This is the summoner tombs group build (read on before you think I'm crazily noobish):
R/N - Sniper (choking gas, incendiary arrows)/ Blood is Power (nothing into blood)
W/N - Axe Warrior (with shouts)/ Blood is Power (nothing into blood)
N/Me - Summon (bone fiends only)/ Energy Drain (arcane echo + energy drain)
N/Me - Summon (bone fiends only)/ Energy Drain (arcane echo + energy drain)
Mo/E - Resurrection (restore life)/ Normal Heals (includes healing seed)
Mo/E - Resurrection (restore life)/ Normal Heals (includes healing seed)
R/Mo - Spirits/ Oath Shot
E/N - Wards/ Maelstrom/ Enchantment Removal - (helps summons, and maelstrom helps taking altars, etc.)
The strategy is this:
The ranger drops spirits which help the summons, and help the players. Such spirits are:
- Quickening Zephyr (quickens the minnion production.)
- Predatory Season (allow the summons to have some self-heals, and this also reduces your opponents' heals.)
- Favorable Winds (The bone fiends shoot arrows, I think. Correct me if I'm wrong.)
- Nature's Renewal (To mass strip the opponents.)
- Winnowing (Extra damage for the summons.)
The elementalist/monk is there to throw down wards (ward against the elements, ward against harm, and ward against melee). The e/mo also uses maelstrom (for anti-casting and helps taking altars), and basically anything that comes in handy.
Two characters should have unlimited resurrection (the monks) so when you are done creating your army, you can stop channeling the unyielding aura, no death penalty occurs, and you resurrect your allies normally.
The ranger and warrior using blood is power act like a normal ranger, and a normal warrior. The warrior is tactics based and uses an axe; he will cripple relic runners, run after players, etc... warrior usually don't take the focus fire as they are expected to take the least damage (players may not expect the warrior to be the one who sacrifised himself). The ranger is used like a normal ranger, and is there just to target a person and keep him locked down and low on health. Choking gas also comes in handy while taking the altar (if you target the middle, everyone starts taking the extra damage and counter-spelling).
Tombs Group Build - Ever Seen Over 100 Bone Fiends? Literally...
Canadian
knives
Quote:
Zeru
Lulus build of 2 bip sacrificers, 2 ressers, 2 minioners, and 2 monks was better.
Anyway this is about a month late and with spirits running around you are basically entering a very bad gamble that nobody brings EoE, which tears this to pieces.
Anyway this is about a month late and with spirits running around you are basically entering a very bad gamble that nobody brings EoE, which tears this to pieces.
Enigmatics
And that particular vereta spell that makes your minion's masterless. Granted you can counter with the same spell. One way to counter edge of extinction is just to use a few healing seeds.
Canadian
Yeh, I shouldn't have posted so hastily. Didn't realise that this has already been done... as well as... I should've looked over the options I have to make this better (just posted what I saw as soon as I saw it)... woops ><;
Anyways, if I have time I'll revamp what I have here (since I can't delete it...) and make it viable (and possible try to make it unique in some manner).
Anyways, if I have time I'll revamp what I have here (since I can't delete it...) and make it viable (and possible try to make it unique in some manner).
UberRusty
With the new rage of Smiting Groups AND Ranger groups, Minion builds are easily destroyed. Unless of course.. you make enough of them for a one hit kill. n_n
Played in a minion group with UCG, they were terribly disappointed afterwards.
Played in a minion group with UCG, they were terribly disappointed afterwards.
Canadian
Quote:
Originally Posted by UberRusty
With the new rage of Smiting Groups AND Ranger groups, Minion builds are easily destroyed. Unless of course.. you make enough of them for a one hit kill. n_n
Played in a minion group with UCG, they were terribly disappointed afterwards.
In masses they can stand up to smiting, but yeh... it does hurt the minnions a lot.
I haven't exactly put this build into practice, but it's mostly for fun. I'd like to try it sometime (hopefully I can get my guild or some friends to do it with me) and see how it goes.
Played in a minion group with UCG, they were terribly disappointed afterwards.
In masses they can stand up to smiting, but yeh... it does hurt the minnions a lot.
I haven't exactly put this build into practice, but it's mostly for fun. I'd like to try it sometime (hopefully I can get my guild or some friends to do it with me) and see how it goes.
UberRusty
Good thing about this build is that you plonk down Favourable Winds and you kill the "Forgotten" team in around 30 seconds.
Tom und Metti
Quote:
Originally Posted by Canadian
In masses they can stand up to smiting, but yeh... it does hurt the minnions a lot.
Well the last builds i have seen in tombs nearly allways use one subsmiter(ele/mo). he just need 1 warrior (Zealot's Fire + draw condition spamm/ Balthazar's Aura) in your minions and they are done .
Canadian
Quote:
Originally Posted by Tom und Metti
Well the last builds i have seen in tombs nearly allways use one subsmiter(ele/mo). he just need 1 warrior (Zealot's Fire + draw condition spamm/ Balthazar's Aura) in your minions and they are done .
Subsmiter? What do you mean by that? Do you mean monk secondary?
Most smiters are elementalist/monk for the draw conditions spam. Yes, they do kill the minions quicker than almost anything else, but with this build you will have a lot of minions (yes, I do realise the smiters can tear through the minions).
This build is kinda' for fun...
Most smiters are elementalist/monk for the draw conditions spam. Yes, they do kill the minions quicker than almost anything else, but with this build you will have a lot of minions (yes, I do realise the smiters can tear through the minions).
This build is kinda' for fun...