Team Build: 7H Shattering Flames
Aria Frost
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
not nuff healing
Captain Bulldozer
Quote:
Originally Posted by Lithril Ashwalker
not nuff healing
What he said.
Also, have fun with titans and destroyers...
Also, have fun with titans and destroyers...
Drk Dervish
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.
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
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.
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
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.
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.
Rhershy8
Quote:
Originally Posted by Aria Frost
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
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.
Good luck in DoA.
Zidane Ortef
Quote:
Originally Posted by Andemius
Good luck in DoA. The main purpose of this build is speed vanquishing.
/facepalm
Rexx
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.
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
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
Quote:
Originally Posted by Zidane Ortef
/facepalm
Quote:
It does look better...the add of Energy Surge & CoF makes a lot of sense.
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
Who ever said I'm testing in Fmaws?
Drk Dervish
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
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. |
Quote:
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:
You're forgetting that my elemental spells too deal armor-sensitive damage.
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
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
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. ultimak719
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.
Aria Frost
@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 >aOgdTwGF7ZCnZXcBSuMmUZAYoICAAAADAgIAACCgZOAmjQugs pNYTrX4EaOP3xOzLGAAAACgBAACCgZ OANDYYxtSMEoBVBbh+OfENgGNAAAADEIIAACCgcOAhkYgE5RFy 0dQV1nAnYzm00kz4EAAAACgIAACCgZ OQBDAYoCTnA5ACObAIgTP5ZmOAAAACKgAACCgcOQlkAkBqwaSE hTOwQwGAC4OWeWRFAAAACKgAACCgYO QhjAwCcoInQOI4bgLM9m+FDAAAACQgAACCgaOgljwgKspS0NjV Mg0CNN7Y+Y4CAAAADAgIAACCg< Daesu Jeydra
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
Quote:
1. You're running Weaken Armour with only one armour-sensitive damage source.
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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?
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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. |