Team Build: 7H Shattering Flames

Aria Frost

Aria Frost

Ascalonian Squire

Join Date: May 2010

Italy

E/



paw·ned² template
pwnd0000?download paw·ned² @ www.gw-tactics.de Copyright numma_cway aka Redeemer
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The main purpose of this build is speed vanquishing.
To achieve this goal is obviously better having multiple “Fall Back!” copies (especially to quickly seek the damned leftover group), so I’ve slotted 3 copies to reach a chained uptime of 20 secs.
Also, it is very important to kill fast, thus I’ve choosen quick recharging AoE spells like Searing Flames, Overload, Shatter Delusions as well Mistrust and Wandering Eye. To support the energy effort a BiP hero is included (backed up by UA quick rez capability).

Usage
My usual attack routine is:Throw EVAS in the mob’s middle (ideal is throwing him when mob is balled/balling to spike ‘em down) Quickly cast Glyph of Sacrifice+Meteor Shower+Teinai's Heat in the mob’s middle to keep them snared and avoid scattering Cast AP on a dying foe and cover it with Pain Inverter to avoid hex removal (if needed) and “Finish Him!” when under 50% as usual. Cast Pain Inverter on melees, AoE/multipacket damage dealing foes Whenever AP fails or is removed and all other skills are recharging spam Lava Arrows to deal decent and low cost AoE damage.
NotesThe build can be scaled down for 6-party areas, removing the E/P hero and the SB or Inept hero. Vital Weapon grants a long lasting (47s) +184 health buff which allows major+superior runes usage on mesmers or (for the fearless ones) even dual superior runes. In order to have each hero able to deal damage, I’ve tried replacing the ST ritualist with a standard Minion Bomber having UA instead of AotL. Although It is mostly viable, when facing nasty mobs (like Roaring Ethers + Ruby Djinn) it doesn’t offer the same party protection that ST has.
Constuctive suggestions to improve it are welcomed.

Lithril Ashwalker

Lithril Ashwalker

Jungle Guide

Join Date: Dec 2008

Alabama

A/

not nuff healing

Captain Bulldozer

Captain Bulldozer

Wilds Pathfinder

Join Date: Jan 2008

Servants of the Dragon Flames [SODF]

Quote:
Originally Posted by Lithril Ashwalker View Post
not nuff healing What he said.

Also, have fun with titans and destroyers...

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

I see you have 3 SD I guess it work ok since you also got 3 Overload I guess that the hex cover. But you find foe most of the time trigger off overload their self before you can cast SD. I suggest 2 set is more then enough.

1. You also missing ench. removal skill for foe.

2. I also vote esurge over Inpt if you do need to pick one. Your already bring 3x Wandering eye there really no reason for Inpt. If you still want you can just bring clumsiness but i think that way to much reactive skill.

3. UA on mes might be a little wasteful over a mes elite.

4. Cry is a good skill to bring for Dom

5. If you find your mes is running short with energy you might consider taking unnatural Signet as a skill.

Aria Frost

Aria Frost

Ascalonian Squire

Join Date: May 2010

Italy

E/

Healing is usually enough, however rejuvenation or well of blood may replace putrid explosion on BiP hero.

Titans and Destroyers may be handled taking winter on ST.

I'd like to bring UA somewhere to quickly recover an eventual BiP (or someone else) death. I think slotting it on a mesmer which already has a lot of damage skills it's not such a big waste.

CoF is nice but i don't like taking more than two 10e skills on BiP-relying bars (however, taking Esurge over Inept would allow another CoF copy).

About enchantment removal I'd take Mirror of Disenchanment but I haven't found it really necessary.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Despite bringing 3 mesmers, you don't have enough interrupts. CoF is one of the best interrupt+damage spells in the game and you should bring it on all your dom mesmers if you can.

Your BiPer looks to be in trouble trying to invest into ALL its necro attributes. Not sure why you would use a superior death rune just for a single skill on his bar. If your blood magic is low, consider using blood ritual instead.

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

Quote:
Originally Posted by Aria Frost
View Post
Healing is usually enough, however rejuvenation or well of blood may replace putrid explosion on BiP hero.

Titans and Destroyers may be handled taking winter on ST.

I'd like to bring UA somewhere to quickly recover an eventual BiP (or someone else) death. I think slotting it on a mesmer which already has a lot of damage skills it's not such a big waste.

CoF is nice but i don't like taking more than two 10e skills on BiP-relying bars (however, taking Esurge over Inept would allow another CoF copy).

About enchantment removal I'd take Mirror of Disenchanment but I haven't found it really necessary. I see but FYI you ask us for suggestion base on your posted team build. It hard to suggest anything when you say you can bring this and that when needed (imo enchantment removal on foe is almost a skill need to take since there isn't much places that don't have enchanted foe). I'm just looking at the team coverage if you know where i coming from.

Just look a closer look at Shared Burden mes. I take you putted the attrib by accident in the wrong place. Shared Burden is a Ill skill but yet you pumped dom to 16. If you don't need Shared Burden that high shouldn't you put it in the other mes and bring a Dom elite for that mes.

I not buying your 3 mes have lot of damage skill (half of it is reactive, and most likely get removed by your 3x SD). The biggest single fast pocket damage for mes is E-surge and you don't even have 1 copy.

Rhershy8

Rhershy8

Desert Nomad

Join Date: Feb 2006

Milwaukee, WI

The Kurzick [MoB]

R/

Quote:
Originally Posted by Aria Frost
View Post
Titans and Destroyers may be handled taking winter on ST. You still would need burning to trigger Searing flames. Destroyers are immune to burning.

Andemius

Krytan Explorer

Join Date: Nov 2008

Vanguard's Last Stand [Hero]

W/

You appear to be missing Panic. I'd take it over Shared Burden, far better crowd control. Without it your heals will be overpowered.

Good luck in DoA.

Zidane Ortef

Zidane Ortef

Site Contributor

Join Date: Dec 2006

Martinsburg, WV

Scions of Carver [SCAR]/Trinity Of The Ascended [ToA]

W/

Quote:
Originally Posted by Andemius
View Post

Good luck in DoA. The main purpose of this build is speed vanquishing.

/facepalm

Rexx

Rexx

Pre-Searing Cadet

Join Date: Jul 2012

Europe

A New Age

N/A

Hi. There are some things in the build that i'm not a fan of:

1 - Having the heals on heroes that run out of energy fast (Searing Flames) or take heavy healthloss (BiP). Also, the heals are not enough for harder areas.
2 - No enchantment removal & only one hex removal skill.
3 - Panic would be nice in that build (you're balling stuff).
4 - Overload with Shatter Delusions on heroes is kinda "meh". They often use SD on important hexes.
5 - Strange atribute spread on the BiP healer.
6 - I don't think Vital Weapon is good with Shelter.
7 - Glyph of Imolation on heroes that carry Searing Flames? Why? (Probably you wanted to add Glyph of Lesser Energy instead).

I know some of these things have already been said by above posters but i want to reinforce the idea.

Aria Frost

Aria Frost

Ascalonian Squire

Join Date: May 2010

Italy

E/


Does it look better now?
I'm still a bit undecided for the esurge hero about keeping it a Dom-Ill hybrid or going for a 12-12 Dom-FC specced one... I'm also tempted to replace Liquid Flame with "Never Give Up!" to provide additional energy

@Rexx
Glyph of Imolation is there to trigger SF damage even if foes aren't already burning
Vital Weapon should indeed allow Shelter to last longer triggering its damage reduction only on the really dangerous damage packets hitting above 65-70.

About Panic:
I think it's not generally required, unless facing mobs larger than 10 that is pretty rare when VQing. I prefer to carry 3xCoF which also deal large AoE damage and keeping SB which snares foes and also increases the chances of triggering Overload damage.

About titans and destroyers:
I don't care much about it, because there are really few areas with them. In such areas I could simply swap SFs heroes with an IV Command Nuker+SoS Resto if needed.

Andemius

Krytan Explorer

Join Date: Nov 2008

Vanguard's Last Stand [Hero]

W/

Quote:
Originally Posted by Zidane Ortef View Post
The main purpose of this build is speed vanquishing.

/facepalm
And yet the OP is testing in Fmaws, not by VQing. By extension I would say DoA is a better test of the team.

Quote:
I don't care much about it, because there are really few areas with them. In such areas I could simply swap SFs heroes with an IV Command Nuker+SoS Resto if needed. Sort of defeats the object if you have to mess around with the composition that much due to anti-burning. Why not just take SS, Ineptitude or another Esurger. You wouldn't need to change around that way.

Aria Frost

Aria Frost

Ascalonian Squire

Join Date: May 2010

Italy

E/

Who ever said I'm testing in Fmaws?

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

I disagree DOA is not a good place to test general vq team build because due to to many specially generalization of the same kind of foe. For those area it be much effective if you build a customized team do deal with it.

Just an example skill it almost a given to bring eoe in your team. But eoe is not every useful in most VQ area. So is panic and lot of shut down, is little to much for general vqing especially if you got 3 mes.

I run 10+1,12+1+3,8+1 for my 2 Dom the Ill attrib is little but only skill i bring is Signet of Clumsiness for both Dom and wandering eye for 2nd Dom. It doesn't do a lot of damage but its mainly use for shut down and to give my Bip a little break. The 2 - 4x e-surge or CoF (because both dom have echo, and yes it work the first echo have a 60%+ it will copy either surge or cry) does the main damage. 4 e-surge nuking in an area is not a good place to be in especially when i run the 3rd mes as PI also with echo.

Rexx

Rexx

Pre-Searing Cadet

Join Date: Jul 2012

Europe

A New Age

N/A

Quote:
Does it look better now?
I'm still a bit undecided for the esurge hero about keeping it a Dom-Ill hybrid or going for a 12-12 Dom-FC specced one... I'm also tempted to replace Liquid Flame with "Never Give Up!" to provide additional energy.
It does look better...the add of Energy Surge & CoF makes a lot of sense.

Quote:
@Rexx
Glyph of Imolation is there to trigger SF damage even if foes aren't already burning
Vital Weapon should indeed allow Shelter to last longer triggering its damage reduction only on the really dangerous damage packets hitting above 65-70. I understand your point but in my opinion the Glyph of Imolation is just wrong on those bars. It makes no sense to carry it. GoLE is far better since it allows your heroes to spam more SF...leading to more damage.

About Vital Weapon: You're VQing so most mobs will hit you for 65-70+ anyway. This is especially true since you don't bring conditions like weakness & +Armor skills. I would swap it for Union and micro the hero to only use it at the right time.

Quote:
About Panic:
I think it's not generally required, unless facing mobs larger than 10 that is pretty rare when VQing. I prefer to carry 3xCoF which also deal large AoE damage and keeping SB which snares foes and also increases the chances of triggering Overload damage. Panic is very good even agaisnt 5-6 foes if they're balled up (something you're doing).

nubs0wnz

Academy Page

Join Date: Jan 2012

I think panic would be a good idea as another aoe hex with shared burden as fuel for shatter...overload isn't great even on humans.... Three copies of fall back seems excessive.Vital weapon is bad. Over all i think this team is going to be screaming for energy even with a bip(especially mesmers). I definitely suggest maybe weakness, and less hybriding on the mesmers....just makes less damage. Take off mirror and spritual pain, kind of useless. UA on that mesmer just seems wastefull for sure.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Good job, that looks decent now.

The biggest issue I have with it is the lack of minions and spirit tankers in your build but maybe it should suffice for most vanquishes. Anyway, need to test it to see if it would work and if the energy holds up.

Jeydra has a similar 2-ele heroes build but he exploited minions and spirits which looks safer to me.

Drk Dervish

Frost Gate Guardian

Join Date: Feb 2012

D/W

Quote:
Originally Posted by nubs0wnz View Post
I think panic would be a good idea as another aoe hex with shared burden as fuel for shatter...overload isn't great even on humans.... Three copies of fall back seems excessive.Vital weapon is bad. Over all i think this team is going to be screaming for energy even with a bip(especially mesmers). I definitely suggest maybe weakness, and less hybriding on the mesmers....just makes less damage. Take off mirror and spritual pain, kind of useless. UA on that mesmer just seems wastefull for sure. You do know Panic somewhat compete with CoF right and he have 3x of it. Using a elite hex as a cover hex for SD is so wasteful (but he does have a point for another blanket hex cover for SD). He also have 2x wandering eye, unnatural signet, signet of clumsiness that is more then enough for shut down coverage adding all of them deal damage via Panic do not. So adding a panic to this team does nothing at all except causing issue with his other shut down skill.

If your bring 1 or 2 mes with a self energy management bar yes Panic is great general shut down since you have not much room to bring other shut down. But when running full mes damage bar team is counter productive.

But he's right your team will be screaming for energy. Especially if Bip also going to support those two SF (which i think he will). You might need to pump blood to 13 pts the next breaking pts for Bip to +6 pip and take out "Protective Was Kaolai" and bring a 20% ench staff. Because your losing 2 sec less in the Bip Enchantment, that like losing 5-6e per cast your hero is not getting.

I don't see why he should take out mirror if so replace it with what? Mirror is free self healing to off set Bip you can't get something better then that. Spritual pain kind of useless? Most area have sprites and everyone hate those SoS rit. What better cheap spammable skill you can find better then Spritual Pain.

I also second that with lack of line holder. My guess is everything is good if you keep them KD with meteor but once the group break free. Your team might be in trouble with no melee, or mm to hold the line or sprites for your caster to duck behind with. (But I have not idea what kind of 2x SF damage can do your team. It might blow up enough foe during meteor period, anything break off might not even going to be an issue).

ultimak719

Frost Gate Guardian

Join Date: May 2011

Maryland

Gods of Legendary Destroyers [GOLD]

A/

Your second version looks good. I disagree about the minions/spirits. You have your ST rit which works best without minions, because they take the prots from the spirits as well. Also, the point of this is to vanquish quickly. Dedicating a hero to making minions which are a detriment to the team as a whole instead of straight damage for faster mob kills is stupid.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by ultimak719
View Post
Your second version looks good. I disagree about the minions/spirits. You have your ST rit which works best without minions, because they take the prots from the spirits as well. Also, the point of this is to vanquish quickly. Dedicating a hero to making minions which are a detriment to the team as a whole instead of straight damage for faster mob kills is stupid. That is a common wrong thinking. There are several reasons why:

1. If you take a MM hero, most of the MM builds would include prots like Protective Spirit. If you already have Protective Spirit then bringing both ST and a MM with Protective Spirit would be overkill for most vanquishes. Therefore in most situations, you would only pick either one.

2. There are many different types of MM. What you are thinking of is called a minion bomber and not all MMs are minion bombers. There are MM builds that do not carry death nova so they do try to keep their minions alive as much as possible so as to maintain a wall of flesh against your enemies. An ST would still synergize well with that, assuming that the MM does not bring prots on his own.

3. Even if you have an ST rit with a minion bomber who doesnt carry prots, that is not too big a detriment. The worst that can happen is that the minions would live longer and you have a stronger wall. They death nova less often but you have a stronger defense, not necessarily an all-bad deal.

4. Yes, a minion bomber has a problem of lagging behind to cast 2s death nova. But that can be easily solved by flagging, so it is stilll worth bringing him considering his usefulness.

5. You have a team of squishes with no minions or spirits to hold the line in HM. How would it perform in the tougher areas? Minions and spirits provide a good source of defense by taking away hits from you. Minions also take potential hexes from you. They are very useful for survivability in tough areas, especially for an all-squishies team.

6. A good vanquishing build should be scalable. They should be able to scale down to 6 or even 4-man areas, not just for 8-man areas, as a matter of universability. What would the 4-man version of this build be like? A MM would shine in a 4-man area much more than a ST rit by providing the much needed additional bodies for both defense and offense.

Aria Frost

Aria Frost

Ascalonian Squire

Join Date: May 2010

Italy

E/

@Drk Dervish
Also, Panic could also make Overload damage trigger less frequently, due to activation time shortened by the rupts. Using a 20% ench staff on BiP is something I was totally missing... but taking out PwK means I should bring some other party healing. Thus, some possible replacements I'm thinking of could be:

1) Bringing Heal Party on UA mesmer (taking advantage from FC reduced activation time and the UA +15% healing bonus) and pairing it with Drain Delusions to compensate its high energy cost. Another healing spell like Patient Spirit could be added in order to avoid hero wasting Heal Party to just heal BiP's sacs. This would mean changing the attributes values to something like: Dom 11+1+3, Insp 9+1, FC 8+1, Healing 8 and renouncing to the Illusion skills (or being forced to move them to the Esurge hero).

2) Taking Spirit to Flesh on ST hero. I don't know if and how well heroes use it, however could be dangerous if it destroys Shelter while receiving high damage.

3) Dropping the SF Resto hero for a Minion Master with Heal Party, Dwayna's Sorrow and another 1 or 2 direct healings using UA as elite, allowing to bring another Esurge (or something else) on the current UA mesmer. This would also solve the lack of a frontline.

@Daesu
About scalability, this can scale down to 6-man areas but not so well to 4-man party areas, in such areas I simply drop all the heroes to load MB protter, SoS resto and SoGM (I just did it for the daily ZV at The Breach).


I should say that everything is ok while Shelter is up, on the contrary my team could be easily in trouble against hard hitting foes, so I'll probably evaluate replacing the SF resto hero to address the frontline absence.
Maybe something like this:


pwnd0000?download paw·ned² @ www.gw-tactics.de Copyright numma_cway aka Redeemer
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Jeydra

Forge Runner

Join Date: May 2008

Your teambuild makes no sense. Inherent contradictions I can see:

1. You're running Weaken Armour with only one armour-sensitive damage source.
2. The player bar has no chance of having enough energy. You have neither GoLE nor Fire Attunement; even with BiP support there is no way you can keep casting the 25e Meteor Shower. The other spells aren't cheap either.
3. You've got 3x Shatter Delusions with only one hex that has 20s cooldown.
4. Searing Flames needs to be stacked to be effective. You only have one of them.
5. Overload contradicts Cry of Frustration, Guilt and Mistrust.

I don't know what to make of your build; it's just ... really disorganized.

Aria Frost

Aria Frost

Ascalonian Squire

Join Date: May 2010

Italy

E/

Quote:
1. You're running Weaken Armour with only one armour-sensitive damage source.
You're forgetting that my elemental spells too deal armor-sensitive damage.

Quote:
2. The player bar has no chance of having enough energy. You have neither GoLE nor Fire Attunement; even with BiP support there is no way you can keep casting the 25e Meteor Shower. The other spells aren't cheap either. This happens sometimes, but often I don’t need a second MS cast. I'm open to improvements here, keeping the ability to ball/snare foes (maybe AP earth is a better choice?).

Quote: 3. You've got 3x Shatter Delusions with only one hex that has 20s cooldown. I don't understand what you mean, can you clarify this?

Quote: 4. Searing Flames needs to be stacked to be effective. You only have one of them. My hero has Glyph of Immolation, so that SF damage triggers even if foes aren’t already burning. Moreover, hero AI is very good at keeping GoI up before casting SF.

Quote:
5. Overload contradicts Cry of Frustration, Guilt and Mistrust. (Forget about Guilt, it’s not much needed) It could be, but I’m not sure about this. CoF doesn’t interrupt everything all the time, so Overload has its own usage opportunities. However, consider that I'd like to keep the Overload+SD combo somehow.

This one is the latest version I’m running:


UA MB optionals are: Putrid Explosion/Flesh/Bile for damage, Healing Ribbon, Patient Spirit, Heal Other for healing.

DomIll Comm elite optionals are: Energy Surge, Shared Burden.

Dom optionals are: Shatter Hex, Spiritual Pain.