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Old Mar 11, 2011, 02:25 AM // 02:25   #21
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No normal cons. Used one summoning stone at the beginning; the Fire Imp didn't last long... Last three groups took forever to find. One or maybe two wipes from Imps and their Maelstrom (monk heroes go crazy in DoT).

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Old Mar 11, 2011, 12:17 PM // 12:17   #22
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Some interesting buildings there. I was thinking in making one with pets.
Im still making merc heros for this, so i havent tested.

The idea is using incendiary arrows to make the enemy burn (with some paragon help) and using They are on fire! && Scavenger strike
The player would be a barrage/SY spammer (with the help of Anthem of fury).
All members use Scavenger strike for energy management.
I use also a mm with barbs/mark of pain because with all those physicals and dead pets its a must. The UA is the res guy.

Its still weak due to having little heal/protection, and have little armor ignoring damage, but a pet party is something that i always wanted to use, and obviously, thats impossible with other players...

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Old Mar 11, 2011, 03:32 PM // 15:32   #23
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Why scavenger's? There's nothing - or little - in the Ranger bars to require it. Better attacks can replace it.
Ignite is only good in combination with EBSoH so the hero rangers might be better of with Apply Poison and Barbed Arrow - poison + bleeding starts to add up.

And I doubt that one healer is going to get you through everything.
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Old Mar 12, 2011, 04:45 AM // 04:45   #24
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Today's ZV. One wipe from agroing two groups at the same time; one had the Necro boss in it. Kappa and their Blurred Vision just devastates this setup unless you flag the SoS ahead of the group.

I totally forgot about Crit-Barrager Sins, so I decided to add one in place of my Necro. I then tried running a MoP setup which I ended up not liking; reverted back to my original build. I decided to also give my SoS Splinter Weapon in place of one spirit. Worked out well.

I also rearranged my heroes on the roster so I could flag all the rangers at one time (making use of the Healing Spring more efficiently) and individually flag my Monks behind them a bit.

I think I am done playing around with this team setup. It was something I had always wanted to try and totally forgot about it until I came upon this thread. Was fun to finally get it realized!


Last edited by Wenspire; Mar 12, 2011 at 04:56 AM // 04:56..
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Old Mar 12, 2011, 04:18 PM // 16:18   #25
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Originally Posted by Wenspire View Post

What is the last skill on the crit sin for the life of me I cant find the skills picture. Also what stats did you use on the sin?

Thanks in advance

Got to love the go go ranger power now

Will be posting my Rangers completed VQ, it will be his first VQ.
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Old Mar 12, 2011, 04:45 PM // 16:45   #26
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Aaw that looks good ^^ Think i'll try the zaishen vanquish maybe later tonight or tomorrow morning. Looks like there's just about anything in the current area, Jahai Bluffs..
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Old Mar 12, 2011, 06:12 PM // 18:12   #27
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Still in testing/tweaking, but i have used this combo to VQ maishan hills and jahai bluffs

i find it is a little energy intensive even for the paragons, but it has potential
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Old Mar 12, 2011, 07:33 PM // 19:33   #28
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Here's my attempt on Jahi Bluffs it was real good run my only down side was not enough healing hehehee.



If my heroes bars are too tiny I will post the teams bars.
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Old Mar 12, 2011, 08:37 PM // 20:37   #29
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Quote:
Originally Posted by loopysnoopy View Post
What is the last skill on the crit sin for the life of me I cant find the skills picture. Also what stats did you use on the sin?

Were you talking about the disabled skill (Favorable Winds), or the last sin skill (Shroud of Distress)?

OwJjkxf24S6PLiEQLGghPGHQYHA

12 Marks, 7 Shadow, 15 Critical
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Old Mar 12, 2011, 09:34 PM // 21:34   #30
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Originally Posted by Wenspire View Post
Were you talking about the disabled skill (Favorable Winds), or the last sin skill (Shroud of Distress)?

OwJjkxf24S6PLiEQLGghPGHQYHA

12 Marks, 7 Shadow, 15 Critical

It was the disabled skill and the only main reason I asked was I have never seen a hero sin run crit barrager before

And ty for posting the build much appreciated
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Old Mar 13, 2011, 02:32 AM // 02:32   #31
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Ok, one last one..lol. This wasn't a Vanquish, but I ended up wondering how the team would fare against something like Duncan in HM. It took 25 minutes to get to battling Duncan and another 19 minutes to kill him. Ended up having to use 4 clovers and a random Summoning Stone. The respawning spirits (esp Shadowsong) were a pain. Taking Swap would have helped a lot.

I will say that this was one of the faster setups getting to Duncan that I have used. Killing him was another story...



Last edited by Wenspire; Mar 13, 2011 at 02:35 AM // 02:35..
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Old Mar 18, 2011, 02:44 AM // 02:44   #32
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Kudos to you for that, Wenspire That cave looks just too much to take on. Isn't it so that he deals 100% damage back to the source? That's insane. I guess conditions, time and healing would be a major factor, idk.

I'm having a break from gw for unknown time, *hoping* to see lots of cool pictures like these in the future!!
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Old Mar 18, 2011, 03:20 AM // 03:20   #33
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I ended up taking out the Crit-Sin and replacing it with an Order of Pain/support Necro. That turned out very well. On the Thommis ZB, it took 17 minutes to complete. Decided to finish up Rand while I was at it and took an extra 30 min.

I didn't bother trying it on today's ZB (Fendi). That would have been suicide with all the earth Eles.
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Old Mar 18, 2011, 11:55 AM // 11:55   #34
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Quote:
Originally Posted by Wenspire View Post
Killing him was another story...
You can attack him with a longbow or flatbow outside his aggro range and never aggro him. You take damage from his defense but it's minor.
You can also get spirits to attack him at the same time.
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Old Mar 18, 2011, 12:13 PM // 12:13   #35
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Since I didn't bring Swap, those respawning spirits were the biggest problem at the time. Killing Duncan without spirit intervention is easy (did it a few couple of times afterwards when I went with a friend and similar Ranger setup).

Did some more tweaking with the setup and came up with something quite nice, IMO; saw an occasional single 100+ damage number from Barrage (not counting the OoV damage) vs. the Grawl Shaman and certain other casters probably. The biggest problem I was having with the Orders necro before was that he wasn't using the skill enough to my liking; I figured he was using the other single-target skills more often. I ended up removing some of the skills and changing them to support shouts which he could activate without using up cast time. During today's ZV (Sacnoth) I kept an eye on the uptime and it did seem like more often. Wiped a few times in the "burning forest area" from AI+DoT goodness. However, I did manage to VQ'ed the area without the use of any cons so I was happy. I can't believe there were 440 enemies though...

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Old Mar 18, 2011, 12:23 PM // 12:23   #36
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Initial thoughts;
Do you really need Volley on your bar? Or Rampage Alone?
Your Prot Monk has zero energy management, two 10 energy skills and one 15 energy one. Also Aura of Faith strikes me as unnecessary. I would look to replace that guy with something that does damage or something, but can carry the important prots (like an MM).
Healing Seed and Spotless are unimpressive; I don't like Vigorous Spirit either. Also, no energy management again.
I hope the resses are disabled on the monks.

If you cut Healing Spring and Dust Trap from the third Ranger and gave him a Zealous bow, you could probably cut Power Drain, allowing you to make him a Paragon Secondary and give him GFTE and Anthem of Envy (plus something else).
You could use that to free up your secondary and by cutting DM or NRA, you could take Save Yourselves which is nice for keeping things stable.
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Old Mar 18, 2011, 08:55 PM // 20:55   #37
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Regarding the rez skills, they are on manual most of the time along with extinguish (see prev pics above). The monks do not run into energy problems probably because of several factors including: 1) dust trap, 2) vig spirit on barragers is a lot of self healing, 3) multiple healing springs, 4) OoV and/or blood bond and 5) the spirit wall takes most of the agro so the rit is the one who usually who needs to be healed. Well, rit and pet I guess.

Initially, the reason why I ran Volley and Barrage together was because I normally use it with a SY spam setup. Since I use a shortbow/flatbow most of the time, with the 33% IAS I was getting the re-drawing issue between attacks. To circumvent the issue I would alternate between Barrage and Volley. I did not remove Volley from this current Ranger-group setup because of all the damage bonuses I am getting (OoV, Ebon Standard, etc).

Rampage Alone is a great skill if you have a pet. The stacked attack speed from Drunken Master allows you to hit the 33% threshold. The added 3pip health regen is also nice for the pet which a lot of times is holding some amount of agro.

I actually though of utilizing the para skill Anthem of Envy. However, since it only affects the target (and not the spread from barrage) it seemed rather pointless considering 4 rangers would be focused on the same target most of the time and the 50% health threshold is already met in the first few seconds of combat. GftE I did adopt onto my build (see previous pic post). That skill is very nice, spammable and has a potential effect regardless of target health.

I though about cutting DM so I could utilize another PvE skill (SY). But that 33% IAS threshold was too much to resist for some reason. lol. Well, that and the team didn't really take much damage to begin with so I saw no need to. Only instance when damage is an issue is AoE/DoT since heroes love that stuff.

Last edited by Wenspire; Mar 18, 2011 at 09:25 PM // 21:25..
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Old Mar 19, 2011, 01:08 AM // 01:08   #38
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Tested out the above build in an old ZV I had queued up (Riven Earth). It did very well. Ended up wiping twice: 1) agroing raptor group along with an extra necro group at the same time, and 2) that nasty earth ele boss dino.

Swapped in Mirror of Disenchant to help take care of the raptor's Crit Defenses skill. One thing I may change out is Well of Blood; the necro did not seem to like using it very often.


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Old Mar 19, 2011, 02:40 AM // 02:40   #39
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That zone was a royal pain for my guild, mostly because we were pretty badly organized. If you could muster the energy management (or micro manage), Well of the Profane felt like it would have been useful there. Though for us the biggest annoyances was one mob of four Spiritcallers.
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Old Mar 21, 2011, 03:54 AM // 03:54   #40
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Morostov Trail VQ. Was an easy VQ up until the last warrior boss (Sunreach) in that one corner. His group gave me a bit of trouble.

I decided to sub out WoH in favor of Healing Burst to help deal with the splinter damage. Also took out Well of Blood on the necro and subbed in Never Surrender; I couldn't think of anything else to use.


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