Team Build: Markway / Physway 7H
HigherMinion
*Thread updated 26/5/12*
Markway is a 7H build revolving around triggering Mark of Pain as much as possible. It has been through plenty of testing and changes.
Below is the construction based on ideas here. I tried the ER and didn't like it. ER on heroes sucks, really.
VERSION 4.0 Mesmers are back.
This was mainly tested for a necromancer primary, but an Elementalist with Glyph of Renewal can just as easily call, as the mob is intended to be greatly dented by the initial MoP.
Explanation of a few of the choices/team in general
For a quick rundown of the evolution of the MoP proccers , it goes something like this:Paragon- poor damage, bad at training targets(support: OoV necro/MB/SoS) Dual Shot rangers(same heroes as paragon)- strong damage but impossibly weak Hundred Blades warriors- weak single-target even with Barbs VoS dervish- Winrar (initially failed with flash enchantments, though)
The amount of sources this build has for AoE damage is immense. Aside from Mark of Pain, you have Splinter Weapon/Ancestors' Rage, Mistrust/Shatter Hex, Clumsiness/Wandering Eye, Icy Veins, Reap Impurities/Sand Shards/VoS and, finally, Binding Chains. And it can all be off-loaded nearly simultaneously, with synergy going off in all directions.
Skill explanations:
Most illusion bars feature Ineptitude. Here you are already covered with block from Reckless Haste and/or Displacement. The damage is negligible in comparison to the rest of the spike, too. Shared Burden serves several purposes: 1. damage negation from both spellcasters and mellee. 2. Fish/cover hex. 3. DMS on those foes who like to try and kite my training dervish. Fragility has a synergistic use also; With Withering Aura+Reap Impurities, each Reap triggers Fragility twice, for massive damage. Also acts as a cover hex.
IV Resto is standard now, since the update, with Withering Aura slapped on the dervs to feed Reap Impurities and prevent them from eating Cracked Armour/Daze. Sadly, the dervish AI still cannot cope with Flash Enchantments and will teardown VoS quite often, which is why there is no Twin Moon Sweep.
UsageFor much of PvE, you can c-space across and spam all your skills without micro, but for those special occasions when you spot a pre-balled mob, there are things you want to do to take maximum effect of the FoWSC-like spike.
1.On both dervs, cast VoS and Sand Shards to make sure they're fresh for the fight.
2. Micro Splinter on both dervish.
3.Select a foe, lock both dervs to it whilst calling MoP, microing both Death's Charge and Panic. note, you may also wish to precast your spirits, but it shouldn't be necessary with Panic landing 90% of the mob.
4.????
5.Profit
If done correctly, the mob won't be a mob, it will be loot.
You can also pull with your bow
It's slightly glass-cannon, but the effect if you can lure properly is amazing.
Comment/criticise. Credit to Moloch Vein for introducing me to MoP, /Chthon/Jeydra for helping make the build more offensive and random tweaks. Credit to the guy who recommended 5 spirits on an ST bar (git)
Build on PvX (needs editing): http://www.gwpvx.com/Build:Team_-_7_Hero_Markway
1.On both dervs, cast VoS and Sand Shards to make sure they're fresh for the fight.
2. Micro Splinter on both dervish.
3.Select a foe, lock both dervs to it whilst calling MoP, microing both Death's Charge and Panic. note, you may also wish to precast your spirits, but it shouldn't be necessary with Panic landing 90% of the mob.
4.????
5.Profit
If done correctly, the mob won't be a mob, it will be loot.
You can also pull with your bow
It's slightly glass-cannon, but the effect if you can lure properly is amazing.
Comment/criticise. Credit to Moloch Vein for introducing me to MoP, /Chthon/Jeydra for helping make the build more offensive and random tweaks. Credit to the guy who recommended 5 spirits on an ST bar (git)
Build on PvX (needs editing): http://www.gwpvx.com/Build:Team_-_7_Hero_Markway
Coast
maybe change elite to pod and take air of superiority? So u still get the recharges most of the time and have a nice enchantremoval.
Outerworld
AndrewSX
Tbh the ST bar looks terrible to me.
Let me explain: IF you want big number of offensive spirits, relying on comm ones too, kick shelther/displacement for something else. Binding chains (great snare)/dulled weapon (anti-melee) + Anguished Was Lingwah, or AoU, or w/e.
-If you do this, you'll need to fis prots somewhere, maybe in place of command shouts on eles.
IF you want protection (and in your team those 2 spirits are the only source of prot) take away the 3 offensive comm spirits.
-If you do this, you could have to try to squeeze more dmg from other heroes.
Taking both is just a BAD idea imo. You will have you prots falling in CD at second cast, and cause ST has max 3 charges at least 2 of those spirits will fall in CD even with micro pre-casting, unless using ST 2 times.
(I've read what you say on the ST hero, but it just doesn't work for me).
Let me explain: IF you want big number of offensive spirits, relying on comm ones too, kick shelther/displacement for something else. Binding chains (great snare)/dulled weapon (anti-melee) + Anguished Was Lingwah, or AoU, or w/e.
-If you do this, you'll need to fis prots somewhere, maybe in place of command shouts on eles.
IF you want protection (and in your team those 2 spirits are the only source of prot) take away the 3 offensive comm spirits.
-If you do this, you could have to try to squeeze more dmg from other heroes.
Taking both is just a BAD idea imo. You will have you prots falling in CD at second cast, and cause ST has max 3 charges at least 2 of those spirits will fall in CD even with micro pre-casting, unless using ST 2 times.
(I've read what you say on the ST hero, but it just doesn't work for me).
Xsiriss
Problem with Physways is that they can never really be reliant on physical damage. You only ever have 2/3 physical members, that's just how the meta. I second the idea that the ST rit isn't too useful. You'd probably be better off with a Panic mesmer or as a rit going channeling again for more splinter wep, spirit rift and A-rage spam with something like empathic removal or clamour of souls as the elite.
FoxBat
Instead of questionable recharges on water ele why not a paragon with same utility for more MoP triggers? Or else another channeler r/p for 2nd splinter weapon (assuming your dervs can remove 1 copy fast enough) Ebon Vanguard seems almost essential, albeit you are probably using it already.
Soryuju
I agree that the ST bar seems a bit strange. Do you have to micro it at all? I personally wouldn't trust the hero to prioritize ST's charges for Shelter and Displacement at the start of battle. The vast majority of your defense goes down for 45 seconds if they don't, and since you don't have minions to soak damage or other forms of prot, it seems like your team would be facing lots of pressure. How do you handle this?
Speaking of minions, it's kind of a shame that you aren't able to fit them into the build. I get that with the Dervs you want Shelter instead of Prot Spirit to protect against enchantment removal, and the ST Rit has some negative synergy with a minion bomber, but minions would take pressure off of the Dervs while giving MoP and Barbs lots of opportunities to proc. Have you experimented with running minions and the ST Rit with Shelter as the only spirit? This would keep ST's charges from burning out too quickly while still providing team-wide protection. I've run setups like this before without issue, and found that Shelter stays up quite well even without micro. You could replace one of the Eles with the MB and run the Command shouts on it instead of the traditional prot spells, since prot will already be covered by the ST. As a bonus, the ST Rit would have quite a bit of room for utility skills. Death Nova/Putrid Bile on the MB and the MoP/Barbs procs from minions would compensate for damage lost from the Ele skills and Communing spirits.
Odds are you've considered this stuff before, since you seem to have quite a bit of experience running the build, and have your reasons for putting it together the way you do. Either way, hope this was helpful!
Speaking of minions, it's kind of a shame that you aren't able to fit them into the build. I get that with the Dervs you want Shelter instead of Prot Spirit to protect against enchantment removal, and the ST Rit has some negative synergy with a minion bomber, but minions would take pressure off of the Dervs while giving MoP and Barbs lots of opportunities to proc. Have you experimented with running minions and the ST Rit with Shelter as the only spirit? This would keep ST's charges from burning out too quickly while still providing team-wide protection. I've run setups like this before without issue, and found that Shelter stays up quite well even without micro. You could replace one of the Eles with the MB and run the Command shouts on it instead of the traditional prot spells, since prot will already be covered by the ST. As a bonus, the ST Rit would have quite a bit of room for utility skills. Death Nova/Putrid Bile on the MB and the MoP/Barbs procs from minions would compensate for damage lost from the Ele skills and Communing spirits.
Odds are you've considered this stuff before, since you seem to have quite a bit of experience running the build, and have your reasons for putting it together the way you do. Either way, hope this was helpful!
AtomicMew
Nowadays, simply posting a build is not enough, with everything and anything being possible in general PvE. I'm not saying your build is not good, but most people simply do have the proper intuition to make a judgement just by looking at skill bars. (And unfortunately, many that think they have it, actually do not.) That includes myself: the heroway build-space is far too vast and flat to easily find optima.
If you want people to be able to give you proper criticism, post an exceptional accomplishments your build is capable of that other builds would struggle with. It could even be something simple such as completing an area or dungeon significantly faster than more standard caster-ways.
As an example: http://www.guildwarsguru.com/forum/s...t10482198.html
If you want people to be able to give you proper criticism, post an exceptional accomplishments your build is capable of that other builds would struggle with. It could even be something simple such as completing an area or dungeon significantly faster than more standard caster-ways.
As an example: http://www.guildwarsguru.com/forum/s...t10482198.html
Xenomortis
I'll say what I've said before when you asked me about it:
I don't like the Ele builds, Thunderclap looks very underwhelming and the Water bar looks almost token. Their damage isn't great and the utility is limited; Weakness, Cracked Armour and a single, limited, snare. They serve as platforms for Fall Back I guess, but I'm sure you could do better.
Giving it some thought, I would think at least one of them could be replaced by a Mesmer; either ESurge or Panic, although getting Fall Back to work on a Mes is not so easy.
Oh, and you're running Derv heroes. But whatever, I guess that's the point.
I need to see something like this in action before I comment further; I have further suspicions, but they're only that.
Quote:
Originally Posted by Coast
I don't like the Ele builds, Thunderclap looks very underwhelming and the Water bar looks almost token. Their damage isn't great and the utility is limited; Weakness, Cracked Armour and a single, limited, snare. They serve as platforms for Fall Back I guess, but I'm sure you could do better.
Giving it some thought, I would think at least one of them could be replaced by a Mesmer; either ESurge or Panic, although getting Fall Back to work on a Mes is not so easy.
Oh, and you're running Derv heroes. But whatever, I guess that's the point.
I need to see something like this in action before I comment further; I have further suspicions, but they're only that.
Quote:
Pain of Disenchantment might sometimes be nice, but then Rend Enchantments could easily be shoved onto the N/Rt hero, or perhaps it could be changed to a Ravenous Gaze-Restoration hybrid with Strip Enchantment, although you would necessarily lose some healing power.
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4.
Quote: Originally Posted by AtomicMew I also doubt that this is more efficient than just taking a bunch of esurge mesmers and ele nukers. Ironically enough, I've been testing that sort of build too over the last couple days. The results have not been as good as one would hope. Piling a bunch of Mesmers/Searing Flames together works fantastically against weak mobs, but it does not go well against Slaver's double-healer mobs.
5. (A side note: About those Slaver's mobs, they might not have been good guinea pigs after all, since some of them got a lot harder with this update. At first I thought it was just that Searing Flames was not nearly as good as I was hoping for. But after trying it in some other zones, my conclusion is that certain mobs got some significant unintended buffs. This merits its own post, and hopefully I'll find time to give it one in the near future. For purposes of this thread, just keep in mind that "well, it does OK at Rand/Thom" means more now than it did a couple days ago.)
6.
Quote: Originally Posted by AtomicMew But personally, I doubt the body-blocking and balling capabilities of hero melee and I doubt the conditionality of MoP (you may be able to recharge MoP with AP, but death's charge is still a 30s timer). The melee AI is bad, but not that bad. Most of the problems can be avoided by watching the field and calling targets intelligently. We expect (good) monks to watch the field; why not (good) necros?
I was also skeptical of Death's Charge because of the awful recharge. After trying it, I'm not so skeptical. On at least a couple of occasions it allowed me to instakill entire mobs. I'm not sure if anything justifies a 1-shot skill with a 30 sec recharge, but if anything does, instakilling entire mobs would be it.
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