First off I have never tried FoW before and am not too sure what to expect. After reading through different sources of information, I came up with this team build. Any suggestion on improving it would be helpful
I normally play a SoS Rit, so I am not sure on my rit builds.
You have an sos/resto healer build there, that you say you are going to use. Then an sogm hero with vampirism which is a player only skill. My suggestion would for you to go with all/most of the spirits, sos,bloodsong,pain,vamprisim, shadowsong with summon spirits, like the sos solo farmer and then take the rit as support with watever leftover spirits there are. Also you have no minion skills and you are using jagged bones and death nova, drop the /p and go n/mo. go with mm/prot. And maybe take out a few rez skills. Assuming you go the sos build I suggested you have 4 rez skills. Take one out from the mesmer and add remove hex. But fow in general is very easy especially in normal mode and just going standard discord/spirit/mesmer-way will work and then you can go something fun like dwg.
Drop the Paragon in favor of a Ray of Judgement Monk with Smite Hex. With the right build, you will be able to keep "Fall Back!" without worrying about energy.
On your bar, drop Spirit Leech Aura in favor of Summon Spirits. Drop Disenchantment in favor of Shadowsong. Bump all of your Restoration Magic to Spawning Power. I'm not a super-expert on human Rits, but I think you're gonna need either Boon of Creation or Signet of Creation for energy management.
On the N/Rt, drop Weapon of Warding for Vengeful Weapon. Drop Wielder's Boon (which Heroes don't use properly) for Flesh of My Flesh.
On the N/P, you need a minion raising skill for Jagged bones. Drop Foul Feast for Animate Bone Minions. Lose... er... Infuse Condition for Putrid Bile. Take out "We Shall Return!" for "Stand Your Ground!"
On the N/Mo... ... pu... ... well... umm... Okay, put the Ray of Judgement Monk here instead. Keep Enfeebling Blood on it.
On the SoS Rit, swap Agony for Spirit Siphon. Drop Bloodsong for Life.
P/X... I might swap this guy for an E/Mo Protter. That's just me though, since I am running a bit defensive atm in favor of the Survivor title. Your build is lacking in Prots though, which concerns me. I don't think "Stand Your Ground!" is going to be enough.
You have an sos/resto healer build there, that you say you are going to use. Then an sogm hero with vampirism which is a player only skill.
Sorry I have a habit of not fully explaining myself, and it struck here. I normally play a Spirit spammer SoS Rit, not the one in the above build. But thanks on the advice.
I'm not a super-expert on human Rits, but I think you're gonna need either Boon of Creation or Signet of Creation for energy management.
I don't normally have a problem with emanagement on my normal build, which I switched back too.
Quote:
Originally Posted by Kaida the Heartless
On the N/Rt, drop Weapon of Warding for Vengeful Weapon. Drop Wielder's Boon (which Heroes don't use properly) for Flesh of My Flesh.
On the N/P, you need a minion raising skill for Jagged bones. Drop Foul Feast for Animate Bone Minions. Lose... er... Infuse Condition for Putrid Bile. Take out "We Shall Return!" for "Stand Your Ground!"
On the N/Mo... ... pu... ... well... umm... Okay, put the Ray of Judgement Monk here instead. Keep Enfeebling Blood on it.
On the SoS Rit, swap Agony for Spirit Siphon. Drop Bloodsong for Life.
P/X... I might swap this guy for an E/Mo Protter. That's just me though, since I am running a bit defensive atm in favor of the Survivor title. Your build is lacking in Prots though, which concerns me. I don't think "Stand Your Ground!" is going to be enough.
Your Mesmers are dandy.
Thank you on the advice here. I am not sure on the RoJ monk, never had much luck with my monk heros. So I dropped the N/Mo for the Er Proter. I changed around the Rit builds, The player one is what I normally run, and the other one is a new attempt.
I want to keep the paragon, I have found that he is too helpful with the spirits and minions running around.
Here is the revisions
I think it might be a little to defensive now, but I am not too sure
Well, they do have some anti-synergy but it depends on your perspective. If your minion wall survives significantly longer, then your team remains unharmed for significantly longer, so ST has done it's job. I haven't done much comparison between the two, but it's not a definite/absolute build fail.
The only reason I suggest the RoJ Monk is because the only area I found remotely deadly was the Great Battlefield (the Skeletons will take double damage). RoJ also handles the Hex issue, which can kill you if they stack up.
You could probably switch Razah to regular Spirit Spam. The E/Mo will handle the Prots just fine.
I walked through FoW yesterday with ease using the basic Spirit/Discord/Mesmerway group (I'm Imbagon) without much, if any, alteration. Normal mode, mind you. I actually found the team's only downside in lacking damage output but defense and healing was a non-issue even with poor pulling due to not knowing patrols; no hiccups outside of a Icehand/Ether Breaker mob I wasn't prepared for. Even then red bars maybe dropped to 60% at most.
The only consumable I used was blue candy so I didn't have to keep Aggressive Refrain up while running between quests.
If its FoW NM it's very easy. Simply put, if you bring discordway + panic + ineptitude you've allready completed the whole thing noprob no cons. Bring SoS + SoGM rits on top and its fantastic. Just go DWG yourself and breeze thru it. I figured it would be hard when i tried a couple of days ago but seriously there are more difficult vanquishes then that. When doing the Slaves of Menzies quest I was simply just pulling as many mobs as I possibly could in to a ball and letting heroes take care of it. And that isent playing some kind of A\E tank, it's playing a SoS Rit with Fall Back as only heal \ defence skill. And if I was inbetween two groups and one was walking away, I would just pull both to get it done quick.
The only reason I suggest the RoJ Monk is because the only area I found remotely deadly was the Great Battlefield (the Skeletons will take double damage). RoJ also handles the Hex issue, which can kill you if they stack up.
You could probably switch Razah to regular Spirit Spam. The E/Mo will handle the Prots just fine.
Yeah, no kidding. I was C-space blasting through FoW just now, pretty much toward the end of the quest chain heading across the battlefield to get to the forest. I brazenly double aggro'd a group of those guys and got my only 3 rezzer's wiped. Stupid... Now, I will always carry a rez scroll for those specific situations where you are standing around with half a party and realizing that no one left has a rez on them.
Normal Mode is never the issue. I just cleared the entire thing the other day, on Hard Mode, with no cons. It takes a little while, mostly because I don't know the quest order 100%, but I think the only deaths were on the Great Battlefield and a single one in the Burning Forest. Both instances were my fault.
Yeah, no kidding. I was C-space blasting through FoW just now, pretty much toward the end of the quest chain heading across the battlefield to get to the forest. I brazenly double aggro'd a group of those guys and got my only 3 rezzer's wiped. Stupid... Now, I will always carry a rez scroll for those specific situations where you are standing around with half a party and realizing that no one left has a rez on them.
Yeah, watch out for the skeleton casters in the battlefield. They're the most dangerous enemies in the whole place. The Ether Breakers and Icehands have a really nasty combination of spells. They have deep freeze + maelstrom + energy surge + chaos storm + other bad stuff. It's best to micro manage panic onto them and kill the mesmers first, and as fast as you can, before they have a chance to cast too many of their spells. Technobabble is very good for them too.
Yeah, watch out for the skeleton casters in the battlefield. They're the most dangerous enemies in the whole place. The Ether Breakers and Icehands have a really nasty combination of spells. They have deep freeze + maelstrom + energy surge + chaos storm + other bad stuff. It's best to micro manage panic onto them and kill the mesmers first, and as fast as you can, before they have a chance to cast too many of their spells. Technobabble is very good for them too.
Just a hint on nullifying chaos storm is to equip martial weaps while fighting the ether breakers. The same tactic is used in the Deep.
Speaking of RoJ, what would be preferable, an RoJ Monk (16 smiting but poor e-management) or an RoJ NECRO (lesser smiting but no worries about energy)? I'm currently running the necro version (providing SoH too).