Team Build: Z-Way | Z-Merc Edition | (Update 3.0)
Zephyr of Light
So as i knew it was possible to do, i decided to make it a fact.
i AFK'd the Ebony Citadel of Mallyx.
The runs vary between 15-20 mins.
Doing DoA itself is obv the best way for Armbraces.
But this definately has potentional
Enjoy, and happy AFK'ing
i AFK'd the Ebony Citadel of Mallyx.
The runs vary between 15-20 mins.
Doing DoA itself is obv the best way for Armbraces.
But this definately has potentional
Enjoy, and happy AFK'ing
Life Bringing
Any particular reason you chose to make this for a human healer? In my experience wasting a human's damage potential on healing is a huge detriment to any 7h team.
Zahr Dalsk
Some of us main monk, and like to use that same character with our hero parties, and not be running awful mind-numbingly boring AP or RoJ builds.
rovon
As Zeph is still banned, could someone who knows him please ask him what weapon set he used for the afk ebony citadel, as I'm having problems with it.
I flagged my heros and mercs in the exact same position, used the rune setup he suggested, used the same builds and the 20/20 60hp staves but I keep wiping on the last wave of dream riders for some reason.
Do I need to use the spears and shields instead?
I flagged my heros and mercs in the exact same position, used the rune setup he suggested, used the same builds and the 20/20 60hp staves but I keep wiping on the last wave of dream riders for some reason.
Do I need to use the spears and shields instead?
greenough
You basically stole an afk glint 7 hero setup i posted 4 years ago and used it as your own. Changed a couple skills but pretty much the same
http://www.guildwarsguru.com/forum/g...t10478958.html
http://www.guildwarsguru.com/forum/g...t10478958.html
Zephyr of Light
Zephyr of Light
Just for gigs, i took my girl Nim for her first time through Urgoz HM.
No consumeables were used, DC'd twice, AFK'd like a boss.
Thats how we do dont we, lol.
No consumeables were used, DC'd twice, AFK'd like a boss.
Thats how we do dont we, lol.
Panda Girl
Haven't had fun like that in a long time. Good company + awesome heroes= shit dies fast lol
platinummyr
I have a question regarding the runes used for the heros. I noticed that you have the use of blessed insignias, however, the default setup doesn't appear to provide any enchantements.
I assume this is because the player as a healer would be providing enchantements?
As I intended to run this while not being a healer, is it possible you have suggestions for alternative runes in these slots? Or am I mis-understanding how blessed insignias work? Do they provide their armor boost even if they aren't enchanted? Or am I missing somehow the skills provided actually do count as enchantments?
Thanks!
I assume this is because the player as a healer would be providing enchantements?
As I intended to run this while not being a healer, is it possible you have suggestions for alternative runes in these slots? Or am I mis-understanding how blessed insignias work? Do they provide their armor boost even if they aren't enchanted? Or am I missing somehow the skills provided actually do count as enchantments?
Thanks!
Zephyr of Light
Quote:
Originally Posted by platinummyr
I have a question regarding the runes used for the heros. I noticed that you have the use of blessed insignias, however, the default setup doesn't appear to provide any enchantements.
I assume this is because the player as a healer would be providing enchantements?
As I intended to run this while not being a healer, is it possible you have suggestions for alternative runes in these slots? Or am I mis-understanding how blessed insignias work? Do they provide their armor boost even if they aren't enchanted? Or am I missing somehow the skills provided actually do count as enchantments?
Thanks!
The underlined quote means that because you wont be a healer, is that the second healer (hero E/Mo) will provide most the enchantments needed on you're team.
Also the mercway insignia's are identical to z-way, because its the one of the better options out there regarding to Mesmer Ritualist & Elementist insignia's.
Even when there not always enchantment on them, when it is it will provide +10 armor on just two armor piece's that have combined a 62.5% chance to get damaged on.
If taking in account, that the ST 3 ER's will always be enchanted, and the other half partially during fights.
However the prot will prot only those that are taking excessive damage and thus will provide anyhow the +10 armor bonus to the Hero that is under pressure.
I assume this is because the player as a healer would be providing enchantements?
As I intended to run this while not being a healer, is it possible you have suggestions for alternative runes in these slots? Or am I mis-understanding how blessed insignias work? Do they provide their armor boost even if they aren't enchanted? Or am I missing somehow the skills provided actually do count as enchantments?
Thanks!
The underlined quote means that because you wont be a healer, is that the second healer (hero E/Mo) will provide most the enchantments needed on you're team.
Also the mercway insignia's are identical to z-way, because its the one of the better options out there regarding to Mesmer Ritualist & Elementist insignia's.
Even when there not always enchantment on them, when it is it will provide +10 armor on just two armor piece's that have combined a 62.5% chance to get damaged on.
If taking in account, that the ST 3 ER's will always be enchanted, and the other half partially during fights.
However the prot will prot only those that are taking excessive damage and thus will provide anyhow the +10 armor bonus to the Hero that is under pressure.
platinummyr
Excellent, that's what I thought but wanted to confirm
Zephyr of Light
Update :
Added a new legendary survivor AFK, 100% Fail-Safe.
AFK Abbadons Gate L-Survivor (HM) 140XP per Kill (+ Scroll of Berserker's Insight)
Atleast R5++ Lightbringer Rank is required.
Usage :
Go via the left lane, kill the left lane group, and move towards the center lane, once those are dead flag your heroes in position, and yourself with kormir in position, then proceed to use a Triple Exp Scroll when everything has settled.
Build Codes :
Hero 1 - OQREAXwjeE9CgAuCknREAFs8ZHA (Fight)
Hero 2 - OAmjEqirpOXzyp3cZacncSzaMA (Fight)
Hero 3 - OAWjMYgLJPYTrX40ZOPLYLfrJA (Guard)
Hero 4 - OAhiYwhMhyUVNMR8ENN5INxJCA (Guard)
Hero Gear :
Armor Insignias based on proffession.
Highest vigor rune you can afford.
+3 Rune on their helms (Channeling, Soul Reaping, Illusion, Communing)
Any +60hp green staff, or costum 20/20/20 +30hp staffs works.
Optional; this is not required but is recommended to reduce spike damage further (if you have them):
+5 energy spears with +7 armor vs physical, and +30hp shields with +10 vs physical on yourself and your heroes.
Enjoy,
Zephyr.
Setup :
Additional ingame image on positioning. (Aerial Angle)
Additional ingame image on positioning. (Frontal Angle)
Added a new legendary survivor AFK, 100% Fail-Safe.
AFK Abbadons Gate L-Survivor (HM) 140XP per Kill (+ Scroll of Berserker's Insight)
Atleast R5++ Lightbringer Rank is required.
Usage :
Go via the left lane, kill the left lane group, and move towards the center lane, once those are dead flag your heroes in position, and yourself with kormir in position, then proceed to use a Triple Exp Scroll when everything has settled.
Build Codes :
Hero 1 - OQREAXwjeE9CgAuCknREAFs8ZHA (Fight)
Hero 2 - OAmjEqirpOXzyp3cZacncSzaMA (Fight)
Hero 3 - OAWjMYgLJPYTrX40ZOPLYLfrJA (Guard)
Hero 4 - OAhiYwhMhyUVNMR8ENN5INxJCA (Guard)
Hero Gear :
Armor Insignias based on proffession.
Highest vigor rune you can afford.
+3 Rune on their helms (Channeling, Soul Reaping, Illusion, Communing)
Any +60hp green staff, or costum 20/20/20 +30hp staffs works.
Optional; this is not required but is recommended to reduce spike damage further (if you have them):
+5 energy spears with +7 armor vs physical, and +30hp shields with +10 vs physical on yourself and your heroes.
Enjoy,
Zephyr.
Setup :
Additional ingame image on positioning. (Aerial Angle)
Additional ingame image on positioning. (Frontal Angle)
Guru You
Hey Zephyr, you sly little
I am an active player since 2008. Your build(s) are the precise refreshment that have not been seen since 55HP monk build.
I want to congratulate you and your test subjects for a truly strong Hero setup, which can run most content NM/HM with little variation.
I play with all classes and have tested various combos. Your Z-Way build works naturally well with the Monk class, but my own testing shows that it your build also works well with my main - Warrior.
With your build and my Warrior I have run NM Elite Dungeon Urgoz (with no death to me) in 30-40 min and complete Underworld in 45-50min. For a slow poke like me that felt fast!
The other benefit is that no cons are required with this build (or rarely) with my monkey. With my warrior I runs(OQcTE3O7N6m0hhh5gZ7ZCaXkUEA) with Apple/Cupcake though.
All my heroes are set to aggressive mode. They do the rest of the work. Hardly no deaths and even with over agro great survivability.
Only exception....Arachnis Haunt HM.
Nevertheless, congratulations again and thank you for posting these builds for us.
Reg
IGN Abadon Warcloud
I am an active player since 2008. Your build(s) are the precise refreshment that have not been seen since 55HP monk build.
I want to congratulate you and your test subjects for a truly strong Hero setup, which can run most content NM/HM with little variation.
I play with all classes and have tested various combos. Your Z-Way build works naturally well with the Monk class, but my own testing shows that it your build also works well with my main - Warrior.
With your build and my Warrior I have run NM Elite Dungeon Urgoz (with no death to me) in 30-40 min and complete Underworld in 45-50min. For a slow poke like me that felt fast!
The other benefit is that no cons are required with this build (or rarely) with my monkey. With my warrior I runs(OQcTE3O7N6m0hhh5gZ7ZCaXkUEA) with Apple/Cupcake though.
All my heroes are set to aggressive mode. They do the rest of the work. Hardly no deaths and even with over agro great survivability.
Only exception....Arachnis Haunt HM.
Nevertheless, congratulations again and thank you for posting these builds for us.
Reg
IGN Abadon Warcloud
Zephyr of Light
Quote:
Originally Posted by Guru You
Hey Zephyr, you sly little
I am an active player since 2008. Your build(s) are the precise refreshment that have not been seen since 55HP monk build.
I want to congratulate you and your test subjects for a truly strong Hero setup, which can run most content NM/HM with little variation.
I play with all classes and have tested various combos. Your Z-Way build works naturally well with the Monk class, but my own testing shows that it your build also works well with my main - Warrior.
With your build and my Warrior I have run NM Elite Dungeon Urgoz (with no death to me) in 30-40 min and complete Underworld in 45-50min. For a slow poke like me that felt fast!
The other benefit is that no cons are required with this build (or rarely) with my monkey. With my warrior I runs(OQcTE3O7N6m0hhh5gZ7ZCaXkUEA) with Apple/Cupcake though.
All my heroes are set to aggressive mode. They do the rest of the work. Hardly no deaths and even with over agro great survivability.
Only exception....Arachnis Haunt HM.
Nevertheless, congratulations again and thank you for posting these builds for us.
Reg
IGN Abadon Warcloud Thats great too hear that it works out for you aswell.
Having my team named the great refreshment since 55hp Monking is definately an honor, and indeed, not having to roll around with heroes having them reload diffrent Builds, gear and runes keeps the cost low, especially when you dont have to purchase cons either.
Oh, and if ever you want to do this, feel free too share your conquests on this thread (screens ^^)
Cheers mate!
Zephyr.
I am an active player since 2008. Your build(s) are the precise refreshment that have not been seen since 55HP monk build.
I want to congratulate you and your test subjects for a truly strong Hero setup, which can run most content NM/HM with little variation.
I play with all classes and have tested various combos. Your Z-Way build works naturally well with the Monk class, but my own testing shows that it your build also works well with my main - Warrior.
With your build and my Warrior I have run NM Elite Dungeon Urgoz (with no death to me) in 30-40 min and complete Underworld in 45-50min. For a slow poke like me that felt fast!
The other benefit is that no cons are required with this build (or rarely) with my monkey. With my warrior I runs(OQcTE3O7N6m0hhh5gZ7ZCaXkUEA) with Apple/Cupcake though.
All my heroes are set to aggressive mode. They do the rest of the work. Hardly no deaths and even with over agro great survivability.
Only exception....Arachnis Haunt HM.
Nevertheless, congratulations again and thank you for posting these builds for us.
Reg
IGN Abadon Warcloud Thats great too hear that it works out for you aswell.
Having my team named the great refreshment since 55hp Monking is definately an honor, and indeed, not having to roll around with heroes having them reload diffrent Builds, gear and runes keeps the cost low, especially when you dont have to purchase cons either.
Oh, and if ever you want to do this, feel free too share your conquests on this thread (screens ^^)
Cheers mate!
Zephyr.
Cruza
Hey Zephyr Thanks alot for this build. It is doing very well. I do have a few questions though.
1:What build would you recommenced me to run myself on my ranger while i use Z Way?
this is what i use atm
2:What heroes should i take when i want to do a 12man area with a friend like urgoz or the deep?
1:What build would you recommenced me to run myself on my ranger while i use Z Way?
this is what i use atm
2:What heroes should i take when i want to do a 12man area with a friend like urgoz or the deep?
Zephyr of Light
Hey cruza, that setup looks exactly hows it needs to be for DPS players.
As a ranger, bow would be your weapon of choice.
As bow wielder, my first concern wouldnt be damage, but more of "What can I do to support this team".
My first thought would be..
11+3+1 Wilderness Survival.
10+1 Expertise.
10 Command.
Practiced Stance + Choking Gas + Fallback + Stand Your Ground + 4 optionals.
Its basicly more anti caster pressure that affects a small area, which is just fine.
Otherwise maybe Barrage or Broad Head Arrow + Epidemic.
For the deep and urgoz, your setup looks just fine, if you bring a friend, you can let him take another healer (emo orso) and two extra mesmers.
As a ranger, bow would be your weapon of choice.
As bow wielder, my first concern wouldnt be damage, but more of "What can I do to support this team".
My first thought would be..
11+3+1 Wilderness Survival.
10+1 Expertise.
10 Command.
Practiced Stance + Choking Gas + Fallback + Stand Your Ground + 4 optionals.
Its basicly more anti caster pressure that affects a small area, which is just fine.
Otherwise maybe Barrage or Broad Head Arrow + Epidemic.
For the deep and urgoz, your setup looks just fine, if you bring a friend, you can let him take another healer (emo orso) and two extra mesmers.
Zephyr of Light
Nothing much of a real update, I haven't played in a while but found a screenshot worth posting.
The good part of this post is that you're now able to do 11 minute runs in Mallyx's Citadel.
This way requires atleast one mercenary hero.
Personal Record Time 674 seconds.
The good part of this post is that you're now able to do 11 minute runs in Mallyx's Citadel.
This way requires atleast one mercenary hero.
Personal Record Time 674 seconds.
Yllena
Definitely more relaxing than any teambuild I tried so far and very "beginner friendly" Sure, there are faster team builds, but those are either more specialized, require a lot more concentration/micro management or need cons to be really efficient in more difficult areas.
Finished all 6 to 8 man vanquishes with this teambuild without changing heroes even the slightest. The only thing I did change was build of my main (sin) so I dont get bored out of my mind. Tried out just about any kind of build except of shadow form builds
Thanks.
You mentioned Dervish in your first post. But you arent talking about any kind of healer build for Derv, are you? Im a bit confused there.
Btw, I noticed that if you play any kind of ranged or healer build, you can easily get the correct group formation by:
1. setting hero 3 (and 4) on aggro (as you mentioned in first post) then
2. pull closest target on range with call target
3. set flags for heroes 1 and 2 to the left and to the right of you and
4. step back a bit yourself so you are behind party
For those times I played "tank" I found this way easiest:
1. set hero 3 on aggro (as above) and start fight by
2. setting flags for heroes 1 and 2 on either side of you
3. cast up defensive stuff
4. then use some kind of shadow step to step right into mobs and call target once
So I wouldnt really say you are only limited to playing healer or ranged with this teambuild. At least not for vanquishing and areas like fow.
Finished all 6 to 8 man vanquishes with this teambuild without changing heroes even the slightest. The only thing I did change was build of my main (sin) so I dont get bored out of my mind. Tried out just about any kind of build except of shadow form builds
Thanks.
You mentioned Dervish in your first post. But you arent talking about any kind of healer build for Derv, are you? Im a bit confused there.
Btw, I noticed that if you play any kind of ranged or healer build, you can easily get the correct group formation by:
1. setting hero 3 (and 4) on aggro (as you mentioned in first post) then
2. pull closest target on range with call target
3. set flags for heroes 1 and 2 to the left and to the right of you and
4. step back a bit yourself so you are behind party
For those times I played "tank" I found this way easiest:
1. set hero 3 on aggro (as above) and start fight by
2. setting flags for heroes 1 and 2 on either side of you
3. cast up defensive stuff
4. then use some kind of shadow step to step right into mobs and call target once
So I wouldnt really say you are only limited to playing healer or ranged with this teambuild. At least not for vanquishing and areas like fow.
Zephyr of Light
Hey Yllena,
Thanks for trying out my setup, and i'm glad that its working out for you.
I haven't really made any dervish healer builds for example.
But i think its quite easy to look at the pvp derv healers, grab 16 wind prayers, grab strong heals maybe some pve skills and your good to go.
On the sin part of this story is that you could try too use this team diffrently, and using it for spike purposes (like how they do that in DoA etc.)
And youre correct, you dont have and can play many diffrent roles in this team.
Even warriors with "Save Yourselves!" can add real value to the team.
However, my personal preference is to play healer, if I make sure nobody dies, they can do their job.
Its all about how you want to use it.
Thanks for trying out my setup, and i'm glad that its working out for you.
I haven't really made any dervish healer builds for example.
But i think its quite easy to look at the pvp derv healers, grab 16 wind prayers, grab strong heals maybe some pve skills and your good to go.
On the sin part of this story is that you could try too use this team diffrently, and using it for spike purposes (like how they do that in DoA etc.)
And youre correct, you dont have and can play many diffrent roles in this team.
Even warriors with "Save Yourselves!" can add real value to the team.
However, my personal preference is to play healer, if I make sure nobody dies, they can do their job.
Its all about how you want to use it.
Shasgaliel
For me the usual stuff. How does it work with the when kappa attack HM quest? I find that build can be divided into two categories. Those with which this quest is doable or those with which it is almost impossible. There is almost no middle ground. Have you tried this quest already?
Zephyr of Light
I think you shouldn't find any real problems.
They key thing to do is to "pre-activate" Panic, and target the most centered enemy if the group.
Maybe micro the ST beforehand with the keybinded first 3 skills on its bar (ST>Shelter>Displacement)
I haven't tried the quest (Probably a bunch of Water Ele's, so try to CC emidiatly or Dodge the Maelstrom's).
Otherwise then that I dont see any reason how 3 AoE Anti Casters aren't be able to handle that when it counters every proffession of the game.
They key thing to do is to "pre-activate" Panic, and target the most centered enemy if the group.
Maybe micro the ST beforehand with the keybinded first 3 skills on its bar (ST>Shelter>Displacement)
I haven't tried the quest (Probably a bunch of Water Ele's, so try to CC emidiatly or Dodge the Maelstrom's).
Otherwise then that I dont see any reason how 3 AoE Anti Casters aren't be able to handle that when it counters every proffession of the game.
jague
I'm playing a ranger, and i'm rly loving this team setup. Currently doing WoC HM with it. As you said, you completed WoC HM with them, for the 4 man quests, did you just take some of these heros, or did you use a complete other setup?
Thx in advance & keep up the good work!
Thx in advance & keep up the good work!
Zephyr of Light
Aye, with the 4 man party size this team definately wont function as described (6-8 man party's only)
shing jea WoC HM is definately (and imo) the hardest area of the entire game.
For that reason and due Z-Way not being optimalized for 4 man's
I recommend using a SoS, Ritual Lord/SoGM and a IV.
Disc or Sabway should work too but definately requires either Cons, Tengu Flares, or zone specific Builds to deal with those hard area's.
You even might want to consider asking a friend to come along (prominently Sin Tank to ease up the strain.)
But once you get past the 4 man size party's, Z-Way becomes viable to deal with everything else further on.
shing jea WoC HM is definately (and imo) the hardest area of the entire game.
For that reason and due Z-Way not being optimalized for 4 man's
I recommend using a SoS, Ritual Lord/SoGM and a IV.
Disc or Sabway should work too but definately requires either Cons, Tengu Flares, or zone specific Builds to deal with those hard area's.
You even might want to consider asking a friend to come along (prominently Sin Tank to ease up the strain.)
But once you get past the 4 man size party's, Z-Way becomes viable to deal with everything else further on.
YBlaze
So i'm back to the game after long brake. Surprised that we can use now 7 heroes, i found your thread and i have a question.
I'm playing monk, i'm gonna play with my friend ( ranger ), so who should i kick from normal team(without mercs) to keep your build viable?
I'll be healing ofc, but sometimes on easier vanqs or something i would also go with something more offensive ( roj ftw ), so what would be your choices with 1 healer+1 dps, and 2dps human team?
I'm playing monk, i'm gonna play with my friend ( ranger ), so who should i kick from normal team(without mercs) to keep your build viable?
I'll be healing ofc, but sometimes on easier vanqs or something i would also go with something more offensive ( roj ftw ), so what would be your choices with 1 healer+1 dps, and 2dps human team?
Zephyr of Light
Assuming you have no mercanaries.
And assuming you in this case are Healer, and ur buddy DPS.
It should look a bit like this :
You
ST
IV Resto
Panic
E/Me ER
Optional (Inep or Esurge).
Ineptitude.
You're Buddy.
Assuming you are the DPS with ur friend.
You
ST
IV Resto
RM Resto or E/mo (bars supplied in optional hero part)
Inep
Panic
Esurge or Inep.
You're Buddy.
Either of those options are suited to what you think you may need more in the area's you gonna play in .
For 6 man party teams, I do recommend that as Monk you should go heal. (always the better option imo, other classes tend to DPS just a bit better)
You - Heal
ST
IV - IF you think you can handle it, drop for E/Me or Inep/Esurge.
Inep
Panic
You're Buddy.
Hope this gives you some idea on what changes you could make.
edit : i do really recommend to Keybind you're ST described on my first page.
Its basicly an extention of your own skill bar that allows you to instantly do :
party wide blocking(75%) and damage taken capped to 10% per hit.
And assuming you in this case are Healer, and ur buddy DPS.
It should look a bit like this :
You
ST
IV Resto
Panic
E/Me ER
Optional (Inep or Esurge).
Ineptitude.
You're Buddy.
Assuming you are the DPS with ur friend.
You
ST
IV Resto
RM Resto or E/mo (bars supplied in optional hero part)
Inep
Panic
Esurge or Inep.
You're Buddy.
Either of those options are suited to what you think you may need more in the area's you gonna play in .
For 6 man party teams, I do recommend that as Monk you should go heal. (always the better option imo, other classes tend to DPS just a bit better)
You - Heal
ST
IV - IF you think you can handle it, drop for E/Me or Inep/Esurge.
Inep
Panic
You're Buddy.
Hope this gives you some idea on what changes you could make.
edit : i do really recommend to Keybind you're ST described on my first page.
Its basicly an extention of your own skill bar that allows you to instantly do :
party wide blocking(75%) and damage taken capped to 10% per hit.
Zephyr of Light
Update 3.0 :
Cleaned up the cluttering walls of texts a bit.
Added New Team Display.
Added New Template Codes.
Added player healer templates for all healing classes
Added DPS player team.
Added Optional Skills.
Added New Weapon Set (Staff)
Enjoy, hope this makes it a bit clearer on what you can do with it
Cleaned up the cluttering walls of texts a bit.
Added New Team Display.
Added New Template Codes.
Added player healer templates for all healing classes
Added DPS player team.
Added Optional Skills.
Added New Weapon Set (Staff)
Enjoy, hope this makes it a bit clearer on what you can do with it
ruk1a
^____^ nice update, saw your post on a new hope
Nimma
I really like your hero-teambuilds. Been using Z-way for some months now One question though: where/how do you flag your heroes in The Eternal Grove HM? Having a hard time there.
Thanks for your awnser!
Thanks for your awnser!
Zephyr of Light
Quote:
Originally Posted by Nimma
Thanks for your awnser! Hello Nimma,
Eternal Grove may prove hard to complete with heroes as you have to trust them outside compass range to do their job, it involves alot of flagging.
I'v made a map of where to flag you're heroes in the waves you'll be up against.
Flag you're heroes in the Cyan/Blue spot when you start the mission.
In the ''turtle wave'' indicated with red dots is where you'll be flagging your party to in order too defeat the turtles. (Only when they are announced to spawn!)
If Northern or Southern turtle has died, reflag that sides party too their Cyan/Blue spot.
If the Western turtle spawns, unflagg everything and flag them all toghether to the Western turtle point. (after making sure their own side has been cleared!)
If that turtle is dead, reflag them back to their own original Cyan/Blue position.
Once all the turtles has been dealt with, Afflicted will appear heading for the tree's.
At that phase you will be needed to flag you're heroes in the Green zone.
This phase is also more straight forward and requires no further flagging as they will take the same path, endure and conquer.
Having them in the green zone allows the healers, emo and st to protect both sides more effectivly, aswell the Tree Singers (for bonus)
The best way of splitting up is making sure either side has :
2 DPS (Inep + Esurge)
1 Prot (Emo / ST)
1 Healer (N/Rt)
As you'll act as either DPS or Healing, the choice is yours on what you want on you're side to have, aslong the other side suits the conditions required (1healer + 1 prot & 2 dps)
If you still have problems feel free too comment again!
Goodluck
rickyf16aus
Thank you so much with the help of your build and lots and lots of practice and guides i was finally able to solo DoA in normal mode. I have dreamed for so long to be able to do this. After lots of attempts and build tweaking and multiple profession switches I finally killed Mallyx with the help of a conset I love your builds!
greenough
Quote:
Originally Posted by Nimma
I really like your hero-teambuilds. Been using Z-way for some months now One question though: where/how do you flag your heroes in The Eternal Grove HM? Having a hard time there.
Thanks for your awnser! Recorded this today, first try so pretty sloppy but you can get a good idea.
https://youtu.be/nNwCedfhCTY
Thanks for your awnser! Recorded this today, first try so pretty sloppy but you can get a good idea.
https://youtu.be/nNwCedfhCTY
Life Bringing
Quote:
Originally Posted by Zephyr of Light
Nothing much of a real update, I haven't played in a while but found a screenshot worth posting.
The good part of this post is that you're now able to do 11 minute runs in Mallyx's Citadel.
This way requires atleast one mercenary hero.
Personal Record Time 674 seconds.
http://i61.tinypic.com/23rwg06.jpg So I'm still doubting the optimization of this build, especially the player bar. I was just able to finish the first part of mallyx at /age 9, and that's with whatever bars I already had. If I was to optimize for mallyx I could probably get 8, and tbh this area doesn't really favor my builds. I get that the mostly afk part of this is a draw, but I don't understand how that speaks to the build when playing GW is what you want to be doing.
Edit: Scratch that, after some tinkering I don't think 8 is doable.
The good part of this post is that you're now able to do 11 minute runs in Mallyx's Citadel.
This way requires atleast one mercenary hero.
Personal Record Time 674 seconds.
http://i61.tinypic.com/23rwg06.jpg So I'm still doubting the optimization of this build, especially the player bar. I was just able to finish the first part of mallyx at /age 9, and that's with whatever bars I already had. If I was to optimize for mallyx I could probably get 8, and tbh this area doesn't really favor my builds. I get that the mostly afk part of this is a draw, but I don't understand how that speaks to the build when playing GW is what you want to be doing.
Edit: Scratch that, after some tinkering I don't think 8 is doable.
Life Bringing
Quote:
Originally Posted by Zephyr of Light
Hey life bringer,
The optimization is as good and true as I could possibly make it by resembling the initial Z-Way team.
The player build is mostly too provide enchantments (since the idea is for you too AFK all waves for farming purposes) for the Infuse elementist, which makes the Infuse capable of restoring back too full health with a random spell cast after using Infuse Health.
The reason you are getting faster times is most likely because you are participating in dealing damage other then being "AFK", which ofcourse a player always does better then a single hero.
And if hero placement is spot on, the chances of surviving all waves is easily 90%.
But id love too hear input for improvements, especially for Hard Mode as that has proven very very hard to do, and nearly impossible.
(Trust me, iv tried over 30 diffrent types of setups) I guess the point I'm making is that if you are capable of essentially afking all these areas/bosses/fights, then by definition the build is not optimized because you are not utilizing your 8th(and, as you said, highest potential) party member. This likely means that the setup is overly defensive, and could be improved by increasing the offensive capabilities of the team.
The one thing I notice right off the bat is that you have so many interrupts packed across the bars that there is no way that they can all be used. The shutdown is simply too great for all but the most dense caster mobs, and even when considering those, the spells that might get through aren't damaging enough to the team to bother with interrupting them.
The optimization is as good and true as I could possibly make it by resembling the initial Z-Way team.
The player build is mostly too provide enchantments (since the idea is for you too AFK all waves for farming purposes) for the Infuse elementist, which makes the Infuse capable of restoring back too full health with a random spell cast after using Infuse Health.
The reason you are getting faster times is most likely because you are participating in dealing damage other then being "AFK", which ofcourse a player always does better then a single hero.
And if hero placement is spot on, the chances of surviving all waves is easily 90%.
But id love too hear input for improvements, especially for Hard Mode as that has proven very very hard to do, and nearly impossible.
(Trust me, iv tried over 30 diffrent types of setups) I guess the point I'm making is that if you are capable of essentially afking all these areas/bosses/fights, then by definition the build is not optimized because you are not utilizing your 8th(and, as you said, highest potential) party member. This likely means that the setup is overly defensive, and could be improved by increasing the offensive capabilities of the team.
The one thing I notice right off the bat is that you have so many interrupts packed across the bars that there is no way that they can all be used. The shutdown is simply too great for all but the most dense caster mobs, and even when considering those, the spells that might get through aren't damaging enough to the team to bother with interrupting them.
Zephyr of Light
Quote:
Originally Posted by Life Bringing
I guess the point I'm making is that if you are capable of essentially afking all these areas/bosses/fights, then by definition the build is not optimized because you are not utilizing your 8th(and, as you said, highest potential) party member. This likely means that the setup is overly defensive, and could be improved by increasing the offensive capabilities of the team.
The one thing I notice right off the bat is that you have so many interrupts packed across the bars that there is no way that they can all be used. The shutdown is simply too great for all but the most dense caster mobs, and even when considering those, the spells that might get through aren't damaging enough to the team to bother with interrupting them.
I understand your concerns and has indeed been brought up earlier regarding the Defense/Offense ratio.
But everything lays in the details, the entire team is woven into eachother too provide solid Defense and crowd controll while they take turns interrupting the enemy skills, this way especially in longer fights like high health boss fights is that the target will be shut down for a very long period of time, more precisely till the target dies.
The first thing it will provide is damage migitation towards your team so they last longer and are able to do what they are made for.
I agree with the fact that this team is more of a stand-alone group that excludes you to do its job, Physical Support teams is the other way around and solely is there to provide benefits for the player other the being able to deal with things themselves.
This however allows the player too play whatever his heart desires, may it be Damage or Healing, a marksman necromancer or fire casting ranger.
However I do disagree with the fact that spells that may leak through would not be dangerous, especially in Hard Mode and prominently in Domain of Anguish, and versus any Mesmer or Elementist.
Dont forget that the real hard enemies have over 22-24 points in their skill tree's, and without the propper Protection or controll you will simply get overwhelmed for example in the area of Forgewright.
On the offensive part of the team I agree and disagree, choosing to take for example two Fire elementists for Bogroots will indeed show that that may prove more efficiƫnt as you'll be facing enemies with a lower resistance to Fire.
But that only stops there, do make note that all sources of damage this team does is armor ignoring, and all damage on every single enemy will be the same in any situation and in any area, whether their armor is 60 or 225.
Also make note that there is so much AoE damage in this team (almost primairly) that it wont matter if you hit a single target, or 40 enemies balled toghether, they all will drop at the same rate.
Thank you for the feedback which always is much appreciated, but if you can tell me which other skills too take for my mesmers too fill the "lack of offense" gap you feel is present, then please let me know.
Zephyr.
The one thing I notice right off the bat is that you have so many interrupts packed across the bars that there is no way that they can all be used. The shutdown is simply too great for all but the most dense caster mobs, and even when considering those, the spells that might get through aren't damaging enough to the team to bother with interrupting them.
I understand your concerns and has indeed been brought up earlier regarding the Defense/Offense ratio.
But everything lays in the details, the entire team is woven into eachother too provide solid Defense and crowd controll while they take turns interrupting the enemy skills, this way especially in longer fights like high health boss fights is that the target will be shut down for a very long period of time, more precisely till the target dies.
The first thing it will provide is damage migitation towards your team so they last longer and are able to do what they are made for.
I agree with the fact that this team is more of a stand-alone group that excludes you to do its job, Physical Support teams is the other way around and solely is there to provide benefits for the player other the being able to deal with things themselves.
This however allows the player too play whatever his heart desires, may it be Damage or Healing, a marksman necromancer or fire casting ranger.
However I do disagree with the fact that spells that may leak through would not be dangerous, especially in Hard Mode and prominently in Domain of Anguish, and versus any Mesmer or Elementist.
Dont forget that the real hard enemies have over 22-24 points in their skill tree's, and without the propper Protection or controll you will simply get overwhelmed for example in the area of Forgewright.
On the offensive part of the team I agree and disagree, choosing to take for example two Fire elementists for Bogroots will indeed show that that may prove more efficiƫnt as you'll be facing enemies with a lower resistance to Fire.
But that only stops there, do make note that all sources of damage this team does is armor ignoring, and all damage on every single enemy will be the same in any situation and in any area, whether their armor is 60 or 225.
Also make note that there is so much AoE damage in this team (almost primairly) that it wont matter if you hit a single target, or 40 enemies balled toghether, they all will drop at the same rate.
Thank you for the feedback which always is much appreciated, but if you can tell me which other skills too take for my mesmers too fill the "lack of offense" gap you feel is present, then please let me know.
Zephyr.
Nimma
Quote:
Originally Posted by Zephyr of Light
Eternal Grove may prove hard to complete with heroes as you have to trust them outside compass range to do their job, it involves alot of flagging.
I'v made a map of where to flag you're heroes in the waves you'll be up against.
Flag you're heroes in the Cyan/Blue spot when you start the mission.
In the ''turtle wave'' indicated with red dots is where you'll be flagging your party to in order too defeat the turtles. (Only when they are announced to spawn!)
If Northern or Southern turtle has died, reflag that sides party too their Cyan/Blue spot.
If the Western turtle spawns, unflagg everything and flag them all toghether to the Western turtle point. (after making sure their own side has been cleared!)
If that turtle is dead, reflag them back to their own original Cyan/Blue position.
Once all the turtles has been dealt with, Afflicted will appear heading for the tree's.
At that phase you will be needed to flag you're heroes in the Green zone.
This phase is also more straight forward and requires no further flagging as they will take the same path, endure and conquer.
Having them in the green zone allows the healers, emo and st to protect both sides more effectivly, aswell the Tree Singers (for bonus)
The best way of splitting up is making sure either side has :
2 DPS (Inep + Esurge)
1 Prot (Emo / ST)
1 Healer (N/Rt)
As you'll act as either DPS or Healing, the choice is yours on what you want on you're side to have, aslong the other side suits the conditions required (1healer + 1 prot & 2 dps)
http://i58.tinypic.com/3dabm.jpg
If you still have problems feel free too comment again!
Goodluck Quote: