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Old Oct 16, 2007, 05:33 AM // 05:33   #121
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Replacing insidious parasite with mark of pain on the curses nec helps ease his massive energy usage. It's also an excellent damage source with all the minions running around. If you have 2 people both running the team it multiplys that dmg even more. Its also a decent source of CC for when you have those incredebly massive agros ~

My curses nec was using way too much energy even with great gear and weapons. That fixed the problem for me and added those bonus's listed above=p
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Old Oct 16, 2007, 07:18 AM // 07:18   #122
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I see. Hmmzzz......I will test it out later. Feedback soon. :P
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Old Oct 17, 2007, 02:07 AM // 02:07   #123
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Quote:
Originally Posted by The Meth
I've tried this 3 necro build and it has either failed pretty badly or been unbearably slow. So far i've tried it with HM Vloxen Excavations (failed on level #2 twice) HM vizunah (failed horribly) NM Vizunah (won but took over 25 minutes! I don't think I've ever been over 21 before).

The problem is that most of your damage is on death nova minions, which all die in about 5 seconds dealing maybe 300 damage total since heroes never pre death nova everything before battle. Unless you killed 3 or 4 enemies that way you are basically relying on the SS to kill everything else, and it makes me cry when he decides to put SS on a lone enemy when a huge group is nearby. In vloxen it took over 5 mins to kill the boss on the first level because there was literally no damage.

Grats to anyone who can make it work, but this build fails horribly on my heroes, they have no where near enough intelligence to run it right. I'm still convinced anyone who is saying they take on more then 1 group in HM with this is 100% BS.
Well you made me respond now with that last statement =P Take the team to varajar falls on HM and just MOW. Throw in cynn mhenlo and the 2 warriors, mark of pain in place of insidious and run ursan if your skill is high. You can take on pretty much whatever you feel like. I cleared that zone over the bonus gwen weekend literally 14 times or more for r10 norn. Its not the only place you can take on multiple groups either. Did you gear them up and rune for the correct attributes? If you manage them even a little bit i don't really see how it can fail at all.
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Old Oct 17, 2007, 08:10 AM // 08:10   #124
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Quote:
Originally Posted by Whirlwind
Well you made me respond now with that last statement =P Take the team to varajar falls on HM and just MOW. Throw in cynn mhenlo and the 2 warriors, mark of pain in place of insidious and run ursan if your skill is high. You can take on pretty much whatever you feel like. I cleared that zone over the bonus gwen weekend literally 14 times or more for r10 norn. Its not the only place you can take on multiple groups either. Did you gear them up and rune for the correct attributes? If you manage them even a little bit i don't really see how it can fail at all.
Agreed. I don't even manage the heroes & I pretty much let them do what they like. For starters, you could check that could check that ur heroes are set to "guard" mode (the 1 with the shield icon) which is what I used. If u don't like them moving, just flag them. This is 1 build that really requires LITTLE MICRO for it to work in in HM. The only micro I did was to flag them to stay & I mow everything down.

Edit:MOP works like a charm. With Barbs = GG :P
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Old Oct 17, 2007, 08:26 AM // 08:26   #125
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Quote:
Originally Posted by Whirlwind
Well you made me respond now with that last statement =P Take the team to varajar falls on HM and just MOW. Throw in cynn mhenlo and the 2 warriors
You really should use the Prot hench. In HM i take both the healer and prot monks.
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Old Oct 17, 2007, 02:15 PM // 14:15   #126
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Originally Posted by Kaida the Heartless
The only problem I have had with this build is using it versus hardmode dwarf groups. There are just too many resses for me to keep up. We usually last about 4 minutes before breaking. So, does anyone have any suggestions for some kind of healer lockdown character (mesmer?) that could be used as one of the other slots?
Probably goes without saying but... [card]Frozen Soil[/card]. I have run my monk with /R just for that reason. Although I don't care for the trip necro build (I run the para and ranger hero team), if you can keep your guys alive FS is the way to go whatever combo you're running.
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Old Oct 17, 2007, 02:39 PM // 14:39   #127
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Quote:
Originally Posted by dan-the-noob
You really should use the Prot hench. In HM i take both the healer and prot monks.
The prot monk is actually semi-legit at monking. Mhenlo's bar is too much healing and not enough LoD-ing.

Herta is also quite nice, with her wards.
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Old Oct 17, 2007, 03:14 PM // 15:14   #128
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Quote:
Originally Posted by cyber88
Agreed. I don't even manage the heroes & I pretty much let them do what they like. For starters, you could check that could check that ur heroes are set to "guard" mode (the 1 with the shield icon) which is what I used. If u don't like them moving, just flag them. This is 1 build that really requires LITTLE MICRO for it to work in in HM. The only micro I did was to flag them to stay & I mow everything down.

Edit:MOP works like a charm. With Barbs = GG :P
Imho I'm not a COMPLETE noob, I've done all of hard mode for all the 3 campaigns and am at 760ish mastery points for EotN now. I have ran the build both 100% to the letter and with as many suitable changes as I could find and my MM bomber completely fails every time. The only way I could get a hero to cast death nova fast enough to get it on the minion is making it me/n lol. I have begun using a modified version of the n/rt healer build, its working fairly well. I'm messing around with my own builds and I'll post it this weekend if I find it complete.

Q: Everyone this build is working for, are you stopping after every group and waiting for your necro to death nova the minions? I suppose that should work but I am rather impatient (and for good reason when getting rep points in HM)

If anyone would like to let me tag along for a HM area and show me this build working I would be happy to come.

By the way can someone tell me which heroes are running which build? I know some people say for example olias is a better mm, master is better at curses but I've always considered this superstition (I can't see anet actually making seperate AI's for each hero).
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Old Oct 17, 2007, 08:12 PM // 20:12   #129
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Originally Posted by Sab
I've been using the Hourglass preorder staff, but if you're planning on fully equipping your heroes, I'd suggest:

Curses Necro - 40/40 Curses set
Resto Necro - 40/40 Resto set (though he'll be holding a pot most of the time)
Death Necro - +30hp, +20% enchanting staff (20/20 Death)
can any1 explain what 40/40 Means ?
How do i craft those itens ? i think i IF 40/40 means 20 HSR/20HCT Wand + 20HSR/20 HCT is that possible ? never saw it o.O any tips where i can find such weapons ?
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Old Oct 17, 2007, 09:31 PM // 21:31   #130
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The updated version is even better.

Now the only skill I'm not entirely happy with there is Insidious Parasite. It's quite expensive, it affects only one enemy, and the health steal is often wasted. I couldn't think of any great alternatives, though (unless changing secondaries, but to be honest, death pact signet is far more useful in hard mode than I had thought it would be).
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Old Oct 17, 2007, 09:40 PM // 21:40   #131
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Quote:
Originally Posted by sussuara
can any1 explain what 40/40 Means ?
How do i craft those itens ? i think i IF 40/40 means 20 HSR/20HCT Wand + 20HSR/20 HCT is that possible ? never saw it o.O any tips where i can find such weapons ?
Yes it means 20/20 and 20/20, though with the way the game works it actually ends up being a total of 36/36.

Go to here to find collector weapon locations:

http://gw.gamewikis.org/wiki/Collector_rewards

If you want to craft from a weaponsmith go here:

http://gw.gamewikis.org/wiki/Weaponsmith

Unfortunately there are no collectors or weaponsmiths who will give you a staff with those mods. You will have to buy them. I would also suggest a +5 armor instead of +30 health for the MM, since more health causes more sac.
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Old Oct 17, 2007, 09:40 PM // 21:40   #132
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Quote:
Originally Posted by Sab
I've been using the Hourglass preorder staff, but if you're planning on fully equipping your heroes, I'd suggest:

Curses Necro - 40/40 Curses set
Resto Necro - 40/40 Resto set (though he'll be holding a pot most of the time)
Death Necro - +30hp, +20% enchanting staff (20/20 Death)
What armor do you put on your heroes? I've put tormentor's on my curses necro, survivor on the death necro (as he is the only one that uses a superior rune), and herald's (+10 while holding an item) on the resto necro.

I haven't figured out the right tradeoff between survivability and skill output. For example, +5e +30hp sword vs 20/20 wand, and +30hp +10vs slashing shield vs 20/20 focus, or a staff. One advantage of a sword/focus combo is that it provides +7e over a staff, which is nice for absorbing the large chunks of incoming energy from soul reaping.
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Old Oct 17, 2007, 10:50 PM // 22:50   #133
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Quote:
Originally Posted by The Meth
Yes it means 20/20 and 20/20, though with the way the game works it actually ends up being a total of 36/36.

Go to here to find collector weapon locations:

http://gw.gamewikis.org/wiki/Collector_rewards

If you want to craft from a weaponsmith go here:

http://gw.gamewikis.org/wiki/Weaponsmith

Unfortunately there are no collectors or weaponsmiths who will give you a staff with those mods. You will have to buy them. I would also suggest a +5 armor instead of +30 health for the MM, since more health causes more sac.
Thanks, gonna start looking for mods for those weapons.

Sab, one question, whats the build for ur SV necro ? just wondering cuz i saw the spells of blood magic but i dont know much about necros so i tried some builds it kinda worked well but i think it could be better...
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Old Oct 18, 2007, 01:19 AM // 01:19   #134
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Quote:
Originally Posted by Gigashadow
What armor do you put on your heroes? I've put tormentor's on my curses necro, survivor on the death necro (as he is the only one that uses a superior rune), and herald's (+10 while holding an item) on the resto necro.

I haven't figured out the right tradeoff between survivability and skill output. For example, +5e +30hp sword vs 20/20 wand, and +30hp +10vs slashing shield vs 20/20 focus, or a staff. One advantage of a sword/focus combo is that it provides +7e over a staff, which is nice for absorbing the large chunks of incoming energy from soul reaping.
Death = +5e, 20/20, +20% death magic or +20% enchanting
Curse = I use +5e^50, +30hp, +20% enchanting since I like to put a lot of prot on curse necros

Tormentor's on chest on the curse necro, rest survivor
For death necro, MM insignia on chest + leggings, rest radiant
You want low health on the MM so he sacs less, Dark Bond makes any damage you take trivial as long as you cover it with something else so it doesn't get shattered, which it shouldn't be as you don't want to aggro anything first.


I've been using this on the N/Rt for some 8-man areas with H/H, since I normally take the Heal + Prot hench as there's nothing better to take, all that healing was a bit too much.
[skill]Signet of Lost Souls[/skill][skill]Icy Veins[/skill][skill]Weapon of Warding[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Life[/skill][skill]Recuperation[/skill][skill]Flesh of my Flesh[/skill]

Also why do you guys use Death Pact Signet? Since the AI likes to spike targets with low health, won't they just spike that person down right after rez and you die with him if you used DPS on him?

Last edited by Marverick; Oct 18, 2007 at 01:27 AM // 01:27..
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Old Oct 18, 2007, 01:36 AM // 01:36   #135
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Quote:
Originally Posted by The Meth
Imho I'm not a COMPLETE noob, I've done all of hard mode for all the 3 campaigns and am at 760ish mastery points for EotN now. I have ran the build both 100% to the letter and with as many suitable changes as I could find and my MM bomber completely fails every time. The only way I could get a hero to cast death nova fast enough to get it on the minion is making it me/n lol. I have begun using a modified version of the n/rt healer build, its working fairly well. I'm messing around with my own builds and I'll post it this weekend if I find it complete.

Q: Everyone this build is working for, are you stopping after every group and waiting for your necro to death nova the minions? I suppose that should work but I am rather impatient (and for good reason when getting rep points in HM)
For your questions. It still works for me.

Nope. I usually don't wait because I am impatient just like you which is also the only reason why I got party wipe. The rest of the party would be mobbing the next mob while my olias will be happily casting death nova a few steps behind me because the minions will only show up after a 3 sec delay. I know he is casting happliy because when I don't see minions when I mob, I always like to click on his red bar to see what on earth is he doing. :P

I just finished vanquishing the entire Desert area in Tyria with this build & I am doing Southern Shiverpeaks now. Still working fine.

p.s. Nice variation Maverick. My henchies config is just like yours because I feel the same way about the henchies too. :P hmmmzzz.......Imma go & try out. I am going to Tasca Demise & then Mineral Springs....all in 1 trip. :P

Last edited by cyber88; Oct 18, 2007 at 01:42 AM // 01:42..
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Old Oct 18, 2007, 02:35 PM // 14:35   #136
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Quote:
Originally Posted by Marverick
Also why do you guys use Death Pact Signet? Since the AI likes to spike targets with low health, won't they just spike that person down right after rez and you die with him if you used DPS on him?
You would think that to be the case but in practice it doesn't happen unless the ressed character is pushing 20+ dp. Since they are ressed at full health they are still above the characters in the party who are already damaged. Its also useful for example for a ranger who can get out of combat range quickly while still helping the team. I would disable it on heroes and use it only to res me. I am a ranger and I am usually responsible for dazing/weakening/blinding/poisoning (at the same time) many of the enemies. Without a debuff such as weakness or blind in HM warriors and dervishes tear the party apart fairly quickly. On the other hand, if you keep all their melee impotent through a condition and then are able to interrupt/overpower the monks you have a guaranteed win.

Quote:
Originally Posted by cyber88
For your questions. It still works for me.
Nope. I usually don't wait because I am impatient just like you which is also the only reason why I got party wipe. The rest of the party would be mobbing the next mob while my olias will be happily casting death nova a few steps behind me because the minions will only show up after a 3 sec delay. I know he is casting happliy because when I don't see minions when I mob, I always like to click on his red bar to see what on earth is he doing. :P
I'll try it with olias, maybe livia is just being a noob.
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Old Oct 18, 2007, 03:12 PM // 15:12   #137
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DPS can look real horrible when things go a tad wrong XD
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Old Oct 18, 2007, 11:11 PM // 23:11   #138
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I don't believe blood of the master is a great skill, the heroes seem to spam it too much and even though it will keep your minions alive from battle to battle, it's easy to get corpses near the beginning of the fight.

Any suggestion on what skill to change that out with?
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Old Oct 18, 2007, 11:16 PM // 23:16   #139
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TWO questions:

#1. Is there a space on the Restoration hero for Rejuvination somewhere? I've found, running my own Rit (though I'm setting the heroes up for my Sin)... that Rejuvination is seriously useful.... but I'm not sure which skill should be replaced for it. Well... there was the matter of it relying on its health, which leads to my next point.

#2. That said... assuming a second spirit WAS added to the Restoration build.... I still don't get how a Necro with only 12 Restoration can do better than a primary Rit with a Major or Superior Restoration Rune and Boon of Creation for energy-management. There might be a bit more energy on the Necro, but wouldn't the healing be better on the Rit given that it is practically a 100% Rit build (and the spirits rely on their health)?



I know the whole point was to use three necros.... but is a N/Rt restoration healer really better than a Rt primary?
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Old Oct 19, 2007, 12:01 AM // 00:01   #140
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Quote:
Originally Posted by MercenaryKnight
I don't believe blood of the master is a great skill, the heroes seem to spam it too much and even though it will keep your minions alive from battle to battle, it's easy to get corpses near the beginning of the fight.

Any suggestion on what skill to change that out with?
Extinguish, Shield of Absorption, Rising Bile, Putrid Bile.

Quote:
Originally Posted by SotiCoto
#1. Is there a space on the Restoration hero for Rejuvination somewhere? I've found, running my own Rit (though I'm setting the heroes up for my Sin)... that Rejuvination is seriously useful.... but I'm not sure which skill should be replaced for it. Well... there was the matter of it relying on its health, which leads to my next point.

#2. That said... assuming a second spirit WAS added to the Restoration build.... I still don't get how a Necro with only 12 Restoration can do better than a primary Rit with a Major or Superior Restoration Rune and Boon of Creation for energy-management. There might be a bit more energy on the Necro, but wouldn't the healing be better on the Rit given that it is practically a 100% Rit build (and the spirits rely on their health)?
1) I guess you can drop Vengeful Weapon, but I find that Rejuvenation overheals too much to be worth a slot on any bar.

2) If you'd rather have a few more HP per heal over infinite energy, then run a Rt/X healer. Resto spirits don't rely on the spirit's HP except for Rejuvination, but like I said, I don't use it. There's basically no point running 12 Spawning for Recup, Life or Recovery.

In any case, Boon of Creation is pretty bad on a Resto Rit, where you have one or two spirits on your bar. The energy you gain from it barely makes up for the energy you spend casting it. Boon is more suited to a Communing Rit, where your bar is packed with spirits and you can actually gain a decent amount of energy back.
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