Team Build: Z-Way | Z-Merc Edition | (Update 3.0)
Zephyr of Light
VERY SPECIAL NOTE : due too the inevitable closure of GWG, this thread can continued to be followed on :
https://www.guildwarslegacy.com/showthread.php?tid=45
Special thanks too Joris for making this thread on the gwpvx.
http://gwpvx.gamepedia.com/Build:Team_-_7_Hero_Z-Way
SPECIAL NOTE :
First of all I want too thank everyone that have tried my team-build, and to my surprise it even received a 5/5 star rating!
I really never expected any of this too become so popular and even helpful for so many people.
It makes me proud too hear the stories of people that were able to get their VQ title done, have been able to clear really hard content like DoA and UW which they never thought to be possible, or even dealing with the strongest of the strongest.
Thank You! for you're continious support and positive feedback, its beyond my expectations how many people it has been able too help in their way of playing the game
__________________________________________________
..:: Intro ::..
Hello everyone, i'v been thinking for quite a while to do this so im finally posting my creation in this section of guru.
This team may not be as fast as some hero setups designed for specific zones, but can complete 90% of the game by shutting down enemys and controlling any fight which ensures always a win.
A great resource to fill up alot of things in you're HoM, and being able to run (buildwise) anything you want too play yourself.
..:: Index ::..
1: Why?
2: Build Breakdown.
2.1 : Z-Way
2.2 : Z-Merc
2.3 : Dps/Healer Player Team
3 : Player Healer Templates
4 : Gear Breakdown.
5 : Useage.
6 : Verdict.
__________________________________________________
1 | ..:: Why? ::..
Q: Why should I run Z-Way?
A: Z-Way is mainly designed due too this games AI, and abusing the AI in the most beneficial way.
These statements below from the Official GW Wiki states in short what heroes and capable of doing, and how they function.
That information is the foundation this team is build on.
"Heroes can detect enemy skill activation, and will only use interrupts which are appropriate to the skill type. They have no reaction time; their interrupts are never late." - GWWiki.
"Heroes are like "toddlers": give them skills that are effectively impossible to use incorrectly, or skills that focus on a single target without conditional secondary effects. While they can "auto-pilot" their way through enemies with the correct skills, they do so less effectively than a human team might. When using heroes, calling targets and directing them will always increase their use." - GWWiki
This means that the skills on their bar are "toddler" skills, they cant go wrong, always will be used at full potentional, and they will never fail when used.
I'v tested most of this myself too make sure not a single skill was mis-used or even not at all.
Q: Why did you chose to make a full Mesmer Team, there are also other teams that can do the trick?
A: My intention of making Z-Way was being able to draw and engage any fight which I would have control over any given situation, in any area where I would put my foot on, and especially prolonged battles like at Boss fights.
As how the AI works, and how Hard Mode gives a huge disadvantage towards any form of damage that is elemental of physical, you will notice that all sources of damage will be armor ignoring. (Except Icy Veins)
That being said, Mesmer (Armor-Ignoring) AoE Damage is also just stupidly overpowered, just the sheer damage of these skills is what barely any other profession can upkeep at the many diffrent enemies you will face, only their health will determine how long they stay alive, it does not matter if their armor is 60 or 220.
This also means this Team is designed to be as "User-Friendly" as possible, in the way of only having to do a single minor skill adjustment too suit your needs if necessary (see optionals below).
You notice that many of these skills towards any enemy require an Action; Spell Use, Skill Use, or Physical Attacks.
Once an enemy engages combat they will stay in combat mode untill either you die or they die, its a permanent state of the AI being engaged in spellcasting or attacking.
If the enemy AI is shut down so that they wont cast spells, or fail at doing so
They will automaticly start attacking with their weapon, means the Ineptitude Mesmers take care of not only Melee, but also on Caster enemys.
Mesmers quite frankly don't use their skills too Damage, no.
Mesmers use their skills too interfere with Attacks, and Spellcasting, the side effect of their interrupts is the Damage, but never is their primairy intent of ''doing damage''.
You will sometimes notices that things either explode right infront you're eyes, and sometimes (observed sometimes vs Melee) it will take a few seconds longer then expected.
Q: Why did you choose Elementist over Necromancers as optional Mesmers?
A: For my feeling, Ele's will conquer Necro's in situations where Soul Reaping cant keep up with the high energy demand those build take, they will simply run themselves out of energy by spamming Wastrel's Demise/Worry if there are not enough things dying.
There are times that a necromancer isen't able too keep up its spell casting vs various waves of enemies (May it be Patrols, or actual Waves) due the fact it only can gain 48-54 energy from Soul Reaping every 15 seconds.
It may seem much, but its only 4-5 spell-casts away from being in a Downtime before being able too regain energy from things dying.
My priority is to control any fight and being able to upkeep their own energy for that time being.
The only sacrifice it made for the Elementist, is the Elite Skill, but honestly E-Surge and/or Panic just is a waste of elite when it can only run with 12 Domination Magic on Necromancers.
And with Ether Renewal it sacrifices the (Mesmer) Elite for something more useful.
Very heavy spam skills like Wastrel's Demise/Worry, and a Hex Removal or Emphaty, without going out of energy, EVER.
I'v been in plenty of situations that even normal Mesmers and Necromancers run dry on energy in very prolonged fights, while the Elementist was being able too upkeep 90 to 100% of its energy during the entire encounter.
Necro's are good, just not in this setup as Damage, but only for Healing, period.
Q: So have you actually done any area's of what you claim it can do?
A: Yes, iv done every single dungeon on HM, Winds of Change, War in Kryta, FoW, DoA, UW, AFK Glints, AFK Mallyx, and even AFK'd my own Legendary Survivor title, all thanks to Z-Way.
There are some screenshots throughout the thread of stuff accomplished, also the many positive reactions from people telling how they did things they weren't succesful in before!
__________________________________________________
Z-Way can take on ALL:
HM Dungeons
HM 6-8 Party Vanquishing
HM 6-8 Party Missions
HM Fissure of Woe
HM War in Kryta
HM Winds of Change
HM World Bosses
HM Urgoz
HM The Deep
NM Domain of Anguish (HM needs cons & caution)
NM Underworld (HM needs cons & caution)
AFK Zos Shivros Channel (HM)
AFK Glints Challenge (NM)
AFK Mallyx Citadel (NM / Gem Farm)
AFK Gate of Madness L-Survivor (HM) 100k Exp/Hour
AFK Abbadons Gate L-Survivor (HM) 87k Exp/Hour - 2 Ineptitude, 1 ST, 1 IV
Without requiring consets, or minimal to none adjustments in setup.
Conset just to speed things up by Spell Recharge/Casting, or Critical Immunity, but as said it can do without in any situation.
(except UW HM and DoA HM)
You can AFK hard fights like Duncan, Rotwing, Fendi etc and observe how they do all the work, just for fun.
__________________________________________________
2 | ..:: Build Breakdown ::..
2.1 | ..:: Z-Way ::..
Requirement : PLAYER HEALER (Dervish, Monk, Ritualist, Necro, Elementist)
The build includes the following proffessions :
1x Ritualist.
1x Necromancer.
2x Elementist.
3x Mesmer.
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
ER 1 <> OgVCIMzTtY6lDuA3UAAAgWA
ER 2 <> OgVCIMzStM95wFIDAAAQLA
Inepti 1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inepti 2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQBDAowjO0gpXOAAY6yALfAA
Team Setup :
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Ether Renewal - Shatter Delusion, Emphaty, Shatter Hex, Unnatural Signet, Spirit Pain, Complicate.
Panic - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Enfeebling Blood (6 Curses), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge
__________________________________________________
2.2 ..:: Z-Merc Edition ::..
NOTE : This is for Mercenary users ONLY !!
Requirement : PLAYER HEALER Dervish, Monk, Ritualist, Necro, Elementist)
The build includes the following proffessions :
1x Ritualist
1x Necromancer
5x Mesmer
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
Inep1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inep2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQhkAgC8gGKDNY6lDAAmuMwyHAA
ES 1 <> OQBDAowjOngpXOAAY6yALfAA
ES 2 <> OQhkAgC8gGKzJY6lDAAmuMwy/iB
Merc Team Setup :
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Esurge - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
Panic - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge)
__________________________________________________
2.3 | ..:: Player DPS / HEALER Team Setup ::..
Requirement : PLAYER DPS or HEALER - Melee DPS "Save Yourselves!" - Ranged/Caster "Ebon Battle Standard of Wisdom
Note : Viable too use as player DPS or Healer, the Infuse acts as a second (or third) healer/protector too make this team even more solid, and capable of handling extreme pressure
Note 2 : You can trade in 1 Ineptitude Mesmer for an additional Esurge Mesmer if preferred, especially when facing more Casters then Melee, and Vice Versa.
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
Infuse <> OgNDwcb/O1CSS9QLeXnJBEaB
Inep1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inep2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQhkAgC8gGKDNY6lDAAmuMwyHAA
OPTIONAL HERO <> See Templates Above.
DPS Player Setup (Heroes & Mercenaries Supported):
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Esurge - Power Spike, Spirit Pain. Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender(8 Command), Edge of Extinction (8 Beast Mastery).
Panic - Power Spike, Spirit Pain. Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender(8 Command), Edge of Extinction (8 Beast Mastery).
Ether Renewal - Shatter Delusion, Emphaty, Shatter Hex, Unnatural Signet, Spirit Pain, Complicate.
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge)
__________________________________________________
3 | ..:: Player Healer Template Codes ::..
If you have problems comming up with a decent build for player healing, then this might help you out on what too run.
Monk
16 Divine Favor (+3 Rune head)
13 Healing Prayers (+1 Rune)
(40/40 Divine + Heal set)
Template code : OwAS0YITMENgbEXEdRAAAAAA
Optional skills : Ebon Battle Standard of Wisdom, Selfless Spirit, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, Summon Naga, Summon Mursaat, Summon Ice Imp, ''I Am Unstoppable!'', Cure Hex, Seed of Life, Signet of Rejuvenation.
__________________________________________________
Dervish
16 Wind Prayers (+3 Rune head)
13 Mysticism (+1 Rune)
(10/10 Wand + 10/10 offhand - triggers global spells / wind prayers / mysticism)
Template code : OgCioys8sdnv537L+l+CAAAA
Optional skills : Optional skills : Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!'', Eternal Aura, Lyssa's Haste,
__________________________________________________
Ritualist
15 Restoration Magic (+2 Rune head)
11 Spawning Power (+1 Rune)
10 Channeling Magic (+2 Rune)
(40/40 Resto Set, or 10/10 wand + 20/20 offhand)
Template code : OACjEyiIpOAAm5wcyJNBAAAAAA
Optional skills : (Elite) Signet of Spirits, (Elite) Xinrae's Weapon, (Elite) Spirit Light Weapon, (Elite) Echo, (Elite) Expel Hexes, (Elite) Emphatic Removal, (Elite) Unyielding Aura, Vengeful Weapon, Spirit Transfer, Soothing Memories,, Recupperation, Recovery, Weapon of Warding, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
__________________________________________________
Elementist / Monk
ATTENTION : replace Vigorous Spirit for the PvE Skill : Elemental Lord
16 Energy Storage (+3 Rune head)
(Maintain Life Attunement, Aura of Restoration, Elemental Lord & Ether Renewal on yourself all the time)
(+20% Ench Energy Storage Staff)
Template code : OgNDwcrPO1CaBJpeoF9H0DAA
Optional skills : Spirit Bond, Aegis, Heal Party, Cure Hex, Shield of Absorbtion, Life Bond, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
__________________________________________________
Necromancer / Monk
16 Soul Reaping (+3 Rune head)
(+20% Ench Prot Staff)
Template code : OANCY8zDAoqWP0i31ACAAAA
Optional skills : (Elite) Restore Conditions, (Elite) Life Sheath, (Elite) Reaper's Mark, (Elite) Unyielding Aura, (Elite) Air of Enchantments, (Elite) Aura of Faith, (Elite) Emphatic Removal, (Elite) Grenths Balance, (Elite) Divert Hexes, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
__________________________________________________
Necro / Ritualist
16 Soul Reaping (+3 Rune head)
(40/40 Restoration Set)
Template code : OAhiYwh8AAqqDzJn0EAAAAAA
Optional skills : Xinrae's Weapon, (Elite) Spirit Light Weapon, (Elite) Icy Veins, (Elite) Reaper's Mark, (Elite) Grenths Balance, (Elite) Blood Ritual , (Elite) Spoil Victor, Spirit Transfer, Recovery, Recupperation, Vengeful Weapon, Soothing Memories, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
__________________________________________________
>>>>> I'm not showing player dps builds that everyone is capable of making themselves. <<<<<
__________________________________________________
4 | ..:: Gear Breakdown ::..
Gear, its half the battle.
However, they dont require alot of things to function good.
Every hero has Runes and Insignia's placed on indentical places as the others.
Here is how it looks like, from top to bottom.
~Armor~
Head: +3 Communing, +3 Domination, +3 Illusion, +3 Energy Storage, +2 Soul Reaping.
Chest : Rune of Vitae, Blessed Insignia.
Hands : Rune of Minor/Major/Sup Health, Blessed Insignia
Legs : Rune of Attunement, Blessed Insignia
Feet : Rune of Attunement, Blessed Insignia
NOTE : If NOT taking an E/Mo reguarly in this team, consider changing their Blessed Insignia's, for their Highest Armor Insignia linked too their Profession /Global.
~Weaponry~
(Note - by proffession)
ST : 20/20/20 +1/20% Spawning Power Staff <or> +5e +30hp Spear & 20%HCT +1 20% Spawning Power Offhand or +30hp +10AL vs xx Shield.
IV : 20/20/20 +1/20% Restoration Staff <or> +5e +30hp Spear & 20%HCT +1 20% Restoration Offhand or +30hp +10AL vs xx Shield.
ER1&2 : 20/20/20 +20% Enchanting Domination Staff <or> +5e +20% Ench Spear & 20% HCT +1 20% Domination Offhand or or +30hp +10AL vs xx Shield.
ES1/2/3 : 20/20/20 +1/20% Domination Staff <or> +5e +30hp Spear & 20%HCT +1 20% Domination Offhand or +30hp +10AL vs xx Shield.
Inep1/2 : 20/20/20 +1/20% Illusion Staff <or> +5e +30hp Spear & 20%HCT +1 20% Illusion Offhand or +30hp +10AL vs xx Shield.
Optionals Hero :
Emo 20/20/20 +20% Ench Protection Staff <or> +5e +20% Ench Spear & 20%HSR +1 20% Protection Offhand or +30hp +10AL vs xx Shield.
(Spear/Offhand/Shield = Required for The Deep, and optional for negiating Chaos Storm, Frustration, Backfire in regular area's).
These are the ideal weaponry and runes for you're heroes used for this team setup.
However, if you are LOW on cash, just a +3 rune on the head, and a green staff takes care of normal mode and hard mode pretty easily.
With the exception of hard area's, obviously due to lack of stats.
__________________________________________________
5 | ..:: Useage ::..
As you noticed, this team is full of low armor casters, with no minions, melee, or spirits to back you up, you will take the full force of you're enemies.
This is a problem for alot of people, unless you do it right.
A way to prevent your party from taking excessive amounts of damage you could place you're Hero's like this.
The trick of staying alive well, is having your ST(1) and IV(2) stand across eachother with some distance in between (area/earshot), Having Hero 3 set on Fight will cause him to run in first if you Ctrl+Space an enemy making them ideal tank(s), and diverting dangerous spells that may leak through away from your party.
Its also very recommended too Keybind the first 3 or 4 skills on the Ritualist Bar, so you're just one push of a button away from placing Spirits the moment you desire.
I have mine keybinded like this (config yourself for you're own convenience)
Numpad 1 : Soul Twisting
Numpad 2 : Shelter
Numpad 3 : Displacement
__________________________________________________
6 | ..:: Verdict ::..
It has advanced uses for Perma Tanks that want to clear DoA, FoW, or Urgoz in a similar style like the Speedclearers do.
It allows hero spiking when you need it, non scatter, and speeds up the process, make sure too Disable Healing Spells (Not Spirits / Protective Was Kaolai while ur Perma Tanking) so your healer wont run towards you're balled foes trying to heal you, and thus stealing aggro -ADVANCED USERS ONLY-
But best of all the team is very beginner friendly and will allow you right off the bat to do vanquishing and dungeons.
This 8 man team is also is versatile enough to be able to split into two 4 man teams for certain missions or tactics (Thunderhead Keep, Four Horseman, Eternal Grove, etc..)
I hope you guys enjoy this team guide and helps you smoothen Hard Mode to EZ Mode.
**This thread also serves as a place for discussion, and too share you're experience!**
__________________________________________________
Also check out my fun hero-stacks! :
http://www.guildwarsguru.com/forum/z...t10538666.html
And check out my FREE Rent-A-Hero service! :
http://www.guildwarsguru.com/forum/r...18#post5847818
Z
https://www.guildwarslegacy.com/showthread.php?tid=45
Special thanks too Joris for making this thread on the gwpvx.
http://gwpvx.gamepedia.com/Build:Team_-_7_Hero_Z-Way
SPECIAL NOTE :
First of all I want too thank everyone that have tried my team-build, and to my surprise it even received a 5/5 star rating!
I really never expected any of this too become so popular and even helpful for so many people.
It makes me proud too hear the stories of people that were able to get their VQ title done, have been able to clear really hard content like DoA and UW which they never thought to be possible, or even dealing with the strongest of the strongest.
Thank You! for you're continious support and positive feedback, its beyond my expectations how many people it has been able too help in their way of playing the game
__________________________________________________
..:: Intro ::..
Hello everyone, i'v been thinking for quite a while to do this so im finally posting my creation in this section of guru.
This team may not be as fast as some hero setups designed for specific zones, but can complete 90% of the game by shutting down enemys and controlling any fight which ensures always a win.
A great resource to fill up alot of things in you're HoM, and being able to run (buildwise) anything you want too play yourself.
..:: Index ::..
1: Why?
2: Build Breakdown.
2.1 : Z-Way
2.2 : Z-Merc
2.3 : Dps/Healer Player Team
3 : Player Healer Templates
4 : Gear Breakdown.
5 : Useage.
6 : Verdict.
__________________________________________________
1 | ..:: Why? ::..
Q: Why should I run Z-Way?
A: Z-Way is mainly designed due too this games AI, and abusing the AI in the most beneficial way.
These statements below from the Official GW Wiki states in short what heroes and capable of doing, and how they function.
That information is the foundation this team is build on.
"Heroes can detect enemy skill activation, and will only use interrupts which are appropriate to the skill type. They have no reaction time; their interrupts are never late." - GWWiki.
"Heroes are like "toddlers": give them skills that are effectively impossible to use incorrectly, or skills that focus on a single target without conditional secondary effects. While they can "auto-pilot" their way through enemies with the correct skills, they do so less effectively than a human team might. When using heroes, calling targets and directing them will always increase their use." - GWWiki
This means that the skills on their bar are "toddler" skills, they cant go wrong, always will be used at full potentional, and they will never fail when used.
I'v tested most of this myself too make sure not a single skill was mis-used or even not at all.
Q: Why did you chose to make a full Mesmer Team, there are also other teams that can do the trick?
A: My intention of making Z-Way was being able to draw and engage any fight which I would have control over any given situation, in any area where I would put my foot on, and especially prolonged battles like at Boss fights.
As how the AI works, and how Hard Mode gives a huge disadvantage towards any form of damage that is elemental of physical, you will notice that all sources of damage will be armor ignoring. (Except Icy Veins)
That being said, Mesmer (Armor-Ignoring) AoE Damage is also just stupidly overpowered, just the sheer damage of these skills is what barely any other profession can upkeep at the many diffrent enemies you will face, only their health will determine how long they stay alive, it does not matter if their armor is 60 or 220.
This also means this Team is designed to be as "User-Friendly" as possible, in the way of only having to do a single minor skill adjustment too suit your needs if necessary (see optionals below).
You notice that many of these skills towards any enemy require an Action; Spell Use, Skill Use, or Physical Attacks.
Once an enemy engages combat they will stay in combat mode untill either you die or they die, its a permanent state of the AI being engaged in spellcasting or attacking.
If the enemy AI is shut down so that they wont cast spells, or fail at doing so
They will automaticly start attacking with their weapon, means the Ineptitude Mesmers take care of not only Melee, but also on Caster enemys.
Mesmers quite frankly don't use their skills too Damage, no.
Mesmers use their skills too interfere with Attacks, and Spellcasting, the side effect of their interrupts is the Damage, but never is their primairy intent of ''doing damage''.
You will sometimes notices that things either explode right infront you're eyes, and sometimes (observed sometimes vs Melee) it will take a few seconds longer then expected.
Q: Why did you choose Elementist over Necromancers as optional Mesmers?
A: For my feeling, Ele's will conquer Necro's in situations where Soul Reaping cant keep up with the high energy demand those build take, they will simply run themselves out of energy by spamming Wastrel's Demise/Worry if there are not enough things dying.
There are times that a necromancer isen't able too keep up its spell casting vs various waves of enemies (May it be Patrols, or actual Waves) due the fact it only can gain 48-54 energy from Soul Reaping every 15 seconds.
It may seem much, but its only 4-5 spell-casts away from being in a Downtime before being able too regain energy from things dying.
My priority is to control any fight and being able to upkeep their own energy for that time being.
The only sacrifice it made for the Elementist, is the Elite Skill, but honestly E-Surge and/or Panic just is a waste of elite when it can only run with 12 Domination Magic on Necromancers.
And with Ether Renewal it sacrifices the (Mesmer) Elite for something more useful.
Very heavy spam skills like Wastrel's Demise/Worry, and a Hex Removal or Emphaty, without going out of energy, EVER.
I'v been in plenty of situations that even normal Mesmers and Necromancers run dry on energy in very prolonged fights, while the Elementist was being able too upkeep 90 to 100% of its energy during the entire encounter.
Necro's are good, just not in this setup as Damage, but only for Healing, period.
Q: So have you actually done any area's of what you claim it can do?
A: Yes, iv done every single dungeon on HM, Winds of Change, War in Kryta, FoW, DoA, UW, AFK Glints, AFK Mallyx, and even AFK'd my own Legendary Survivor title, all thanks to Z-Way.
There are some screenshots throughout the thread of stuff accomplished, also the many positive reactions from people telling how they did things they weren't succesful in before!
__________________________________________________
Z-Way can take on ALL:
HM Dungeons
HM 6-8 Party Vanquishing
HM 6-8 Party Missions
HM Fissure of Woe
HM War in Kryta
HM Winds of Change
HM World Bosses
HM Urgoz
HM The Deep
NM Domain of Anguish (HM needs cons & caution)
NM Underworld (HM needs cons & caution)
AFK Zos Shivros Channel (HM)
AFK Glints Challenge (NM)
AFK Mallyx Citadel (NM / Gem Farm)
AFK Gate of Madness L-Survivor (HM) 100k Exp/Hour
AFK Abbadons Gate L-Survivor (HM) 87k Exp/Hour - 2 Ineptitude, 1 ST, 1 IV
Without requiring consets, or minimal to none adjustments in setup.
Conset just to speed things up by Spell Recharge/Casting, or Critical Immunity, but as said it can do without in any situation.
(except UW HM and DoA HM)
You can AFK hard fights like Duncan, Rotwing, Fendi etc and observe how they do all the work, just for fun.
__________________________________________________
2 | ..:: Build Breakdown ::..
2.1 | ..:: Z-Way ::..
Requirement : PLAYER HEALER (Dervish, Monk, Ritualist, Necro, Elementist)
The build includes the following proffessions :
1x Ritualist.
1x Necromancer.
2x Elementist.
3x Mesmer.
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
ER 1 <> OgVCIMzTtY6lDuA3UAAAgWA
ER 2 <> OgVCIMzStM95wFIDAAAQLA
Inepti 1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inepti 2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQBDAowjO0gpXOAAY6yALfAA
Team Setup :
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Ether Renewal - Shatter Delusion, Emphaty, Shatter Hex, Unnatural Signet, Spirit Pain, Complicate.
Panic - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Enfeebling Blood (6 Curses), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge
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2.2 ..:: Z-Merc Edition ::..
NOTE : This is for Mercenary users ONLY !!
Requirement : PLAYER HEALER Dervish, Monk, Ritualist, Necro, Elementist)
The build includes the following proffessions :
1x Ritualist
1x Necromancer
5x Mesmer
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
Inep1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inep2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQhkAgC8gGKDNY6lDAAmuMwyHAA
ES 1 <> OQBDAowjOngpXOAAY6yALfAA
ES 2 <> OQhkAgC8gGKzJY6lDAAmuMwy/iB
Merc Team Setup :
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Esurge - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
Panic - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge)
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2.3 | ..:: Player DPS / HEALER Team Setup ::..
Requirement : PLAYER DPS or HEALER - Melee DPS "Save Yourselves!" - Ranged/Caster "Ebon Battle Standard of Wisdom
Note : Viable too use as player DPS or Healer, the Infuse acts as a second (or third) healer/protector too make this team even more solid, and capable of handling extreme pressure
Note 2 : You can trade in 1 Ineptitude Mesmer for an additional Esurge Mesmer if preferred, especially when facing more Casters then Melee, and Vice Versa.
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
Infuse <> OgNDwcb/O1CSS9QLeXnJBEaB
Inep1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inep2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQhkAgC8gGKDNY6lDAAmuMwyHAA
OPTIONAL HERO <> See Templates Above.
DPS Player Setup (Heroes & Mercenaries Supported):
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Esurge - Power Spike, Spirit Pain. Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender(8 Command), Edge of Extinction (8 Beast Mastery).
Panic - Power Spike, Spirit Pain. Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender(8 Command), Edge of Extinction (8 Beast Mastery).
Ether Renewal - Shatter Delusion, Emphaty, Shatter Hex, Unnatural Signet, Spirit Pain, Complicate.
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge)
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3 | ..:: Player Healer Template Codes ::..
If you have problems comming up with a decent build for player healing, then this might help you out on what too run.
Monk
16 Divine Favor (+3 Rune head)
13 Healing Prayers (+1 Rune)
(40/40 Divine + Heal set)
Template code : OwAS0YITMENgbEXEdRAAAAAA
Optional skills : Ebon Battle Standard of Wisdom, Selfless Spirit, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, Summon Naga, Summon Mursaat, Summon Ice Imp, ''I Am Unstoppable!'', Cure Hex, Seed of Life, Signet of Rejuvenation.
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Dervish
16 Wind Prayers (+3 Rune head)
13 Mysticism (+1 Rune)
(10/10 Wand + 10/10 offhand - triggers global spells / wind prayers / mysticism)
Template code : OgCioys8sdnv537L+l+CAAAA
Optional skills : Optional skills : Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!'', Eternal Aura, Lyssa's Haste,
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Ritualist
15 Restoration Magic (+2 Rune head)
11 Spawning Power (+1 Rune)
10 Channeling Magic (+2 Rune)
(40/40 Resto Set, or 10/10 wand + 20/20 offhand)
Template code : OACjEyiIpOAAm5wcyJNBAAAAAA
Optional skills : (Elite) Signet of Spirits, (Elite) Xinrae's Weapon, (Elite) Spirit Light Weapon, (Elite) Echo, (Elite) Expel Hexes, (Elite) Emphatic Removal, (Elite) Unyielding Aura, Vengeful Weapon, Spirit Transfer, Soothing Memories,, Recupperation, Recovery, Weapon of Warding, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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Elementist / Monk
ATTENTION : replace Vigorous Spirit for the PvE Skill : Elemental Lord
16 Energy Storage (+3 Rune head)
(Maintain Life Attunement, Aura of Restoration, Elemental Lord & Ether Renewal on yourself all the time)
(+20% Ench Energy Storage Staff)
Template code : OgNDwcrPO1CaBJpeoF9H0DAA
Optional skills : Spirit Bond, Aegis, Heal Party, Cure Hex, Shield of Absorbtion, Life Bond, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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Necromancer / Monk
16 Soul Reaping (+3 Rune head)
(+20% Ench Prot Staff)
Template code : OANCY8zDAoqWP0i31ACAAAA
Optional skills : (Elite) Restore Conditions, (Elite) Life Sheath, (Elite) Reaper's Mark, (Elite) Unyielding Aura, (Elite) Air of Enchantments, (Elite) Aura of Faith, (Elite) Emphatic Removal, (Elite) Grenths Balance, (Elite) Divert Hexes, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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Necro / Ritualist
16 Soul Reaping (+3 Rune head)
(40/40 Restoration Set)
Template code : OAhiYwh8AAqqDzJn0EAAAAAA
Optional skills : Xinrae's Weapon, (Elite) Spirit Light Weapon, (Elite) Icy Veins, (Elite) Reaper's Mark, (Elite) Grenths Balance, (Elite) Blood Ritual , (Elite) Spoil Victor, Spirit Transfer, Recovery, Recupperation, Vengeful Weapon, Soothing Memories, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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>>>>> I'm not showing player dps builds that everyone is capable of making themselves. <<<<<
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4 | ..:: Gear Breakdown ::..
Gear, its half the battle.
However, they dont require alot of things to function good.
Every hero has Runes and Insignia's placed on indentical places as the others.
Here is how it looks like, from top to bottom.
~Armor~
Head: +3 Communing, +3 Domination, +3 Illusion, +3 Energy Storage, +2 Soul Reaping.
Chest : Rune of Vitae, Blessed Insignia.
Hands : Rune of Minor/Major/Sup Health, Blessed Insignia
Legs : Rune of Attunement, Blessed Insignia
Feet : Rune of Attunement, Blessed Insignia
NOTE : If NOT taking an E/Mo reguarly in this team, consider changing their Blessed Insignia's, for their Highest Armor Insignia linked too their Profession /Global.
~Weaponry~
(Note - by proffession)
ST : 20/20/20 +1/20% Spawning Power Staff <or> +5e +30hp Spear & 20%HCT +1 20% Spawning Power Offhand or +30hp +10AL vs xx Shield.
IV : 20/20/20 +1/20% Restoration Staff <or> +5e +30hp Spear & 20%HCT +1 20% Restoration Offhand or +30hp +10AL vs xx Shield.
ER1&2 : 20/20/20 +20% Enchanting Domination Staff <or> +5e +20% Ench Spear & 20% HCT +1 20% Domination Offhand or or +30hp +10AL vs xx Shield.
ES1/2/3 : 20/20/20 +1/20% Domination Staff <or> +5e +30hp Spear & 20%HCT +1 20% Domination Offhand or +30hp +10AL vs xx Shield.
Inep1/2 : 20/20/20 +1/20% Illusion Staff <or> +5e +30hp Spear & 20%HCT +1 20% Illusion Offhand or +30hp +10AL vs xx Shield.
Optionals Hero :
Emo 20/20/20 +20% Ench Protection Staff <or> +5e +20% Ench Spear & 20%HSR +1 20% Protection Offhand or +30hp +10AL vs xx Shield.
(Spear/Offhand/Shield = Required for The Deep, and optional for negiating Chaos Storm, Frustration, Backfire in regular area's).
These are the ideal weaponry and runes for you're heroes used for this team setup.
However, if you are LOW on cash, just a +3 rune on the head, and a green staff takes care of normal mode and hard mode pretty easily.
With the exception of hard area's, obviously due to lack of stats.
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5 | ..:: Useage ::..
As you noticed, this team is full of low armor casters, with no minions, melee, or spirits to back you up, you will take the full force of you're enemies.
This is a problem for alot of people, unless you do it right.
A way to prevent your party from taking excessive amounts of damage you could place you're Hero's like this.
The trick of staying alive well, is having your ST(1) and IV(2) stand across eachother with some distance in between (area/earshot), Having Hero 3 set on Fight will cause him to run in first if you Ctrl+Space an enemy making them ideal tank(s), and diverting dangerous spells that may leak through away from your party.
Its also very recommended too Keybind the first 3 or 4 skills on the Ritualist Bar, so you're just one push of a button away from placing Spirits the moment you desire.
I have mine keybinded like this (config yourself for you're own convenience)
Numpad 1 : Soul Twisting
Numpad 2 : Shelter
Numpad 3 : Displacement
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6 | ..:: Verdict ::..
It has advanced uses for Perma Tanks that want to clear DoA, FoW, or Urgoz in a similar style like the Speedclearers do.
It allows hero spiking when you need it, non scatter, and speeds up the process, make sure too Disable Healing Spells (Not Spirits / Protective Was Kaolai while ur Perma Tanking) so your healer wont run towards you're balled foes trying to heal you, and thus stealing aggro -ADVANCED USERS ONLY-
But best of all the team is very beginner friendly and will allow you right off the bat to do vanquishing and dungeons.
This 8 man team is also is versatile enough to be able to split into two 4 man teams for certain missions or tactics (Thunderhead Keep, Four Horseman, Eternal Grove, etc..)
I hope you guys enjoy this team guide and helps you smoothen Hard Mode to EZ Mode.
**This thread also serves as a place for discussion, and too share you're experience!**
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Also check out my fun hero-stacks! :
http://www.guildwarsguru.com/forum/z...t10538666.html
And check out my FREE Rent-A-Hero service! :
http://www.guildwarsguru.com/forum/r...18#post5847818
Z
Othienka
Sounds interesting. I was recently using something similar (without a second Ether Spammer and Ineptitude User though). Will test and see how it works out.
Tyran Hellcaster
Thanks for taking the time to post your build.
Quote:
Quote:
If you are open to suggestions, let me point out some possible improvements.
The illusion mesmers have 3 energy management skills while the skill bar contains only one or two 10 energy skills, and includes 3 signets. Also, waste not want not is not one of your emanagement skills, while it is definitely one of the better ones out there.
The two eles are a bit problematic because they are very weak mesmers. You would be better off letting them be necros if you want secondary mesmers so badly. Soul reaping + signet of lost souls should give you the needed energy and frees your elite.
On your ST, I'd drop displacement and spirit's gift. Displacement eats your charges of soul twisting like crazy, which should be reserved for the more important shelter. Spirit's gift is a poor skill for a backline character as it won't be party healing much. Replace it with vital weapon which is a more-or-less compulsory skill for Soul Twisters, especially with caster heavy teams.
Zephyr of Light
Quote:
Originally Posted by Tyran Hellcaster
Because it only has 2 or 3 offensive skills, these will be used everytime they refresh cooldown which burns energy.
Signets and Pdrain will benefit from recharge aswell, which this mechanic is made for : ''Heroes can detect enemy skill activation, and will only use interrupts which are appropriate to the skill type. They have no reaction time; their interrupts are never late.'' - gwwiki
Quote:
The two eles are a bit problematic because they are very weak mesmers. You would be better off letting them be necros if you want secondary mesmers so badly. Soul reaping + signet of lost souls should give you the needed energy and frees your elite.
Here's the catch, necromancer's will get 16/18 SR.
Thats all good but only functions if stuff around them dies, at long boss fights stuff dont always die if there are any near it in the first place (duncan?).
And still will have 12 domination, just like my ele's.
However ele's on the other hand are not bound to soul reaping and have infinite energy by themself due just two enchants, that always get recast emidiatly when cooldown wears off.
Signet cooldowns are not reduced by fast casting. Thats all good but only functions if stuff around them dies, at long boss fights stuff dont always die if there are any near it in the first place (duncan?).
And still will have 12 domination, just like my ele's.
However ele's on the other hand are not bound to soul reaping and have infinite energy by themself due just two enchants, that always get recast emidiatly when cooldown wears off.
An effective build is not about having 3 signets (of which two are emanagement), pdrain, a rez, and 3 offensive skills which are not highly spammable.
By using so much energy management and so few offensive skills, you are not getting the most out of your mesmers.
Quote:
8 FC you get -24% Recharge for spells and signets and -44% with con-set.
By using so much energy management and so few offensive skills, you are not getting the most out of your mesmers.
Quote:
Quote:
Thats all good but only functions if stuff around them dies, at long boss fights stuff dont always die if there are any near it in the first place (duncan?).
And still will have 12 domination, just like my ele's.
However ele's on the other hand are not bound to soul reaping and have infinite energy by themself due just two enchants, that always get recast emidiatly when cooldown wears off. I cringe when reading this...
Understand that Ether renewal only really works on a prot ele with skills like spirit bond, prot spirit, infuse, and other short cooldown 10 energy skills. Your ele/mesmer does not possess enough spammable high energy skills to justify Ether Renewal.
Quote:
You are misrepresenting my argument by providing an answer that has no bearing on what I said.I said it does not matter how you rearrange the mesmer elites, because it would not be necessary to rearrange them in the first place when using necros instead of eles. One or two necros can bring panic, allowing the mesmers to remain unchanged.
Quote:
http://www.guildwarsguru.com/forum/d...t10533938.html
http://www.guildwarsguru.com/forum/r...t10527352.html
You need to stop talking when you have no clue about the subject
Quote:
This version is supposed to be an improvement over the previous one but it is perhaps more difficult to understand . A list of sorts has been added but it is unclear why. Something about rangers is said, although I have yet to see rangers mentioned in this thread.
Originally Posted by Zephyr of Light
Discordway sounds more to your liking.
And you're showing me as an example 5 rangers?, with no interrupts or actual party wide benefit?Just dont get into an discussion if you cant give me a constructive way of improving this setup aside from yelling that Soul Reaping wins everything, that just wont do for me. I am providing constructive criticism but you are seeing red at the moment because I knifed your ele/mesmers. Since you have had problems understanding fastcasting before, maybe you should read the description of soulreaping next. Quote:
The first version is hardly intelligible and appears to have no bearing on the subject discussed in this thread. It looks as though it has been written in a fit of rage and I can understand why it was quickly changed.
Nevertheless, I will attempt to respond based on what I estimate is being said: The point of those links to other threads provided by myself were to show that a N/Rt BiP Healer is feasible. It was not the point to recieve your 100% objective comparison to those 8man builds from another thread. If you have an improvement suggestion for a build from another thread, you could post it there . This saves you derailing this discussion, which is about how redundant your ele/mesmers are. Version 2: Quote: And a HB with class issue's when UA can give +69% Healing. Oh, lets sum that up against 5 rangers shall we. 1x Party Wide Block 1x Party Wide Damage Reduction 1x Party Wide 10% hp loss cap 1x AoE Weakness 2x Condition Removal 2x Hex Removal 2x AoE Blind 3x Ressurection 3x Skill Rupts 6x Melee Rupts 12x Spell Rupts 20x AoE Damage Lol, please stop wasting my time. |
Version 3: Quote:
Aswell that HB with class issue's when UA can give +69% Healing.
Lets sum up what my team does what yours doesn't.
1x Party Wide Block
1x Party Wide Damage Reduction
1x Party Wide 10% hp loss cap
1x AoE Weakness
2x Condition Removal
2x Hex Removal
2x AoE Blind
3x Ressurection
3x Skill Rupts
6x Melee Rupts
12x Spell Rupts
20x AoE Damage Skills
Lol, please stop wasting my time. Interesting. At this point it is becoming apparent that the list seems to serve as a comparison between this build, and others, to show, in an apparent fair and balanced way, why this is the better one.
Something about ranger spike and heroes ascent is said. But, it is unclear what bearing it has on this discussion.
Version 4:
Quote:
Originally Posted by Zephyr of Light
Right, aside from that fact that almost everyone does physical damage. (So its not constant vs everything, is a pity.) You're also close to no controll of situations because it will constantly take stuff that you cant prevent in the first place. Aswell that HB with class issue's when UA can give +69% Healing. Lets sum up what my team does what yours doesn't. 1x Party Wide Block 1x Party Wide Damage Reduction 1x Party Wide 10% hp loss cap 1x AoE Weakness 2x Condition Removal 2x Hex Removal 2x AoE Blind 3x Ressurection 3x Skill Rupts 6x Melee Rupts 12x Spell Rupts 20x AoE Damage Skills Lol, please stop wasting my time. A lot of editing has taken place this time. Some of the rage has been removed. This version has been written in a period of slight cooling down when it was realized how the previous version could be seen as amusing. However, the replacement was obviously not seen by the poster as a great improvement, so he opted for a re-write. Version 5:
|