I know builds can vary depending on the monsters in the area and other things but my aim is just to make a general build that can vanquish most areas without having to focus on micro or pulling.
I have tried quite a few builds such as blackbeltman's latest RoJ based build on reddit, but this build kind of seemed like it didn't do enough healing and was micro/pulling orientated. I also tried discord way which was fine but then somewhere I read the more mesmers the better so I bought the mercenary hero packs and tried a 5 mesmer build. This worked quite well but didn't feel fully optimised so in the end I have sort of made my own mish-mash build taking bars from other builds and mixing them into one. Seen as I have no idea what I'm actually doing even after reading countless threads it is probably terrible so any advise/criticism would be appreciated.
Build for Vanquishing
Amo1
Wielder Of Magic
it probably will do the job for general Hm vanquishing.
Small ideas:
I would remove the RoJ bar and replace it with something like SOGM spirit spammer for more OP c-spacing.
My reason is that you are not a physical, meaning the best smiting buffs are useless, and RoJ is not that awesome when you don't micro it on your heroes.
Sometimes you will be lucky for it to hit a ball, but it will usually get cast on a single foe or minion, thus wasting its nuking potential. the res skill on that bar is also kinda meh.
I would also work on your prot department.
reversal is meh in pve, you should only need shield of absorption (soa) and aegis besides PS ( prot spirit). if really worried you could always add Spirit Bond (SB) somewhere, but its not really needed in your average vanquish.
The place for those prots would typically be on the MM, since dying minions provide that character with loads of energy, allowing him to kinda spamw the protection spells.
Mesmers are not optimal, but they will get the job done.
I would lose the res signet on the ineptitude and bring either a monk res or fomf/paragons signet of return ( the resses should get the casting bonus from fast casting).
Death pact signet is debatable.
On one side you have this instant revival, on the other hand is the risk that if that ally dies within 120 seconds, you lose 2 heroes instead of one.
Small ideas:
I would remove the RoJ bar and replace it with something like SOGM spirit spammer for more OP c-spacing.
My reason is that you are not a physical, meaning the best smiting buffs are useless, and RoJ is not that awesome when you don't micro it on your heroes.
Sometimes you will be lucky for it to hit a ball, but it will usually get cast on a single foe or minion, thus wasting its nuking potential. the res skill on that bar is also kinda meh.
I would also work on your prot department.
reversal is meh in pve, you should only need shield of absorption (soa) and aegis besides PS ( prot spirit). if really worried you could always add Spirit Bond (SB) somewhere, but its not really needed in your average vanquish.
The place for those prots would typically be on the MM, since dying minions provide that character with loads of energy, allowing him to kinda spamw the protection spells.
Mesmers are not optimal, but they will get the job done.
I would lose the res signet on the ineptitude and bring either a monk res or fomf/paragons signet of return ( the resses should get the casting bonus from fast casting).
Death pact signet is debatable.
On one side you have this instant revival, on the other hand is the risk that if that ally dies within 120 seconds, you lose 2 heroes instead of one.
aspi
Vanquising is easy enough so this will do the job just fine. I am not sure about the xinrae elite. Not too fond of that one, and do you really need panic with so many rupts?
Roj works better if you can tank or ball pretty good. The spirits might do the trick but summon spirits with RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO it up again.
Also you don't seem to have any energy skills? Boon is nice but can be stripped, spirit siphon will work much better.
Roj works better if you can tank or ball pretty good. The spirits might do the trick but summon spirits with RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO it up again.
Also you don't seem to have any energy skills? Boon is nice but can be stripped, spirit siphon will work much better.
Daesu
That does look like a mish-mash. If you are using 4 mesmers for vanquishing, I suggest equipping them with more direct damage spells like Spiritual Pain and Overload+Shatter Delusions instead of passive hexes like Mistrust. This will allow your mesmers to kill faster.
Here is what I use on casters in general: http://www.gwpvx.com/User:DarkSpirit...ter_characters
If I am bringing the SoS, that means I have to replace the SoS in that build. The question is what to replace it with that also have heals. I tried a communing/restore build that seems to work ok.
Max Communing
11 Restore
the rest to SP
Wanderlust
Earthbind
Mend Body and Soul
Spirit Light
Protective was Kaolai
Boon of Creation
<option 1>
<option 2>
You can modify this if you prefer to use spirit siphon instead of Boon of Creation by pumping some points into channeling, especially if you are not bringing a BiP. Advantage of using spirit siphon is that it can't be stripped, disadvantage in this case would be losing the points from SP into Channeling. Note that this skill bar can also be used by a N/Rt with points into Soul Reaping, with a SoLS instead of Boon of Creation, who can manage energy better but you lose the runes and SP.
One of the options can be a res if you so desire. Bring Death Pact Signet if you are vanquishing or in areas that have res shrine support. Death Pact Signet helps to reduce death penalty when you wipe. For the other areas that would cause you to fail upon a wipe, replace the death pact signets with other res (e.g. Flesh of my Flesh).
Here is what I use on casters in general: http://www.gwpvx.com/User:DarkSpirit...ter_characters
If I am bringing the SoS, that means I have to replace the SoS in that build. The question is what to replace it with that also have heals. I tried a communing/restore build that seems to work ok.
Max Communing
11 Restore
the rest to SP
Wanderlust
Earthbind
Mend Body and Soul
Spirit Light
Protective was Kaolai
Boon of Creation
<option 1>
<option 2>
You can modify this if you prefer to use spirit siphon instead of Boon of Creation by pumping some points into channeling, especially if you are not bringing a BiP. Advantage of using spirit siphon is that it can't be stripped, disadvantage in this case would be losing the points from SP into Channeling. Note that this skill bar can also be used by a N/Rt with points into Soul Reaping, with a SoLS instead of Boon of Creation, who can manage energy better but you lose the runes and SP.
One of the options can be a res if you so desire. Bring Death Pact Signet if you are vanquishing or in areas that have res shrine support. Death Pact Signet helps to reduce death penalty when you wipe. For the other areas that would cause you to fail upon a wipe, replace the death pact signets with other res (e.g. Flesh of my Flesh).
Vernphos
I agree with the general consensus.
Drop the RoJ Monk. it misses far too often and you are not meele to take advantage of the good spells.
I'd say replace with one of three options:
1) second MM-healer for more bodies or
2) ER protter if in a tough area
3) SoGM rit to take advantage of painful bond
Drop the RoJ Monk. it misses far too often and you are not meele to take advantage of the good spells.
I'd say replace with one of three options:
1) second MM-healer for more bodies or
2) ER protter if in a tough area
3) SoGM rit to take advantage of painful bond
Amo1
Ok so after reading your collective input I have made some changes to my build based on your feedback.
I haven't really had time to test it yet but i assume this should be better then if I understood what most of you have said correctly?
I haven't really had time to test it yet but i assume this should be better then if I understood what most of you have said correctly?
Wenspire
You can pretty much VQ an 8-man area with any group bar setup (I do it full of, arguably the worst class of characters, Rangers). It's when you get to the 4 and sometimes 6-man areas that you will probably want to start worrying.