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Old Feb 03, 2011, 11:59 PM // 23:59   #501
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Quote:
Originally Posted by Xenomortis View Post
Ok...
If you replaced the Ele throwing pathetic nukes with a Necromancer that has Order of Pain and Mark of Pain, your setup would be significantly improved.

Yup I relised that when i finished posting the team but truthly I didnt think that the sort of damage a nec curses orders could produce untill reading wiki about the skills and seeing gwpvx builds and guru builds of old just how powerfull curses with certain orders are with para's and MM's
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Old Feb 04, 2011, 12:36 PM // 12:36   #502
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I think i got my warrior sorted out - so i put my monk here... but it is simpler than my warrior build.

Just a standard signetway + SoS heroway + a N/Mo Hybrid. I had a hard time trying to find room for Signet for Mystic Wrath even in a 7 hero environment.

Last edited by Lita; Feb 04, 2011 at 12:39 PM // 12:39..
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Old Feb 04, 2011, 08:31 PM // 20:31   #503
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with 9 FC for mes and 9 Curses for Necs forgot to add that....

Last edited by chris12xu; Feb 04, 2011 at 08:42 PM // 20:42..
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Old Feb 04, 2011, 08:52 PM // 20:52   #504
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Originally Posted by Lita View Post
Just a standard signetway + SoS heroway + a N/Mo Hybrid. I had a hard time trying to find room for Signet for Mystic Wrath even in a 7 hero environment.
Where is the Keystone mesmer?
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Old Feb 04, 2011, 09:47 PM // 21:47   #505
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Where is the Keystone mesmer?
Idk how well heroes can use KS(for recharge other sig, buff them and interrupt)...anyone knows?
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Old Feb 05, 2011, 01:17 AM // 01:17   #506
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honor bala.
12 chars
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Old Feb 05, 2011, 03:08 AM // 03:08   #507
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Originally Posted by AndrewSX View Post
Idk how well heroes can use KS(for recharge other sig, buff them and interrupt)...anyone knows?
They kinda just use it on recharge. Still turns out alright. Between Fast Cast and that, most of the signets really don't have any downtime. The bigger issue is that they don't use them fast enough.
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Old Feb 05, 2011, 09:57 AM // 09:57   #508
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Here is a slightly updated monk build



I didnt know about Keystone signet - I will have to try it but I included one, I may use 0 or 1 or 2 mesmers I guess I will experiment a bit. The heroes lack of ability to spam things in the right order does scare me with it. In addition, I managed to replace the necro with an ER prot with lifebond and just used Dwayna's sorrow to fuel signet of mystic wrath creating some Synergy(sp?) in the team at least. (If anyone knows of another worthless spammy party wide enchant let me know)

[edit] Hmm I think I screwed up my Keystone mesmer build. [edit2] Fixed (i think)





Also I updated my warrior build to include MoP/Splinter weapon at the cost of a res+dismiss condition. I am also not sure if casgestion(sp) signet is needed and will swap it out if it is not. I am also assuming the Melee AI will be updated like promised.

Last edited by Lita; Feb 06, 2011 at 01:16 AM // 01:16..
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Old Feb 06, 2011, 01:09 AM // 01:09   #509
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Interesting seeing some gimmicky stuff instead of the typical meta builds being tweaked in here.

Careful about putting heals on a Minion Master. They tend to spend a lot of time in casting animations (death nova and minion spam), leaving them unable to catch quick damage.

Your HB monk is going to be hard pressed for energy. Heal Party is always a bad choice on Heroes. Patient Spirit and Heal Other will often generate a lot of over healing as well, since Heroes aren't so patient.

Other than that, interesting stuff.
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Old Feb 06, 2011, 01:40 AM // 01:40   #510
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Hi,

Thanks for the reply. I figured the necro with blood ritual would help with that so I didn't mind heal other but forgot about the overheal thing - I'll replace it cure hex. I didn't want cure hex in the first place because I wanted to make sure smite hex would cause damage but there should be enough hexes to go around usually anyway . Heal Party will probably be microed.

I'm playing around with keystone mesmers at the moment and might change the build around a bit to see if I can fix it.
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Old Feb 06, 2011, 03:23 AM // 03:23   #511
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Don't forget about Dwayna's Kiss.
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Old Feb 06, 2011, 08:23 AM // 08:23   #512
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You made me think Dwayna's Kiss . I think i will use Dwayna's Kiss after some thought, hexes by monsters in PvE tend to be either non-existant or spammed to the point where hex removal is useless. Would rather have a skill that is used 100% of the time then a heal used 50% of the time.
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Old Feb 06, 2011, 11:29 PM // 23:29   #513
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Have 2 gimmicks I'd like to try.
A master of Magic team, and a predominately ritualist team... I don't expect them to be top-grade obviously, but I'd like to make em as good as they can get on those two points, Master of Magic, and ritualist.

MoM team


Idea was just that everyone works together, with dual deep freezes, my eles aoe's are easier to land and with unsteady ground, I'd think it make it harder for the opposition.

Ritualist team

Was planning for like 3 rits, and 1 necro/rt but ended up going overboard and liked it. I even put the Mesmer who has no RT skills s /RT just for the humor of it. Moving on, while It will likely work just peachy in NM mode, I wonder what it's issues in HM would be. The protective spirits going down is likely a problem but... With Soul Twisting I can keep up 1 with ease, as we break the enemy down. If anything maybe I don't have enough damage? Panic helps to reduce the enemy power though and could even cause enemy monks & rits to interupt themselves so.....

Last edited by ensoriki; Feb 07, 2011 at 01:41 AM // 01:41..
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Old Feb 07, 2011, 08:04 AM // 08:04   #514
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I did a Shards of Orr HM and figured the 4 warrior build would work poorly there. Due to always being blinded and having 1000 other conditions on me.

So I came with this (below) for Shards of Orr to clear it fast. I realised the warrior might be a little energy heavy so I added Bath's spirit to one of the monks not to mention more adrenaline means more whirlwind attacks. Also I am not sure whether life bond takes the pre prot damage or post prot damage like if prot spirit affects the damage received by the bond. If its a problem I will replace frenzy or life bond.


Last edited by Lita; Feb 07, 2011 at 08:22 AM // 08:22..
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Old Feb 07, 2011, 08:58 AM // 08:58   #515
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If this is for SoO only, i'd suggest to add some KD-counter:IAU! on you and Ward of Stability on the ele for your casters could work....
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Old Feb 07, 2011, 09:40 AM // 09:40   #516
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Hi,

Thankyou for your reply - but i do not agree with adding those skills.

I do recall the zombie brutes having a knockdown which only happened a few times ( i think the keystones mes would interrupt the KD) . I ran with 2 Keystone mes, Emo prot/ 2 monk hench/mes hench/necro hench and got through the dungeon with no wipes besides the end boss. The zombie brutes died so fast and they were only ever attacking me before they exploded. But yea I think it is pointless to worry about knockdown from my perspective as the brutes are first to go.

Last edited by Lita; Feb 07, 2011 at 09:59 AM // 09:59..
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Old Feb 07, 2011, 09:49 AM // 09:49   #517
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KD comes also from multiple Earthquake but with KS it shouldn't be an issue...just from my experience in SoO H/H (3 heroes only ) anti KD was very appreciated, and the ER can carry it, even with low speccing in earth.
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Old Feb 08, 2011, 10:01 AM // 10:01   #518
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I havent had an issue with KD in shards of orr as I have said. I don't think earthquake exists with this build.
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Old Feb 09, 2011, 12:42 PM // 12:42   #519
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Quote:
Originally Posted by Lita View Post
I did a Shards of Orr HM and figured the 4 warrior build would work poorly there. Due to always being blinded and having 1000 other conditions on me.

So I came with this (below) for Shards of Orr to clear it fast. I realised the warrior might be a little energy heavy so I added Bath's spirit to one of the monks not to mention more adrenaline means more whirlwind attacks. Also I am not sure whether life bond takes the pre prot damage or post prot damage like if prot spirit affects the damage received by the bond. If its a problem I will replace frenzy or life bond.

All those smiters with literally infinite energy - and no Strength of Honour on you? If you swapped out one of the Smite Conditions on one of the first 2 Mo/Mes you could slip SoH in there. You already have Mend Body and Soul as a condition removal, I know theres a craptonne of conditions but I don't think you need that many! Either that or replace RoD, its not that great a heal anyway, and you've got another copy + infuse + ritualist heals. The damage you might lose from that one RoD will be more than made up with the extra damage you'll be dealing.

Last edited by distilledwill; Feb 09, 2011 at 12:45 PM // 12:45..
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Old Feb 22, 2011, 08:06 AM // 08:06   #520
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Been thinking about building for 7 heroes since it came out and I've had a multitude of choice, whether they work will probably have to be tested.

My main is a Para (I use a Spear/Shout/SY build so not primarily Imbagon)
3 Paragons + 1 Orders Dervish with either
3 Warriors or 1 War/2 Dervish

With the update to the Dervish skills, Dark Fury would benefit them too and surprisingly I bring less enchants on my heroes with the update, but will probably bring 1-2 for teardown combos. Main damage mitigation will be their naturally high armor + my SY! shout and the various anthems will pile on the conditions which will fuel higher damage with Reap Impurities.

At least that's how I've been thinking on the basic premise, will definitely need a test run to see how it fare.
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