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Old May 04, 2011, 07:55 PM // 19:55   #1
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Default Need hero suggestions for a particular vanquish

Currently working on NF vanquisher and so far Ive been pleasantly working through all the areas with the same team all the way.

I've only got a few places left, I've not started work on the desert areas, but the last area outside the desert I can't seem to do is ..... Hidden city of Ahdashim. As soon as we run into groups of roaring ethers + ruby djinns the team just begins to fail.

Anyone recommend some good builds to help make these guys easier =]

- Scythe co
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Old May 04, 2011, 08:41 PM // 20:41   #2
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You don't need the hidden city for vanquisher. Happy Birthday!
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Old May 04, 2011, 08:49 PM // 20:49   #3
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Quote:
Originally Posted by chuckles79 View Post
You don't need the hidden city for vanquisher. Happy Birthday!
Scusi...since when do you not need it? You don't need it for carto, you do, however, need it for VQ. You don't need areas inside the torment for VQ, but the rest are needed.

Cheers.
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Old May 04, 2011, 08:56 PM // 20:56   #4
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post your current build so people can leave suggestions for some changes
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Old May 04, 2011, 08:56 PM // 20:56   #5
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As I recall I used either discord or 2rit/1necro and assorted hench and just took it slow especially in the first part where the djinns pop up
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Old May 04, 2011, 08:56 PM // 20:56   #6
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Mesmers. Lack of a lot of corpses means an MM isn't ideal, which correspondingly means that a soul twisting protection ritualist is ideal. Two-three mesmers plus any sort of protection should mean you do just fine. Psychic Instability is rather fun against them, too. Take a look at gwpvx, any sort of two domination mesmers will do rather well, and an ST ritualist should be barely needed but a nice backup.
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Old May 04, 2011, 08:57 PM // 20:57   #7
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A few tips:

- spread out your heroes as much as you can (to avoid most of ESurge and Searing Flames).
- try a hero with Soul Twisting and Shelter.
- despite being mesmers, Roaring Ethers don't have any enchant or hex removal, take advantage of that (pre-prot yourself with Prot Spirit / Shield of Absorption before aggro for example).
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Old May 04, 2011, 09:13 PM // 21:13   #8
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Overhelming amount of rupts. Pain inverter for the few spells they'll manage to cast. Spread. No MM. Prots. Damage.

Mix all this in your build and go kil stuff
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Old May 04, 2011, 09:38 PM // 21:38   #9
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I haven't completed that VQ, but for Resplendent Mankuun I had three mesmers do most of the work for the Roaring Ether and Ruby Djinn groups. One Panic and two E-Surge. Only one near wipe and that was because I forgot to pre-prot (didn't have a ST rit).
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Old May 04, 2011, 09:43 PM // 21:43   #10
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you took hench?
you can take 7 heroes
just take something like :

3 discord
1 panic
1 inept
1 sos
1 e/mo ER prot

failproof
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Old May 04, 2011, 11:39 PM // 23:39   #11
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Self-advertising here, but use the aggro techniques discussed in this thread. In this case, I'd use technique 5 first, mixing in technique 6 if you get heavily DP'ed. Remember to micro Prot Spirit on yourself!

http://www.guildwarsguru.com/forum/p...t10447337.html
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Old May 05, 2011, 02:00 AM // 02:00   #12
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I know it's not really the best solution and not really answering the OP but if you are having a lot of trouble with a Vanquish DP remover is always a really good start to carry.

Other than the suggestions above idk if i can't read and missed it but consumables are always really useful if you are really struggling. Other than that Runes on heros can make a big difference to a build and weapons that are better than the basic ones
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Old May 05, 2011, 02:06 AM // 02:06   #13
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Don't forget to customize your heroes weapons for the extra 20% base damage. Not sure if most people end up doing that when equipping their heroes or not. I do hope it applies to heroes though?
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Old May 05, 2011, 02:38 AM // 02:38   #14
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Quote:
Originally Posted by Wenspire View Post
Don't forget to customize your heroes weapons for the extra 20% base damage. Not sure if most people end up doing that when equipping their heroes or not. I do hope it applies to heroes though?
Almost nobody uses (or should use) melee heroes, so it doesn't really make a difference most of the time.
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Old May 05, 2011, 03:14 AM // 03:14   #15
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Mesmers all the way. I recommend PI for general use; the broader community will recommend panic. E-surge, CoF, mistrust, general interrupts...all are useful. Mantra of Flame isn't necessary, but can help to newb-proof it. ^___^

I think the Ethers in Elona don't produce corpses, so you might want to pass on a MM.
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Old May 05, 2011, 03:43 AM // 03:43   #16
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Like Dzjudz said... spread your team out. That's the first area where I had to accept the fact that
it had to be done that way. Once you get used to it you'll do it without even thinking about it.


Like this:


You (puller)

1 2 3

4
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Old May 05, 2011, 04:17 AM // 04:17   #17
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I use this on my bar with basically the same heroes everyone else is using:

AP / ymlad / fh / leech sig / cry of frustration / mantra of resolve / res sig / EVAS
OwVTImB7ZaBymMmcXMHoHICQAAA

I love it- jsut target the rubys or whatever first-AP+ymlad right off the bat to KD them, follow with EVAS and train them with leech adn cry....nto much gets off with 2 KD's and 2 interupts
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Old May 05, 2011, 09:01 AM // 09:01   #18
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most builds work prohibbated you take certain skills.

On you Breath of the Great Dwarf and Pain Inverter. Pain inverter can deal with most enemy's, leaving you with one less. BotGD provides a quick way to get rid of burning conditions.

Further I would recommend two other condition removers like extinghuish on your hero's.

An interupt mesmer (panic)

This should take care of most of the heavy spikes and take the pressure of the healers energy.

For the mesmer boss, it would be good to have some kind of energy renewal, preferable for the whole party.

Remember to spread out your hero's, specially when dealing with the harder groups.

Use a longbow for carefull pulling, lot of the harder groups can be split.

Last of all bring enough partywide dp-remover. Due to the heavy spikes hero's are going to die.
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Old May 05, 2011, 09:29 AM // 09:29   #19
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Quote:
Originally Posted by Dzjudz View Post
Almost nobody uses (or should use) melee heroes, so it doesn't really make a difference most of the time.




It's a brainless build, so I made sure not to micro beyond precasting Shelter for bosses. I normally run Sand Shards instead of Eremite's Zeal, but I was worried about Energy Surge/Burn. Bunch of hero deaths mostly caused by running into traps (they hurt a lot). Fall Back! and Incoming! not needed to make it work. (I have pics of a hairier vanquish with no skills whatsoever but a bunch of DP caused by the boss' wastrel's demise on myself).

As other people have said, Soul Twisting Shelter is king. If you can be bothered to micro a little, precast Shelter before running in and things generally won't get very hairy. Compared to monks, AoD Dervishes are ridiculously difficult to counter, and they split into your frontline, so it makes it more difficult for the enemy to nuke your entire group. Be aware that Enemy AI specifically prioritizes large clumps for AoE, so running SoS usually means you know exactly where they're going to nuke.

Edit: I just realised that you might not have access to Mercs - You can make do with just two Mesmers and a proper BiP necro. The BiP Mesmer isn't very important, it's just something (probably horribly inefficient) I mess around with.

General guidelines for BiP Necros: Set Blood Magic to 8 for BiP and SR to 8-10, you can dump the rest into Death Magic or Curses as you wish. For Curses, Defile and Desecrate Enchantments recommended. For Death, Masochism + Bone Minions + Dark Bond (but not Death Nova) or Putrid Bile + Putrid Explosion (I prefer the latter). Put SoLS on the bar somewhere and fill up the rest with whatever. Another alternative is to go N/Rt and use Ghostmirror Light but you don't really need more healing in this build. Also, that Siphon Spirit on my ST Rit should be Ancestor's Rage, tut tut.

Last edited by LexTalionis; May 05, 2011 at 09:58 AM // 09:58..
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Old May 05, 2011, 02:54 PM // 14:54   #20
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I'm so surprised nobody mentioned, bring two copies of Complicate. SF is what kills most parties, with a 2 second recharge its generally better to disable the spell out of the fight (other alternatives are Signet of Humility/Power Lock). Complicate also lets you neuter multiple Roaring Ethers at a time.

Also consider running Fevered Dreams on your illusion mesmer (remember description is wrong, only 1 condition required). You can lock down and interrupt a lot of spells with everyone simply wanding.
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