7H for a melee player

ThousandBlades

Pre-Searing Cadet

Join Date: Dec 2011

D/W



I used a combination of Dwaynaway's BiP minion bomber and Dillway's mesmers.
As much as I wanted to have a smite monk, I would rather have minions instead of RoJ.
So, what do you guys think? This build won't require mercs due to WoC.

EDIT: Fixed the build around a little bit. What do you guys think?

agrios

agrios

Krytan Explorer

Join Date: May 2006

South America

Naked Stalkers of America[Nude]

W/

3 Mesmers? how so?

The only way I see (without resorting to mercs) is to getting Zei Ri and turning Razah into a Mez.

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

Run esurge instead of shared burden. Enfeebling Blood over sols on n/rt, you can drop res on the healer to keep sols. Healer should have fomf in any case. You can possibly use castigation signet or union instead of Smite Condition, I don't find low spec smite condition worthwhile when MBaS is plenty of condition removal. Running MM instead of RoJ kills a lot of your offensive and you lose out on 16 spec SoH. Working in never surrender would be great when you only have two copies of PwK.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

Quote:
Originally Posted by agrios View Post
3 Mesmers? how so?

The only way I see (without resorting to mercs) is to getting Zei Ri and turning Razah into a Mez. You just Explained it, no mercs needed.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Don't see why you need shared burden when you don't have an attack like RoJ. You might as well have an additional damage skill like energy surge instead.

1. You have a melee to hold aggro.
2. You have minion wall to help hold aggro.
3. You snare them to help hold aggro.

If you do 1. well, you won't need 2. and 3.

hunter

Frost Gate Guardian

Join Date: Jun 2005

Why 3 mesmers? That build has 0 synergy with your melee character. SoH on a rit primary = fail.

Get 1 or 2 smiter monks and put SoH on one of them. As melee in the front lines you will be bombarded with hexes and conditions. 2 copies of smite hex and smite condition in combinaiton with RoJ and splinter will decimate groups in a heartbeat.

take out 1-2 mesmers and sub them with 1-2 smiter monks. Put something useful on that ST Rit which does not suffer from a max 12 attribute ability. The difference between 16 and a 12 attribute spell (notably smite and SoH spells) will be quite noticeable.


Also take out that silly BiP necro. You won't need it. Don't listen to the idiot who was suggesting it, ur casters won't need it if you give enough e management and use a proper elite in there, like Aura of lich, or whatever.

The Curse resto necro is a joke as well. Have you been taking lessons from EFGjack on picking the most worthless elites throughout the game? Use proper UA monk. And no you won't be lacking dmg since you will be shifting the dmg proper DPS focused builds (like 16 attribute smiting prayer monks)

ThousandBlades

Pre-Searing Cadet

Join Date: Dec 2011

D/W

Quote:
Originally Posted by Relyk View Post
Probably Signet of Clumsiness or Unnatural Signet. Easy breakpoint at 6 but since you're using hybrid, you won't hit the 10 command breakpoint.
Alright, SoC it is. I can't seem to find an option on pawned^2 to set attributes for these heroes.. is there one?

Quote:
Originally Posted by hunter View Post
Why 3 mesmers? That build has 0 synergy with your melee character. SoH on a rit primary = fail.

Get 1 or 2 smiter monks and put SoH on one of them. As melee in the front lines you will be bombarded with hexes and conditions. 2 copies of smite hex and smite condition in combinaiton with RoJ and splinter will decimate groups in a heartbeat.

take out 1-2 mesmers and sub them with 1-2 smiter monks. Put something useful on that ST Rit which does not suffer from a max 12 attribute ability. The difference between 16 and a 12 attribute spell (notably smite and SoH spells) will be quite noticeable.


Also take out that silly BiP necro. You won't need it. Don't listen to the idiot who was suggesting it, ur casters won't need it if you give enough e management and use a proper elite in there, like Aura of lich, or whatever.

The Curse resto necro is a joke as well. Have you been taking lessons from EFGjack on picking the most worthless elites throughout the game? Use proper UA monk. And no you won't be lacking dmg since you will be shifting the dmg proper DPS focused builds (like 16 attribute smiting prayer monks) I'm not sure I'll need UA if I have both a resto necro and SoS. As for the mesmers, they're not for me, they're to blow things up and keep my team alive by interrupts.

MBaS will take care of conditions, and I have three copies of hex removals for hexes. If anything, the hexes + conditions will land on the minions, so I think I'll be fine. As for SoH, it's only 8 less damage at 10 smiting when compared to 16 smiting, so there's not a huge difference there.

I'm not quite sure on BiP yet. I thought that freeing up 6 skill slots on my 3 mesmers was worth the 1 elite, but I need some more advice.

hunter

Frost Gate Guardian

Join Date: Jun 2005

Again. The resto necro is shit because the UA monk is 2-3 times more efficient healing, as well as tons of AoE (healing) and get this, INSTA REZ. UA is propably one of the best elites in PVE as of right now because it effectively reduces any spikes that go through your shelter.

Also, you have no prot spirit, and no shield of absorption, which are the bread and butter of dmg mitigation. So stop listening to morons of these forums who like to stack mesmers and necros and use your brain. A warrior main should be played differently than a sin, much less an ele.

SoH at 16 smite might be 8 more dmg but when u use sun and moon slash it becomes 16 dmg, and when you WW attack 4 mobs it suddenly becomes 32. See where im going?
And no hexes and conditions will most definitely land on u and ur party

Premium Unleaded

Wilds Pathfinder

Join Date: Aug 2005

UA is only good if you're planning on dying.

Doug4130

Ascalonian Squire

Join Date: Feb 2011

D/

Look up the 7 hero physway on gwpvx. Most fun I've had in gw in a long time, only time I had to use something else was when I wanted to hero doa

Gabs88

Desert Nomad

Join Date: Jan 2011

Quote:
Originally Posted by Wenspire
View Post
The best part about UA is the instant 100% rez. If that description wasn't in there, I highly doubt anyone would use that skill. Unless someone is dying, you are only making use of less than 50% of that skill's potential. In fact, if no one dies, you could also say that you are just running a gimped skill on the bar. That's why we say that the quality of that skill increases as the % chance of people dying in your party increases. WTF are you on about? "If that description wasn't in there nobody would use the skill?" Are you saying "If UA wasn't a rez nobody would use it!"?

Cause if you are, that's the biggest bullshit argument I've heard in weeks. And I heard some pretty bad ones last Monday. Of course nobody would use UA if it wasn't a rez, they'd use HB or WoH instead if they needed heals and RoJ if they needed damage and there wouldnt be any viable ressurection elites. Damn right they wouldn't use it.

But it IS a rezz, so lets stick with reality and not try to twist things around to make a point. Fact is a smiter with UA can retain a 85-90% effectiveness compared to a smiter with RoJ or Signet of Judgement and there's no other viable elites. Making it a very good support character and damage dealer just because of that alone.

The same goes for a healer with UA if you choose to use that, it delivers powerful healing without the use of an elite and there's not a lot of other viable skills to mix in there.

And yeah, the big selling point of UA is that you ressurect at 100%. Not 100% health though, that's not really a big deal. But 100% energy is, as especially heroes tend to give a very poor performance if ressurected with too little energy. It causes them to missuse a lot of skills and remain highly inefficient for the rest of the battle.

And in the end, if you have so much healing and prot nobody ever dies. You have waaaay too much.

When judging UA, you have to judge what you gain up against what you loose out on when dropping another elite. And very often you will experience that the loss is not a very big deal.

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

"And in the end, if you have so much healing and prot nobody ever dies. You have waaaay too much."

Actually, I think this quote is far worse.

UA without the rez is a weak skill for an elite. It may be true that it is the best elite you can pick on that Smiter bar, which I will not argue about seeing as that tree's elites are already pretty bad. But on a healer or prot bar, it's rather weak compared the the other available one's. But it sure is darn good if you have a lot of deaths in your party, I will also admit.

Let me ask you, would you take UA if you knew you wouldn't be dying?

Gabs88

Desert Nomad

Join Date: Jan 2011

What zone would that be lol? Speaking HM i can't think of any. Not where there is absolutely no chance you wont be stuck between two groups and have someone get spiked to death.

Would I bring UA in to NM? Probably not. But then again, even if I did it wouldn't really matter even for speed. Assuming that the UA\Smite deals 1\8'th of the teams damage. And a 15% damage reduction when picking UA over RoJ or Signet of Judgement. The team is looking at a total damage reduction of 1,875%.

Thats less then a 2% damage reduction, hardly even noticeable.

DRGN

Krytan Explorer

Join Date: Nov 2005

In Memorium [iBot]

Mo/A

For the vast majority of HM, I've never found UA particularly necessary; I never used it in any of my vanquishes, WiK, or WoC HM. That stray death is easily patched up by Death Pact Signet or Flesh or something. I just run RoJ with my Dervish because I have my hero skill hotkeys mapped to mouse buttons so I cantap my thumb when I want Binding Chains + ROJ.

However, if I'm attempting an extremely difficult area, I'll pack it on my smiter. I did Forgewight HM the other day and that instant res proved absolutely invaluable there, as well as in one part of Selvetarm. In hindsight I also wish I would have had a UA hero for HM Gloom but it didn't really fit the build I was running.

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

In all honesty, I seldom have deaths in my party for the majority of HM. Of course in the more difficult areas, there are a few but seldom is there a wipe. Could it be that I have too much healing/prot? That's a possibility. I have 1 dedicated healer and recently have been using an MM with three prot skills. I guess what I am trying to say is that deaths shouldn't happen often, if at all. And unless you are in a :ne where wiping kicks you out, there's always the rez shrine.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

Do you ever watch TV from under a blanket just to feel comfy? You don't really need the blanket but you purchased it anyway. That's what UA is: a blanket. You don't need it but it certainly improves the quality of your adventures when you don't have to worry about deaths even if there are two in a row, because they will be resurrected within seconds and they'll be completely functional due to full blue & red bars. That's a luxury you're missing out on without UA.

Quote:
Originally Posted by Lanier
The only places where I can really justify bringing UA is in WoC HM or DoA. I'll have to disagree with you. UA is an ability you should only take when you can expect a few deaths (doing quests, vanqs and such at your leisure) but from my personal experience it's better to dedicate the elite slot for something that does a better job at preventing deaths when you're doing serious business PvE. My personal fave is WoH (I cleared DoA HM without cons/sy with a WoH/ST backline, WoH is strong), but Healing Burst isn't a bad alternative, with high DF you don't need so many party heals either.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Lanier
View Post
Ah, well I was referring more to the fact that I would only use UA if I were expecting deaths. In normal vqs, dungeons, missions, etc., my party members dont really ever die, so I dont even bother to bring the safety blanket. I do agree with you that WoH is a very good elite, and I would rather have one of those on a dedicated healer than any other elite (except Hburst in areas where the AoE heal is worth it).

My comments on UA were more in regards to smite bars. We talked about this before. Any respectable general team build should have res which means they "expect deaths". If you don't "expect deaths" then there no point bringing a res.

In the 2 out of 3 scenarios that you mentioned above, it may not matter much even if you don't bring a res but on missions that would fail upon a wipe then bringing a res is worth while. If the mission is so simple then it doesn't matter what you put into that elite slot. If it is diffcult and fails-upon-wipe then I rather bring a res in case I make a mistake, so I can run through the mission as fast as possible instead of playing it safe all the time.

UA is arguably the best res in the game and monks already have enough good non-elite heals/prots. I don't see it as a big deal even using it on a smite bar. Balancing safety with the best speed is the deal in the hardest areas of the game. Just considering safety alone is not good enough. An overly-defensive build is not desirable as it is obviously safe but slow.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Lanier
View Post
My point is that outside of the elite areas, you shouldn't expect deaths. If you do, then your team has problems with its defensive capabilities.

Look at EFGJack's post above. UA is one of those skills that you should only bring when you expect deaths. When I'm doing a random VQ or dungeon and I avoid overaggro with simple longbow pulling, deaths do not occur. Therefore, having UA on my smite's bar would be a complete waste of a skill slot since it would never see use. As I have mentioned before, the only time that I could justify using UA is if I expected deaths, and the only time that I would expect deaths is when I'm doing elite areas. If you look at any of the rated 'Great' generic heroes team build in pvx, they all have a res in them and they are not ONLY meant for elite areas obviously.

Now having said that, if you play more defensively, you can still replace the res with another skill and accomplish your missions. Then the next question becomes, would you have accomplished your missions FASTER, if you have played less defensively? Maybe you would or maybe you won't.

In the end, it is a balance between risking a wipe and having zero deaths at all. Where that balance is can be very personal as it depends on your playstyle.

But as for a generic heroes team build for public consumption, I think it should include a res then people can see that if they want to bring a res this is how you can do it. And as far as what the best or one of the best hero res in the game is, one can argue, that it is UA, considering the alternative hero resses.

A good res reduces the "price of death" so much so that it gives you sufficient leeway to play more aggressively which in many situations, depending on the area and your build, implies a faster success for your mission/quest.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

Quote:
Originally Posted by Daesu View Post
In the end, it is a balance between risking a wipe and having zero deaths at all. Where that balance is can be very personal as it depends on your playstyle. Then I think this is where we differ. When I'm creating a hero team, I first look to have sufficient defenses to avoid deaths altogether. Then, I optimize damage output.

Also, my previous post probably came off a little differently than I intended it to. I almost always put a rez or two in my party (or in my inventory as scrolls). They are, as mentioned above, a safety blanket. That doesn't mean I ever end up using them... and while I'm willing to give up a skill slot or two or an inventory slot on something that will, in all likelyhood never be used, I'm not willing to give up an elite skill slot.

Jeydra

Forge Runner

Join Date: May 2008

I'm perfectly happy to take a few deaths with ever more offensive teambuilds, utilizing UA to replace an entire defensive character. I'll take the deaths because I (almost) lose nothing and in fact return to 100% energy. The last iterations of the builds I run have something like three red bar skills in the entire teambuild (not counting "Fall Back!" as red bar). To say that deaths do not happen would be an exaggeration.

My personal experience with places like Kappa HM indicate that UA can prevent wipes that skills like WoH / ST cannot. As such, I will unequivocally say that UA is an excellent skill that should always be considered in a teambuild. It might not always win a spot on merit (it is after all an elite skill), but it should always be considered.

Gabs88

Desert Nomad

Join Date: Jan 2011

Provided you already bring a character where it would fit I totally agree with that statement.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Jeydra View Post
I'm perfectly happy to take a few deaths with ever more offensive teambuilds, utilizing UA to replace an entire defensive character. I'll take the deaths because I (almost) lose nothing and in fact return to 100% energy. The last iterations of the builds I run have something like three red bar skills in the entire teambuild (not counting "Fall Back!" as red bar). To say that deaths do not happen would be an exaggeration.
That is what I have expected your playing style to be, Jeydra, after reading your posts.

Quote:
Originally Posted by Lanier
Then I think this is where we differ. When I'm creating a hero team, I first look to have sufficient defenses to avoid deaths altogether. Then, I optimize damage output. This is where we differ.

For me, deaths are fine as long as I avoid wipes. A res like UA is almost perfectly designed for someone who wants to run through missions/dungeons fast. I also have a choice to flag my heroes and pull with every mob encounter but I don't always do that. It is just my degree of risk tolerance.

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

it's definitely a playstyle difference. To me, a successful run is one where I have little no no deaths and no wipe. I know others judge success based on time of completion which is fine also.

I just remember the days before UA was an instant rezbot skill. I actually used that skill back then and loved it.

Malganis

Academy Page

Join Date: Nov 2010

Southern California

Everlasting Sacred Path [ESP]

N/

On my paragon and dervish, (I dont have a warrior char), I like to use a Blood Magic Necromancer/Dervish with Order of the Vampire, Blood Ritual, Mystic Healing, Vow of Piety, Blood Bond, Oppressive Gaze, Mark of Fury, and any optional such as Strip Enchantment or Signet of Lost Souls. Any Blood Magic staff of Enchanting helps, and attribute split would be 12 Blood, 11 Wind Prayers, 6 Soul Reaping, or 12 Blood, 10 Wind Prayers, 8 Soul Reaping. Add runes to your taste. Awaken the Blood is optional but not recommended with the additional health sacrifice. Mystic healing will heal everyone, and Vow of Piety refreshes when OotV ends to keep the hero less squishy after sacrifice. Mark of Fury provides you more adrenaline, and the Cracked Armor on end fuels Oppressive Gaze for more degen. Blood Ritual keeps your Monk and Mesmer heroes high on energy. Blood Bond will heal your minions as well as yourself with every attack. I'll usually bring one or two monk healers/smiters, one minion master, one domination mesmer, and three other melees to round out the party.

Jeydra

Forge Runner

Join Date: May 2008

ST = Soul Twisting, generally implies having Shelter as well. Idea behind the build is to have Shelter up all the time, which makes it close to impossible to wipe (but not to die).