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Old Mar 31, 2010, 04:19 PM // 16:19   #1
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Default Optimizing Physicalway

I did a search....didn't find any posts directly relating to this. If there are any plz link it and I'll redirect there.

As many know Physicalway consists primarily of:

2 ER Prots
1 SoS
1 Orders (ER or OoV)
3-4 Physicals
0-1 Random

Now, I was wondering, if anyone had ideas on optimal templates for specific areas....i.e. UW, DoA, FoW...etc. Also had a question about if N/Mo OoV vs E/N ER Orders. Which in ya'lls experiences work better? Does running ER Orders and Rt/Mo sos/soh work better than using N/Mo OoV/SoH? Does 4 sins work better than 4 wars or 4 dervs. Does mixing physicals perform better, and if so in what combination. (Note: these ?s are merely for sake of discussion)

I know Physicalway is not the fastest way to complete said areas....but it is (imo) just flat out FUN. So with all this being said, I was hoping with many heads contributing ideas, we might be able to come up with some pretty impressive stuff.

Thanks!~Take care and Have fun~
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Old Mar 31, 2010, 04:41 PM // 16:41   #2
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I don't run physical but this is my thinking just looking at the "builds/setup"

OOV doesn't work with dark fury, that I know, so I think D/N or E/N > N/Mo
order + Sos rt/mo is good too
war has KD, interupt(dwarven), +SY
Sin has DB spam, crit-scythe
Derv seems inferior......
I think a imbagon would be good for the team too

I dunno why two ER prots tho.
If I form a physical group, Ill:

1 Earth shaker
1 DB mobius sin
1 crit scythe
1 imbagon
1 D/N or E/N
1 Rt/Mo
1 ER prot or ER bonder
1 ER infuse or HB or UA
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Old Mar 31, 2010, 04:56 PM // 16:56   #3
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Quote:
Originally Posted by Essence Snow View Post
I did a search....didn't find any posts directly relating to this. If there are any plz link it and I'll redirect there.

As many know Physicalway consists primarily of:

2 ER Prots
1 SoS
1 Orders (ER or OoV)
3-4 Physicals
0-1 Random

Now, I was wondering, if anyone had ideas on optimal templates for specific areas....i.e. UW, DoA, FoW...etc. Also had a question about if N/Mo OoV vs E/N ER Orders. Which in ya'lls experiences work better? Does running ER Orders and Rt/Mo sos/soh work better than using N/Mo OoV/SoH? Does 4 sins work better than 4 wars or 4 dervs. Does mixing physicals perform better, and if so in what combination. (Note: these ?s are merely for sake of discussion)

I know Physicalway is not the fastest way to complete said areas....but it is (imo) just flat out FUN. So with all this being said, I was hoping with many heads contributing ideas, we might be able to come up with some pretty impressive stuff.

Thanks!~Take care and Have fun~
Firstly to answer your questions.

1. ER Orders VS Necro Orders is bad, and especially as bad in our Physway teams. I believe it's run to maintain health and take pressure off the healers. This, of course, is not a problem for healers with lol-management. The Orders are weaker, and you can't run OoV or SoH, which I find rather helpful/adds alot of damage. The necro can manage energy fine with Soul Reaping, SolS and if necessary, Andorogon's Gaze.

2. Four sins are used because they're being buffed to the extreme. With , BuH, AScan, Strength of Honour, Great Dwarf Weapon, and/or Barbs/OoV- The faster you attack, the faster things die. It's ideal, but very flexible if you're willing to lose a little damage so a warrior/derv/paragon/ranger can join. The assassins have quick-chains and 33% IAS with essence, and the damage is insane. A dervish is probably second best if there's no MoP in the team; with the AoE scythe attacks.

3. Mixing physicals happens alot because we can't always find four assassin to join us. Often we have 2-3 sins and a dervish/warrior. It doesn't make too much difference, but warriors are good when having a MoP in the team, or with Earthshaker for tougher areas like DoA. For UW, there aren't really any constant counters to warrant losing DPS.

4. We haven't tested an SoS/SoH rit before. They'd have low energy, but Siphon Spirit can sort that out. It would make the spirits weaker, due to attribute management, and there would be less of them. Often we have a Cleaner character who runs Signet of Removal/SoH; and maintains ~4-6 bonds. I doubt the rit could do it, but we can try it later.

Not too much really changes when we go into UW compared to anywhere else, apart from perhaps the addition of Earthbind to the Ritualist's build.

Edit:
Quote:
Originally Posted by afaya:1
OOV doesn't work with dark fury, that I know, so I think D/N or E/N > N/Mo
order + Sos rt/mo is good too
war has KD, interupt(dwarven), +SY
Sin has DB spam, crit-scythe
Derv seems inferior......
I think a imbagon would be good for the team too

I dunno why two ER prots tho.
The assassin attack fast, and only generally have Save Yourselves to charge with adrenaline, it's fine not to take Dark Fury. But even if you were to take OoP/DF, a necromancer would still be better than the ele or derv for, atleast for me, are obvious reasons.

There are two ERs so you can decide on either of two options; Bond 4 players each, or bond all 8 together. Also provides more GDW and enchantments.

Last edited by HigherMinion; Mar 31, 2010 at 05:27 PM // 17:27..
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Old Mar 31, 2010, 07:43 PM // 19:43   #4
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Well, clearly with UW the best way to optimize your team is to drop something for a A/E(or 2) who will run around and pop reapers.
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Old Mar 31, 2010, 08:13 PM // 20:13   #5
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Originally Posted by lishi View Post
Well, clearly with UW the best way to optimize your team is to drop something for a A/E(or 2) who will run around and pop reapers.
We did do that on two occasions, and lost 30 minutes to our time. However, we've not tried since the nerf; I don't know if it's still possible.
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Old Mar 31, 2010, 08:50 PM // 20:50   #6
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We did do that on two occasions, and lost 30 minutes to our time. However, we've not tried since the nerf; I don't know if it's still possible.
Yes, of course.

if you take restore early 2 good sin will pop their reapers(if you split 2 each) before the first conset end, even after the nerf.

Last edited by lishi; Mar 31, 2010 at 09:38 PM // 21:38..
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Old Mar 31, 2010, 09:15 PM // 21:15   #7
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Quote:
Originally Posted by HigherMinion View Post
Edit:

The assassin attack fast, and only generally have Save Yourselves to charge with adrenaline, it's fine not to take Dark Fury. But even if you were to take OoP/DF, a necromancer would still be better than the ele or derv for, atleast for me, are obvious reasons.

There are two ERs so you can decide on either of two options; Bond 4 players each, or bond all 8 together. Also provides more GDW and enchantments.
Ok, I understand what u mean. As mentioned, I don't run physical myself (only joined 2 times, both with D/N). The reason with DF is that we had an earth shaker in the team, which is KD almost every sec. Found that very helpful, and thinks thats a must have.

For order part, I was just worrying about energy as OOP+DF = 20en every 5 secs + the new blood bond + 3-4*SoH if run N/Mo, that seems very energy intense. I'll take your words tho, cuz u seems much more exp on this than me
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Old Mar 31, 2010, 09:38 PM // 21:38   #8
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IMO defensive communing rits are better than imbagons for ally protection, and they can easily fit in a high level earthbind. Also, the spirits affect all allies, including reapers, whereas imagon shouts are limited to the party.

I believe the skill bar would look something like

soul twisting
shelter
displacement
union
earthbind
armor of unfeeling
summon spirits
signet of creation/boon of creation

16 communing and 15 spawning power

higher attribs are probably better since you can pretty much hide in the back, and shelter will save you anyway

My rit is outfitted this way atm and he has allegiance title maxed so he would be perfect for the task *wink* *wink*
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Old Apr 01, 2010, 01:10 AM // 01:10   #9
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Originally Posted by Dusk Banewalker View Post
IMO defensive communing rits are better than imbagons for ally protection, and they can easily fit in a high level earthbind. Also, the spirits affect all allies, including reapers, whereas imagon shouts are limited to the party.

I believe the skill bar would look something like

soul twisting
shelter
displacement
union
earthbind
armor of unfeeling
summon spirits
signet of creation/boon of creation

16 communing and 15 spawning power

higher attribs are probably better since you can pretty much hide in the back, and shelter will save you anyway

My rit is outfitted this way atm and he has allegiance title maxed so he would be perfect for the task *wink* *wink*
Another layer of defence would be overkill; already having a spirit wall, Save Yourselves*4 and Prot Bond. Earthbind lasts for a good enough time at 9 communing.

I think the only thing lacking is constant hex/condition removal; which isn't always necessary anyway. But when AoE blind is involved, you'll wish you had it.
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Old Apr 02, 2010, 11:00 PM // 23:00   #10
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the defensive spirits replace the imbagon
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Old Apr 02, 2010, 11:28 PM // 23:28   #11
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Originally Posted by Dusk Banewalker View Post
the defensive spirits replace the imbagon
We don't use an imbagon. We generally use melee characters, who are later buffed with Strength and Honour. Neither a rit nor a paragon can make use of SoH, and therefore it's either SoH or the para/rit.

I'd choose the extra damage, personally.
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