Jan 09, 2008, 04:50 PM // 16:50
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#21
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Frost Gate Guardian
Join Date: Jul 2006
Guild: The Pond [pond]
Profession: N/Me
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Quote:
Originally Posted by tmr819
I have a question about the Splinter/Barrage ranger. Does the Hero use [skill]Splinter Weapon[/skill] correctly or does that require management? Also, is the idea that he also uses it on the pet?
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Heroes will use splinter weapon (and other offensive weapon spells) on anyone carrying a martial weapon (axe, sword, hammer, spear, bow, scythe). I believe they will also cast it on pets/minions if there are no other targets that need the spell. So they will use it correctly as long as you don't bring martial weapons on off classes (I know that some people bring, say, spears on their monk heroes).
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Jan 09, 2008, 04:59 PM // 16:59
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#22
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GW Retiree
Join Date: Nov 2005
Guild: Sg Unknown [KATE]
Profession: W/
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Quote:
Originally Posted by Xylia
Heroes will use splinter weapon (and other offensive weapon spells) on anyone carrying a martial weapon (axe, sword, hammer, spear, bow, scythe). I believe they will also cast it on pets/minions if there are no other targets that need the spell. So they will use it correctly as long as you don't bring martial weapons on off classes (I know that some people bring, say, spears on their monk heroes).
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That happened once to me before. They cast splinter weapon on my friend's hero monk. Abit silly but I looked it from another way: the monks are dealing aoe dmg :P
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Jan 09, 2008, 09:45 PM // 21:45
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#23
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Krytan Explorer
Join Date: Nov 2007
Profession: W/Mo
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Quote:
Originally Posted by kobey
Imperium Sanctum
- Bring 2 necro heros, 1 SS and 1 SV with other anti melee hexes like insideous parasite, reckless haste etc
- Fill the rest of the party with warrior, ele and necro henchmen (henchmen have celestial skills)
- Kill the spawns whenever they appear, it will recharge the celestial skills.
- Shiro should be down within 2 mins or so. If you fail, just repeat.
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Does this mean you would use the SS Hero build you posted or some other build? What would the SV build look like? And the idea in bringing only two Heroes is because the henches can use the Celestial skill, the warrior and elementalist celestial skills being the best, is that correct?
Isn't [skill]Wild Blow[/skill] or [skill]Wild Strike[/skill] critical for this mission? Or would those skills be on your primary (i.e., the "running") character?
I ask about this mission in particular just because I am wondering if I can go back and get Masters on it with a couple of my characters using just an h/h team.
Once Meditation of the Reaper starts, despite my best efforts, I know I'm usually toast. Abbadon is so much easier than Shiro -- at least that's been my experience.
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Jan 09, 2008, 11:57 PM // 23:57
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#24
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Forge Runner
Join Date: May 2006
Guild: Wolf of Shadows [WoS]
Profession: P/
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http://gw.gamewikis.org/wiki/Imperial_Sanctum
This link provides which henchman/ heroes to bring. Basically I will let you know what you should try to take. You want to bring 1 monk hero, 2 necro's 1 ss 1 sv (doesn't matter too much for sv). SS should have enfeeble, price of failure, ss.
Then for henchman bring 2 warriors and 2 mesmers. They help the most for doing raw damage to knock it out of meditation of the reaper.
It helps a lot if you have pain inverter on your main character and some stance ending skill. Once shiro get's down to a sliver of health and he starts to use impossible odds, make sure he has spiteful spirit on him and if you have it cast pain inverter. Basically a few hench may die but he'll go down first.
It may take a few tries but just make sure right as he's close to death that you have Spiteful Spirit and whatever other damage hexes on him.
Also, my suggestion for ring of fire missions (if taking 3 eles). Instead of mesmer you probably should use a necro henchman. Blood ritual should be a lot of help after ether seals deplete your energy.
Last edited by MercenaryKnight; Jan 10, 2008 at 12:30 AM // 00:30..
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Jan 10, 2008, 01:45 AM // 01:45
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#25
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GW Retiree
Join Date: Nov 2005
Guild: Sg Unknown [KATE]
Profession: W/
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Yup, wiki should provide a more detailed explanation of what to do. However I didn't read most of them while doing the missions, thus what I suggest might differ from what wiki says. However they do work for me. Feel free to read up both and see what works for you better.
Good thing about imperium sanctum is that the outcome of the mission is known within 2 mins, if you fail, just retry
Last edited by kobey; Jan 10, 2008 at 01:48 AM // 01:48..
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Jan 10, 2008, 10:33 AM // 10:33
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#26
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Desert Nomad
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Ele - someone already said it, but more than half your bar is just e-mangement skills. Keep in mind that pve enemies tend to have unusually high armor. Even ele's with many fire spells will find themselves doing somewhat low damage because of that, depending on the area. SF alone though, won't really do too much.
MM bomber - I'd replace Dismiss condition with Draw conditions or Extinguish. The reason you'd want condition removal on some random caster is cause the monks can't handle it alone. Most areas don't require that much condition removal though. Even Remove hex can be handy sometimes.
B/P rangers - The reason pets where used in the Tombs was to create corpses for the MM. In bigger numbers, they also make good meatshields. With only 2 of them on the team, the pets become a waste of skillspace. Favorable winds is better used when there's many rangers on the team. Areas where enemy rangers come in bigger groups will benefit more from the spirit than your team does. It can be replaced by an attack skill if you want some extra damage.
SS nec - Disenchantments in pve are pretty useless. I'd replace with Defile/Desecrate enchantments. I'd say Insidious parasite but it's a hero with Reckless haste so that's left out
Orders MM - You're not really getting much from OotV with your Blood magic that low. Orders builds should have at least 14 in blood. MM's should be using 15-16 death so you don't have enough attributes to run both of them effectively. If you want to give your attackers a buff, the MM is much better off using Splinter weapon.
Orders/curse build - Awaken the blood with OotV will really hurt your nec. They try to keep it up the whole time in a battle. I'd drop AtB somethin else....maybe Blood ritual, or Shadow of Fear/Meekness - since you're not running SS those are both good ways to reduce melee damage.
As for the guide itself, I'd recommend providing detailed tips for the more harder missions that people have trouble with. In NM, heroes/henches can usually literally do all the work for you with a decent setup.
Last edited by Cathode_Reborn; Jan 10, 2008 at 10:36 AM // 10:36..
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Jan 10, 2008, 12:02 PM // 12:02
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#27
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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Quote:
Originally Posted by Cathode_Reborn
SS nec - Disenchantments in pve are pretty useless. I'd replace with Defile/Desecrate enchantments.
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I agree with pretty much everything you've said apart from this point. Having a little enchant removal is convenient most of the time, and a lifesaver at others.
With powerful monk healers using Shield of Regen and Mark of Protection, Eles with Sliver Armour and Dervs with pretty impressive Armour of Sanctity and Mystic Regen, that one skill of enchant removal can help take down a Hard Mode mob much faster.
Last edited by distilledwill; Jan 10, 2008 at 12:57 PM // 12:57..
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Jan 10, 2008, 02:58 PM // 14:58
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#28
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Frost Gate Guardian
Join Date: Sep 2007
Location: Riga
Guild: SCAR
Profession: Me/
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Quote:
Originally Posted by Xylia
Heroes will use splinter weapon (and other offensive weapon spells) on anyone carrying a martial weapon (axe, sword, hammer, spear, bow, scythe). I believe they will also cast it on pets/minions if there are no other targets that need the spell. So they will use it correctly as long as you don't bring martial weapons on off classes (I know that some people bring, say, spears on their monk heroes).
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they dont cast on minions .. thats bad
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Jan 10, 2008, 07:44 PM // 19:44
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#29
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Forge Runner
Join Date: May 2006
Guild: Wolf of Shadows [WoS]
Profession: P/
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Just curious, for barrage rangers should it be a good idea to give them a zealous bow or not? I can't help but notice most of my rangers run out of energy fairly quick but even the zealous bow seems like the -1 degen is worse than just letting them have a regular bow.
Also, since pets no longer leave exploitable corpses what skills should we probably switch them out with? I was thinking maybe sloth hunter's shot but can't think of a different one.
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Jan 11, 2008, 01:05 AM // 01:05
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#30
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GW Retiree
Join Date: Nov 2005
Guild: Sg Unknown [KATE]
Profession: W/
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The pets work well as "tanks" especially when i am on my ranger, whereby i generally only bring other ranger/ele/necro hero and hench. Thus no melee to absorb damage. Thus with 3 pets, it serve rather well to block and hold the enemies while I barrage at them
As for zealous bow string, I don't really recommend them on heros, as they don't switch weapons. Generally what I notice is that during longer battles, one of the rangers will be rather low in energy and the other would be almost max. No idea why, but thats what I observed.
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Jan 15, 2008, 09:08 AM // 09:08
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#31
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Academy Page
Join Date: Jul 2006
Guild: Disciples Of James
Profession: W/R
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I have a few questions,
1. Do you only use those heroes or do u bring additional henchmen?
2.How many people do u take along in a run
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Jan 15, 2008, 03:56 PM // 15:56
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#32
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GW Retiree
Join Date: Nov 2005
Guild: Sg Unknown [KATE]
Profession: W/
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Quote:
Originally Posted by technofern
I have a few questions,
1. Do you only use those heroes or do u bring additional henchmen?
2.How many people do u take along in a run
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1) I'll take 3 heros, and fill the rest of the space up with henchmen, unless the mission requires certain heros which might affect my overall efficiency such as NF missions, I will usually ask if the customer minds if he brings that particular hero.
2) Usually one. On the rare occasion where I have 2 customer asking for the same mission, I ask if they mind if I bring both along before taking both together.
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Jan 28, 2008, 06:03 PM // 18:03
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#33
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Krytan Explorer
Join Date: Jan 2007
Location: Michigan
Guild: Blades of Burning Shadows [GoDT]
Profession: R/
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Minor Thread Rez...
Idk if this has been answered but would I have to micro manage the rangers to use barrage? They don't really use it as much as I'd like them too.
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Jan 28, 2008, 08:15 PM // 20:15
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#34
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Frost Gate Guardian
Join Date: Jul 2006
Guild: The Pond [pond]
Profession: N/Me
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Quote:
Originally Posted by Blu
Minor Thread Rez...
Idk if this has been answered but would I have to micro manage the rangers to use barrage? They don't really use it as much as I'd like them too.
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Heroes are good at spamming skills as soon as they are recharged. I believe they prioritize from the left-hand side of the skill bar, so put barrage on the left and they'll use it pretty regularly.
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Feb 01, 2008, 12:08 PM // 12:08
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#35
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Jungle Guide
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Didn't post anything the last time I saw this thread, so thought i'd say great post. Some nice builds here and I like the mini mission walkthrough, will keep this post in mind if I need some extra money.
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