Discordway post 6th jan patch

Gabs88

Desert Nomad

Join Date: Jan 2011

Basically both air, water and discord revolves around the same thing, an AP caller. Air and waterway used EBSOH in order to get more effect.

RoJ heroway on the other hand is about ball and spike in stead.

Personally I've also tested up to 7 mesmers in the same team and I figured they're the most effective with 2. 3 is also very good but from 4 and up there's a falloff in effectiveness due to stacking of energy management, disrupts and trigger on actions. And more importaintly there's a limit to how effective AOE damage is, because at some point the big ball dies instantly anyhow. And then you're gonna want strong single target for the clean up as well.

Improvavel

Desert Nomad

Join Date: Apr 2007

Quote:
Originally Posted by Kunder View Post
lolwut? Death Magic is arguably in the top 3 most useful attributes of guild wars.
How many minion masters do you need?

After the minions, Death magic is quite useless.

Discord on Soul Reaping would be much better for the purpose of bringing multiple copies of Discord.

----------

Quote: Yeah, 7 HPS kinda went through on the great category after I stopped voting it down for beeing crap and left GW a while. RoJ Heroway on the other hand definitely belongs in the great category if you play it with a assassin \ dervish or warrior.

Quote:
Originally Posted by Swingline View Post
The only reason discord is still around is because of its bar compression, past popularity and unwillingness to switch from a build that they are accustomed to running even though its fallen as a top tier build. Its called lag (not the connection latency version).

When some people were discording everything in the game, there were people that were just discovering or never heard of Sabway.

I had a few friends that insisted it was impossible to do TotPK without a full b/p and heroes would be slaughtered...

If one says that discordway revolving around 2 minion masters (one main, one half) and AP caller (AP+FH+EVAS+3rd PVE-only skill is a powerful bar to be exact) is the best build, yes, that is totally unnecessary, but no harm to slap a discord on a generic necromancer utility bar (it isn't as if your aren't tossing dozens of conditions and hexes on some poor sod to start with).

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

Fewer minions to slow down and screw up balling . How is it not a build, when 7 heroes are listed?

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

You do realise that the left column of 7 heroes is the team right? The ones on the right are optionals for people who like to use SoGM (slow and not for hero AI) and MM (speed and balling issues) for example. The 500 variations is a little exaggerated. The ESurges can take Fall Back and Flesh of My Flesh, and the RoJs can take Fall Back, Heaven's Delight, Strength of Honor. It's all basic hero skill variation, nothing to be afraid of. I'd suggest you try it instead of the build in post #23.

Gabs88

Desert Nomad

Join Date: Jan 2011

Quote:
Originally Posted by Jeydra View Post
7HPS is not a great teambuild, and neither is RoJway (for player Elementalists at least).
By the way I find it really annoying that some people say things like "the MM / spirits / SoGM slows you down" but nobody posts clears with caster primaries and no minions or spirits that aren't easily beaten (often by massive margins) by teambuilds that do include them. I agree, if anything was clear after the 7 hero competition it was that SoS and MM heroes had earned their spots. SoGM too in most cases.

mortenya

mortenya

Frost Gate Guardian

Join Date: Jan 2008

Oregon, USA

rddt

Rt/

the only thing i don't like about a SoGM hero is that it feels like spirit's are only up for every other fight if you're moving fast.

for minions, i don't really notice them preventing me from balling, since they're often a bubble away from me when i engage.

Ritbot

Pre-Searing Cadet

Join Date: Jan 2012

Rt/

I see a lot of people bashing the 7Hero PSupport build in here yet I'm not seeing any counter-suggestions for Casters.

Rojway seems to be the popular alternative for melee but for a Ritualist nothing seems to be leading the pack.

I'm using the 7H build atm with a SoS Rit as the player, hero rit is SoGM and three mesmers. Rest is normal.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Ritbot View Post
I see a lot of people bashing the 7Hero PSupport build in here yet I'm not seeing any counter-suggestions for Casters.

Rojway seems to be the popular alternative for melee but for a Ritualist nothing seems to be leading the pack.

I'm using the 7H build atm with a SoS Rit as the player, hero rit is SoGM and three mesmers. Rest is normal. I've posted a couple for Ele primary:

http://www.guildwarsguru.com/forum/s...2&postcount=14
http://www.guildwarsguru.com/forum/p...t10447337.html
And in the screenshot(s) in the history thread.

7HPS is an inferior teambuild, end of story.

Jeydra

Forge Runner

Join Date: May 2008

I swear in the search for the ultimate teambuild my teams are looking more and more like SDM. In fact the latest variant I have includes two Discord Necros, and the best choice of 7 heroes appear to be 2 Rits + 3 Necs + 2 Mesmers. This isn't looking good for Elementalists despite the Elementalist update; the nerf to Invoke Lightning simply hit Air Magic (and by extension Elementalists in general) too hard. Oh well.

enter_the_zone

Jungle Guide

Join Date: Nov 2007

R/

Reading these forums, it's amazing how many people don't seem to understand the entire concept of minions and spirits. The idea isn't to be super-fast, it's to be super-resilient, primarily by aggro control.

Discord can have fairly decent spammable AOE damage via Death Nova and Deathly Swarm while having ridiculous single target spike ability and bar compression for utility. For most HM content it's a ridiculously solid build which packs plenty of punch and allows a number of "empty" (or at least non-contributing) slots, useful for VQing the same crap on multiple accounts at the same time.

Put it this way, a genius build that is 30% or even 50% faster but needs all 8 slots, is still slower than discordway for those who have multiple accounts because we'll be doing that content again and again.

Yeah, it's not going to beat DoA or whatever, but that's what other gimmick team builds are for.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Well, that's something that you hardly can do with any char. I mean, for a warrior player pve is muuuuuch esaier than, let's say, for a Ele(I'm Gwamm an ele and play a lot as Sin now, i know what i'm talking about).

First of all, Physical Dmg Dealer Player > Caster Player. That's it. Splinter (with a good uptime) + WW Attack have more DPS on a balled mob than 2-3 eles spamming 8 dmg spells on recharge. That impacts a lot on your builds, because you can just buff yourself and aim to make stuff dead quick, dropping defence for speed.

Second, aggro control. As meele player, is just simple..flag bck heroes, prot on you (being it PS or Shelther doesn't matter), aggro and walk with a wall on your right. Balled mobs, return to point one: blow them in 3 hits. And don't say to me "PS can make your ele perfect for pulling and balling, or EVAS is good too". It just isn't reliable.

That's why spirits and minions are so popular: not only for the 0-micro level, but for the "Works well enough with anything you are". If you keep using it when playing war, you're not using it as much as you can. But if you're playing a caster those are pretty much mandatory(unless playing a pointlessy damage oriented team for fun or speed, the tipical "Glass cannon", when a single thing goes wrong you'll die. Even more after HM hp boost).

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by AndrewSX View Post
Well, that's something that you hardly can do with any char. I mean, for a warrior player pve is muuuuuch esaier than, let's say, for a Ele(I'm Gwamm an ele and play a lot as Sin now, i know what i'm talking about).
As always, it depends on the area. This is OT but I am sure that point is debatable.

Quote: Originally Posted by Jeydra View Post
I swear in the search for the ultimate teambuild my teams are looking more and more like SDM. In fact the latest variant I have includes two Discord Necros, and the best choice of 7 heroes appear to be 2 Rits + 3 Necs + 2 Mesmers. That is only if you are constrained by the current available heroes professions. With mercs, I prefer to have more mesmers in my team.

Quote:
Originally Posted by mortenya
i don't think i've really ever seen anyone post an alternative that was actively bashing the current meta builds. they just say it's crap and anyone who runs it is crap, but don't offer any alternatives. I have been using these: Builds and they have been working well for me so far even in DoA. Depending on the area, I can replace the illusion mesmer with a SoGM rit/Wanderlust/MM when I feel like it.

Chthon

Grotto Attendant

Join Date: Apr 2007

Discordway, referring to a teambuild that gets most of its damage output from three dubiously designed Death-X hybrids taking out one monster at a time with Discord remains as bad an idea as it's always been. Slightly worse even, since Discord was nerfed by the AL->HP change.

Discord as a skill may nonetheless be making a comeback on hero bars for reasons that have little to do with its own merits. Specifically:
(1) The old Invoke-CL hero was killed by nerfs in the last update and needs to be replaced.
(2) Between Masochism and the AL->HP change, Deathly Swarm is more-or-less a replacement for the old CL.
(3) Additionally, Death Magic comes with minions and SR generally allows necros to 8-spec something from a secondary (like Command) without energy problems.
(4) Discord, distasteful as I may find it, is the best elite available for a Death bar if you assume that it's not full-on minions (which would justify OoU) and not speccing high SR (which would justify Icy Veins).
(5) DS-Discord is, at least for now, more-or-less on par with every other potential replacement for Invoke-CL that's been suggested.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Chthon View Post
Also, would anyone (not just Jeydra) care to explain where all this damage Dom mesmers are supposed to do is coming from? Because I just don't see it. E-Surge is ~100 damage on a ~10 sec recharge accounting for FC. Mistrust is similar damage on a little better recharge if you can count on a quick trigger. CoF is worse damage on the same recharge. Ditto Unnatural, and it's AoE is conditional and adjacent. Spiritual Pain is single-target and not huge damage. Overload is dodgy with hero AI. Wastrels stuff is hopeless with hero AI. What am I missing here?
I have read mixed reviews on heroes's usage of Overload. From my own observations, heroes seem to use it just fine. However, they do miss the direct damage effect sometimes as they miss with their interrupts from time to time also.

Wastrel's Demise is fine since it is a hex and heroes would not cast the same hex if one is already active on the target. Wastrel's Worry is the one that you need to worry about with heroes, pun intended.

Overall with FC, the damage from a dom mesmer is quite effective since the skills take turns to recharge, it is not like they all go into recharge cycle at the same time and the mesmer has nothing to cast for a long time. The mesmers are more limited by available energy most of the time.

Quote:
Originally Posted by Jeydra View Post
It's certainly possible that I'm restrained by not having mercenaries. A third Dom Mesmer could do a lot that no other profession can do, although it'll have trouble running Command shouts / prots. I have read your post. If you really want an UA in your caster's team, maybe you can draw some ideas from my triple mesmer+UA build here

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Daesu
View Post
Wastrel's Demise is fine since it is a hex and heroes would not cast the same hex if one is already active on the target. I'm not worried that they'll waste it on an already-hexed monster; I'm worried that they (1) have no preference for targets that are going to be unable to use a skill soon, so WD rarely does full damage (and it's pretty low damage if you don't get to at least the 4th second), and (2) blow through their energy because the recharge is so low.

On a somewhat related topic, I'd like to point something out: Almost all of the... let's say "advanced" discussion in the various threads of the hero/AI forum recently has really been about how to replace the the Invoke-CL hero. (Discord! SF! AE-Fire! MoM! More merc mesmers! Etc.) Perhaps someone ought to make a thread for it so that the conversation can be centralized.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Chthon
View Post
I'm not worried that they'll waste it on an already-hexed monster; I'm worried that they (1) have no preference for targets that are going to be unable to use a skill soon, so WD rarely does full damage (and it's pretty low damage if you don't get to at least the 4th second), and (2) blow through their energy because the recharge is so low. True but I am probably biased since I have a BiP on my team and I frequently bring Shatter Delusions anyway.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Chthon
View Post
Also, would anyone (not just Jeydra) care to explain where all this damage Dom mesmers are supposed to do is coming from? Because I just don't see it. E-Surge is ~100 damage on a ~10 sec recharge accounting for FC. Mistrust is similar damage on a little better recharge if you can count on a quick trigger. CoF is worse damage on the same recharge. Ditto Unnatural, and it's AoE is conditional and adjacent. Spiritual Pain is single-target and not huge damage. Overload is dodgy with hero AI. Wastrels stuff is hopeless with hero AI. What am I missing here? ESurge, Spiritual Pain, Mistrust, Cry of Frustration, Unnatural Signet, Shatter Hex and Shatter Enchant. Other spells like Shatter Delusions, Overload and Enchanter's Conundrum can get some damage in as well. Domination Magic has no lack of decent spells, and it mixes AoE and single-target damage quite well too. Their damage output isn't the highest conceivable, but it's very strong.

Please do not evaluate a spell's damage by [damage done] / [recharge], because that is just plain silly. Dom Mesmers always have a damaging spell to cast, so they are always dealing damage. They deal some hidden DPS by removing prots, interrupting heals, etc, not to mention some hidden defense as well.

Gabs88

Desert Nomad

Join Date: Jan 2011

Quote:
Originally Posted by Jeydra
View Post
It's certainly possible that I'm restrained by not having mercenaries. A third Dom Mesmer could do a lot that no other profession can do, although it'll have trouble running Command shouts / prots. Well from what I hear you get another rit when completing WoC pt 3 in HM. So guess this is your lucky day

Atanna Charta

Ascalonian Squire

Join Date: Feb 2012

N/

How effective a given build is will heavily depend on your playstyle. You could make the fastest build ever, but if you have to flag and pull to use it, it will be horrible for a player who likes to just charge in.

I've found discord to be vastly superior than anything else I've tested for the latter play style. Lately I've been testing various hero builds by doing bogroots and keeping my playstyle as consistent as possible - I pretty much just C-Space everything. No pulls (unless the builds fail and I'm almost DPed out, at which point the build is obviously inferior). I always follow the same path, keeping everything I can the same. The only thing I do that's close to pulling is choosing an angle of attack at Khabuus.

I've tried all the 7H builds on PvX using this Leroy-Jenkins playstyle. Nothing comes close to Discordway.

I've been using the AP caller build, since it's standard for discord (I'm a necro so I normally take advantage of the unlimited energy).

For my hero's I've been running 4 discords 2 Esurges and a healing-burst monk:
2 N/Rt Discord Healers (slightly modified from the standard to conc more on healing)
1 N/Rt Discord Curses
1 N/Mo Prot (standard ATM)
2 Me/P ESurgers
1 Mo/Me Healing Burst (needs tweaking)

I'm averaging approx 30 minutes in the dungeon. If I stopped playing like a broken record player and actually brought up my intelligence level to brain-damaged monkey levels, I could probably pull that down a good 5-10 minutes.

Even when playing normally, I didn't find other builds to be faster without pulling. I'd imagine this won't benefit from pulling as much as other builds, so I won't see drastic increases in speed, but whatever.

I'm too lazy to pull when I play normally, and I think many other players feel the same way. I'll do it if it's obviously going to go badly if I don't, but I feel that these hero-builds which require pulling to be effective are silly. They might be 25% faster, but that's not worth it to me if it requires three times the effort. Call me lazy.