What are you using on your Stone Sheath build? It sounds like a wasted slot to me; minor damage and mitigation capabilities... So you can have Churning Earth, Obsidian Flame and Stone Sheath...
Those 3 skills and eruption, earth attunement, GoLE, SYG, and res. It a skill bar that I quickly hacked up but it makes the dervs more durable.
13 Jan 2012 at 19:53 - 42
Ok I tested it. I like the build but I really hate your ST rit. Shelter should never ever go into 45s recharge like that, defeats the purpose of ST in the first place. I consider that the weak link in the build.
13 Jan 2012 at 20:08 - 44
Heroes use ER better than ST, particularly in this style of build. Use a minion master to get the extra bodies (in place of the panic mesmer), and replace the ST with an ER.
http://www.gwpvx.com/Build:E/Mo_ER_Prot_Hero
Hero AI has no problem at all with this bar, and with a 20% enchant mod, the downtime of ER will be small and not noticeable (remember, ele heroes have like 70-80 energy, and they wont be blowing through all of that in ER's short downtime).
On the minion master, either bring smite skills, or if you must, you can take the para skills that are currently on your mes. Trust me, having the extra bodies from a MM will help your defenses far more than your panic bar will, and you can always place hex removal on the mm or put it on an ER bar.
13 Jan 2012 at 20:48 - 45
Quote:
Originally Posted by Lanier
Heroes use ER better than ST, particularly in this style of build. Use a minion master to get the extra bodies (in place of the panic mesmer), and replace the ST with an ER.
http://www.gwpvx.com/Build:E/Mo_ER_Prot_Hero
Hero AI has no problem at all with this bar, and with a 20% enchant mod, the downtime of ER will be small and not noticeable (remember, ele heroes have like 70-80 energy, and they wont be blowing through all of that in ER's short downtime).
On the minion master, either bring smite skills, or if you must, you can take the para skills that are currently on your mes. Trust me, having the extra bodies from a MM will help your defenses far more than your panic bar will, and you can always place hex removal on the mm or put it on an ER bar.
Afraid I'm going to have to disagree; hero AI is bloody terrible with ER and minions certainly don't help it. I agree that there are too many spirits on the ST bar but there's nothing else worthwhile in Communing to replace them sadly.
13 Jan 2012 at 23:53 - 47
You could always move "Fall Back!" and "Stand Your Ground!" to the Communing Rit since options are lacking. That would open up some options on another char as far as secondaries goes.
Here's something I like to run when I need a [defensive] Communing Rit. Not optimal but a ton of fun. It allows you to run a traditional Minion Master with Bone Fiends on the Necro (Jagged Bones as well), which is mandatory for the build to succeed. Provides AoE Prot Spirit, AoE damage, AoE Healing, AoE Condition Removal, and you feel like a boss runnin' around with all the Minions. Make sure to only run one copy of Death Nova between the two or they'll overlap casts.
Soul Twisting
Shelter
Animate Bone Minions
Signet of Creation
Spirit's Gift
Explosive Growth
Boon of Creation
Union/Displacement/Death Nova
14 Jan 2012 at 03:28 - 48
1. Tried the ER-smite someone suggested. I'm afraid it's just made of fail. The hero AI shoots to zero energy and stays there.
2. Tried again my standard ER hero from before the update. Worked fine. My opinion of ER vs ST is the same as it was before: They are more or less interchangeable, with some differences that make the choice more of a zone-by-zone decision. (You can also pair them up for damn near indestructibility, but at the cost of quite a bit of party space.)
3. Tried a Stone Sheath hero. It worked good. The extra armor helps greatly to keep the dervs alive after they shadow step into big aggro. The hero AI does a great job of tossing it up front on the dervs too.
4. I ran Stone Sheath, Stoning, Obs Flame, Command stuff, and e-management. Stoning was funny as all hell, but energy was very tight.
5. I want to try MoI, but I wonder if it's going to support the dervs as much. I also wonder about the hero AI's realistic ability to score the half recharges (without which, the skill is really not that attractive).
6. Tried a minion master in place of the other else. It is exactly what I'd expect: A great damage/decoy steamroller when it's up and running, and... welll... not when it's not.
14 Jan 2012 at 03:49 - 49
Quote:
Originally Posted by Kaida the Heartless
You could always move "Fall Back!" and "Stand Your Ground!" to the Communing Rit since options are lacking. That would open up some options on another char as far as secondaries goes.
Here's something I like to run when I need a [defensive] Communing Rit. Not optimal but a ton of fun. It allows you to run a traditional Minion Master with Bone Fiends on the Necro (Jagged Bones as well), which is mandatory for the build to succeed. Provides AoE Prot Spirit, AoE damage, AoE Healing, AoE Condition Removal, and you feel like a boss runnin' around with all the Minions. Make sure to only run one copy of Death Nova between the two or they'll overlap casts.
Soul Twisting
Shelter
Animate Bone Minions
Signet of Creation
Spirit's Gift
Explosive Growth
Boon of Creation
Union/Displacement/Death Nova
Just curious, how do you spec/rune this? I've kind of drifted from using ST Rits, but I agree that this looks sort of fun and might be worth experimenting with.
Also, about the Smite monks, I usually find that an SoS Healer and a UA Smiter is plenty of healing, so an SoS along with two RoJ Smiters would probably work fine. Granted, I'm usually running with minions, so if you aren't planning to take an MM or MB along, it might not work so well.
14 Jan 2012 at 03:49 - 50
I just ran through Thommis/Rand. To function well against the big mobs here; flag your heroes back, ball, precast Sand Shards and VoS on both dervs, give them both Splinter and then cast MoP/TB. The mob will explode.
14 Jan 2012 at 23:13 - 53
1. Tested last night with MoI. MoI is really, really nice. It usually causes the monster AI to just give up and hold still. I tested MoI/Rust/Blurred Vision/Glowing Ice/GoLE/Attune/SYG/FB. Does decent damage, gets the fast recharge reasonably often, offers some utility. I think I like it even better than Stone Sheath.
2. More experience with Death's Charge has convinced me that it justifies its spot despite the awful recharge. With some micro, you can insta-kill any mob that naturally bunches to adjacent range in their pre-aggro state. I think I can live with not having this available for every mob, since it often does such a nice job of dealing with the handful of really problematic mobs.
3. I cannot emphasize enough how bad of a benchmark Rand/Thom is. I apologize to anyone who's been relying on it because I mentioned it earlier. Slavers got quite a bit harder with this update, while most of the game got easier. While that's maybe good for helping to sort "good build vs bad build," it's just impossible to make a valid comparison between "how my old builds performed in Rand/Thom vs how my new test build performs in Rand/Thom." This matters since the initial assessment of whether a build might work out well is usually based on "this feels more effective than what I used to use," and that assessment can be waaay off if you try to use Rand/Thom as a benchmark.
To give an example, I ran the exact same build through Ragnar's and charr were dying so quickly and easily that several times I had to check to make sure that I wasn't in NM... in Ascalon City! Without question, this was the easiest time I've ever had with Ragnars. (Except for damn double Flesheater, who is even more ridiculous now. Hint: Place Shelter/ER ele out of range and solo (both of) him with spear+Barbs+EVAS.)
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Quote:
Originally Posted by Daesu
I dont know why your ER hero fails while mine has been working well for me all this time. What level of ES after runes? Is your hero using a 20% enchant weapon?
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