Advice on Hero Synergy

DJ_HyDRA

DJ_HyDRA

Academy Page

Join Date: Jun 2010

Canadia

The Incredible Edible Bookah [YUM]

Rt/Mo

Hi all, haven't posted in a while, but I've been racking my brain trying to synergize my hero build. For some reason I keep wiping due to overaggro, or other random things. I just wanted to get some assistance on anything I might be missing or doing wrong.

I should mention though, that my team does consist solely of mercenary heroes, and I am hoping that I can keep the primary professions as they are. I'm hoping you'll keep this in mind when providing criticism.

My current builds are as follows:

Me: (Rt)
OACkAuhj4SiU1E00103U5kP4A4FD

Necro1 (N/Rt) - BiP Resto support
OAhkQgG3BGyzdoqaHQEDTp5kT4B
Necro2 (N/Rt) - Xinrae Resto heals
OAhiYwhMZt1ImAmxMMJNN5MOBA
Ritualist (Rt/N) - AotL Minion Bomber
OASjUwhDJTyBHVoBKgLCOTNTXMA

Mesmer1 (Me/Rt) - Illusion Shutdown
OQhkAoB8AGK0LAC4KQeWPFJQGQyF
Mesmer2 (Me/Rt) - Domination Shutdown
OQhkAoC8AGKDNY6Z6yBCuhQGI5C

Elementalist (E/Mo) - ER Prot
OgNCw8zDUreoFvr1tAStgWA
Monk (Mo/P) - UA Smite support
OwAT0GHD5hhgXdJUfr/0v6nPAA


What I'm noticing is that my mesmers burn through their energy VERY quickly and my necro ends up losing most of her health BiPing them. In turn, she's usually targetted by enemies and gets obliterated. That means I lose not only my energy, but my secondary healer as well. In huge battles this puts a gigantic strain on my team, even with UA and the DPact Sigs. Ive tried taking BiP out and replacing a few of the mesmer skills with more self-management energywise, but then my damage output tanks and I get steamrolled in some of the harder areas. Any help would be greatly appreciated, doubly so if you can keep my team composition together.

Thanks for any input I get =)

The Guildless

Academy Page

Join Date: May 2011

Montreal, Canada

I The Guildless I [LONE]

A/W

Well, overaggro is not something you can fix with builds but with tactics!

Seriously though, I get the feeling you're being overly careful and bringing way too much healing there. I'm no build master but I'd suggest making one of your necros a lot more damage oriented so you can kill them before they kill you.

If you're struggling with big packs of baddies, consider using snares to keep them at bay for a while longer. Deep freeze, although costly, has a AoE and fixed time so you don't necessarily need to invest in Water Magic. That's just one example. If you're struggling against melee attackers, spreading Blind would also be a good idea (Blinding surge comes to mind).

Telling us in which area you're currently struggling can also help!

DJ_HyDRA

DJ_HyDRA

Academy Page

Join Date: Jun 2010

Canadia

The Incredible Edible Bookah [YUM]

Rt/Mo

Thx Saxon. I got a few of the builds off of PvX and modified them a bit to my playing style already. My heroes are also fully runed and have appropriate weapons.

For those who cant plug in the skill bar codes, I'll type out what each hero is using.

Necro1 > Blood is Power - Sig of Lost Souls - Enfeebling Blood - Shadow of Fear - Kaolai - Mend B&S - Spirit Light - Spirit Transfer
Necro2 > Xinrae's - Angorodons Gaze - Foul Feast - Weapon of Warding - Kaolai - Mend B&S - Spirit Light - Life
Ritualist > AotL - Shambling Horror - DNova - Putrid Bile - Infuse Condition - Boon of Creation - Explosive Growth - FomF

Mes1 > Ineptitude - Wandering Eye - Clumsiness - Sig of Clumsiness - Frustration - Arcane Conundrum - Power Drain - DPact sig
Mes2 > Panic - Mistrust - Unnatural sig - Cry of Frustration - Overload - Shatter Hex - Power Drain - DPact sig

Ele > Reverse Hex - PSpirit - Spirit Bond - Shield of Absorption - Shield Guardian - Aegis - Ether Renewal - Aura of Resto
Monk > Unyielding Aura - Reversal of Damage - Smite Hex - Smite Condition - Castigation Sig - Cure Hex - Smiter's Boon - Holy Wrath

@Guildless - It's mostly AoE heavy areas, ele bosses, that sort of thing. I'll try switching my BiP necro to be more aggressive with Curses, but is one healer really enough for the whole team? Also I'll see if I can shove in that water hex somewhere

chuckles79

Wilds Pathfinder

Join Date: Mar 2009

FILA

P/

At a casual glance, it appears you are light on offense; which is bad as being light on defense. Other than SoS and minion bombing, I don't see any heavy hitting skills there.
You have 3 restos, 1 protter, and a smite protter.

If you can't pump damage, then you are always going to lose a prolonged fight.

Switch your UA hybrid to RoJ smite support for a reliable nuke. Swap your ER Protter with a SoGM rit hero and put arcane mimicry on yourself to copy SoGM on your character (I'm assuming you are SoS).

Lastly I'd prefer a curses necro instead of BIP hero, but play around with what's above and see how it goes.

chuckles79

Wilds Pathfinder

Join Date: Mar 2009

FILA

P/

Additionally you only have 11 in channeling with your character.
It doesn't look like you are runed up either. I would get at least a headpiece of channeling and at least a minor if not major rune of channeling.
You want at least 14 if not 15 in Chan. for bloodsong and SoS (that's your main damage).
Swap Pain and Armor for Spirit Siphon and perhaps agony (since you use the painful bond hex). Leave your remaining points in Spawning and resto.

It's been said, but assure that your heroes are fully runed as well, it makes a big difference; especially with radiant insignia on casters and at least a major rune of vigor (expensive, but well worth it)

Here's a general template for it: OAOjAyhF5SVTMTXTdilT+gDgXMA

GL

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

AoE heavy areas you'll probably want an ST Rit, instead of an E/Mo. The Ele is one of the best in single target protection; but for party wide? You need either more tactical control or party-wide protection. Don't get me wrong, the E/Mo is great. Just, each has their own separate areas they excel in.

The Rit, the spawning power rit bomber is a bit dated. The damage isn't amazing, and the minions die fast. I'd run more of a mixed MM, or a sole minion master. The minions are key in helping to distribute damage, if you have a party that uses them. If you do use minions, it's typically (not always, but typically) best not to use the ST Rit.

But, the point should be said that it's overkill on healing. You have heals coming in from 5 of the heroes, and you should be more offensively focused. Tip; you shouldn't need more than 2 sources of healing, and 2 sources of protection, at the absolute most. I'd use another mesmer, ideally - e-surge, instead of the second necro, and run the first necro as dedicated healing. I'd use the MM as damage mitigation more so than damage in itself (though secondary /rt with ancestor's rage/splinter is always nice). With those changes, you would have primary healing from one necro, secondary healing from the smiter, and protection from the ele.

@above - the ER Prot is the source of protection. You don't typically want to drop that - it'll easily pull it's weight better than 2-3 other healers. Dropping a healer is a better choice than dropping protection. He also said he's runed his heroes up. ^^

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

You don't do damage and have way too much ineffective support.
Cut both Necs and turn the Rit into a Necromancer. Shove Prot Spirit and Aegis onto the now N/Mo AotL. Take a good source of heals (a monk does fine).
I assume you're running spirits (can't quickly decode builds at the moment), so you and the MM and the Panic Mes is basically all the defense you need. Focus on ways to kill the enemy.

So I'd cut the Illusion Mes, your current Smite monk, the ER Ele as well as the Necs I mentioned and take builds that do damage. Give your Panic Mes another energy skill.

Ways to do damage with heroes; Invoke, ESurge+Mistrust, Spirits, Minions, Curses Necs (at the bottom of the pile though). You already have Spirits and Minions.

DJ_HyDRA

DJ_HyDRA

Academy Page

Join Date: Jun 2010

Canadia

The Incredible Edible Bookah [YUM]

Rt/Mo

Thx chuckles but skillbars never take into account the bonuses of runes. My rit may only have 11 hard points in channeling but he's got a +4 headpiece bringing him to 15 Channeling. My heroes are 100% runed up, though they all have Survivor and not Radiant. Which ones would benefit from the extra energy? Also, if I'm to remove BiP from my team I wanna make sure my mesmers have some form of reliable energy regeneration. Should I opt for the less powerful Blood Renewal instead? I seem to notice that whenever I dont bring either of those skills my mesmers are at a constant 0-5 energy, meaning that they're just being dead weight/meatshields. Should I give them the Radiants instead of Survivors? Oh all my heroes have +50HP runes, so no problems there.

also Im gonna switch out Pain for Anguish (Agony does 10 dmg/second, Anguish does the double dmg when hexed) but my energy never dips so low as to warrant Spirit Siphon, which is why I have Unfeeling in its place.

**EDIT** OK so here's what Ive changed so far. I dont wanna make it seem like Im shrugging off certain peoples advice but im REALLY trying to keep the primary professions as I dont wanna hafta create new PvP chars to replace the ones I have.

I am now running Anguish for the delicious double damage

Curses necro is now Pain of Disenchantment and removed all healing skills, she is full curses now (Pain of Disenchantment - Shadow of Fear - Enfeebling Blood - Rip Enchantment - Weaken Armor - SoLS - Spirit Rift - Ancestor's Rage)
Healer necro remains the same
Ritualist is now Soul Twisting Prot spirits (ST - Shelter - Union - Displacement - Wastenot Wantnot - Power Drain - Boon - FomF)

Mes 1 removed Shatter Hex and replaced with Wastenot Wantnot
Mes2 removed DPact sig and replaced with Wastenot Wantnot

Ele changed to Invoke damage (invoke - Chain lightning - Enervating Charge - Shell Shock - Arc Lightning - Lightning Strike - Aura of Resto - Air Attunement)
Monk switched to RoJ smite (removed Holy Wrath for Arcane Echo, UA for RoJ)

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

As a general rule, unless you have clear, specific reasons for doing so and you've made up in other ways (which you haven't); never take Radiant Insignia or Attunement Runes. They don't fix or alleviate anything.

42 energy (wand and focus) and +4 regen with two or three energy management skills is sufficient for a Mesmer hero.

DJ_HyDRA

DJ_HyDRA

Academy Page

Join Date: Jun 2010

Canadia

The Incredible Edible Bookah [YUM]

Rt/Mo

Quote:
Originally Posted by Xenomortis
View Post
As a general rule, unless you have clear, specific reasons for doing so and you've made up in other ways (which you haven't); never take Radiant Insignia or Attunement Runes. They don't fix or alleviate anything.

42 energy (wand and focus) and +4 regen with two or three energy management skills is sufficient for a Mesmer hero. ok then, no radiant or attunement runes. Ive outlined the changes Ive made thus far in the above post, lemme know if anythign else needs to be changed before I do a test run to see how it performs

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Since removing the MM, you now do less damage.
Also, Lightning Strike, Arc Lightning, Enervating and Shell Shock are poor choices. Leave it at Invoke, Chain and Lightning Orb.
I also doubt the hero smiter will use Arcane Echo on Ray of Judgement. I'd give him an energy skill instead.

DJ_HyDRA

DJ_HyDRA

Academy Page

Join Date: Jun 2010

Canadia

The Incredible Edible Bookah [YUM]

Rt/Mo

Quote:
Originally Posted by Xenomortis
View Post
Since removing the MM, you now do less damage.
Also, Lightning Strike, Arc Lightning, Enervating and Shell Shock are poor choices. Leave it at Invoke, Chain and Lightning Orb.
I also doubt the hero smiter will use Arcane Echo on Ray of Judgement. I'd give him an energy skill instead. ok well Ive gotta have prot from somewhere... Should I keep the ER Prot ele and switch back to the MM rit, or stay without a MM and try to boost the eles damage output? Also, what other skills should I use on the Invoke, if the other Lit damage skills aren't good choices?

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Keep the MM, but make him a Necromancer.
I recommend cutting your current Curses Necromancer because he does bugger with only Pain of Disenchantment.
Then replace the Smiter with a better source of damage and possibly replace your Ineptitude Mes for an ESurge Mes or something. Actually, with Soul Twisting, attack spirits and minions, you have so much defense you could replace Panic for Energy Surge too.

Thock

Thock

Lion's Arch Merchant

Join Date: Jul 2005

Achieving Deficiency [aD]

My advice:

Me: (Rt) - no problems here.

Necro1 (N/Rt) - BiP Resto support: BiP just doesn't work well on heroes, especially with the setup you are using. Yourself, the two necros, and the er prot never need it, put a lil extra energy management on the rest of your bars and they will be fine.

Necro2 (N/Rt) - Xinrae Resto heals: There is no need for foul feast when you already have 2 copies of mbas and xinrae's. I also would recommend sols over angorodon's, faster cast time and shorter recharge, and it doesn't work well without foul feast.

Ritualist (Rt/N) - AotL Minion Bomber - I never really liked rits as mm's, only 8 minions, they don't have the energy to spam dn, explosive growth doesn't ignore armor, they don't have the utility slots available that a necro mm does, and because the minions are lower level they have less armor and are more likely to take crits. But given the basic layout you already have there isnt much else to do with the rit.

Mesmer1 (Me/Rt) - Illusion Shutdown - Heroes tend to spam clumsiness, it holds a higher priority than inept and wandering eye, which are better damage. Frustration is gimmicky and your build has no enchant removal, replace with accumulated pain and drain enchantment.

Mesmer2 (Me/Rt) - Domination Shutdown - Drop overload for more energy management, WNWN is a good choice.

Elementalist (E/Mo) - ER Prot - Don't see any problems here. PS and SB are kinda overkill in my experience, hero just tends to spam both on the same target, consider energy blast, your build is very defensive as is and its a nice single target armor ignoring nuke.

Monk (Mo/P) - UA Smite support - Most pve mobs do not run hexes that bother casters all that much, I see no need for so much hex removal and cure hex is the underperformer here, I'd drop it for more damage or energy management. Holy wrath rarely does much damage when there isn't someone running in to tank the initial damage. That said there isn't much to replace it with.

Another possibility is to change the bip to a cuses/resto hybrid, the mm to a st prot with pain anguish and shelter, and the er to invoke. You would be losing the minions but with basically 2.5 healers and plenty of spirits you should be ok and you would have better damage output.

I also run an sos rit, I know you are trying to stick with using just merc heroes but maybe my setup will give you some ideas:

DJ_HyDRA

DJ_HyDRA

Academy Page

Join Date: Jun 2010

Canadia

The Incredible Edible Bookah [YUM]

Rt/Mo

Jagged or AotL for MM? I can never decide which to take

Thock

Thock

Lion's Arch Merchant

Join Date: Jul 2005

Achieving Deficiency [aD]

Quote:
Originally Posted by DJ_HyDRA
View Post
Jagged or AotL for MM? I can never decide which to take aotl imo, mms have a problem with staying with the group, jagged just exacerbates that.

DJ_HyDRA

DJ_HyDRA

Academy Page

Join Date: Jun 2010

Canadia

The Incredible Edible Bookah [YUM]

Rt/Mo

Just letting everyone know, I did some trial runs with my new hero team and am very pleased at the results. The mesmers are doing an excellent job keeping their energy high, and switching my curses necro to an MM and giving my rit ST + Communing has seemed to increase my damage output. Overall I'm taking far less damage and dishing out much more. Thanks everyone for your input =)

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Thock
View Post
http://img135.imageshack.us/img135/3566/ritsetup.jpg Three backline characters is overkill. At least get rid of one of the N/Rts for more damage.
And Icy Veins is a token skill. So is Energy Blast really.

Tommy's

Tommy's

Furnace Stoker

Join Date: Dec 2006

[Bone]

Mo/

If I'm not playing my monk I prefer to take a Soul twist healer and a Emo with me. Give the Soul twister a few direct heals to heal your Emo in emergencies and your good to go. In NM my Zhed can do the job all by himself most of the time. In HM, well I mostly play monk in HM
Also, I mostly bring a SoGM rit with shadowsong and dissonance and what not along the SoS as well.
In hard mode my set up most of the time is
Me (Monk, mostly WoH healer)
Rt1 (SoS)
Rt2 (SoGM)
N1 (IV curser)
N2 (AotL MM)
Me1 (Ineptitude)
Me2 (Panic)
E (Emo)

Builds are pretty similar to whats been posted before, throw in 2 fall backs, and I rush through HM, finishing most vanquishes in 30min to 1 hour, no idea if thats fast, but its good enough for me

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Quote:
Originally Posted by Xenomortis View Post
Three backline characters is overkill. At least get rid of one of the N/Rts for more damage. Matter of taste really since a three hero backline allow for a more aggressive playstyle overall, not resulting in that much time difference. It is a little bit slower but also safer. Saying one is strictly inferior is incorrect.

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

W/

Quote:
Originally Posted by Anaraky View Post
Matter of taste really since a three hero backline allow for a more aggressive playstyle overall, not resulting in that much time difference. It is a little bit slower but also safer. Saying one is strictly inferior is incorrect. No. It really is overkill in modern day GW.

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Quote:
Originally Posted by Outerworld View Post
No. It really is overkill in modern day GW. Oh, I stand corrected then due to your superb argument.

The difference in killing speed you get from bringing one extra offensive character isn't as big as some people want to believe. With my current 3 backline setup I'll pretty much instagib the majority of the enemy group if I'm doing it right (AoE centric party setup while playing 100b, sup) and if I'm doing it wrong I have enough defence for it not to matter. You do gain some speed, not a huge amount but still, but you loose a somewhat large portion of your defence. It may or may not be worth it, it depends, but saying one way is just plain worse then the other is incredibly ignorant.

Feel free to argue the point with something other then nu-uh.

Outerworld

Krytan Explorer

Join Date: Aug 2010

UK

Gil Worz Is Srs [Bsns]

W/

Quote:
Originally Posted by Anaraky View Post
Oh, I stand corrected then due to your superb argument.

The difference in killing speed you get from bringing one extra offensive character isn't as big as some people want to believe. With my current 3 backline setup I'll pretty much instagib the majority of the enemy group if I'm doing it right (AoE centric party setup while playing 100b, sup) and if I'm doing it wrong I have enough defence for it not to matter. You do gain some speed, not a huge amount but still, but you loose a somewhat large portion of your defence. It may or may not be worth it, it depends, but saying one way is just plain worse then the other is incredibly ignorant.

Feel free to argue the point with something other then nu-uh. Bringing a third backliner may be a safe approach...so giving all your heroes a self heal. The minimal amount of healing/prot is all you need to survive the vast majority of PvE, adding more because it's "safer" is pointless when you could just add even more damage and still have enough defense necessary to survive.

Bassically there is no argument to be had here, three healers is overkill no matter how you look at it. The fact that I needed to explain why baffles me.

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Quote:
Originally Posted by Outerworld View Post
Bringing a third backliner may be a safe approach...so giving all your heroes a self heal. The minimal amount of healing/prot is all you need to survive the vast majority of PvE, adding more because it's "safer" is pointless when you could just add even more damage and still have enough defense necessary to survive.

Bassically there is no argument to be had here, three healers is overkill no matter how you look at it. The fact that I needed to explain why baffles me. The minimum defence needed to survive isn't static. What may fly in situation A maybe isn't enough for situation B. Going for a defence light approach is fine, it works great and I've done it a long time. But if you opt for a 3 backline you can do heavier pulls, you do survive some situations a 1-2 backline setup wouldn't. If you aren't playing around in the kiddie pool of PvE you will have to be somewhat careful how you pull and fight with a defence light teamcomp, which takes time. The fact that you kill slower with a heavier defence is offset by the fact that you save time by not having to be careful. Not to mention, the defence heavy setup has a larger margin of error which is kind of a big deal in how fast something takes since a) wipes take a lot of time and b) we are all human.

Offence heavy is clearly better in theory when facing a static amount of monsters if we measure how fast the group is killed from the pull, but theory and practice doesn't always mash. There are some heavier theorycrafting surrounding this very argument in Chthons "About Backlines" thread which is somewhere around page three if you are interested.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Anaraky View Post
The minimum defence needed to survive isn't static. What may fly in situation A maybe isn't enough for situation B. Going for a defence light approach is fine, it works great and I've done it a long time. But if you opt for a 3 backline you can do heavier pulls, you do survive some situations a 1-2 backline setup wouldn't. Go to Duncan's level in Slaver's Exile in Hard Mode and tell me how long it takes you to do it without any consumables.

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Quote:
Originally Posted by Xenomortis View Post
Go to Duncan's level in Slaver's Exile in Hard Mode and tell me how long it takes you to do it without any consumables. Comparing times between players isn't a fair reflection on the teamcomps used, surely you must understand that. I did compare my times with both 3 and 2 hero backline and while 2 hero was faster, when I didn't screw up and wipe, it wasn't significantly faster. It might be due to how heavy my AoE spike already is thanks to AoE comp and playing a 100b Warrior, but there you have it. Unfortunately I don't have the document where I saved the times anymore, lost it when I formatted my computer

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Anaraky View Post
Oh, I stand corrected then due to your superb argument.

The difference in killing speed you get from bringing one extra offensive character isn't as big as some people want to believe. With my current 3 backline setup I'll pretty much instagib the majority of the enemy group if I'm doing it right (AoE centric party setup while playing 100b, sup) and if I'm doing it wrong I have enough defence for it not to matter. You do gain some speed, not a huge amount but still, but you loose a somewhat large portion of your defence. It may or may not be worth it, it depends, but saying one way is just plain worse then the other is incredibly ignorant.

Feel free to argue the point with something other then nu-uh. From my experiences vanquishing Silent Smurf, it takes ~23 minutes to VQ the entire area with two semi-healers and ~20 minutes with one. Read the time difference however you want.

These days I do all my PvE with two semi-healers, and outside of DoA HM I don't think there's much of a case for more. Three full healers is definitely overkill. If you need three healers to not wipe, I strongly suggest you look to improving your play. On the other hand, if you already instagib mobs after balling them, I strongly suggest you run three semi-healers and then bring more AoE spike skills like Ancestor's Rage, Splinter Weapon, Energy Surge ...

Thock

Thock

Lion's Arch Merchant

Join Date: Jul 2005

Achieving Deficiency [aD]

This has gone completely off topic, I only posted my build to give the op ideas because he was complaining about not being able to handle overaggro. This tells me that, like me, he doesn't want to bother with pulling or tanking, if he did he would be asking for pulling or tanking tips. This is exactly how I play, I tend to just aggro whatever is there and let my heroes deal with it. To accomplish this I designed a fairly defensive build. Heck when I got bored doing vqs I would aggro 3-4 mobs on purpose.

It isn't the fastest or most efficient setup out there, but I never claimed it was and that doesn't seem to be what the op was looking for in the first place.

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Quote:
Originally Posted by Jeydra View Post
From my experiences vanquishing Silent Smurf, it takes ~23 minutes to VQ the entire area with two semi-healers and ~20 minutes with one. Read the time difference however you want.

These days I do all my PvE with two semi-healers, and outside of DoA HM I don't think there's much of a case for more. Three full healers is definitely overkill. If you need three healers to not wipe, I strongly suggest you look to improving your play. On the other hand, if you already instagib mobs after balling them, I strongly suggest you run three semi-healers and then bring more AoE spike skills like Ancestor's Rage, Splinter Weapon, Energy Surge ... Ya three dedicated redbarrers isn't really needed, not arguing that. The 3-hero backline I was referring too was more in the vein of a defensive ST rit (ST & Shelter then whatever utility needed), UA monk and rit heals of some kind (either N/rit or some kind of Resto/Channeling hybrid, depends on the area).

Yeah, that is why I run three backline mainly. The added damage I gain from an additional offensive caster won't really matter since I utilize all those powerful AoE spells you mentioned and then some. Any group that consist of 4-5+ mobs are going to flat out explode. I could swap out a backline to strengthen the single-target damage, but the benefits of running a slightly more defensive build outshines any other option due to added synergy with an AoE centric setup IMHO.