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Old Mar 30, 2011, 07:54 PM // 19:54   #1
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Default 4-5 mes team

Did anyone find a build with merc that involves 4-5 mes heroes?
I tried this:

with me as ap caller...
It's pretty fast but still lack some survavibility =(
any advice?
(for vq'ing and hm mission, maybe dungeons =/)
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Old Mar 30, 2011, 08:45 PM // 20:45   #2
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Still tuning but the blowup potential is nice. Run up to a group and slow them, this slows their casting and helps keep them balled longer for the hero AoE to do its thing. Really shines in EotN dungeons which tend to be full of casters plus they love to hang out in balls.

For now I am trying without panic, since people complain that their mes lack things to interrupt... instead I slow down enemy spellcasting, giving heroes more opportunity to interrupt, and proc damage/energy triggers.

Energy was occasionally a problem on the heroes, but BiP works surprisingly well, might even drop the inspiration skills.
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Old Mar 30, 2011, 08:47 PM // 20:47   #3
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I would say take you the e/mo, add an MM for meat shield. Then if that still isn't enough. Make one of the mesmers pi/resto, although that may be overkill on heals. I find it a little strage that you are lacking survivabillity with 3 sources of heal, maybe a change up in tactics is due? Focus on pull mobs one at a time etc. ?
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Old Mar 30, 2011, 08:55 PM // 20:55   #4
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MM is only optimal in some places, but if you like doing bogroots in 15-20 minutes with 7 heroes, it is a godsend. For any place in HM, nothing like pulling 2-3 mobs into a corner to deal with minions, while you Chaos Storm spam them.
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Old Mar 30, 2011, 09:11 PM // 21:11   #5
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Forgot that i took the screen when i added a sols healer and kicked another esurge mes... so yeh i probably be ok...
and i don't like mm even if it's nice... but still i use double fall back so minions keep staying behind the team and then not tanking...

Quote:
Originally Posted by FoxBat View Post
cut
Still tuning but the blowup potential is nice. Run up to a group and slow them, this slows their casting and helps keep them balled longer for the hero AoE to do its thing. Really shines in EotN dungeons which tend to be full of casters plus they love to hang out in balls.

For now I am trying without panic, since people complain that their mes lack things to interrupt... instead I slow down enemy spellcasting, giving heroes more opportunity to interrupt, and proc damage/energy triggers.

Energy was occasionally a problem on the heroes, but BiP works surprisingly well, might even drop the inspiration skills.
Uhm do u think i could substitute the ineptitude with another esurge?
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Old Mar 30, 2011, 09:59 PM // 21:59   #6
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I replaced my Ineptitude Mesmer for a Keystone Mesmer.
And for my feelings it runs more smooth now.
But then again, it may just be feelings.
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Old Mar 30, 2011, 10:10 PM // 22:10   #7
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Quote:
Originally Posted by Fierabras View Post
Uhm do u think i could substitute the ineptitude with another esurge?
Sure it's not going to fall apart or anything if you do. I'm just experimenting seeing how high I can push spike damage, often vs melee balls slowed by shared burden, they explode or are close to it before even getting into melee range where they can trigger melee hate. Dual ineptitude vs. the archers in consulate docks was fun though. ^_^
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Old Mar 31, 2011, 01:37 AM // 01:37   #8
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I'd be less inclined to drop the Ineptitude, the blind is extremely effective. Running a keystone mesmer is also nice, a keystone, e-surge, and ineptitude, plus a repeat of one of the first two. Lots of damage (e-surge is higher spike damage, but the keystone gets steadier), and not much energy issues.
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Old Mar 31, 2011, 08:27 AM // 08:27   #9
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uhm with a keystone mesmer i always forget to micro symbolic celerity... then the hero is going to do no dmg =S
Do u think a N/rt with xinrae/remedy would be better than healing burst monk?
since there are already a lot of rupts...

Edit: tried with a n/rt and seems to do fine with no energy problems (ofc)

Last edited by Fierabras; Mar 31, 2011 at 09:02 AM // 09:02..
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Old Mar 31, 2011, 09:32 PM // 21:32   #10
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I used this set up to complete all of DOA HM, works pretty good I got about the same times a slow frostway team would get.
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Old Mar 31, 2011, 10:09 PM // 22:09   #11
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Quote:
Originally Posted by Lethal Primate View Post


I used this set up to complete all of DOA HM, works pretty good I got about the same times a slow frostway team would get.
I opened this thread cause i was inspired by you! =D
What do u think would be a good build for normal vq'ing and mission?
Also... what could i do as an ele? (so no sy! spam)
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Old Apr 01, 2011, 05:43 AM // 05:43   #12
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If you're gung-ho on more defense, consider a few things.

- As a caster full of casters targeting the same enemy, you're basically a casterball. That makes you super vulnerable to AoE, so to protect against this you want either shouts, minion or spirit wall; these will do alot more for your setup than an ER prot. The build I'm using runs soul twisting + shelter/displacement for good reason. You can run an MM instead for similar results. Defense can also be shored up if you can fit aegis or SYG on some mesmers.

- Enfeebling blood/enfeeble are very cheap and effective even at low spec. Fit it in somewhere, mesmer is a good candidate, as is an MM or N/Rt healer.

- Shared burden is an very good defensive substitute for ineptitude, both neutering melee and making your panic/interrupts proc more often. Although heroes don't always seem to prioritize using it high enough.

- If that's still not enough defense, you need to consider whether dropping a mesmer or dropping your AP build makes more sense. Eles have plenty of defensive options if you don't miss the big yellow numbers too much. You might even get away with a bit of water on an AP bar, like blurred vision, maelstrom, deep freeze. Or you can play ER prot of course if you trust your heroes to target themselves.

- There's a theoretical alternate mesway, that focuses on PI + wastrels/chaos storm skills. I'm not sure how well it would work, but keeping everything on the ground constantly seems safe enough.
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Old Apr 05, 2011, 10:27 AM // 10:27   #13
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i just bought my heros and i must say the mez are sick. I ran imbagon with 3 e surge 1 panic and 1 inep and it wrecks. i tested it out in hm foundary and my only problem is the the third room which i almost got threw, but if you can get past that you can do it all which in hm is easily one of the hardest areas in the game. I know HM foundary can be done easily with cons but im trying w/o them.
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Old Apr 05, 2011, 12:16 PM // 12:16   #14
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Il Have to admit, Keystone is Awsome, i made a mesmer and got norgu and gwen then used a merc hero was running 4 Keystone spammers, 2 Mms one with Aotl Minions and a jagged bomber. Smashed through factions and NF in a day. Even the single dmg from keystone took shiro down in 2 mins, didnt even need to change the MMs lol.
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Old Apr 06, 2011, 11:33 AM // 11:33   #15
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Quote:
Originally Posted by Fierabras View Post
I opened this thread cause i was inspired by you! =D
What do u think would be a good build for normal vq'ing and mission?
Also... what could i do as an ele? (so no sy! spam)
What mantra is that you use?
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Old Apr 06, 2011, 01:53 PM // 13:53   #16
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Quote:
Originally Posted by Fierabras View Post
I opened this thread cause i was inspired by you! =D
What do u think would be a good build for normal vq'ing and mission?
Also... what could i do as an ele? (so no sy! spam)
How nice, I inspired someone XD. The "core" of this team are the mesmers and the healer. As an ele I would suggest you take the ether renewal infuse healing build. Now you have 2 spots open to fill with what ever you'd like. I'd take 1 port spirit spammer (replaces SY quite well). For the last hero you should take some kind of support. It may sound weir but taking a monk hero that can maintain spell breaker on you means you'll keep your enchants. You could also act as a tank now thx to the self heal of ether renewal. If you think enchantment ripping won't be problem take a MM or SoS here (more defense).
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