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Old Mar 04, 2008, 04:44 AM // 04:44   #101
Did I hear 7 heroes?
 
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Quote:
Originally Posted by NecroticChanter
Bah!! Why does every1 target the derv first? >.<
Which insignias? Superior Vigor rune?
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Old Mar 04, 2008, 04:51 AM // 04:51   #102
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Quote:
Originally Posted by NecroticChanter
Bah!! Why does every1 target the derv first? >.<
I have mine set to avoid, and using Anthem of Weariness with Spear of Fury the first shot of the fight charges SY!... by the time anything gets to the derv, he's already in godmode.
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Old Mar 04, 2008, 04:55 AM // 04:55   #103
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Originally Posted by blue.rellik
A paragon with energy problems? Did you even bother with the maths? By the time the TNTF recharges and at 12 leadership, the paragon should have regained the energy again.
I agree I've never had an issue with energy on my paragon whenever TNTF recharges I can almost always cast it right away...and if not once I use an adren chant I can cast it. While its recharging just cast Save Yourselves!

Quote:
Originally Posted by NecroticChanter
Bah!! Why does every1 target the derv first? >.<
You using a lot of superior runes or something?
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Old Mar 04, 2008, 12:20 PM // 12:20   #104
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Quote:
Originally Posted by Darkside
I agree I've never had an issue with energy on my paragon whenever TNTF recharges I can almost always cast it right away...and if not once I use an adren chant I can cast it. While its recharging just cast Save Yourselves!



You using a lot of superior runes or something?
I think 2 minors...way to poor for sups.
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Old Mar 05, 2008, 03:32 AM // 03:32   #105
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what hench do you guys use with this?
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Old Mar 05, 2008, 04:10 AM // 04:10   #106
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2 monk henchies, Sogolon, and Devona.

Lvl 26 warrior types are down in less that 7 seconds. Impressive.
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Old Mar 05, 2008, 04:57 AM // 04:57   #107
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Quote:
Originally Posted by Teh [prefession]-zorz
what hench do you guys use with this?
If you're new to paragons then bring both monk (or rit for Factions) henchies but once you get some experience then drop one of them (I'd say the prot one).

In Prophecies, dual warrior henchies (when you can) is great since they both have "Charge!".
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Old Mar 05, 2008, 05:10 AM // 05:10   #108
Did I hear 7 heroes?
 
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Thom and Stefan rock, this is true. I love the dual charge, maintains the refrains quite well.
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Old Mar 05, 2008, 12:24 PM // 12:24   #109
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No love for Devonna? Or maybe bad memories?
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Old Mar 05, 2008, 07:05 PM // 19:05   #110
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Devonna is suicidal.
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Old Mar 05, 2008, 07:24 PM // 19:24   #111
Did I hear 7 heroes?
 
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Well you only get Devona for THK and onwards, not too many vanquishes available at that point.
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Old Mar 05, 2008, 07:31 PM // 19:31   #112
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Hi Rac,

Which insignas do u run on your hero's? Survivor only? Or one Centurion or full centurion?

Great builds so far! I kinda tweaked it so I can use SY on my war
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Old Mar 05, 2008, 07:35 PM // 19:35   #113
Did I hear 7 heroes?
 
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Survivors on everyone except the gons, they have centurions (including me).

If you're using the D/N on a non-paragon I would probably use Windwalker insignias instead.
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Old Mar 06, 2008, 05:46 PM // 17:46   #114
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Hm I can't seem to be able to vanquish any of the Azuran nor Charr homeland areas with this build... Am I doing something wrong? I vanquished all the other areas in the game with Sabway. Maybe this build just has a really hard time in those areas? Or I'm doing something seriously wrong.

I'm playing SY warrior instead of paragon

Also tried Glint's mission on NM... the evasion skills seem to give this build a really hard time because it's so focused on physical damage. Couldn't finish it.

Last edited by Avatara; Mar 06, 2008 at 06:19 PM // 18:19..
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Old Mar 06, 2008, 10:53 PM // 22:53   #115
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Shouldn't you not need centurions? Since your gonna be spamming save yourselves most of the time for +100al. Then again I guess it's better to have 10 extra al incase you stop being able to spam save yourselves.
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Old Mar 06, 2008, 11:35 PM // 23:35   #116
Did I hear 7 heroes?
 
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Correction, whichever hero has the 14 spear I have with survivor insignias as they are using a major rune.

Centurions or Survivor it won't make a huge difference, but having that extra 10 AL for when things are going bad (Soothing Images, Vocal Minority, etc) is quite useful.

Quote:
Originally Posted by Avatara
I'm playing SY warrior instead of paragon
It's entirely different with a non-paragon primary. I play with the same setup on my warrior and everything feels significantly harder in comparison. The paragon has the advantage of changing targets on a whim without losing any of the uptime of SY. As a warrior (any non-Mel's melee rather) the AI targets you first all of the physical hate, when you're full of paragons you can somewhat control who the hate is directed towards. I remember clearing Oola's lab on my warrior with his wand out for the entire dungeon just to trick the AI into using Blinding Flash on my paragons so I could maintain SY.

Quote:
Originally Posted by Avatara
Also tried Glint's mission on NM... the evasion skills seem to give this build a really hard time because it's so focused on physical damage. Couldn't finish it.
This is another matter of knowing how to trick the AI, or simply changing the build up (which would be the better solution). Call a target for the AI, you hit something else to maintain the defense. When they kill what they're attacking, call something else while you find something that has no defensive stances. If everything you're fighting has an evasion stance, change targets when the stance is put up. Because the build has no AoE the enemies will not use those skills until their health hits a certain point. It becomes a matter of swapping targets constantly to draw out the block skills, and then swapping back after they're expired.

You can also disable Wild Throw on the heroes, for when you need it. In which case it would also be a good idea to find a target that also cannot block for them to build adrenaline on if bringing down the stances is that crucial.

Ultimately what it comes down to is knowing when the build will run into troubles. Some Charr groups have Aegis, bring something to deal with it or a different hero make up. Raptors have Critical Defenses, again you'll need removal if you want these physicals to work. The builds shown are just a guideline that will need to be tweaked for different circumstances, with more specific details for trickier situations (4 man zones and hexes). You as the player need to be able to recognize when the main bars will work, and when they will need to be modified to deal with the situation before you. Understand what skills are vital, and which can be replaced to deal with the occasionally bump in the road that will cause the defense to collapse. If you don't think any modification can be made to deal with what the task ahead, bring a different hero setup.
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Old Mar 06, 2008, 11:57 PM // 23:57   #117
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Quote:
Originally Posted by Avatara
Hm I can't seem to be able to vanquish any of the Azuran nor Charr homeland areas with this build... Am I doing something wrong? I vanquished all the other areas in the game with Sabway. Maybe this build just has a really hard time in those areas? Or I'm doing something seriously wrong.

I'm playing SY warrior instead of paragon

Also tried Glint's mission on NM... the evasion skills seem to give this build a really hard time because it's so focused on physical damage. Couldn't finish it.
This build, just like any other build, wont be excellence everywhere. Just like in Sab's build, you will take out the MM if there isn't sufficient bodies or the SS if there are few melee/physical for something more useful. I tend to change my paragons all the time, even if it's just one or two skills sometime, for different places. See what give you trouble and spec against it.

Another problem is if you don't micro to upkeep their AR as a warrior and they have to put up AR before every battle, that will kill their efficiency a bit as they enter the battle with low energy.
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Old Mar 07, 2008, 07:34 AM // 07:34   #118
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I had little problems with this build up until yestarday. I tried doin ooze pit HM and got totally wasted. Any tips? Basicly its either those suicidal oozes getting me or oozes in general goin crazy and multiplying and overwhelming me.
Anyone did it with h/h? I took 2 monks, hurta and zho.
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Old Mar 07, 2008, 08:09 PM // 20:09   #119
Did I hear 7 heroes?
 
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Quote:
Originally Posted by Washi
I had little problems with this build up until yestarday. I tried doin ooze pit HM and got totally wasted. Any tips? Basicly its either those suicidal oozes getting me or oozes in general goin crazy and multiplying and overwhelming me.
Anyone did it with h/h? I took 2 monks, hurta and zho.
Same issue I had when clearing it. I could never seem to shake the Aggressive Ooze off me and was constantly KDed from Counter Blow. From there the rest of the party was stomped with Energy Surge, Earthquake, and Shockwave because I couldn't keep SY up enough.

Wail of Doom was changed yesterday which could've had an impact depending on how the enemy AI uses it.
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Old Mar 08, 2008, 06:21 AM // 06:21   #120
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Quote:
Originally Posted by Racthoh
I've been playing it on my warrior now with the same builds as I work through GW:EN and the biggest issue of all is that you are targeted with every hate spell first. If you're expecting an area with a lot of blind take Sight Beyond Sight so you aren't raging as much as I have been. There have been times where I'm just wanding the closest physical to build SY until the AI have killed everything, rather sad.

These builds are more suited towards a physical of some sort and would require some drastic changes for a caster primary.


From what I've seen they won't use it unless they have a hex or condition themselves. I would always throw up my Aggressive Refrain first and they'd never use the Empathic Removal with just my cracked armor present. It's somewhat of a blessing and a curse, when you do encounter a lot of hexes you know for sure they'll be using it on recharge.

If the energy is becoming an issue disable it out of fights that are lacking in hexes.


From what I gather from other players I can only assume that the hero has to have a wand or staff to use the build properly. When the master of damage was first introduced on the battle isles I sent my quartet to him and the hero never had energy issues for the whole 180 seconds of straight fighting. The only spells I have ever pre-cast are the interventions, and sometimes Dark Fury for a boss fight if I want SY up ASAP.


I would consider Volley or Barrage to take advantage of the ward and order, and to build SY faster.
I found that this build wasn't as effective on my war as it probably would be on a para. I too was targeted by blind first 100% of the time. I usually try to take more condition removal when playing a godmode war.
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