7H for a melee player
Wenspire
On my old group build, my monk and my oov necro had rez. They were always made into priority targets. On my new setup, my sos and same necro have rez and the enemies seem to ignore my monk and focus on the sos more than before.
Daesu
Wenspire
All of my casters have the same ar rating with necro possibly having a bit more. Life, I know my monk has more life than my other casters as he only has a major rune vs superiors on the others.
Daesu
Quote:
Originally Posted by Wenspire
All of my casters have the same ar rating with necro possibly having a bit more. Life, I know my monk has more life than my other casters as he only has a major rune vs superiors on the others.
They don't seem to be interested in my warrior even when he carries a res.
agrios
This my current setup (my main is a warrior).
With this I clearead Gloom, Foundry and Veil [NM] this weekend. It was very effective and safe. My only problem was the tendrils of the dreadspawn mawn. The beast of AAAAaaaarrrgh fell before I could notice.
on the AI priority..
When I had Talkora setup as UA/Prot she was always the first to drop, despite having higher HP than other casters.
On the other hand, when I had Pyre in my group, set as Splinter Barrage, he was always the last to fall.
So, by my experience, the AI priority is something like that:
Healers > Mesmers > Other casters > Melee > Rangers.
Or maybe, AI is afraid of charr (j/k)
With this I clearead Gloom, Foundry and Veil [NM] this weekend. It was very effective and safe. My only problem was the tendrils of the dreadspawn mawn. The beast of AAAAaaaarrrgh fell before I could notice.
on the AI priority..
When I had Talkora setup as UA/Prot she was always the first to drop, despite having higher HP than other casters.
On the other hand, when I had Pyre in my group, set as Splinter Barrage, he was always the last to fall.
So, by my experience, the AI priority is something like that:
Healers > Mesmers > Other casters > Melee > Rangers.
Or maybe, AI is afraid of charr (j/k)
Krill
This would be my favorite build for 98% of the game if there were not so many scenarios where three physical players and three melee in particular was a major disadvantage. You got barbs, SoH, and OoV. In theory +49 per hit. Also pretty simple to change the OoV necro to OoP + UA for better rezing.
As such I just play with this most of the time on war, knowing it's sub-optimal. Only thing I don't like is the spirits...kinda hard to cram something in there to heal off without SoS.
As such I just play with this most of the time on war, knowing it's sub-optimal. Only thing I don't like is the spirits...kinda hard to cram something in there to heal off without SoS.
Gabs88
Lol, the first build is somewhat interesting. Actually liked it to some degree since I recently tested some JDF spammers vs master of damage and found them to deal about 80% of the damage a human player would, though they had this weird habit of dealing way less then a human the first seconds then stabilizing.
Buut, then comes the second. And I have to say straight out, I think it's craptastic. There isn't a single one of those bars I like for a physical player. In fact I think every single bar there is crap.
So IMO you should think about adding some proper hex removal on the first build (1 skill for 3 players is not near enough) and a soul twister and maybe you'll get some decent results.
Or just scrap it and play something with way less necros.
Buut, then comes the second. And I have to say straight out, I think it's craptastic. There isn't a single one of those bars I like for a physical player. In fact I think every single bar there is crap.
So IMO you should think about adding some proper hex removal on the first build (1 skill for 3 players is not near enough) and a soul twister and maybe you'll get some decent results.
Or just scrap it and play something with way less necros.
Krill
Well I'm not the biggest fan of generic discord builds or SF, but there are a couple issues I see filling out any general build that focuses on offense. One, invoke heroes no longer work, two the problems with reliance on physical damage. If you want to load up on buffs it only makes sense to have multiple physicals. However, ranged physical heroes suck (let's be honest melee heroes are not the best either), and since melee heroes are usually adjacent, water, illusion, and other AoE effect anti-physical rapes your damage output. Nobody wants to micro hex removal for every single mob in areas with lots of water in particular.
The only goal for any general build should be to kill everything on the screen as quickly as possible and be ready to fb! to the next mob.
The only goal for any general build should be to kill everything on the screen as quickly as possible and be ready to fb! to the next mob.
aspi
The first build looks like lol, i'd change the (vampire)necro to an Orders necro though. And some more protting might be a good thing unless you think it is enough for 3 melees?
And I would also get rid of weapon of warding it "overwrites" splinter weapon.
I havent thought about getting some more melee in my war team so I'll go and try it out
And I would also get rid of weapon of warding it "overwrites" splinter weapon.
I havent thought about getting some more melee in my war team so I'll go and try it out
Morte66
If you're going to use physicals with MoP, I've found AP/MoP quite usable on a hero since the AI update.
Pew
Quote:
Originally Posted by Krill
I've started running this on my assassin personally, and it's very similar to your first build posted!
Krill
^ That's a pretty solid improvement. I guess at some point with my PvE adventures, I'll have to accept that ST > minions. If I were more serious maybe something like this...