Team Build: Triple Rit Melee Support

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

Got bored of my last build (3x-4x mes), and worked something new will probably someone already done this. Anyways it work pretty good, thx for all the good suggestion.



And the 7th hero will be a rolling bar pick 1 of these 3 bar as area need fit. (ele-snare, neroc-general, mes-KD Yes i say try not to do 2+ mes but haven't find a KD better then mes =p)



p.s (Don't get me Roj, discord, blah blah blah.. is better not here to compare but something new to play with) I done all those build and more. I usually get bored after 2-3 weeks of any team build . Beside it hard to compare team to team unless its a epic failure.

ultimak719

Frost Gate Guardian

Join Date: May 2011

Maryland

Gods of Legendary Destroyers [GOLD]

A/

Your bars seem a bit screwy. I would get rid of ghostmirror light for something like weapon of warding. Holy wrath seems meh, but if you tanking the majority of the damage it might be alright. Your mesmers have pretty much no energy management. You also need some resses unless you want to be wasting res scrolls.

ac1inferno

ac1inferno

Desert Nomad

Join Date: Aug 2007

Boston

We D Shot Your Stances [GODS]

A/W

Honestly, this look like it would work a whole lot better: http://www.gwpvx.com/Archive:Team_-_...ysical_Support

You can fill in the extra slot with another random hero.

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

The SF bar makes me want to cry. Just because you run bip doesn't mean you run gimped bars. Use a RoJ monk, you can at least run a gimmick with wandering eye and signet of clumsiness on it. And use a PR dervish instead of a gimped aob bar.

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

@ ac1inferno I guess everyone have a different meaning for physical support (I guess you can call it melee support). Add a extra melee I never have good run with melee hero when I'm running melee myself. Unless I call every single target melee hero 80% of the time will run off and break my aggro group.

I put as support as there a lot of skill that is in support directly or indirectly off me (which I'm dealing physical damage). My point of support is skill that either directly power my attack/defensive or indirectly help me soften up my foe or slow down the foe until i get to them. I would say 80% of the killing still done by me.

As for mm yes mm is good but after I exit discord team I pretty much never turn back with them, just to slow in my point of view. As I always need to wait for them, which why i now go heavy spirits. Although i still go with a MM for meal shield when i go to very heavy area (maybe only 4-5 area in the game).

Thx for the input, I'll try to do more with KD and Snore.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by ac1inferno View Post
The extra hero can be a physical. The idea is physical support so having an orders makes sense. I don't see why you would need mesmers for physical support. The rt with tease is a healer and it's just used for e-management. It's not meant to shut down.

The multiple copies of splinter weapon and ancestors rage will help you kill everything. For defense, you have minions and dark fury from the orders should help you keep up a permanent save yourself.

The build the op posted would work, but I just don't see it as being physical support. At the risk of going OT, I will go a little further on why this build:
http://www.gwpvx.com/Archive:Team_-_...ysical_Support is outdated.

1. Physical way and physical support are two different builds. You can have a good reasonable team of 7 caster heroes supporting 1 physical human character. You dont need orders or add another physical damage hero to make a "physical supporting" build.

2. What physical damage hero are you recommending? They are not as popular due to their AI issues.

3. Ever since the mesmer update, mesmer heroes have been OP not just for their updated elite skills but fast casting now also helps skill recharges. Most good team builds have at least 1 mesmer hero nowadays for AoE interrupts.

4. A N/Rt Splinter weapon of 10 channeling doesn't mix well with a Rt/X Splinter weapon of 14 channeling. You might as well bring 3 Rt/X heroes with 14 to channeling and let the N/Rt perform restoration instead of the other way round.

5. Weapon of Warding can override Splinter Weapon

6. Does his dervish bar need Dark Fury or Mark of Fury? Well besides SY, but it is overkill to bring those two skils just to support one SY.

7. I prefer Aotl on the MM but that is an arguable point. Jagged bones has a 15s recharge and only lasts for 30s.

8. Having another melee hero (if the physical damage hero that you have in mind uses melee), would make it harder for the dervish to hold aggro. The melee minions cause the same problem. But this can be a matter of play style.

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

Does your own derv bar really work?

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

Ah yes forgot to write that part. Yes I tested Double Dragon nice little spell. There is one thing is that sometime Ai cast it on other allies other then me. I think once time he casted on EVAS lol which is kind of funny . Going to give a shot of Mirror of Ice later today.

Anyways I been monitor those mes it seen their hitting their skill pretty good without any snare. Think because the playing style i got use to, and without mm, EVAS and I hold the aggro quite well. Also lack of AoE/DoT damage spell like (Roj etc..) foe doesn't scatter off me. The longer i can hold the aggro the faster they drop and safer for the team.

loopysnoopy

loopysnoopy

Lion's Arch Merchant

Join Date: Jun 2010

England

The Ministery Of Cookies (MC)

W/Mo

You could always try a shatterstone Icy ele with snare skills

Premium Unleaded

Wilds Pathfinder

Join Date: Aug 2005

It's not that efficient tbh, but a stone sheath ele + FD is pretty funny to run, especially if you lower mysticism to 11. Not as hilarious as gust, but that one really needs a human ele to get the most out of.

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

The only snare you need for RoJ is Binding Chains on the ST/SoGM. Timing can be awkward but it works extremely well.

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

Quote:
Originally Posted by Relyk
View Post
The only snare you need for RoJ is Binding Chains on the ST/SoGM. Timing can be awkward but it works extremely well. As mentioned above never found 1 copy of RoJ work correctly or efficient. Binding chain is almost a 100% marco skill. If you monitor your hero closely they rarely use it. As you mention time is a bit awkward, its so true. Since with only 3 sec by the time RoJ (2 sec cast time) get casted you have maybe 1 to 1.5 sec left of snare. So to get it right you need to marco cast RoJ then marco binding chain.

Even if you time it perfectly that just 3 sec just to much trouble to make 1 skill work "some" what right. Now if there 2+ copy of RoJ then get your money worth. Also with 1 copy of RoJ it doesn't do too much damage and once is cast i will lost hold of all aggro. My tactic has always been if cast AoE/Dot that create scatting . That skill or chain of skills need to either kill or come close to killing the group. If not then is not worth scattering them off. Once it scatter off thing get messes because I don't like to bring MM.

That bar is hard to workout since i want to keep those 3 para skills, just going to leave it as a rolling bar of below (snare, general, KD - Yes i say try not to do 2+ mes but haven't find a KD better then mes =p). For snore and ele I did tested out the suggestion mention above. Shatterstone work but no snare, Stone Sheath work pretty nicely, but my armor bonus is pretty high already and I alredy carrying weakening skill. So only thing left is immune to critical hit i guess is useful in some hard hitting area, so keeping that bar for those.

Final came to the conclusion if i need area snare for this team I'll take the Mirror of Ice bar. Mirror of Ice worked pretty good even if sometime it doesn't cast on me the recharge time (12s or 6s if hex, which is almost all the time) is faster enough to be spammable during battle. Thx for the help been a nice run, until next time guys.

Premium Unleaded

Wilds Pathfinder

Join Date: Aug 2005

You don't really need that third copy of SYG. You can swap it our for something like never surrender, which helps to alleviate some pressure on your bip, or some other utility like ctt/arcane conundrum/etc.