Team Build: 7 Hero Rikishway

zachattack82

Ascalonian Squire

Join Date: Jan 2012

Hawaii

Vengeance of the Night [FATE]

W/P

Here's a team build I have been experimenting with lately. Don't mind the EA Ele at the end since I only took Zhed since I was doing Kodunnur Crossroads and needed him. The last spot can be anything or any suggestions would be great. Let me know what you think.

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

Hi not going to go deep, someone on here probably going to go wild on this one. I just going to mention couple stand out item.

1. Splinter weapon and MoP? Only melee and physical damage output i see is EVAS which have long charge time and dont last long.

2. Infuse health on your mes? First putting 10 pts to healing and only bring 1 skill just a waste. 2nd that mes will spam Infuse like it's cool you mes will have no energy for anything else. 3rd that mes will always likely be the first one to go down because he have no skill to offset those heal lost. FYI if you want to use infuse you don't need to put that much pts the different from 0 to 10 is just 24% more.

3. Insp @ only 5 those mes most likely will run into energy issue.

So suggestion i have is try to combo a set of the same attib skill into 1 hero or 2 so you don't over spread attib pts in every single hero just for 1 or 2 skill. Mes suck up energy like there no tomorrow. Personally I wouldn't let then handle any spam able heal or buffer skills unless you have a good way to keep their energy up.

Lithril Ashwalker

Lithril Ashwalker

Jungle Guide

Join Date: Dec 2008

Alabama

A/

despite the ele splinter weapon and SoS i dont see much dmg and ur FoC - too much survivability

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

P/

Quote:
Originally Posted by Lithril Ashwalker View Post
despite the ele and splinter weapon i dont see much dmg and ur FoC - too much survivability Fixed, SoS is horrible for damage, he has Ancestor's Rage on the build, but that's hardly enough in that build

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

Splinter + MoP either he or the heroes are using spear I guess. :/

yitjuan

Lion's Arch Merchant

Join Date: Aug 2007

GMT +8

redt

Rt/

The last spot should be a Scyther to take advantage of your Splinter and MoP. If you evolve it to Scizor it would be much better.

Sammich

Ascalonian Squire

Join Date: May 2012

International League of Morons [ILM]

Me/

There really isn't a purpose for both Splinter and MoP, as there isn't much physical damage in the build.

Infuse on the PI dom mes really isn't a good idea, as heroes have a tendency to spam infuse, leading them to kill themselves with it or get themselves killed through its use. And as previously mentioned to spec 10 in an attribute that you only have one skill for is a waste. I'd replace it with something like Wastrel's demise or overload for some more damage, or shatter enchantment.

On the PI illusion mes I'd get rid of the resto skills entireley; you've already got defensive spirits, some resto on the SoS, and the UA. Put in Arcane Conundrum and conjure phantasm for some degen, although most any illusion spell would work in the second spot.

I'd put more points into inspiration on both PI mesmers, for better energy management.

Now, I personally think running two PI mesmers is a bit redundant. If it works for you, great. But I'd swap in a different elite on the illusion one - probably Shared Burden or Ineptitude. I prefer shared burden but ineptitude is good as well, especially for areas with a lot of melee foes.

You've already got all of the skills except for E-surge and the para skills on the E-surge mes covered by the PI dom mes, so I'd scrap it entirely in favor of some more direct damage like a warrior, assassin, or dervish (all three of which would work well with splinter and MoP) or an elementalist (keep in mind that this wouldn't synergize with MoP and splinter weapon).

The last spot (currently an EA ele, which you said to ignore, but I'll give some recommendations anyways as to what should be put there) could be some more direct damage like a melee character or an elementalist, but another idea would be to run a BiP battery, therefore reducing your need for energy management skills on both you and the heroes, freeing you up to put in some more damage. And anything that keeps your monks casting longer is always a good thing

Hope this helped
-Sammich

zachattack82

Ascalonian Squire

Join Date: Jan 2012

Hawaii

Vengeance of the Night [FATE]

W/P

Hey guys, thanks for the quick responses and all the help figuring this out. I recently changed my build to the "standard" N/A AP Caller build and exchanged the Ele for a VoS Dervish. This build works ten times better with a physical and especially pumping out EVAS upon recharge. Thanks again.

Sethellington

Sethellington

Jungle Guide

Join Date: Sep 2005

nn

N/

I was going to suggest replacing the UA with a nec resto (never had much luck with UA heroes myself), and realised that the build was looking awfully familiar.

Try running this instead. Think it does what you're trying to do, just better.

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

Can't say about war or sin but derv is wildly bad as hero (well Ai melee just suck). Anyway if you want a derv I suggest you bring as little enchantments skill in the bar as possible (which is like 1 or 2).

Take a skillful human player to actually do derv enchantments right (right as in taking the full advantage of the benefit from enchantments and how to use an attack skill with them). Hero just going to spam wildly without any regard on how it should follow up along its attack skill. Just do 1 or 2 enchantments and the rest all output attack skill (hard to f... those up even for hero lol).

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

I would replace the dervish with another mesmer or a SoGM rit but since you may not have the mercs, you can still use a SoGM N/Rt.

As for the MoP, you can just let your casters wield spears and you still have EVAS.