Dudes
This the first time a submit a build I use, so be gentle
This a generic setup Ive been using during my run on WoC HM. Id like some advice on it to improve it.
Some variants I already use are:
Me (Hundred Blades/ Endure Axe)
Mez (Ineptude in areas of more physicals)
Sometimes I drop the support Rit to put a second Mez or Ele.
Thanks in advance.
Myway
agrios
HigherMinion
I don't know... I feel like asking if this is legit or not.
Just naming a few dodgy, out-of-place skills and their issues:
Wanderlust- pointless extra single-target damage and the KD is meaningless outside bossfights meaning you sacrifice two skill slots to KD them (with EB) , Resurrect-just a bad choice of res when you have FoMF, Endure Pain- Doesn't help you tank, Earthbind- no KDs apart from Wanderlust and if you ran Earthshaker you'd have Stonefists, Weapon of Warding/Xinrae's Weapon (for the same reasons)- Splinter Weapon wipe, Mighty Was Vorizon- fake energy management (take SoGM instead), Meteor Shower- not even humans run this, Three Minion Summoning Spells-Abundant when you can take putrid bile for more damage, Reversal of Fortune- say bb to your hero's energy, both Wastrel's skills- Your Panic mesmer's energy isn't riding higher than 5, my friend.
Oh, and you have two communing spirits on your Channelling Rit when you also have a dedicated Communist Rit. Why?
Just naming a few dodgy, out-of-place skills and their issues:
Wanderlust- pointless extra single-target damage and the KD is meaningless outside bossfights meaning you sacrifice two skill slots to KD them (with EB) , Resurrect-just a bad choice of res when you have FoMF, Endure Pain- Doesn't help you tank, Earthbind- no KDs apart from Wanderlust and if you ran Earthshaker you'd have Stonefists, Weapon of Warding/Xinrae's Weapon (for the same reasons)- Splinter Weapon wipe, Mighty Was Vorizon- fake energy management (take SoGM instead), Meteor Shower- not even humans run this, Three Minion Summoning Spells-Abundant when you can take putrid bile for more damage, Reversal of Fortune- say bb to your hero's energy, both Wastrel's skills- Your Panic mesmer's energy isn't riding higher than 5, my friend.
Oh, and you have two communing spirits on your Channelling Rit when you also have a dedicated Communist Rit. Why?
agrios
Well..its legit. I mean, I really used this build sometimes.
Its not theorycrafted from scratch. Its more like I try something and see it work.
About ur comments:
Yea, yea, ressurrect is a bad choice >.< .
I just selected the skill in a hurry. Sometimes I put FoF/ res sig or no rez at all. Depend on the area/ mood I'm in.
Endure Pain is there because sometimes I dont trust my healbots :P. But this 3-chop version got old quickly. Now I tend run Endure Axe over Hundred Blades.
I thought that Wanderlust + Earthbind would help me pin some caster mobs/bosses down. Thats the same principle on meteor shower (wich sometimes I micro). Vorizun is there because the the slot that could be occupied with SoGM is with Wanderlust. But I know its a good skill to use on a communer build (so much like Soul Twist)
On the MM I'm already trying some runs w/ Putrid Bile (showed this to a friend also that told me to do it). In some quests with lots of corpses I used Putrid Explosion to avoid my enemies to exploit them. The Splinter Weapon is still heritage from the Sabway MM.
On the SoS, Communing is there because I didnt run with with 2 rits when I started using him. So, when I added the 2nd Rit I havent paid much attention on redundance. Some runs I run full channel, with ancestors rage/destruction/spirit rift/splinter weapon.
The panic mez, is incomplete (my bad). I usually add 2 Inspiration skills on the last slots to help him w/ e-management.
Its like..I like to try some crazy things and see if it work, without going into all the details on sinergy or running PvX cookie cutters (I've never used Discordway, despite being able to)
But I will take your, and all subsequent hints on consideration. To say, If you had to run the same professions that I used as example, what would be your build?
Well..
Its not theorycrafted from scratch. Its more like I try something and see it work.
About ur comments:
Yea, yea, ressurrect is a bad choice >.< .
I just selected the skill in a hurry. Sometimes I put FoF/ res sig or no rez at all. Depend on the area/ mood I'm in.
Endure Pain is there because sometimes I dont trust my healbots :P. But this 3-chop version got old quickly. Now I tend run Endure Axe over Hundred Blades.
I thought that Wanderlust + Earthbind would help me pin some caster mobs/bosses down. Thats the same principle on meteor shower (wich sometimes I micro). Vorizun is there because the the slot that could be occupied with SoGM is with Wanderlust. But I know its a good skill to use on a communer build (so much like Soul Twist)
On the MM I'm already trying some runs w/ Putrid Bile (showed this to a friend also that told me to do it). In some quests with lots of corpses I used Putrid Explosion to avoid my enemies to exploit them. The Splinter Weapon is still heritage from the Sabway MM.
On the SoS, Communing is there because I didnt run with with 2 rits when I started using him. So, when I added the 2nd Rit I havent paid much attention on redundance. Some runs I run full channel, with ancestors rage/destruction/spirit rift/splinter weapon.
The panic mez, is incomplete (my bad). I usually add 2 Inspiration skills on the last slots to help him w/ e-management.
Its like..I like to try some crazy things and see if it work, without going into all the details on sinergy or running PvX cookie cutters (I've never used Discordway, despite being able to)
But I will take your, and all subsequent hints on consideration. To say, If you had to run the same professions that I used as example, what would be your build?
Well..
greenough
problem i see is that the fire ele is going to spread them apart, but when your using a dom mez with panic, COF and skills like that you want them to ball as much as possible so i'd add something onto your bar to keep them in place if your going to keep the Ele(grasping earth for instance). I'm also guessing by the fact that you have 5 rez's is that you die alot, why not get rid of most of them and have the mez use flesh of my flesh, take advantage of the fast casting.
If someone dies i bet you wipe everytime because you have 5 different hero's trying to rez with long cast times so there goes all your healing.
It also seems crazy to put all those att's into channeling on your mm just for splinter when you have a channeling rit already.
I don't even know what the second to last skill on your bar is, im guessing it for condition removal which Mend body and soul should do. Add asuran scan to your bar and you'll never have to worry about blind, hex's or enchants blocking your attacks ever again.
I see a lot wrong but those are just a few things you can start with. There is such thing as do much defence
If someone dies i bet you wipe everytime because you have 5 different hero's trying to rez with long cast times so there goes all your healing.
It also seems crazy to put all those att's into channeling on your mm just for splinter when you have a channeling rit already.
I don't even know what the second to last skill on your bar is, im guessing it for condition removal which Mend body and soul should do. Add asuran scan to your bar and you'll never have to worry about blind, hex's or enchants blocking your attacks ever again.
I see a lot wrong but those are just a few things you can start with. There is such thing as do much defence
Tess80
That build actually looks pretty decent. A quick note on each hero (I'll ignore the player bar as I don't play warrior). I'll try to suggest small changes, because I'm pretty sure you can find the corresponding meta builds yourself.
- Ineptitude mesmer is ok. Sympathetic Visage isn't normally brought, but it's a nice idea. Might be a good idea to micro Arcane Conundrum though because if it doesn't hit multiple foes, you'll run out of energy.
- The minion master is ok, though I'd loose the shambling horror because it really isn't needed. I suppose Blood of the Master is disabled in battle and only used to keep minions alive between battles?
- The channeling rit is not going to be able to manage energy. Assuming you hit the 6-energy breakpoint with Boon of Creation, Signet of Spirits will grant you 18 energy every 30 seconds (if used on recharge). That's just not enough with skills like Painful Bond and Spirit Rift, which will drain your energy fast. I'd say drop the rez and take Spirit Siphon.
- The ER protter is 100% meta. No comment.
- The resto healer is ok, but Xinrae's Weapon, Mend Body and Soul and Spirit Light are so powerful that you don't want the hero to cast any other single-target heals. So I'd take out Soothing Images at the very least (Ghostmirror Light might be a little more useful, though I'd personally dump that too). Replacement would probably be Signet of Lost Souls as there's little else to bring without branching out to other attributes.
- The fire ele is the only build I really don't like. Even if you micro the skills, scatter will nullify most of the damage as you have no snares. And after the 'spike', the hero can do nothing but wand until his spells are recharged. I'd personally take a completely different build, such as a dual attunement build, but if you really want to go SH, replace Bed of Coals with Teinai's Heat, Fire Storm with something single target like Immolate, and the rez with Fire Attunement.
- Panic hero is interesting. I'm not sure how well heroes use the two Wastrel skills, but it's worth a try.
- Ineptitude mesmer is ok. Sympathetic Visage isn't normally brought, but it's a nice idea. Might be a good idea to micro Arcane Conundrum though because if it doesn't hit multiple foes, you'll run out of energy.
- The minion master is ok, though I'd loose the shambling horror because it really isn't needed. I suppose Blood of the Master is disabled in battle and only used to keep minions alive between battles?
- The channeling rit is not going to be able to manage energy. Assuming you hit the 6-energy breakpoint with Boon of Creation, Signet of Spirits will grant you 18 energy every 30 seconds (if used on recharge). That's just not enough with skills like Painful Bond and Spirit Rift, which will drain your energy fast. I'd say drop the rez and take Spirit Siphon.
- The ER protter is 100% meta. No comment.
- The resto healer is ok, but Xinrae's Weapon, Mend Body and Soul and Spirit Light are so powerful that you don't want the hero to cast any other single-target heals. So I'd take out Soothing Images at the very least (Ghostmirror Light might be a little more useful, though I'd personally dump that too). Replacement would probably be Signet of Lost Souls as there's little else to bring without branching out to other attributes.
- The fire ele is the only build I really don't like. Even if you micro the skills, scatter will nullify most of the damage as you have no snares. And after the 'spike', the hero can do nothing but wand until his spells are recharged. I'd personally take a completely different build, such as a dual attunement build, but if you really want to go SH, replace Bed of Coals with Teinai's Heat, Fire Storm with something single target like Immolate, and the rez with Fire Attunement.
- Panic hero is interesting. I'm not sure how well heroes use the two Wastrel skills, but it's worth a try.
agrios
Thanks for your reply.
I'll look more carefully at mine SoS nrg pool. Since I'm filling a full dung book, I'll have plenty of places to check it.
As for my MM, no, I dont disable BotM. But sometimes I put 2 support skill on him, usually adding a resto heal or some prot skills..
As for the Fire ele Im trying some Fire/Earth mix atm. Im using Searing Flames + Earthen Shackles, with fire atune and one ward. Discarded aura of resto. In some places I completely forfeit the Ele and use another thing, like a RoJ, SS, Splinter Barrage, etc..
As for the mezzies, I dont remember them running outta energy.
For the ER protter+Nec healer, I really wanted to use real monks/rits - since I tend to flee using secondaries as primaries - but unfortunately, they work (who dont remember the infamous touchies?).
I'll look more carefully at mine SoS nrg pool. Since I'm filling a full dung book, I'll have plenty of places to check it.
As for my MM, no, I dont disable BotM. But sometimes I put 2 support skill on him, usually adding a resto heal or some prot skills..
As for the Fire ele Im trying some Fire/Earth mix atm. Im using Searing Flames + Earthen Shackles, with fire atune and one ward. Discarded aura of resto. In some places I completely forfeit the Ele and use another thing, like a RoJ, SS, Splinter Barrage, etc..
As for the mezzies, I dont remember them running outta energy.
For the ER protter+Nec healer, I really wanted to use real monks/rits - since I tend to flee using secondaries as primaries - but unfortunately, they work (who dont remember the infamous touchies?).
Wielder Of Magic
My opinion:
player bar:
Not that bad really, just don't forget to take out lightbringers gaze when you leave Doa.
Only point of critisism is distracting blow.
Why did you bring it?
It does no damage, and when you bring mesmers in your team you should really leave the rupting to them.
If you really feel that you will be needing that interrupt I would propose a compromise and bring brawling headbutt.
Ineptitude bar:
Personally I would pump more into illusion and bring fast casting down to 8+1
I also do not see the use of the visage unless you use some form of tanking where you won't get stripped from it within a few seconds.
Accumulated pain is single target, and in my opinion not worth a slot, even while bringing deep wound.
AOTL bar:
Aotl+ bone minions is enough to keep an army going, no need for shambling horror.
In this case blood of the master might also be debatable.
You are the frontline, so you do not really need the minions to tank for eternity.
You brought death nova, so we want a steady stream of minions blowing up for some in your face AoE.
Blood slows that bombing down ( which is why I usually don't take it with me).
SoS bar:
Looks ok, but will run into energy problems. Replace boon of creation with spirit siphon imo. Even when used by the AI I never noticed it having energy problems when bringing it.
ER prot bar:
Nothing to add here, decent ER bar, brings infuse and the holy trinity of prots ( aegis+prot spirit+soa).
Necro resto bar:
Once again quite a decent bar, but I would kick out ghost mirror light and soothing memories for spirit transfer and signet of lost souls. Souls does more for your energy managment ( if you even need that with soul reaping), and spirit transfer is great as a second spike heal next to infuse on the ER.
SH nuker bar:
Imo, this is where you go terribly wrong.
My eyes start to bleed when I see this bar.
A crapload of expensive spells but no attunement..
Your energy will die.
Meteor shower but no glyph of sacrifice.
That means that hero will be useless for 5 seconds casting that nuke where every monster will quickly kite out of.
you have SH+searing heat, but no snares.
This will hurt your team because after 1-2 pulses the enemy mob will kite away and spread out making it harder to kill them.
both breath of fire and firestorm are so terrible even thinking about using them is a sin.
And if you bring a res, please anything but resurrection signet.
Panic mesmer bar:
Simple. It has panic.
As long as it lands in the middle of a mob the bar has done its job.
Personally I bring more rupt hate ( cry of frustration, mistrust,etc), but perhaps thats just personal taste.
player bar:
Not that bad really, just don't forget to take out lightbringers gaze when you leave Doa.
Only point of critisism is distracting blow.
Why did you bring it?
It does no damage, and when you bring mesmers in your team you should really leave the rupting to them.
If you really feel that you will be needing that interrupt I would propose a compromise and bring brawling headbutt.
Ineptitude bar:
Personally I would pump more into illusion and bring fast casting down to 8+1
I also do not see the use of the visage unless you use some form of tanking where you won't get stripped from it within a few seconds.
Accumulated pain is single target, and in my opinion not worth a slot, even while bringing deep wound.
AOTL bar:
Aotl+ bone minions is enough to keep an army going, no need for shambling horror.
In this case blood of the master might also be debatable.
You are the frontline, so you do not really need the minions to tank for eternity.
You brought death nova, so we want a steady stream of minions blowing up for some in your face AoE.
Blood slows that bombing down ( which is why I usually don't take it with me).
SoS bar:
Looks ok, but will run into energy problems. Replace boon of creation with spirit siphon imo. Even when used by the AI I never noticed it having energy problems when bringing it.
ER prot bar:
Nothing to add here, decent ER bar, brings infuse and the holy trinity of prots ( aegis+prot spirit+soa).
Necro resto bar:
Once again quite a decent bar, but I would kick out ghost mirror light and soothing memories for spirit transfer and signet of lost souls. Souls does more for your energy managment ( if you even need that with soul reaping), and spirit transfer is great as a second spike heal next to infuse on the ER.
SH nuker bar:
Imo, this is where you go terribly wrong.
My eyes start to bleed when I see this bar.
A crapload of expensive spells but no attunement..
Your energy will die.
Meteor shower but no glyph of sacrifice.
That means that hero will be useless for 5 seconds casting that nuke where every monster will quickly kite out of.
you have SH+searing heat, but no snares.
This will hurt your team because after 1-2 pulses the enemy mob will kite away and spread out making it harder to kill them.
both breath of fire and firestorm are so terrible even thinking about using them is a sin.
And if you bring a res, please anything but resurrection signet.
Panic mesmer bar:
Simple. It has panic.
As long as it lands in the middle of a mob the bar has done its job.
Personally I bring more rupt hate ( cry of frustration, mistrust,etc), but perhaps thats just personal taste.