Advice on 7H build

1 pages Page 1
f
finsky
Ascalonian Squire
#1
Hey,

after testing around with different builds I've settled down with one that I really like. It really relies on strong armor-ignoring aoe damage from SS and VoR with some other utilities that the mesmers can bring to the table with me just jumping in so mobs ball on me(sometimes pulling for better balls). Any advice on making the team better? It's just made for general missions, dungeons, occasional FoW run if I'm bored.

I'm aware of that I have interupts(cof)/mistrust even tho I rely on VoR/SS, but I feel like they really help in those moments when the hexes aren't up. Barbs is for taking down single targets faster, all my heroes run def set(spear+shield).

Waldir
Waldir
Frost Gate Guardian
#2
Waste of 2 elites to have double ss and double vor
Olle
Olle
Furnace Stoker
#4
^agree + when you have an n/rt, why not use flesh? same with mesmer, no secondary used, go /rt fomf!
HigherMinion
HigherMinion
Forge Runner
#5
And no MoP but you bothered to slot Barbs... Unusual. OoV would be better if you're using a sin.
Q
Quizor Broham
Ascalonian Squire
#8
Assassin heroes are terrible, do not ever use them because all they do is screw up their attack chains. I also agree that double SS and double VoR is excessive, although I'm also not a fan of VoR either since it restricts you from using other good mesmer hexes, but that's just me.

I'm not going to give you advice on how to radically change your entire team, but one thing I like to do (ever since 7 hero parties anyway) is have a necro hero with Blood is Power. That way, you don't need a whole bunch of energy management on every hero since 1 of them will handle it for everybody who needs it. Of course, this doesn't mean you can load up a bunch of 15/25 energy skills and expect BiP to handle everything, but it helps quite a bit.
A
Anaraky
Frost Gate Guardian
#10
Honestly, if you are going for an optimal setup I would look into rethinking your approach. As of now you are hexing the mobs and letting them kill themselves due to the reflective damage of SS/VoR. Why not just AoE spike them? The biggest drawback of a party centred around AoE spiking is the fact that the mobs have to be balled, but the same goes for this kind of setup.

I don't know, I've never been a huge fan of skills such as SV/SS/Empathy etc for general PvE since they have an inverse synergy with both damage and how well you can shut-down mobs. The higher damage you can pump out and the better you are at stopping the enemies from harming you the worse they get. They only really shine when the player/party is doing badly.

My 2c.