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Old Jan 23, 2006, 12:18 AM // 00:18   #41
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i have done this with teams similar to ORO
1 mm
1 ss
(no 1 war) 1 echo nuker
2 monks, both full heal, prot has too many enchants that end up doing more damage then healing, plus HEAL AREA IS KING IN THIS PLACE, ball up when pulling mobs from the siege worms
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Old Jan 23, 2006, 12:34 AM // 00:34   #42
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I know i'm biased but i'm amazed people are missing mesmers out. They are the only class in which the the new monster skill does'nt effect, can shut down the wurms etc etc.. Two of them in a team makes the job a lot easier.
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Old Jan 23, 2006, 03:23 AM // 03:23   #43
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Quote:
I know i'm biased but i'm amazed people are missing mesmers out. They are the only class in which the the new monster skill does'nt effect, can shut down the wurms etc etc.. Two of them in a team makes the job a lot easier.
This is true . I have said repeatedly a mesmer in a team could work wonders . They can "nuke " just as well as any elementalist ( we had one in our team and he killed the dryders using conjure and wastrel's worry ) and he can efectively shut down enemy mesmers - not forgetting the ever powerful energy surge , a marvelous elite .

let's not forget : you're up against mesmer-mobs ,so what better to bring then a mesmer yourself ??
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Old Jan 23, 2006, 04:08 AM // 04:08   #44
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Addendum to my previous post, after playing through again in a 6-man team (tank, int ranger, SS necro, MM necro, 2 healers):

Interruption Ranger: Practiced Stance + Choking Gas is LOVELY. When you can get the Scythes, ghostly horsemen, and flame spiders in a bunch (which they usually are when you pull right), you can interrupt a fair amount of the entire group's spells, and with the stance you can keep the prep on full time. Choking Gas can get interrupted by the mesmers (perhaps I should bring an anti-interrupt stance, dunno how that would conflict with Practiced), so as backup interrupts I brought Savage Shot and Power Drain, which were best used for countering the Scythes' Spirit of Failure and the spiders' Fireball and Meteor Shower. Savage Shot or a similar quick-recharge interrupt can also completely shut down the Siege Wurms, to the monks' relief. Throw in Favorable Winds to make Savage Shot and Choking Gas even more effective. Only problem was that I found myself advancing too much to keep the mesmers under fire and becoming the focus of the warriors' attacks, or even worse aggroing a group (I pulled some pretty stupid stuff down there).

Minion Master: Minions work very well- we had one summoning Bone Fiends, which both added to our damage (especially since they benefited from Favorable Winds) and gave the squishies a target to duck behind when things got dicey.

Our 6-man group was amazing (only 6 deaths in the first 3 levels), unfortunately we died due to a bad pull early on in HoH
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Old Jan 23, 2006, 06:55 AM // 06:55   #45
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i dont think MM are effected by fav winds
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Old Jan 23, 2006, 08:33 AM // 08:33   #46
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I've completed this team with some of my guild members one time. It took me around 2 hours though, as someone said before: you need to take it slow and don't aggro too much.

We used a Ranger Spike Team of 4 Rangers, 2 Archer Henchmen and 2 Healer Henchmen. We finished the last three bosses with no death penalty, however: the henchmen had 60%.
We found Victo's Axe, Wenslauss' Faith and Torment or something.

The following evening we tried it again with 3 rangers [1x Punishing Shot 2x Barrage] a Necromancer [minion master] and the same 2x Archer Henchmen and 2x Healer Henchmen. Our third Ranger switched to R/N and brought Blood Ritual. This time my internet crashed when we were about to enter Courtyard.

I suggest people to take 5 or 6 Ranger Spikers, 1 or 2 Monks and an Order Necromancer. You can switch between Spikers and Barrage(/Trappers).

Take your time for this run, it gets really boring. Same groups of enemies for 2 hours.


ps. Several golden items, Globs of Ectoplasm, Storm Bows, Eternal Bows and Eternal Shields dropped for us during this run. And bring Phantom Keys, as there are 2++ chests.
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Old Jan 23, 2006, 08:57 AM // 08:57   #47
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i've tryed with my boon prot (with 1 other monk) and works very well... stay behind the group to avoid the few stripping of the boon

Offering of Blood [Elite] (Blood Magic)
Reversal of Fortune (Protection Prayers)
Guardian (Protection Prayers)
Mend Ailment (Protection Prayers)
Signet of Devotion (Divine Favor)
Holy Veil (Monk other)
Divine Boon (Divine Favor)
Rebirth (Protection Prayers)
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Old Jan 23, 2006, 09:13 AM // 09:13   #48
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I have completed it 6 times as a Boon Prot it is nice. Your role is basically just to stop people from losing health in the first place and to save someone if they are about to die. In most cases you are the last one standing if somthing does go horribly wrong so it is your job to bring the party back to life.

Skills are;

1. Divine Boon
2. Offering of Blood
3. Mend Ailment
4. Reversal Of Fortune
5. Protective Spirit
6. Guardian
7. Shielding Hands
8. Rebirth

My team consists of

1 Stance Tank W/Me
3 Monks (2 Healing and 1 Boon Prot or 2 Boon prot 1 healing)
2 Nukers (2 Fire or 1 fire and 1 water for slowing)
1 SS Necro
1 MM Necro


Yes 2 Mesmers would be nice for interupting, as would rangers. This is a much safer and easier option but it is also a much SLOWER option.
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Old Jan 23, 2006, 11:33 AM // 11:33   #49
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Not sure if its been done, or if it'd be effective, but anyone thought of doing bombadiers with cripplers build?
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Old Jan 23, 2006, 11:37 AM // 11:37   #50
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After much testing here is what I found works best for my SS necro centered around damage.

Arcane Echo
SS
Suffering
Desecrate Enchantments
Shatter Hex (great for high damage around tanks as well as keeping monks free and clear of Backfire/Empathy..I usually echo this around bosses or the riders)
Spinal Shivers (For Wurms, however if running with a team that has some rangers with interrupts I dump this for Mantra of Concentration or Resolve...whichever tickles my fancy at the time)
Blood Ritual
Rez Sig

Running 9 dom, 16 curses, i think maybe 3 in blood, rest in soul reaping

Last edited by Loralai; Jan 23, 2006 at 11:41 AM // 11:41..
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Old Jan 23, 2006, 11:44 AM // 11:44   #51
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i dont remember the first 2 builds i beat it with , the third i was op ( not counting all those we died after 2 min inside , this one we got greens )

3 eles ( nukage )
1 warrior ( left at yard )
2 monks ( heal and prot )
1 necro ( SS dont know what he was doing )
1 ranger ( traper interrupter )

after tank left , traper was salvation ... hard but fun run
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Old Jan 23, 2006, 03:08 PM // 15:08   #52
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Time is of most importance when it comes to the run, if you ask me. We have done atleast 4 successfull trips, and have the time down to about 2-3 hours or less actual playtime. We perfer 7 man team, and teamspeak or such is required.

I have been on many a team build that has failed, but this was very effective.
We have only failed 1 time with this build, i believe...

2 Trappers, all 4 traps required
1 Mesmer - interupt
1 Necro - SS
2 Monks - almost all healing
1 Ele - fire

We also did 1 run with a ranger as main interupt and no mesmer... but seemed alittle less effective.

Team work is manditory... 1 person slips the whole team can fall...

Note there is no Warrior in build at all. Ran with 1 once, but all they did was pull...
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Old Jan 23, 2006, 03:23 PM // 15:23   #53
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Quote:
Originally Posted by Loralai
After much testing here is what I found works best for my SS necro centered around damage.

Arcane Echo
SS
Suffering
Desecrate Enchantments
Shatter Hex (great for high damage around tanks as well as keeping monks free and clear of Backfire/Empathy..I usually echo this around bosses or the riders)
Spinal Shivers (For Wurms, however if running with a team that has some rangers with interrupts I dump this for Mantra of Concentration or Resolve...whichever tickles my fancy at the time)
Blood Ritual
Rez Sig

Running 9 dom, 16 curses, i think maybe 3 in blood, rest in soul reaping


For My SS I ran the following... worked very very well,

Awaiken blood
Well Blood
Spite Spirit
Arcane Echo
Mantra Resolve
Power Spike
Blood Ritual
Rez Signet

16 Curses, 9 blood, 8 insperation, 8 soul reap... i think....
Run with 20/20 curse offhand and 20/20 insperation weapon...

My build rains SS on everything... i usualy get up 4 or more in a row... and at 41 dmg....
Use Power Spike to regain energy.... and you need a few seconds to prep before attack, while pulling, so ur energy is ready to start spamming...

Also can run Leach Signet instead of BR for more energy.... and BR with blood 3... u use more energy then their total regain I'm guessing...

I tried many combinations, but for me, this seemed best...

Last edited by max gladius; Jan 24, 2006 at 01:57 PM // 13:57..
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Old Jan 23, 2006, 03:46 PM // 15:46   #54
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See this is where a little more thought on how the team came together helps.
With 3 ele bombers (wouldn't have hurt to have one more ward/defensive in such a line-up) what is SS going to do? You're knocking them around and killing them enmasse, so what enemy is acting for a reasonable period of time to soak up the damage? Any stragglers the eles are firing up with DD too.

Here a MM necro >> SS necro, leverage the bodies piling up.

grats for 2 monks, I dont get need for 3 (once again build dependent)
though with the way some people seem to drop maybe not bad idea

some monks suggest prot not so good/useless down there
tho as long as you watch the render mobs and other chars aren't predominately ?/mo shouldn't be that bad (finger strips otherwise)


Quote:
Originally Posted by neoteo
i dont remember the first 2 builds i beat it with , the third i was op ( not counting all those we died after 2 min inside , this one we got greens )

3 eles ( nukage )
1 warrior ( left at yard )
2 monks ( heal and prot )
1 necro ( SS dont know what he was doing )
1 ranger ( traper interrupter )

after tank left , traper was salvation ... hard but fun run

Last edited by CKaz; Jan 23, 2006 at 04:01 PM // 16:01..
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Old Jan 23, 2006, 03:57 PM // 15:57   #55
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Quote:
Originally Posted by SirJackassIII
W/R and W/N don't get their enchantments shattered, but it might be best not to be either of those. W/R can't evade or block attack, so stances are useless, and W/N will cause the monsters with Finger of Chaos to lose a hex everytime they hit the W/N. W/E or W/Me is the best choice really...
Depends on your build.

I'd argue W/N is very solid - keep blind off easily, but yeah in a certain group.
ie 1-2 bombing eles, a warder ele, MM necro, 2-3 monks, the W/N, maybe a trapper or something else, but yeah not a HEXer (no SS'er).

SS'ers aren't required here, indeed I took my SS down one time but things werent staying alive with a couple ele bombers to do great soakage. Flip-side if you don't have the ele bombers go with some soakage.

But for this discussion W/N is a quality choice to get rid of the conditions, providing your team isnt leveraging hexes (so you wouldn't have a W/N and ice ele either - stick with earth in that case)

Of course the odds PUGs are going into the level of detail... more for those of us who think about builds a lot. Still think Anet ripped the Mesmer off where he has little that shouts group defense/offense/support. Yes he can own individual mobs and even as is lends more to a group then gets credit for but I really hope for chapter2 they spread the mesmer wings a little bit. Not having any way to benefit an ally or partys mana pool I think is still a big oversight among some other features this class should really have.
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Old Jan 23, 2006, 04:03 PM // 16:03   #56
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Moderator - as this wkend is completed yet Tombs will remain changed, this should eventually live somewhere else perhaps?
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Old Jan 24, 2006, 09:17 AM // 09:17   #57
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I've done this run two times now, best worked with the following:

4x Ranger / Monk
  • Punishing Shot [Elite]
  • Read the Wind
  • Dual Shot
  • Savage Shot / Distracting Shot
  • Whirling Defense
  • Random Spell [I used Throw Dirt]
  • Spirit [Favorable Winds / Winnowing]
  • Rebirth

1x Ranger / Necromancer
  • Punishing Shot [Elite]
  • Read the Wind
  • Dual Shot
  • Savage Shot / Distracting Shot
  • Whirling Defense
  • Blood Ritual
  • Spirit [Favorable Winds / Winnowing]
  • Resurrection Signet

1x Necromancer / Monk
  • Consume Corpses
  • Suffering
  • Animate Bonefiend
  • ?
  • ?
  • ?
  • ?
  • Rebirth

Sorry for this build, I never played Necromancer and don't know all the spells. Our Necromancer was just a Minion Master + spells like Suffering

2x Monk / Necromancer
  • Offering of Blood [Elite]
  • Reversal of Fortune
  • Mend Ailment
  • Guardian
  • Protective Spirit
  • Signet of Devotion
  • Divine Boon
  • Rebirth

I think this was pretty much it, of course you can bring changes to all character-builds. I just used the most important skills, the rest is free to choose.
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Old Jan 24, 2006, 10:53 AM // 10:53   #58
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Quote:
Originally Posted by max gladius
For My SS I ran the following... worked very very well,

Awaiken blood
Well Blood
Spite Spirit
Arcane Echo
Mantra Resolve
Power Spike
Blood Ritual
Rez Signet

16 Curses, 8 blood, 8 insperation, 8 soul reap... i think....
Run with 20/20 curse offhand and 20/20 insperation weapon...

My build rains SS on everything... i usualy get up 4 or more in a row... and at 41 dmg....
Use Power Spike to regain energy.... and you need a few seconds to prep before attack, while pulling, so ur energy is ready to start spamming...

Also can run Leach Signet instead of BR for more energy.... and BR with blood 3... u use more energy then their total regain I'm guessing...

I tried many combinations, but for me, this seemed best...
As for SS, I usually get out 5...also use 20/20 collectors. Just a personal choice to throw suffering on the group for the longlasting health degen as opposed to the extra 4 damage gained with Awaken. Either is good I think.

You are probably right about the BR, personally I think everyone should be accustomed to developing their own energy efficient builds and leaving me to open up a new skill slot for damage, but it's expected for a necro to take BR, so I do for that fact. Otherwise I'd leave it out completely.
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Old Jan 24, 2006, 01:54 PM // 13:54   #59
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Quote:
Originally Posted by Loralai
As for SS, I usually get out 5...also use 20/20 collectors. Just a personal choice to throw suffering on the group for the longlasting health degen as opposed to the extra 4 damage gained with Awaken. Either is good I think.

You are probably right about the BR, personally I think everyone should be accustomed to developing their own energy efficient builds and leaving me to open up a new skill slot for damage, but it's expected for a necro to take BR, so I do for that fact. Otherwise I'd leave it out completely.
I mainly use BR to charge the Trappers, and the mesmer and ele while they are taking down worms... mesmer can make his own.. but +3 regen is +3 regen... also if rez is needed by monks, i like to help them before they OOB themselves... suffering takes a bit of energy and our mesmer is degen/interupt... so if we r dealing with a run away he Conj Fanth them and what not...

Your right about people expecting BR.... Ive gone on groups where people got pissed cause i didnt have it, not just here, but other parts of game... Like our whole purpose is to give them engergy, as they think monks r just there to cast healing breeze and heal party....

With my party, the monks r pretty good about charging themselves, and each other... so half the time i bring Leach Signet....

Last edited by max gladius; Jan 24, 2006 at 02:04 PM // 14:04..
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Old Jan 24, 2006, 02:31 PM // 14:31   #60
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i would say a battery necro is needed to much energy denial
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