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Old Aug 22, 2008, 12:16 AM // 00:16   #61
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Very Nice guide i guess ima try to run this sometime if i can find a team! GJ Koning
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Old Aug 22, 2008, 12:43 AM // 00:43   #62
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Really nice build. I did this with my guild last night, worked like a charm. In all honesty its just as simple to run as ursan with all the pve skills and passive defense. Wouldn't be suprised to see this catch on in the pugging community given the relative ease with which u can utilize it, not to mention the impressive completion times. Keep up the good work guys .
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Old Aug 22, 2008, 12:51 AM // 00:51   #63
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have you ever thought about a avatar of dwayna/melandru derv in there? probably dwayna because the hexes can be much more annoying than a lot of the conditions. maybe something like

[avatar of dwa][eternal aura][aura of holy][mystic sweep][eremites attack][heart of fury][empty][splinter weapon]/[great dwarf weapon]

just like we use for fow runs. just thinking about massive AoE with splinter and a scythe or AoE KD with GDW. empty is rez of choice. you may even be able to throw [[pious assault] in to add AoE deep wound and strip [[eternal aura]. a dwayna derv or two may even free up a skill slot on your orders necro. or for more damage, maybe even [[avatar of lyssa], seeing as how your warriors dont have condition/hex removal anyway. moar domage is gud. orders also synergize very well with mysticism.

just wondering what you think.

EDIT: Doh i just realized you pretty much answered this on page 2.

Last edited by joshuarodger; Aug 22, 2008 at 01:00 AM // 01:00..
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Old Aug 22, 2008, 09:44 AM // 09:44   #64
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Impressive team build, and nice to see that there's a build for Rit primaries in the team...I'll have to get my Rit through the last couple of missions in NF, now that the idiots in Umbral have forgotten how powerful Rits can be in Slavers.
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Old Aug 22, 2008, 10:31 AM // 10:31   #65
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Cruel para and the necro can be played by heroes btw...
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Old Aug 22, 2008, 10:58 AM // 10:58   #66
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You tried it frantic? How does para hero work there?
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Old Aug 22, 2008, 12:26 PM // 12:26   #67
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hi, gj on the build and very nice guide.

I was looking through the monk bars and imo they could be improved, just a few suggestions:

If you have an LB rank of 6 or above


i would take lightbringer signet over glyph and drop rejuvination. I think devoting 2 skill slots on both monk bars for e-managments is a waste expecially rejuvination on the prot monk. You can still gain bonus energy from lyric of zeal with LB sig although the recharge is long. This leaves you the option of a flexible secondary and/or space for an overpowered pve skill.

If you really find it neccessary to bring a spammable sig for e management going mo/r with draw instead of dimiss and antidote signet would be far better imo. If you dont have a high LB rank sig of devotion would be better on the prot monk.

I dont agree that woh is better than hb ecpecially since your reasoning was that woh allows you to spec in prot, well so does hb. You can use 14 heal 11 devine and 9 prot. HB buffs all the powerful heals on your bar; dwaynas kiss, heal party and patient spirit (which you dont have) whereas woh is a stand alone powerful heal but the real benefits are from healing those below 50% HP. HB + patient is an unconditional 200+ heal.

Also you are running a blood nec so if e management is really a problem they could take blood renewal allowing the monks for much more flexible bars.
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Old Aug 22, 2008, 05:06 PM // 17:06   #68
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Quote:
Originally Posted by Pleikki
You tried it frantic? How does para hero work there?
As we only did it with human teams yet pleikki, I dont really know for sure, but as we alread used para heroes in other areas with comparable bar, the conclusion can be made fairly easy.
Para hero kills, and provides some support, perhaps the person controlling the para has to manage the zeal skills manually as I dont know how the AI works for those skills...
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Old Aug 22, 2008, 05:41 PM // 17:41   #69
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Quote:
Originally Posted by uzumaki
hi, gj on the build and very nice guide.

I was looking through the monk bars and imo they could be improved, just a few suggestions:

If you have an LB rank of 6 or above


i would take lightbringer signet over glyph and drop rejuvination. I think devoting 2 skill slots on both monk bars for e-managments is a waste expecially rejuvination on the prot monk. You can still gain bonus energy from lyric of zeal with LB sig although the recharge is long. This leaves you the option of a flexible secondary and/or space for an overpowered pve skill.

If you really find it neccessary to bring a spammable sig for e management going mo/r with draw instead of dimiss and antidote signet would be far better imo. If you dont have a high LB rank sig of devotion would be better on the prot monk.

I dont agree that woh is better than hb ecpecially since your reasoning was that woh allows you to spec in prot, well so does hb. You can use 14 heal 11 devine and 9 prot. HB buffs all the powerful heals on your bar; dwaynas kiss, heal party and patient spirit (which you dont have) whereas woh is a stand alone powerful heal but the real benefits are from healing those below 50% HP. HB + patient is an unconditional 200+ heal.

Also you are running a blood nec so if e management is really a problem they could take blood renewal allowing the monks for much more flexible bars.
We brought LB signet in for the monk and this was not a good idea as most of the time your monk is away from danger, therefore away from foes that give you the benefit of energy. Signet of devotion has a 2 second cast buts it recharge is faster than signet of devotion but you likely will heal for 120+ with signet of devotion, so there are pros and cons to both. I do like Patient Spririt, but again there is an inherent delay and I tend to agree with HB, but I think all of this is six of one half a dozen of the other.
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Old Aug 22, 2008, 07:34 PM // 19:34   #70
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I'm a DoA noob so this guide was EXTREMELY helpful...I'm gonna have to find the skills though :P
Thanks so much OP!
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Old Aug 22, 2008, 09:37 PM // 21:37   #71
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para, warrior, or necro lfg.

IGN: Bernie the Baneful
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Old Aug 23, 2008, 01:30 PM // 13:30   #72
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Well we tried the exact build last night with some alliance members. Started in City and completed Veil but failed at Gloom. Before we even got to Gloom things were going very slow even with Celerity. Several members said there needs to be some adjustments. There does not seem to be enough healing especially in Veil with the touchers as the 1 healing monk could not keep up and several times we had the Warriers down and had to regroup.

We had an all human team and I guess I was expecting it to roll much faster and easier. We were targetting foes and taking off critical conditions and hexes, especially off the SY! Para and Warriers, but when it came to Gloom there were just too many Hex, Conditions, and Foes and as soon as the Warriers went down it was difficult to get them up and when they were rezed they soon died again.

It took us about 2 hours to get to Gloom, with a 5 minute break. Granted this was the first time folks ran the team, but it seems a bit light in the healing department. I played the Cruel Spear Para and the build was fine, although I am not a big fan of Deep Wound skills in PVE, it worked fine. I am not sure if it was inexperience with the skills and roles, but it did not go as expected.

I believe we will try again, maybe starting with Gloom, but unless we were doing something significantly wrong or were missing something fundemetal our first use of this team was not a success.

Last edited by gerg-nad; Aug 23, 2008 at 01:33 PM // 13:33..
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Old Aug 23, 2008, 02:27 PM // 14:27   #73
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They key is to keep hexes off of the SY paragon, if you don't, you fail.
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Old Aug 23, 2008, 03:49 PM // 15:49   #74
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Quote:
Originally Posted by gerg-nad
Well we tried the exact build last night with some alliance members. Started in City and completed Veil but failed at Gloom. Before we even got to Gloom things were going very slow even with Celerity. Several members said there needs to be some adjustments. There does not seem to be enough healing especially in Veil with the touchers as the 1 healing monk could not keep up and several times we had the Warriers down and had to regroup.

We had an all human team and I guess I was expecting it to roll much faster and easier. We were targetting foes and taking off critical conditions and hexes, especially off the SY! Para and Warriers, but when it came to Gloom there were just too many Hex, Conditions, and Foes and as soon as the Warriers went down it was difficult to get them up and when they were rezed they soon died again.

It took us about 2 hours to get to Gloom, with a 5 minute break. Granted this was the first time folks ran the team, but it seems a bit light in the healing department. I played the Cruel Spear Para and the build was fine, although I am not a big fan of Deep Wound skills in PVE, it worked fine. I am not sure if it was inexperience with the skills and roles, but it did not go as expected.

I believe we will try again, maybe starting with Gloom, but unless we were doing something significantly wrong or were missing something fundemetal our first use of this team was not a success.
Umm.. knockdown the hungers? just a tip.
oh and well we have proof that it can go wooping fast BUT as we said, you need to do most things right.

oh and I believe your monk/monks maybe didnt do everything right? :P
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Old Aug 23, 2008, 06:49 PM // 18:49   #75
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That is correct, the monks forgot their responsibilities. It seems that the necro didn't keep Dark Fury or OoP up as much as possible. First try, some had been to DoA only a couple of times. We have a much better understanding of what the keys might be. I don't think Gerg was suggesting that this wouldn't work, it obviously does, just pointing our some of our group's difficulties. We did have success against most of the hungers, but the spike from the largest group, the group that stands by the quest giver does not leave a bunch of time to build up the adrenaline.

It seems that the paragon's might be the easiest to play, even if the SY Para is most critical. The DH monk is probably the most difficult, only because its role is somewhat different than the norm. Most monks don't necessarily have to focus on one thing, you see red bars going down and you want to make them go up. Concentrating on keeping hexes off of the SY Para is a little different in play style for most.

Last edited by cyvil; Aug 23, 2008 at 06:54 PM // 18:54..
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Old Aug 23, 2008, 09:15 PM // 21:15   #76
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Next time we try this I will try the monk role. I think the Monk roles are critical, both the DH and the WOH. The Necro, I think could be done just as well by a hero and like someone mentioned the Cruel Spear Para has no PVE skills so again a hero may suffice. In our attempt I did not notic Orders, Dark Fury, or Seeds being used much, so I think we may need to coach folks a little more on these roles.

With the Hungers, yes knock downs are key and our Hammer warrier was doing this as fast as possible. We have human monk and necro that may not have know much about what each skill did, so this may have been some of our problems. We were all on Vent when we did it and will try it again. I think Gloom will be the most challenging part and then Foundry, so we will see, but we may be bringing in a Hero Necro and Hero Cruel Spear Para.

BTW I think the Necro, SY Para, and DH monks critical support roles and likely not easily varried. The Hammer warrier as well has an important roll and the Everserate Warrier I think could be any high DPs spike Warrier build and the Para build could possibly use Stunning Strike as well. The healing monk possibly could be another good healing build.
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Old Aug 24, 2008, 02:48 AM // 02:48   #77
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foundry is easier than veil...

dont forget that this isnt a set build, sins(much higher dps than eviscerate war imo), rangers, even dervs are welcome, just make sure you know what your doing when you mix around with the builds :P
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Old Aug 24, 2008, 10:55 AM // 10:55   #78
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Finally tried my war in DoA after months. Was running Warrior's Endurance with a scythe this time.....it didn't take long for me to decide to never use an axe or sword there again. The damage from Whirlwind Attack + Splinter is massive. "SY" gets charged fast. Aura of Holy Might + 1/4 attack spam and you'll be seeing big yellow numbers everywhere.

Was with a guildy (she was on a nec), no cons. Got all the way upto the room after the first group of Dryders/Dreamriders. Eruption got me and we went splat so fast.
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Old Aug 24, 2008, 07:07 PM // 19:07   #79
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dervish would have many advantages in a SY team with the use of battle standard+aura of holy might+vow of strength+splinter weapon+scythe radius=fun fun
i myself could see room for a rt/raven regardless of the nerf.
if you want to build teams faster i would say the best thing to do would be get the old ursaners back with preset builds as they have the most experience when it comes to runnin around DoA but ultimately the hardest part lies with monks having to remove hexes and cons...

EDIT: just thought to add that i think plague touch may be a good thing to take with you

Last edited by high priestess anya; Aug 24, 2008 at 07:17 PM // 19:17..
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Old Aug 26, 2008, 02:34 AM // 02:34   #80
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Nice Idea. With Ninja Idea on A/P Spear wielding Sin is crazy to find a way for Instant kills. I can see this in grps. 3 IK A/p, 1 Order 1 MM(Blockage) 2 Monks, 1 Imbga Para. anyways dont want to go way off topic. Very Nice idea.
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