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Old Aug 09, 2008, 12:59 AM // 00:59   #441
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Question: What's the best class as the SY! other than Paragon?
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Old Aug 09, 2008, 01:27 AM // 01:27   #442
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Originally Posted by Zinger314
Question: What's the best class as the SY! other than Paragon?
Warrior with Dragon Slash, For Great Justice and other stuff.
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Old Aug 11, 2008, 09:28 PM // 21:28   #443
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What is the best monk build with these heroes?
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Old Aug 23, 2008, 12:57 AM // 00:57   #444
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I think the Hex Heavy team just got very strong with a 50hp bonus. It may be a small heal but it adds up.

pink

Last edited by Mr Pink57; Aug 23, 2008 at 07:44 PM // 19:44..
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Old Aug 23, 2008, 01:09 AM // 01:09   #445
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^ i think you mean small heal but it adds up :P
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Old Aug 27, 2008, 01:37 AM // 01:37   #446
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Would Kyril's Fervor work for the D/N hero?

http://guildwars.wikia.com/wiki/Kyril%27s_Fervor

I kinda like when stuff has more hp, especially a caster hero...

Also, are Windwalker's insignias preferred over Survivor's?

Thanks and great team btw .
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Old Aug 27, 2008, 01:42 AM // 01:42   #447
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More HP, More Sac, faster death =o
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Old Aug 29, 2008, 08:08 AM // 08:08   #448
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Is this necro SY! build with the heroes more effective than sabway?
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Old Sep 01, 2008, 03:59 AM // 03:59   #449
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Quote:
Originally Posted by MrGuildBoi
More HP, More Sac, faster death =o
Yet the hero is shown with a minor blood and not superior. The AI generally preys on the target with the least amount of health, a character that performs by saccing health should not be that target. If a monk is being hit it's no big deal since the monk is still able to perform its role in the party. A physical can still attack and build adrenaline, an elementalist can continue to throw off spells. When the order bot comes under fire there is a greater risk of death given the nature of its duty. A higher health will tell the AI to focus their assault on someone else instead, allowing the sacrificing of health to become less of an issue.
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Old Sep 06, 2008, 08:28 PM // 20:28   #450
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Finally got around to trying out this team for some vanquishing. Tried two areas and got dominated super fast (playing dslash SY war). First was drakkar lake, and forgot about all the hexes on the jotuns (especially the VoR buff, really hurts anyone trying to spam skills) so I wasn't using the dual empathic version. Second I went to try it in hex-low unwaking waters, but still took way too many deaths just trying to fight through the small initial shiroken mobs, with so much block having a difficult time to keep SY without any breaks (and the team exploding for some reason whenever it goes down).

Do you find this should work relatively universally with just proper player tactics (been awhile since I did PvE), or is it more specific with bad mob matchups to be avoided? Has this worked well for anyone with a melee character who takes longer to change targets than a paragon when avoiding block skills?
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Old Sep 15, 2008, 08:31 AM // 08:31   #451
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Quote:
Originally Posted by Greedy Gus
Do you find this should work relatively universally with just proper player tactics (been awhile since I did PvE), or is it more specific with bad mob matchups to be avoided? Has this worked well for anyone with a melee character who takes longer to change targets than a paragon when avoiding block skills?
I've done the same and played with it on both warrior and paragon. From what I remember everything felt significantly more difficult as a player warrior than player paragon. Despite both builds using "Save Yourselves!" the lack of "There's Nothing To Fear!" on a warrior definitely shows that constant +100 AL is by no means an easy victory. The party heal and damage reduction from armor ignoring sources over 10 seconds is fairly significant.

Calling targets helps somewhat if a flag is set. The AI tries to stay within a certain radius of a human player; henchmen to the party leader, heroes to whoever owns them. As any melee profession that radius can change quite frequently over the course of combat resulting in AI that moves more frequently instead of taking action. This becomes even more of an issue for henchmen and their lack of proper equipment/runes. With less health they're targeted more often, forcing them to kite and stay within the player's range. Setting a flag creates an anchor and their positioning becomes less focused on where you stand. Call a target to make sure they move with you when you do engage, and to ensure focus fire when moving.

One issue that you can't really avoid is the whole melee weapon/ranged weapon behavior. If you are the only party member using a melee weapon enjoy all of the physical hate. At the very least in areas with a lot of blind bring a second melee physical (if you don't already) and switch to a wand/spear (wand is more effective) so you can still maintain the defense. Sitting on that sword set means no DPS or +100 AL, may as well eliminate one of those penalties. Especially on hard mode; anything that blinds will do so frequently. Remove the condition and it's back just like that. Another option is calling a target and letting the AI run ahead so the paragons absorb the hate. Granted this tactic can backfire if they're hard hitting and wipe out something before you can build "Save Yourselves!". I would limit such a strategy against enemies with long recharging physical hate skills for the aforementioned reasons.

I haven't played since the AI was updated last so I can't comment on anything that may have influenced the effectiveness of these strategies.

Last edited by Racthoh; Sep 15, 2008 at 08:37 AM // 08:37..
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Old Oct 04, 2008, 11:35 AM // 11:35   #452
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awesomeness

in dictionaries awesomeness should have "pls look http://www.guildwarsguru.com/forum/showthread.php?t=10254869"

really working good

used this in areas without exploitable corpse I used this with 2monk-2warrior instead of sabway, worked awesome
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Old Nov 15, 2008, 04:33 PM // 16:33   #453
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Would this build be still viable even without SY and TNTF ?
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Old Nov 16, 2008, 08:55 AM // 08:55   #454
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yes, but its effectiveness would be greatly limited. SY and TNTF is used to keep the team alive by mitigating damage. without it, it'd blow through your team.
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Old Nov 16, 2008, 09:01 PM // 21:01   #455
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Is that Order's dervish dependent on this team build? or can it be used as a monk substitute in any Physical Heavy team?
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Old Nov 27, 2008, 03:21 PM // 15:21   #456
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Bloody hell, this thread sure is long.
So basically, I didn't want to waste more then one slot on a caster, yet wanted to keep Orders and Splinter.
I was toying around and after deciding what to run - I ran across this:
Quote:
Originally Posted by Racthoh View Post
I use this when I Urgoz:

[Splinter Support;OAhkQoGbYIqEGjhwkwcwWQV1W4FD]
Minor Blood on the hat and pop a conset naturally.
And I thought I was special.
Although my version looks like this:
[build=OAhkQoGbYIqk3EGzkghwWQCYy1WI]

Considering that Order does +13 at 11 AND 12, I'd suggets running a SR headgear so that you get to 13 in SR - which is also the 4 energy Maso and 3 energy FF breakpoint. The only thing you lose is 1 sec of WoP.
I don't see BR being worth it because it 11 (or 12) the end heal just covers up the starting sac - so you are using a skill slot for 5HP regen. Might as well let the monks do their job.
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Old Nov 27, 2008, 07:07 PM // 19:07   #457
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I don't see BR being worth it because it 11 (or 12) the end heal just covers up the starting sac - so you are using a skill slot for 5HP regen. Might as well let the monks do their job.
the monk is not your bitch

their job is to heal damage, not sacrifices.
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Old Nov 27, 2008, 07:45 PM // 19:45   #458
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Quote:
Originally Posted by -Lotus- View Post
the monk is not your bitch
their job is to heal damage, not sacrifices.
If I am playing with h/h - they are all my bitches.
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Old Nov 27, 2008, 07:50 PM // 19:50   #459
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Quote:
Originally Posted by -Lotus- View Post
the monk is not your bitch

their job is to heal damage, not sacrifices.
Yeah cuz watching bars and trying to preprot is loads of awesome & leet fun ..

Let's just confess ; the only non-bitchroles are the one doing big damaga !11!!!1&&
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Old Nov 28, 2008, 02:45 AM // 02:45   #460
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Quote:
Originally Posted by upier View Post
I don't see BR being worth it because it 11 (or 12) the end heal just covers up the starting sac - so you are using a skill slot for 5HP regen. Might as well let the monks do their job.
I find that orders heroes are a lot harder to kill without blood renewal... nothing like saccing half your health when those SF eles decide its the order turn to burn
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