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Old Nov 24, 2009, 06:19 AM // 06:19   #61
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Clearly it's being kept proprietary.

No point in whiting out the active skill as it's clearly still SF up seeing as Dhuum hasn't even sat down yet.
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Old Nov 24, 2009, 06:20 AM // 06:20   #62
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Originally Posted by Zodiac Meteor View Post
That's impressive, but geez over censored. I'm not 100% sure if it is real or not

... What's the point of whiting out your inventory? If it is a secret team build, ah forget it.
White'd out the inventory because I forgot to close it before SS. Forcive habit with all the hacking going on these days. Same with the party screen.
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Old Nov 24, 2009, 06:30 AM // 06:30   #63
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Originally Posted by Schnellburg View Post
White'd out the inventory because I forgot to close it before SS. Forcive habit with all the hacking going on these days. Same with the party screen.
I'm pretty sure hacking =/= players name. If that was the case, Tzu would lose her mini Mad King Guard as soon as she got it.

Same goes with the Henchmen Contest everlasting tonics.
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Old Nov 24, 2009, 06:34 AM // 06:34   #64
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Originally Posted by Zodiac Meteor View Post
I'm pretty sure hacking =/= players name. If that was the case, Tzu would lose her mini Mad King Guard as soon as she got it.

Same goes with the Henchmen Contest everlasting tonics.
You can never be too safe these days. And since you keep editing your post, no, it spawns at the entrance to Dhuum's area once Frozenwind walks in. Technically as soon as Dhuum dies the run is over. Yes?
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Old Nov 24, 2009, 06:40 AM // 06:40   #65
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Originally Posted by Arrogant Bastard View Post
If you are talking about the balanced team with ER eles, then you are wrong because the sins aren't "tanking".

They are there for damage.
That's not what I'm talking about, and where you grabbed that from is beyond me.
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Old Nov 24, 2009, 06:41 AM // 06:41   #66
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Originally Posted by Zodiac Meteor View Post
I'm pretty sure hacking =/= players name. If that was the case, Tzu would lose her mini Mad King Guard as soon as she got it.

Same goes with the Henchmen Contest everlasting tonics.
If that was confirmed to be so then our names wouldn't have been removed from over

<-- there.

Now would they have been?
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Old Nov 24, 2009, 06:44 AM // 06:44   #67
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Agreed with that. Nice work I guess. We could probably modify the group we run to include two Perma's to split the job of a single as far as popping reapers/doing pools Mt's. Then they could even do 4H if they we're smart.

I just like how we've adopted Balance rather than requiring a multitude of sins.
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Old Nov 24, 2009, 06:46 AM // 06:46   #68
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That is because Balanced is fun. But just a matter of time before people start saying using Perma's is not balanced. But w/e, its a fun run, and breathing a bit of life back into GW.
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Old Nov 24, 2009, 06:50 AM // 06:50   #69
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Nonetheless we only have a few months left of Perma Use. Best start planning what to do after that....
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Old Nov 24, 2009, 07:37 AM // 07:37   #70
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Originally Posted by Joe Fierce View Post
That's not what I'm talking about, and where you grabbed that from is beyond me.
Almost the entire thread has been about balanced teams.

And you posted after numerous posts about a team using melee sins.

So it's easy to see where I got that from.
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Old Nov 24, 2009, 09:44 AM // 09:44   #71
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Originally Posted by IronSheik View Post
The E/Mo in middle occasionally throws GDW on barrage and with earthbind
omg i have to try that! fuggin hax!

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Originally Posted by Zodiac Meteor View Post
That's impressive, but geez over censored. I'm not 100% sure if it is real or not
it's real, i'm the rainbow colored guy on the left
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Old Nov 24, 2009, 02:26 PM // 14:26   #72
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Originally Posted by Joe Fierce View Post
If that was confirmed to be so then our names wouldn't have been removed from over

<-- there.

Now would they have been?
The option was removed because of paranoia, more or less. It's never been confirmed to be an issue with GWG.

Anyway, yeah, people will probably complain that using a perma sin makes it not balanced. However, it's not as though these balanced teams are half-sins, half whatever. A tank/melee character or two, a few midline supports, and a few backline healers is pretty much the very definition of 'balanced team'. And it's not even as though there are 100% specific builds you need to bring - people have proven that it can be very flexible. We had our casters armed with spears for extra damage and KDs. Someone else used Barrage (which is awesome, btw).

The tank doesn't even need to be perma, it's simply the most popular option. But a Warrior can do it, an Ele can, a spirit spammer would be able to, a Dervish likely could...there are lots of things that are possible. Remember, people were clearing UW before SF.

And doing a balanced group is just a ridiculous amount of fun.
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Old Nov 24, 2009, 05:25 PM // 17:25   #73
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Just some idea from good old pve-tombs: Barrage team based around great dwarf weapon instead of the old orders.
I'm PvP mainly but feel free to pm me to build such a group ign Donkeyball Z


warrior/dervish/whatever "tanker" at least with aoe attackskills.
3/4 barragers
imbagon with anthem of weariness/flame/cant touch this etc.
spiritspammer with dwarf weapon
e/mo supporter with dwarf weapon

Last edited by deluxe; Nov 24, 2009 at 05:28 PM // 17:28..
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Old Nov 25, 2009, 02:01 AM // 02:01   #74
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Originally Posted by chullster View Post
Just thought I'd post the only picture I have of us last night, it was a good team, lots of damage, defence and excellent monks.

BTW Necro Ecro, did you get the monk builds direct from the players? or did you sort of fill in the blanks, like you did with mine? Just curious, because I never saw the skeles get the party below 75% of health all game.
i kinda rembered them and what i didnt i filled in what would work
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Old Nov 25, 2009, 02:56 AM // 02:56   #75
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anyone wanna do my original build with me send me a pm at X Necro Ecro X

ohh and i need a nice friendly guild that likes to do high end areas with non meta builds/balanced

Last edited by x sithis x; Nov 25, 2009 at 03:02 AM // 03:02..
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Old Dec 01, 2009, 08:24 PM // 20:24   #76
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I know that 4H can be done with a perma on one side and a Rit spirit spammer on the other side, since I have done it - without using Summon Spirits. I did it by having the perma tank the right side while the rest of the party was on the left. I set the spirits a good distance apart, letting the dryders burn their MS casts on different spirits at the very beginning of the thin entry path to the reaper. Then, I kept backing up and setting up additional spirits. I finally killed the last of them just before the path turns towards the reaper (right before the tree on the left side). Yes, you have to be careful and know what you are doing, but it is most certainly possible.
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Originally Posted by MercenaryKnight View Post
Next time you go and solo a side you should record a video and post it on youtube. It would at the very least give pugs with a spirit rit an opportunity to do 4 horsemen without a perma.
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Originally Posted by Xenomortis View Post
If you managed to kill them, not just stall them like that, then that is impressive.
Just to make sure it came across in my initial post, we did have one perma in the group, holding the aggro on the right side. My Rit was the lone human on the left side and the one acting as the "tank" on that side (realistically it was my spirits taking all the damage, hence the qualification for the term "tank"). We then had heros filling in the rest of the party's slots, who were anchored behind me.
So the strategy was as follows:

RIGHT SIDE:
Perma held aggro on the right side until the left had been cleared.

LEFT SIDE:
My Rit planted spirits at the very beginning of the thin path, a good distance apart (as cannon fodder to coax the dryders to burn their MS casts on these spirits). I then backed up towards our team's heros, who were planted safely just beyond the end of the path on the left side (just beyond where the path turns in the direction of the reaper). The heros were spaced far enough apart so that no more than one could be hit with a single MS, but thankfully the enemy mob was dead before they were in casting range of the heros. My spirits were able to kill off the enemy mob, while my heros helped heal the damage I took (I kept moving to avoid most of the damage, but the hits I took were easily healed by our team's heros).
Sadly, I didn't take screen shots since I was trying to be careful not to screw up, and I didn't realize that it was something that folks hadn't done yet. That said, I will try to make sure that I take some screens next time.

Although I have not done any video capture stuff before, I guess I can look into it. Presuming I can get up to speed on recording video, I'll do my best to post it so that others can see how I was able to do it.

______________________________________________

As for the key question of running a balanced team for a Dhuum run, has anyone figured out a way to be able to use heros to run any of the builds to take out Dhuum? I'm confident I could take heros through all of the quests except for the Ice King. For the Ice King it seems that humans (especially human healers) become critical.

Since it can sometimes be challenging to get into a PUG with folks who all know what they are doing, has anyone has figured out a way to use 2 people + heros to do a full Dhuum run?

Last edited by jetlaw; Dec 01, 2009 at 11:35 PM // 23:35..
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