil without losing functionality.
• BiP Support now offers enchantment removal and resource management instead of conditions from the Curses line.
• Two Mesmers back up the removed Smiter and Elementalist.
I have cleared all four areas of DoA Hard Mode with the current version of this build, but if there are any anomalities or weaknesses - point them out and I'll try to address them. Small clip of the Foundry Hard Mode - doesn't require too much micro management: http://www.youtube.com/watch?v=0QHU0nJcnsM
The basics of the build remains the same. After further testing the build in some of the harder areas, the Earth Elementalist has it's place in certain builds (example), but he couldn’t keep up as well as an Ice Elementalist could with AOE Snares - in general play.. And the Frost mage loses it’s meaning when monsters just explode. A Micro’d Binding Chains is often more than enough to cover up for fleeing foes.
“Brace Yourself!” & Desperation / Drunken Blow is a very powerful combination, but it’s really taxing to keep micro’ing Brace every 4 seconds, so I removed the concept from this build. Player bars changed to simple but effective builds.
I compressed the Balthazar's Spirit Smiter and Channeling Smiter into one bar in order to fit in one more hero.
• With the removal of the second Smiting Monk the Unyielding Aura Healer is now Hero #1 and will cover up for the lost Shield of Absorption.
• The Ritualist Smiter now carries Judge’s Insight and Balthazar’s Spirit.
• SoH Smiter has room to carry spirits such as Edge of Extinction and Frozen Soil without losing functionality.
• BiP Support now offers enchantment removal and resource management instead of conditions from the Curses line.
• Two Mesmers back up the removed Smiter and Elementalist.
I have cleared all four areas of DoA Hard Mode with the current version of this build, but if there are any anomalities or weaknesses - point them out and I'll try to address them. Small clip of the Foundry Hard Mode - doesn't require too much micro management: http://www.youtube.com/watch?v=0QHU0nJcnsM
Dzjudz
Looking at that clip, I have no idea why you use RoJ. 50+% of the time it's used on almost dead foes, sometimes even casting after that foe is dead (resulting in RoJ not even hitting anything). Most of the rest of the time enemies scatter very quickly from it, resulting in much less efficiency from your mesmers and splinter etc. It's a pity there's not much else to bring. But instead of modern rojway I'd call it defensive hero-way with random smiters.
Edit: don't get me wrong, it's boss that you clear doa HM, but I don't have the illusion it's thanks to roj. It's thanks to 3 defensive heroes and 2 shutdown mesmers.
Edit: don't get me wrong, it's boss that you clear doa HM, but I don't have the illusion it's thanks to roj. It's thanks to 3 defensive heroes and 2 shutdown mesmers.
EFGJack
It's mostly SY enabling that approach in the third room, and yeah, the clip doesn't do much justice for ROJs as it's difficult to successfully ball the foes in the first four rooms of the Foundry. But it's pretty nice in the fifth room and generally in the three other zones.
I could totally use elementalists and such, but the smiters are there for more than just damage. Most of their abilities serve a double purpose - much like the mesmer heroes do.
I could totally use elementalists and such, but the smiters are there for more than just damage. Most of their abilities serve a double purpose - much like the mesmer heroes do.
hunter
Basically you ditched MoP, 1 BiP and the earth ele for more defense, shut down and armor ignoring dmg. Build looks better.
AndrewSX
Gotta agree partly with hunter, now the team looks more solid and forgiving (and maybe less strange/glass cannon).
Minor tweaks may be needed for preference of the player, but one ting i think you should trow in is a fast recharge mesmer hex to feed drain delusions: the only ones atm are Inept-Clusmi-WEye-mistrust (quite wasted as feed for drain) and Aconudrum. Maybe in place for spiritual pain, things like Overload (or any 5ish sec recharge range hex) should work.
Apart this little point, i have a question: i know those builds require active microing from player, no problem with it, but do you generally disable (apart mantained ench obviously) what you plan to micro or just leave heroes free and "give the hints" when needed(e.g: Roj, Panic, ST+shelter chain)?
Minor tweaks may be needed for preference of the player, but one ting i think you should trow in is a fast recharge mesmer hex to feed drain delusions: the only ones atm are Inept-Clusmi-WEye-mistrust (quite wasted as feed for drain) and Aconudrum. Maybe in place for spiritual pain, things like Overload (or any 5ish sec recharge range hex) should work.
Apart this little point, i have a question: i know those builds require active microing from player, no problem with it, but do you generally disable (apart mantained ench obviously) what you plan to micro or just leave heroes free and "give the hints" when needed(e.g: Roj, Panic, ST+shelter chain)?
Daesu
I don't think BiP is worth bringing in such a team, maybe Blood Ritual would work better. The sac on that necro must be huge considering he also brings DF. He would be healing himself most of the time.
EFGJack
@AndrewSX - I agree. Spiritual brain can be changed for Overload. I'll get to it once I get home. And to answer your question - I let them use those abilities and only micro when 'necessary'. Rarely I disable their spells and explicitly micro 'em.
@Daesu - The beep necro is indeed a bit shady still. But I wouldn't change him because of the sacrifice costs, it's not a real issue. BiP and BR both have their dis/advantages, and the hero functions well the way he is set atm.
I'll look for a better option to provide resource management and enchantment removal; The added redbarring is expendable (condition removal needs to be cranked on another hero, though).
@Daesu - The beep necro is indeed a bit shady still. But I wouldn't change him because of the sacrifice costs, it's not a real issue. BiP and BR both have their dis/advantages, and the hero functions well the way he is set atm.
I'll look for a better option to provide resource management and enchantment removal; The added redbarring is expendable (condition removal needs to be cranked on another hero, though).
AndrewSX
I gave a look on mesmer hexes whith a 5-10 sec/ene range on wiki:
Illusion:Calculated Risk-Fragility-Shrinking Armor
Domination:Mind Wrack-Overload-Wastrel's Demise-Wastrel's Worry
Always useful on this argument the thread about mes heroes: http://www.guildwarsguru.com/forum/o...t10481332.html
My bet goes on Overload, Calculated and Frag, in the order, for usefulness and AoE
Quote:
Overload - Due to its nature of being a Hex, this will not stack, therefore multiple copies are not useful without micro. Has a high priority conditional usage similar to that of an interrupt (Heroes will try to get the additional effect), but very low priority otherwise.
Illusion:Calculated Risk-Fragility-Shrinking Armor
Domination:Mind Wrack-Overload-Wastrel's Demise-Wastrel's Worry
Always useful on this argument the thread about mes heroes: http://www.guildwarsguru.com/forum/o...t10481332.html
My bet goes on Overload, Calculated and Frag, in the order, for usefulness and AoE
Quote:
Quote:
Fragility - The problem with Fragility as a damage source is that it needs to be built around (usually with fevered dreams and short duration conditions or enemy condition removal).
P.S: ty for response about micro. EFGJack
With Overload on the bar the chances for it being drained are slim. But it's still better if it gets drained over say, Panic or Mistrust - highly unlikely, but it can, and will happen every once in a while.
&Np answering. People seem to think I micro all 56 hero skills but I don't. I do have my routine but it only covers a handful of skills. ROJ, ST prots and Panic are not a part of the routine. Wenspire
Do you micro the monks' DH/HD? I tried equipping heroes those skills and seldom ever saw them being used.
psi101101
ive been using your other build for a Full DOA run and i switched to this one and i just cant seem to clear the 3rd room of Foundry... the necro and mesmers keep dying right off the bat, lol dunno whats goin on but i do like your other build for DOA better.. seems more stable
but then again, it could be me hahaah Assylia
You're type of playing type is similar to the one I used on my Warrior when I was playing general PvE. Builds are a bit different, but we both use RoJ. Here's my team setup, and no I did not always use exactly those builds:
It's strong. aspi
hmm assylia, your build(s) do not have SY and/or Shelter. You sure you did some of the harder parts with this?
I do like the PI and roj combo, might try it to see if they can do it ok ![]() KotCR
A heavily microed tank-and-spank approach to everything would probably be ideal with that setup anyway, seems you only need Prot Spirit and SoA for that, and the skills being used (RoJ/PI/100B) are ideal with that approach.
Save Yourselves could be slotted onto the Warrior's bar easily enough though. Assylia
Shelter doesn't feel very necessary since i have PS, and tbh I never really tried Shelter. I don't get the point to bring SY either since you shouldn't have to protect your backline that much. Death Charge is really effective because I can jump in on a group of casters and then just spike if there isn't a wall or corner near.
|