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Old May 20, 2011, 02:03 AM // 02:03   #161
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*EDIT* I forgot to mention, for heroes I would suggest giving them long or recurve bows. That allows them to perform an initial "spike" on any stationary group before the enemies start moving. If you give your heroes shortbows, they will run into agro range (and the group will scatter) before they will be able to send off the first attack.
I was going to post before about my experience with heroes. I started with longbows but I don't like them so far back, especially with interrupts. Switched to shortbows and find that early aggro is indeed bothersome. Off to retune with recurve.

Good luck with future UW runs. Um, yeah, suffice to say my opinion on that area can be found in another active thread.
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Old May 22, 2011, 03:14 AM // 03:14   #162
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Pongmei Valley VQ: Today's quick-and-easy VQ. Was hoping there would be a faction reward at the end (for the double-weekend event), but there wasn't.

The Splinter/Prot-rit is working ok, so far.

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Old May 22, 2011, 03:28 AM // 03:28   #163
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If you really want to make things easier you could probably swap out the pMonk for an MM necro with some protect skills. The reason why I didn't do that was because I have a deep dislike of MMs and won't run one unless it is absolutely necessary.
I have that same dislike, in fact, the only spirits i will use are the defensive communing ones. It largely has to do with my playstyle and the fact that minions(even a minion bomber) and offensive spirits on heroes have never seemed to do much anywhere to me. except shiro. they own him.
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Old May 23, 2011, 02:22 AM // 02:22   #164
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Mourning Veil Falls and Morostav Trail VQ: Needed the faction and only my Rit had any queued up ZVs. Though not done on my ranger character, the team setup is pretty much the same in terms of having: 3 Barrage Rangers, 1 OoV Necro, an SoS-rit and a HealingBurst Monk. Since I didn't have a 4th ranger I chose an SS necro which probably could have been any other class without making a difference.

I've pretty much converted all my characters into using this group-build for doing things in 8-man areas. Success rate and ease of use is pretty high in a majority of areas. Though not the fastest setup in rolling from one enemy group to another, it's durability is good so chances of any deaths should typically be pretty low. Only thing that may come up as an issue is flagging to make sure your ranger heroes are positioned where they aren't trying to fire through a wall in certain narrow areas.

On a separate note, I find that the ST-prot setup much stronger now that there is a spirit/minion window. I think throughout both VQs, only 1-2 heroes died in Mourning Veil and no one died in Morostav.





Last edited by Wenspire; May 23, 2011 at 02:35 AM // 02:35..
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Old May 27, 2011, 10:37 PM // 22:37   #165
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Marga Coast VQ: Today's ZV. Pretty straightforward. Quite a bit of patrols so took some time to complete. No areas of difficulty that I recall.


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Old Jun 02, 2011, 12:19 AM // 00:19   #166
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Wilderness of Bahdza VQ: Today's ZV. Thought there would be more enemies to kill since the zone is a good size.

Pretty simple/straight-forward VQ: Tahl died once. Ranger harpies (with their block stance) were a little annoying and could have been remedied if I had the necro bring Rigor Mortis, but wasn't really too big of an issue.


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Old Jun 02, 2011, 03:50 AM // 03:50   #167
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Urgoz NM 7-hero: Though only done in NM, something to know for people who just want the statue for their HoM.

Not a fast-time, but was pretty simple with minimal flagging/pulling with no cons. Only a small handful of deaths (most from Xandra holding the wall while standing in the Earth Warden's AoE).

Used my ST-prot rit build in place of pMonk. Only needed one dedicated healer to keep everyone alive, most of the time. Decided to take Ural's Hammer for insurance. Used it twice.

Removed one ranger-hero interrupt for an added pet-damage skill (scavenger's strike) just for testing purposes.


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Old Jun 12, 2011, 11:10 PM // 23:10   #168
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Bohdok Cavern VQ: since it was double sunspear rep weekend, decided to do the VQ (which was a queued up ZV as well). Was another straight-forward zone with no real problems. The madrigor pops were annoying at times though. It had also been a while since I grabbed that "Do Not Touch" hidden treasure in this zone, too. If only it gave more when taken in HM...


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Old Jun 12, 2011, 11:55 PM // 23:55   #169
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Originally Posted by Wenspire View Post
Urgoz NM 7-hero: Though only done in NM, something to know for people who just want the statue for their HoM.

Not a fast-time, but was pretty simple with minimal flagging/pulling with no cons. Only a small handful of deaths (most from Xandra holding the wall while standing in the Earth Warden's AoE).

Used my ST-prot rit build in place of pMonk. Only needed one dedicated healer to keep everyone alive, most of the time. Decided to take Ural's Hammer for insurance. Used it twice.

Removed one ranger-hero interrupt for an added pet-damage skill (scavenger's strike) just for testing purposes.
o: I should try this out for myself to get that statue; two hours is not bad at all o:

what did you do for the first room and the massive groups?
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Old Jun 13, 2011, 12:52 AM // 00:52   #170
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You can pretty much pull them all at once and kill them if you have a high eoe up. Just need a good amount of aoe damage. Once you kill one or two off, eoe will take care of the rest.
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Old Jun 14, 2011, 03:56 AM // 03:56   #171
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@wenspire
How are you finding Scavenger's Strike? Has it been an improvement over Leech Signet or whatever else you have tried there?
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Old Jun 14, 2011, 08:42 PM // 20:42   #172
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I honestly dont see much of a difference. However, the ai uses scav strike almost on recharge. I think ultimately it is better since there are enough unused interrupt skills available during battles. The en gain isn't really necessary, btw (heroes do not have en probs). I just added it for the extra damage.
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Old Jun 16, 2011, 09:38 AM // 09:38   #173
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FoW HM: went in with the intention of clearing three queued up ZBs, but ended up just completing the whole thing.

Not a fast time, but had no problems. No speed-boost skills and no cons. Monk character used (had the ZBs), but ranger-team setup with an extra SS Necro. Forgot to bring enchant removal. I do love Aura of Faith.


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Old Jun 22, 2011, 03:34 AM // 03:34   #174
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Arbor Bay VQ: Old ZV I had queued up.

No real problems to note other than zone being large (500+ enemies) and lots of patrols. Blind condition came up at times, but microing Extinguish helped.


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Old Jun 24, 2011, 10:24 AM // 10:24   #175
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Alcazia Tangle HM: Old queued up ZV.

Mirror of Disenchantment was very useful vs the raptors. Other than the map layout, no real problems. No idea why ALL enemies seem to hate Olias...


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Old Jun 24, 2011, 01:46 PM // 13:46   #176
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Having a little trouble reading but does his health read 431 (no DP) nearly at max? Why is your party so low on health overall? One or two major runes cannot be making that much of a difference.
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Old Jun 24, 2011, 08:36 PM // 20:36   #177
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I believe he's at 451. Thats usually where my casters are at since I do not use survivor insignias and he is running an enchant mod on his staff.

On other characters where I run the same group build, he still seems to draw the most agro even when the other casters may be at the same max health level. It really is weird.
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Old Jun 24, 2011, 11:16 PM // 23:16   #178
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Olias has a couple of sacrifice-ish skills, they sometimes seem to attract aggro like a magnet.
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Old Jun 25, 2011, 12:45 AM // 00:45   #179
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I think you're right regarding the sac issue.


Bukdek Byway VQ : Today's ZV.

Forgot how much I hated navigating through the Factions city area...


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Old Jun 29, 2011, 09:56 PM // 21:56   #180
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I'm still going strong with this build. I've taken it through all the EotN vanquishes and dungeons HM fairly well. For normal use , I gave the SoS a rez, the OoV Necro "Fall Back!", and use an E/Mo Protter with a 3rd rez instead of the Prot monk. On myself, I've almost always been switching in PI instead of EBSoH and that has been very nice in dungeons and against bosses.

Did Slaver's HM with little issue and only one wipe where I forgot there were popups and over-pulled.

The only issue I really have is how much the AI loves to spike and generally violate the OoV Necro, but if you can keep him alive, you're set. It's amazing how little can stop this build (except Shards of Orr HM, that sucked). One thing I might fiddle with is adding more condition removal, but we'll see.

Edit: One other issue is the healer Monk's energy, as once this runs out, you're dead pretty quick. When running with a guildie, we used his Rt/Mo healer (I'll find build and post later) and did amazingly well, not one death while doing a 3-level HM dungeon in under an hour.

Last edited by Farlo; Jun 29, 2011 at 10:20 PM // 22:20..
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