Jan 19, 2011, 12:01 PM // 12:01
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#2
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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The key to if you want to make a less boring experience, make a team allowing some room for variation. Otherwise you can just bring blindness/panic spam to practically neutralize most mobs.
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Jan 19, 2011, 12:45 PM // 12:45
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#3
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Academy Page
Join Date: Aug 2009
Location: Belgium: GMT+1
Guild: [MoO], [ohhi]
Profession: A/
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Just bring withering aura and micro the hero to use it on you.
For the rest, change the skills of your necs to low casttime+rechargetime hexes.
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Jan 19, 2011, 03:06 PM // 15:06
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#5
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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What LifeInfusion said. Have heroes buff you as much as you can(SoH, orders, splinter weapon, etc.), prot, and you're done.
P.S: don't forget to bring Asura Scan and, if you can, SY!
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Jan 19, 2011, 03:10 PM // 15:10
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#6
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Building hero teams for physical players is very easy - simply build them to support you.
If you're using a scythe then you should be using AoHM, which means Orders, Barbs and Mark of Pain are of limited use.
However Strength of Honor and Splinter Weapon are excellent. An SoS Rit can take both these and slot in Ancestor's Rage which works nicely too.
Secondly you'll need to ensure you're allowed to operate - if at any time you cease functioning due to conditions, hexes or even death, you're team build starts to collapse - that means take adequate cleaning for the area you're facing and make sure to pack some good protection on a hero (Prot Spirit is often sufficient, SoA and Spirit Bond are nice extras).
Finally you can take anything that facilitates you dealing damage or stopping the enemy from impeding you - Mesmers are good with their disruption here.
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Jan 19, 2011, 04:41 PM // 16:41
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#7
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Krytan Explorer
Join Date: Aug 2009
Location: Why do you want to know where I live? Pervert.....
Guild: [TRL]
Profession: Me/A
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1. SoS Rit, with Strength of Honor (splinterweapon, ancestors rage)
2. Minion bomber
3. Panic Mesmer
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Jan 19, 2011, 04:53 PM // 16:53
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#8
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Furnace Stoker
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I use a similar build for my assassin.
Replace Painful Bond with Splinter.
Last edited by Daesu; Jan 19, 2011 at 05:31 PM // 17:31..
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Jan 19, 2011, 04:57 PM // 16:57
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#9
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Forge Runner
Join Date: Apr 2007
Guild: DMFC
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My crit scythe sin runs with spiritway heros and never really gone for anything else - reason i like spiritway is the sin can draw initial aggro an run back then after the minions an spirits take the aggro i go in and mop up.
Its one of the team builds that can be used litterally anywhere unlike sabway ( places with no corpses ) and doesnt require certain things like conditions/hexes to work ( discordway ) and its so versatile that if you have a human team member thats already a sos rit you can switch a few skills ( or replace one with a panic mes ) and not lose any effectiveness or dmg.
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Jan 19, 2011, 05:30 PM // 17:30
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#10
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Furnace Stoker
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Quote:
Originally Posted by Spiritz
My crit scythe sin runs with spiritway heros and never really gone for anything else - reason i like spiritway is the sin can draw initial aggro an run back then after the minions an spirits take the aggro i go in and mop up.
Its one of the team builds that can be used litterally anywhere unlike sabway ( places with no corpses ) and doesnt require certain things like conditions/hexes to work ( discordway ) and its so versatile that if you have a human team member thats already a sos rit you can switch a few skills ( or replace one with a panic mes ) and not lose any effectiveness or dmg.
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The biggest problem I have with pvx spiritway is that it is a generic build so you should tweak it for your own character. For example, I like having SoH, Blood Bond, Weaken Armor, and Ancestor's Rage with my melee. I dont really care for things like Putrid Bile.
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Jan 19, 2011, 09:18 PM // 21:18
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#11
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Also, there might be changes to scythes in the coming weeks that would make them better on a Dervish. That could mean making Dervishes better or nerfing Crit Scythes.
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Jan 19, 2011, 10:49 PM // 22:49
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#12
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Quote:
Originally Posted by Skye Marin
Also, there might be changes to scythes in the coming weeks that would make them better on a Dervish. That could mean making Dervishes better or nerfing Crit Scythes.
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Linking AoHM to mysticism would be the best change in 2 years.
I don't care that crit scythe is powerful, I care that AoHM is a PvE skill specifically for dervishes, being used on a Assassin. It's like if TNTF were used on a necro or critical agility on a dervish. SY! is kind of like that, you see Save Yourselves on Paragons and everything including Warriors, however whirlwind attack (the sunspear skill) is used mainly on warriors.
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Jan 20, 2011, 12:29 AM // 00:29
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#13
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Wilds Pathfinder
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Like everyone has kinda said, youll have AoHM, so SoH and Splinter Weapon is about all the melee buffs you can bring. And that can easily be brought on your SoS if you want to put your extra points into Smiting. I have a similar set up, but I use the SoS with resto heals and a blood necro that carries the smites as my third hero or I'll bring a full on PI Mesmer and forgo the smites altogether if there is a high chance of enchant stripping.
You third hero is the most optional. But, if you have PS on your MM and your smites on your SoS, whatever you bring should have some spot heals.
Last edited by NerfHerder; Jan 20, 2011 at 12:31 AM // 00:31..
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Jan 20, 2011, 12:40 AM // 00:40
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#14
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Forge Runner
Join Date: Apr 2007
Guild: DMFC
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Quote:
Originally Posted by Daesu
The biggest problem I have with pvx spiritway is that it is a generic build so you should tweak it for your own character. For example, I like having SoH, Blood Bond, Weaken Armor, and Ancestor's Rage with my melee. I dont really care for things like Putrid Bile.
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I just remembered that there was actually 2 different builds - both had slightly different skills on all 3 heros - and the original one ( or the first one i saw and tried ) somehow vanished from pvx and the one now termed as spiritway took over.I always wrongly refer to what i used as spiritway ( altho i never actually knew of the 2nd ones existance till after ). And putrid bile wasnt in the first one and i agree its a skill i wouldnt use as there are better skills that can be used instead.Infact thinking back with a bad memory one was 1 n/rt , 1 sos rit and 1 n/mo the other used 2 rts and 1 n/mo.But i also agree that most hero builds are there to be tweaked to offer that extra bit of assistance to your chr and gameplay - my heros work well with my sin + hench and if i switch to a caster only team it often works better , may be down to melee and aggro.
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Jan 20, 2011, 01:20 AM // 01:20
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#15
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Furnace Stoker
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Quote:
Originally Posted by NerfHerder
You third hero is the most optional. But, if you have PS on your MM and your smites on your SoS, whatever you bring should have some spot heals.
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Yes but I find that the MM is not very responsive with his prots, so you have to really micro him if you want prots at the time when you need them. An ER is much more responsive, and you can choose to micro PS too if you dont trust it. Also a melee character needs hex removal more than a caster does.
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Jan 20, 2011, 01:47 AM // 01:47
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#16
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Wilds Pathfinder
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Quote:
Originally Posted by Daesu
Yes but I find that the MM is not very responsive with his prots, so you have to really micro him if you want prots at the time when you need them. An ER is much more responsive, and you can choose to micro PS too if you dont trust it. Also a melee character needs hex removal more than a caster does.
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I agree, I just dont like bringing an ER Prot with only 3 heros. Just keep in mind the way his build is set up now, infuse health would be the only spot heal on his hero team. I tend to opt for more damage/cc instead. Although an ER Prot wouldnt be a bad idea for his third hero, if some adjustments were made. Then you could dedicate something else to your MM, in his case either blood magic or healing prayers would work fine. When we get 7 heros, an ER prot will most likely always be on my team.
Last edited by NerfHerder; Jan 20, 2011 at 01:53 AM // 01:53..
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Jan 20, 2011, 03:19 AM // 03:19
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#17
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Furnace Stoker
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Quote:
Originally Posted by NerfHerder
I agree, I just dont like bringing an ER Prot with only 3 heros. Just keep in mind the way his build is set up now, infuse health would be the only spot heal on his hero team. I tend to opt for more damage/cc instead. Although an ER Prot wouldnt be a bad idea for his third hero, if some adjustments were made. Then you could dedicate something else to your MM, in his case either blood magic or healing prayers would work fine. When we get 7 heros, an ER prot will most likely always be on my team.
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I have spot heals from the SoS rit restoration spells and infuse. It depends on the area that you are playing in, your setup and your playing style. The crit scythe assassin can dish out a lot of damage but its weakness is its defense. In HM elite areas, with only 70 armor, your assassin can really feel each hit. If you are dead or kiting, you would be doing zero damage anyway. So having sufficient defense would help your damage and vice versa. A melee character generally needs more healing than a caster because he is in the midst of the action tanking mobs away from the casters and an ER is great for supporting melee, but an overkill for a casters team.
Last edited by Daesu; Jan 20, 2011 at 03:30 AM // 03:30..
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Jan 20, 2011, 05:28 AM // 05:28
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#18
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Frost Gate Guardian
Join Date: Aug 2009
Location: I live right there, see?
Guild: Apostles of Oblivion
Profession: W/Mo
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Oh please don't run MoP. It's so unbelievably useless outside of SC's. Just make sure you bring SoH, PS, and a good healer. Everything else is pretty optional. Be unique.
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Jan 20, 2011, 05:31 AM // 05:31
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#19
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Furnace Stoker
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Quote:
Originally Posted by thetwistedboy
Oh please don't run MoP. It's so unbelievably useless outside of SC's. Just make sure you bring SoH, PS, and a good healer. Everything else is pretty optional. Be unique.
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Unless you have something against armor ignoring damage, MoP is still useful for minions and splinter, just need to micro it. If you dont micro it and left it up to the AI, then of course he is going to miss most of the time. AI can't tell if there are adjacent targets. I have been using MoP successfully in many situations outside of SC for years.
Last edited by Daesu; Jan 20, 2011 at 06:31 AM // 06:31..
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Jan 20, 2011, 09:08 PM // 21:08
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#20
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Wilds Pathfinder
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MoP, Barbs, and Orders will not be useful to the OP, as he will most likely be dealing Holy damage. MoP and Barbs are useful to minions, but getting them to hit a specific target in the middle of a tightly balled mob? Herding cats would be a more successful endeavour.
@Deasu, all my comments were in regards to the OP. I was just going over the different builds that apply to his current setup and variations that he could use. I'm not critisizing your build.
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