How to make this teamsetup more offensive
Dblazer
So ye.. I've been using this teamsetup for quite some time now and I just feel like I am missing out on damage and are to much focused on defense.
The warrior is me:
I was personally thinking about swapping the Dwayna order healer out for a Sols Healer but I believe the Derv is better for group healing and preventing spike damage (correct me if I am wrong).
Also I might think about swapping the Shared Burden mesmer out for more of a nuker.
Overall I hope to achieve a more offensive teamsetup while maintaining synergy between the heroes.
I would love feedback on this and hear from u where u guys think improvements can be made.
The warrior is me:
I was personally thinking about swapping the Dwayna order healer out for a Sols Healer but I believe the Derv is better for group healing and preventing spike damage (correct me if I am wrong).
Also I might think about swapping the Shared Burden mesmer out for more of a nuker.
Overall I hope to achieve a more offensive teamsetup while maintaining synergy between the heroes.
I would love feedback on this and hear from u where u guys think improvements can be made.
Lyv
A few ideas :
- remove the ST rit. Except if you are doing really hard areas, you probably won't really need it since you have SY to keep your heroes alive. If needed, switch the MM to N/Mo and give him a few prots (SoA, Prot spirit...).
- as you said, the illu mesmer isn't great for damage. You can switch him to Esurge or take an other nuker.
- for general play, you can switch Panic to Esurge too.
- if feeling brave, take RoJ instead of UA. Or make the Monk Mo/N and give him weaken armor (not a huge investment in curses needed), and enfeebling blood if you like.
Never tried Dwayna dervs, so I can't help on this point.
Also, your warrior build needs an IAS, it will dramatically boost your damage. I also find that you don't really benefit from Warrior's Endurance with only one energy attack skill. You could fetch power attack or something like that in the build.
- remove the ST rit. Except if you are doing really hard areas, you probably won't really need it since you have SY to keep your heroes alive. If needed, switch the MM to N/Mo and give him a few prots (SoA, Prot spirit...).
- as you said, the illu mesmer isn't great for damage. You can switch him to Esurge or take an other nuker.
- for general play, you can switch Panic to Esurge too.
- if feeling brave, take RoJ instead of UA. Or make the Monk Mo/N and give him weaken armor (not a huge investment in curses needed), and enfeebling blood if you like.
Never tried Dwayna dervs, so I can't help on this point.
Also, your warrior build needs an IAS, it will dramatically boost your damage. I also find that you don't really benefit from Warrior's Endurance with only one energy attack skill. You could fetch power attack or something like that in the build.
Premium Unleaded
I hope you realise that JI is cancelling out OoP.
Lyv
2 Dom mesmers are fine, i've seen no real problem with hex stacking and such when using them. Some people out there run 3 mesmers with cry of frustration and it seems to work great, so it should be ok.
The illu mesmer is good against physical, but with enfeebling blood most of them won't be a real threat any more. Shared Burden is nice for really dangerous mobs (I use it in my DoA hero team for safety), but otherwise not needed imho.
It also depend on your playstyle. If you bother with pulling/blocking/balling mobs and such, you won't need the same defence as if you just charge into mobs and let some escape on your heroes. You will need more AoE damage and targeted prot (on yourself) in the first case, and so on...
The illu mesmer is good against physical, but with enfeebling blood most of them won't be a real threat any more. Shared Burden is nice for really dangerous mobs (I use it in my DoA hero team for safety), but otherwise not needed imho.
It also depend on your playstyle. If you bother with pulling/blocking/balling mobs and such, you won't need the same defence as if you just charge into mobs and let some escape on your heroes. You will need more AoE damage and targeted prot (on yourself) in the first case, and so on...
Gabs88
Do you have either mercenary heroes or Zei Ri (WoC Ritualist) available?
Dblazer
Gabs88
ST is awesome, but MM deals more damage period. So you should only bring ST if minions are not available and youre facing strong AoE damage. Otherwise you're usually better off with another RoJ, Esurge, EA or whatever, if you don't need ST don't bring it!
You can, contrary to popular beliefs. Bring both, in some situations it's not an all bad choice either.
SoS, SoGM and AoTL are, like it or not, undefeated champions of PVE. Nobody's been able to anywhere near prove that they can outrun spirits or anything such as that yet. They might outrun them for a few seconds but the ridicilous damage spirits put out is still going to prevail over time. Same with the AOTL minion bomber.
I use spirits regardless of whether I play melee or caster.
You can, contrary to popular beliefs. Bring both, in some situations it's not an all bad choice either.
SoS, SoGM and AoTL are, like it or not, undefeated champions of PVE. Nobody's been able to anywhere near prove that they can outrun spirits or anything such as that yet. They might outrun them for a few seconds but the ridicilous damage spirits put out is still going to prevail over time. Same with the AOTL minion bomber.
I use spirits regardless of whether I play melee or caster.
Relyk
Use a RoJ Monk, replace IAU with YMLaD, SY with Flail, and use Dash instead of Echarge
loopysnoopy
Quote:
Originally Posted by Dblazer
Thanks for the tip i'll try it out. do you know a collector/merchant who sells those 'caster' spears?
Try this 1 they drop well so you can have a bunch of caster spears. In no time.
Suntouched Spear:Energy +5 Requires 5 Cobalt Talons; The collectors in Yatendi Canyons his name is Hamri.
sorry for the late reply
Suntouched Spear:Energy +5 Requires 5 Cobalt Talons; The collectors in Yatendi Canyons his name is Hamri.
sorry for the late reply
Premium Unleaded
Protecting minions is counterproductive because the whole point of it is for them to die and trigger death novas. "Hero mm" is one of the greatest misnomers in the game, along with the typical pug definition of a "tank/tanking".
In normal mode, it's usually more than sufficient to just have continuous/chained SYG and a biggie like prot spirit.
In normal mode, it's usually more than sufficient to just have continuous/chained SYG and a biggie like prot spirit.
Dblazer
Well thanks for the responses but lets not derail in into a ST vs MM thread
Also the questions by me made in post 16 weren't only directed to Hunter, if anyone else would like to give his/her opinion on one of those matters I would appreciate it a lot aswell!
Also the questions by me made in post 16 weren't only directed to Hunter, if anyone else would like to give his/her opinion on one of those matters I would appreciate it a lot aswell!
loopysnoopy
Quote:
Originally Posted by Dblazer
I have to say I love the ST rit a lot too. I am using both a MM and a ST.
I do wonder about your 'don't bring a lot of mesmers' theory.
I've heard of several people that they are running such as 3 Esurge mesmers to solo the most hardest HM area's.
Also I am now using the inspiration mesmer with a few rit healing spells together with the sos (chann/resto) as the 'healers'
I am aware of the fact that UA monks are pretty damn good, but I am hearing a lot of different statements about the "dedicated healer VS hybrid".
Could you please elaborate a bit on the info, as it sounds you are pretty enthusiastic about it.
Thanks in advance and I will aswell try the setup you mentioned (meaning removing one mesmer and bringin an extra monk)
PS: I am using a SoGM rit aswell atm, don't you think the lack of spirits will have a big impact? I find them to be pretty OP in HM in combination with minions to have a gigantic body blocking wall.
PPS: As someone recommened, I've been trying out Shields+spears setups on my casters with 5e/+30hp on spear and +30hp/10armor against fire on shields for more defense.
I actually noticed their survivability increased aswell as rit's now putting spirits closer to mobs (in actual range). BUT my SoS rit started casting splinter on them aswell because they wear a martial weapon. Would you say it's a problem? I'll try to answer these as best as I can and that I'm aware of I have put your main questions in bold to help me to answer
1st: Depending on your class etc is all dependant on synergy, warriors and mesmers don't really gel that well anything past 2 mesmers seems to go awry.
2nd: The UA VS Hybrid question is as old as the hills the main main reason for hybrid is more damage can be brought while the UA has 2 key points but is from a more defensive point a strong uber elite and powerful healing that intern means you would require only 1 healer and 1 hybrid PROT ie off the MM bomber.
3rd: When Heros use martial weapons and if the team have splinter it will be cast upon them whether or not this is effecting your team or your self is a judgement call. I always take 2 copies of splinter weapon for a near perminant splinter weapon for mass AoE destruction
Hope this clears some of your questions up. Later on when I get on-line I'll screen shot my builds for heroes that I use in the 8man areas and I'll post them.
_Aphotic_
Two things.
First off,
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Originally Posted by Gabs88
First off,
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Basically, if there's 2 elites on a bar that means there's a free choice which one you should use. Fill out the remaining slots for yourself based on your preferrences. But it makes for an allright base build. Whether or not you want protective was Kaolai on the Me/Rt is entirely up to you. Same about whether you want RoJ or UA since it's the non elite skills youre after anyhow.
The ST / AoTL bar you change depending on zones but in any zones where there's exploitable corpses I always reccomend a MM.
Go Ineptitude, it's far more damage, and potentially add more e-management because you'll need it.
Second,
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The Ritu's have caster spears/sheilds the Smiter has a 40/40 setup from http://wiki.guildwars.com/wiki/Gertrud or the other place to get them from lux 6man areas I would say sogm but beef up the SoS ritu with some heals from resto drop curses nec change the UA monk for a hybrid heal/dmg dealer to balance the group out.
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But they don't that's why when your melee best thing to do is take spears for the ritu's this then creates a Chess board effect front,middle and back line.
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Also trying to see where I can fit in some small healing (like PwK), because now only the UA monk offers healing and if the UA hero dies it might get tough.
if you over aggro it can get hairy. But I found the prot minion master to be of great effect and again my heroes don't really ball up to an extent where it would be hazzard and the spirits and minions create a barrier effect. While I'm dishing some heavy damage and blocking remeber a warrior is the best at holding the LINE no matter what when that is combined with a tsunami of minions and spirits its great fun
AT the point in hand if you want some minor heals drop the para on the necro curses for ritu or monk that should give so free slots for either pwk and spirit light or mbas or drop both para secondary from the curse necro and the smiter
for the smiter this is what I used to run before the Smite shouter
OwYSAZHP+MkB13lMPuIdxqP (not in game atm so can't post a screenie)
But I will say the para shout actually help mitigate some of the annoying damage and CTT stops any nasty touch skills
AT the point in hand if you want some minor heals drop the para on the necro curses for ritu or monk that should give so free slots for either pwk and spirit light or mbas or drop both para secondary from the curse necro and the smiter
for the smiter this is what I used to run before the Smite shouter
OwYSAZHP+MkB13lMPuIdxqP (not in game atm so can't post a screenie)
But I will say the para shout actually help mitigate some of the annoying damage and CTT stops any nasty touch skills
Dblazer
Quote:
Originally Posted by loopysnoopy
All user preference really ideally Ritu's would think oh if I place spirits up in the middle that will benefit more lol.
But they don't that's why when your melee best thing to do is take spears for the ritu's this then creates a Chess board effect front,middle and back line.
if you over aggro it can get hairy. But I found the prot minion master to be of great effect and again my heroes don't really ball up to an extent where it would be hazzard and the spirits and minions create a barrier effect. While I'm dishing some heavy damage and blocking remeber a warrior is the best at holding the LINE no matter what when that is combined with a tsunami of minions and spirits its great fun
AT the point in hand if you want some minor heals drop the para on the necro curses for ritu or monk that should give so free slots for either pwk and spirit light or mbas or drop both para secondary from the curse necro and the smiter
for the smiter this is what I used to run before the Smite shouter
OwYSAZHP+MkB13lMPuIdxqP (not in game atm so can't post a screenie)
But I will say the para shout actually help mitigate some of the annoying damage and CTT stops any nasty touch skills Ye I tweaked it a bit to get some healing here and there, but I have to say the UA Monk is just spamming heals for days :P I always wonder why people prefer the SoLs healer as this monk doesn't seem to run out of energy at all with a lot of big heals.
I completed the last few quests of WoC HM easily with this setup, but today I went in to DoA (the Foundry) and I just got 'WTFSTOMPED". :P
I guess I am not ready for that place yet, even on NM it feels so much harder than most HM areas.
After the a few pathetic attempts I replaced the MM for a ST and I do have to say, with a more defensive setup, I came a lot further in the same area.
So still making changes to see what's best for ea area, but I have to say it's a very decent build.
But they don't that's why when your melee best thing to do is take spears for the ritu's this then creates a Chess board effect front,middle and back line.
if you over aggro it can get hairy. But I found the prot minion master to be of great effect and again my heroes don't really ball up to an extent where it would be hazzard and the spirits and minions create a barrier effect. While I'm dishing some heavy damage and blocking remeber a warrior is the best at holding the LINE no matter what when that is combined with a tsunami of minions and spirits its great fun
AT the point in hand if you want some minor heals drop the para on the necro curses for ritu or monk that should give so free slots for either pwk and spirit light or mbas or drop both para secondary from the curse necro and the smiter
for the smiter this is what I used to run before the Smite shouter
OwYSAZHP+MkB13lMPuIdxqP (not in game atm so can't post a screenie)
But I will say the para shout actually help mitigate some of the annoying damage and CTT stops any nasty touch skills Ye I tweaked it a bit to get some healing here and there, but I have to say the UA Monk is just spamming heals for days :P I always wonder why people prefer the SoLs healer as this monk doesn't seem to run out of energy at all with a lot of big heals.
I completed the last few quests of WoC HM easily with this setup, but today I went in to DoA (the Foundry) and I just got 'WTFSTOMPED". :P
I guess I am not ready for that place yet, even on NM it feels so much harder than most HM areas.
After the a few pathetic attempts I replaced the MM for a ST and I do have to say, with a more defensive setup, I came a lot further in the same area.
So still making changes to see what's best for ea area, but I have to say it's a very decent build.
loopysnoopy
Quote:
Originally Posted by Dblazer
but I have to say the UA Monk is just spamming heals for days :P I always wonder why people prefer the SoLs healer as this monk doesn't seem to run out of energy at all with a lot of big heals.
I completed the last few quests of WoC HM easily with this setup, but today I went in to DoA (the Foundry) and I just got 'WTFSTOMPED". :P
I guess I am not ready for that place yet, even on NM it feels so much harder than most HM areas.
After the a few pathetic attempts I replaced the MM for a ST and I do have to say, with a more defensive setup, I came a lot further in the same area.
So still making changes to see what's best for ea area, but I have to say it's a very decent build. The UA VS Sols healer isn't hard to guess why most people like the Sols over a dedicated monk 1st rule is do I need a full healer in my set-up if the answer is no, then you only need a hybrid hence the Sols healer the elite can be a damage skill or a protection skill. You don't need a full bar to red-bar up;
2nd rule is energy some times monks are very unreliable on energy as they spam all day to keep red-barring. "BUT" if the monks bar is put together right understanding what each skill is, time to recharge etc you can find Gole is the only Energy-management skill needed. While SoL and the all necro pool for energy is utter madness I tell you! energy will never be a problem if things are dying of course.
As for DoA my little team set-up is useless in there my set-up is for everyday stuff and simple dungeons like bogroots, slavers but tweaked for FS
If you're planning on DoA I would say fire eles and panic and ST prot ritu are a good base to start from.
I completed the last few quests of WoC HM easily with this setup, but today I went in to DoA (the Foundry) and I just got 'WTFSTOMPED". :P
I guess I am not ready for that place yet, even on NM it feels so much harder than most HM areas.
After the a few pathetic attempts I replaced the MM for a ST and I do have to say, with a more defensive setup, I came a lot further in the same area.
So still making changes to see what's best for ea area, but I have to say it's a very decent build. The UA VS Sols healer isn't hard to guess why most people like the Sols over a dedicated monk 1st rule is do I need a full healer in my set-up if the answer is no, then you only need a hybrid hence the Sols healer the elite can be a damage skill or a protection skill. You don't need a full bar to red-bar up;
2nd rule is energy some times monks are very unreliable on energy as they spam all day to keep red-barring. "BUT" if the monks bar is put together right understanding what each skill is, time to recharge etc you can find Gole is the only Energy-management skill needed. While SoL and the all necro pool for energy is utter madness I tell you! energy will never be a problem if things are dying of course.
As for DoA my little team set-up is useless in there my set-up is for everyday stuff and simple dungeons like bogroots, slavers but tweaked for FS
If you're planning on DoA I would say fire eles and panic and ST prot ritu are a good base to start from.
loopysnoopy
Don't forget when doing DoA, Save yourself comes into its own and it eases some pressure for your team and it means they'll be coming for you which in turn means prots and heals will be on you so just keep spamming SY
Careful pulling is also a key in DoA I had some success with elemental attunement (elite) Ele skill code as follows: OgBCwsyST3L6CpgLGDAAA that's 18 in fire and that's big damage numbers which follows
the last 2 slots can be filled in what ever you need para shouts to help you, hex removal or even heals from monk or ritu rember drop energy storage down to 8+1 which gives you 9 the rest of the points left over add into what ever line you are using.
I run 3 of these when doing tougher elite areas of the game except UW (underworld) I have only had partial success in UW with them lol
Careful pulling is also a key in DoA I had some success with elemental attunement (elite) Ele skill code as follows: OgBCwsyST3L6CpgLGDAAA that's 18 in fire and that's big damage numbers which follows
the last 2 slots can be filled in what ever you need para shouts to help you, hex removal or even heals from monk or ritu rember drop energy storage down to 8+1 which gives you 9 the rest of the points left over add into what ever line you are using.
I run 3 of these when doing tougher elite areas of the game except UW (underworld) I have only had partial success in UW with them lol
Dblazer
Quote:
Originally Posted by yoyoma
http://i39.tinypic.com/9u54cw.jpg
that's a ST rit (no Union) along with a IV MM, a compressed Mes bar, and a Dwaynaway derv (with nothing put into Earth Prayers so enchantments die off quickly for healing of party and minions, carrying a spear & shield to stay in middle of party to heal front and back lines). Keeping minions alive longer (ie, not bringing Death Nova) lets the Nec focus its energy on other things instead of raising minions every time it turns around. And it allows the minions to serve as AI foe fodder without dying every few seconds. ST rit appears to do a better job at focusing on 2 protective spirits than it does with 3, meaning it doesn't screw the pooch nearly as often because of it, and in return doesn't require as much micro.
templates:
toon: Owhj0hi8oSXT+g1g7iOMMMHM7PA
RoJ Mo: OwAT44nB3xnV9xrUfXi1/ioFBA
UA Mo: OwAS4YIPMkqPel67Ss+Xk5B
ST Rt: OACjAuhKpOYTrX48bO5SuOTrJA
SoGM Rt: OACjAuiMpNO7o9mrc6NxYVTmJA
Nec: OAhjUoGboS1MVV4BVBKgNfTOSTA
Me: OQBEAYoiOIRDkDM9Y6knhASEkBA
Der: OgCiomsM9eNfhehgxdpelJafBA
nowhere near perfect, but this is all I use except when running the Deep (add knockdown skills, Fall Back (to get by the gate), and EoE for that). not knocking anyone else's build, but this has a good balance of off/def. maybe leaning a little too far to the def side with dwayna derv.
edit: swap Bloodsong and Pain around, and change attributes on ST Rt to SP 10+2, Rest 8+1, Chan 8+1, Comm 10+2+1.
edit: could easily swap out Spirit Bond or Divine Healing for Mark of Pain on RoJ monk for more offense
I also ran a Dervish (Dwayna Order) but it only kept my party alive and there were no heals on me. But I never thought about running it with a spear! Def. try it out.
Also your MM is quite interesting. Don't you feel your missing out on DPS from Death Nova?
BTW I love the ST Rit, but wouldn't it be a waste to put points in other attributes than Communing and Spawning power? I got like 15Com/14SP on mine and his shelter and displacement (combined with Armor of Unfeeling) are really strong.
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