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Old Sep 14, 2010, 02:26 PM // 14:26   #1
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Hi Guildwarsgurumembers (long word...)

Me and my heroes are good (I think), but there is always room for improvement. Please be critical about the builds, and tell me what I should change to make it even more effective

I am most of the times a 100b warrior to co-op nice with the hero-builds




ME:
Brawling Headbutt
Hundred Blades
Whirlwind attack
Sun and Moon slash
Flail
Enraging charge
For Great Justice
Res signet (I'm getting SY soon...)


Ritualist 1:
Soul Twisting
Shadowsong
Pain
Dissonance
Disenchantment
Anguish
Enfeebling Blood
Boon of Creation

6 curses
12+2+1 communing
11 spawning power

Ritualist 2:
Signet of Spirits
Bloodsong
Spirit Siphon
Painful bond
Splinter weapon
Spirit light
Mend body and soul
Protective was kaolai

12+1 restoration magic
12+1+1 channeling magic
3+1 spawning power

Necromancer MB:
Jagged Bones
Animate bone minions
Death nova
Barbs
Mark of pain
Weaken armor
Strength of honor
Masochism

10+1+3 death magic
8+1 soul reaping
8+1 curses
10 smiting prayers

Enjoy being critical
PS: My henchmens are most of the times 1 melee, 1 ele, 2 monks. Suggestions for something better?

Last edited by I Hate Chips; Sep 14, 2010 at 02:28 PM // 14:28..
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Old Sep 14, 2010, 02:35 PM // 14:35   #2
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For henchmen I always use 1 healer, 2 eles and mes/interrupter.

As for the builds themselves.. to me they look like a personal variation of the tried and tested spirit team build
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Old Sep 14, 2010, 02:44 PM // 14:44   #3
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Quote:
Originally Posted by Crassus Praetor View Post
For henchmen I always use 1 healer, 2 eles and mes/interrupter.
I want to get maximum effect out of barbs and MoP so I run with another melee, is that ''newbie''? Should I just stick to a 4 caster-henchmens?
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Old Sep 14, 2010, 03:00 PM // 15:00   #4
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Not just for this build but in general those are the henchmen I use in HM.

More phys players will set of barbs and MoP more times but I don't like melee hench and prefer to find another melee human.
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Old Sep 14, 2010, 03:35 PM // 15:35   #5
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Your builds are fine , however i would do 2 changes on ritualists bar . You need some skills to be able to rupt AoE spammers , which might kill your team fast :
On your bar : change whirlind and headbutt for i am the strongest and 1 rupting attack or asuran scan.
On ritualist 1 : change ritualist boon for leech sig and enfeebling blood for power drain
On ritualist 2 : change spirit siphon for leech sig .
I personnaly do like crassus and have 1 monk + 2 eles heroes ( all having 2 rupting skills ) and i was able to do all vanquishings easily, but your bars should do it easily aswell
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Old Sep 14, 2010, 03:43 PM // 15:43   #6
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Quote:
Originally Posted by Missing HB View Post
On your bar : change whirlind and headbutt for i am the strongest and 1 rupting attack or asuran scan.
Uhmmm??
Whirlwind attack together with 100b +MoP+ splinter weapon deals massive damage, why would I get rid of that skill?

PS: will try the interrupt things out, have some trouble managing energy on hero rit's
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Old Sep 14, 2010, 07:42 PM // 19:42   #7
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Have Rit 2 load 8 points in smiting and bring SoH for you. Spirit Siphon provides the energy he will need. For the MM, I like AoTL more than Jagged Bones, but to each his own. You could give him Aegis instead of SoH in either case.
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Old Sep 14, 2010, 08:20 PM // 20:20   #8
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I typically don't run MoP/Barbs unless I am playing with people. Things blow up too fast and I don't need to ball them.

your team build is okay if you aren't up against Hexes and AoE

I would actually drop ritualist 1, one SoS channeling rit with a few heals is enough, having two spirit spammer doesn't make that big of a difference.

Try a Panic/Tease mesmer with some AoE damage (Cry) and maybe some hex removal.
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Old Sep 14, 2010, 08:44 PM // 20:44   #9
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If i insist on taking another melee hench/hero alongside myself to trigger mop/barbs i prefer ranged allies (esp if henchmen) so they dont spend the whole time running around.
Ive tried out just running one command para+1 moti alongside me on war or sin with an MoP orders/MM which seemed to run fine
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Old Sep 14, 2010, 08:44 PM // 20:44   #10
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Quote:
Originally Posted by Carboplatin View Post
Try a Panic/Tease mesmer with some AoE damage (Cry) and maybe some hex removal.
I actually did try this before, with Gwen with panic. Less damage but I love to see the ''!!''' pop above the enemies head many times, maybe thats more usefull...
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Old Sep 14, 2010, 08:59 PM // 20:59   #11
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gw285.jpg

Look here please (: My ''new'' heroes seem to have energy-management problems, any suggestions?
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Old Sep 14, 2010, 09:26 PM // 21:26   #12
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Looks good to me. I usualy use 2 healer henchmen 1 fire ele and 1 whatever tho.
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Old Sep 14, 2010, 10:35 PM // 22:35   #13
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Quote:
Originally Posted by Missing HB View Post
Your builds are fine , however i would do 2 changes on ritualists bar . You need some skills to be able to rupt AoE spammers , which might kill your team fast :
On your bar : change whirlind and headbutt for i am the strongest and 1 rupting attack or asuran scan.
On ritualist 1 : change ritualist boon for leech sig and enfeebling blood for power drain
On ritualist 2 : change spirit siphon for leech sig .
I personnaly do like crassus and have 1 monk + 2 eles heroes ( all having 2 rupting skills ) and i was able to do all vanquishings easily, but your bars should do it easily aswell
I disagree with about all of these suggestions...
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Old Sep 15, 2010, 12:08 AM // 00:08   #14
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I never feel anything below 16 Curses does Mark of Pain any justice. If you moved SoH somewhere else, you could spec a little better.
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Old Sep 15, 2010, 03:17 AM // 03:17   #15
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A microable Protective Spirit will make your life so much easier.

I would also say to move the resto skills from the rt to the Panic, and move SoH to the SoS. Frees up slots to take protective spirit and Shield or absorption.

On your bar, definitely lose brawling headbutt for..just about anything.
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Old Sep 15, 2010, 04:00 AM // 04:00   #16
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If I was using a sword, I like [[Dragon Slash] for [["Save Yourselves!"] spam. And for a melee, I like the Physical Hero Team more than Hero Spiritway.
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Old Sep 15, 2010, 05:50 AM // 05:50   #17
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I luv panic as a skill, but if your not bunching them up then its pretty much pointless, run Psychic Instability instead.

Going back to your original builds, I like the general idea. I would just personally drop brawling, and res sig from your build. Brawlings power comes from being able to knocklock, which you cant do without D-Slash and/or Steelfang, except in certain other builds that gain adrenaline really quick. In the case of 100b, ur better off hitting once more imo and charging S&M/WWA 1 or 2 secs faster instead of kding a target.

I like the SoS rit, however myself I am partial to ancestors rage, especially when im doing 100b because its 100 armor ignoring aoe around me, which is usually where most of the mob is because Ive got them mobbed up on me. I still run PwK & a heal, depending on area is spirit light or MB&S.

The Soul Twisting rit seems a bit of a waste. If your running offensive spirits on him then go with rit lord or SoGM. If you want to run ST go with defensive spirits. However, for most situations I think a mesmer hero with rupts and if you got the attributes, smites, is a better option.

MM is too split, a good rule to follow is generally, never split attributes into 4 lines. If you do, your devoting way to many attribute points for essentially 2 skills (on average). Id drop either the curse line or the smite line. Depending on how much you trust the hench monks depends on whether you should run prot spirit & aegis instead, but its up to you. Other skills worth taking on a MM include Foul Feast, SoLS, Hard Rez (ive noticed you dont have any hard rez in your build, which can be problematic if your party wipes several times, because eventually you may lose a HM vq/dungeon due to 60ing out.
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Old Sep 15, 2010, 06:35 AM // 06:35   #18
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Quote:
Originally Posted by I Hate Chips View Post
Attachment 62173

Look here please (: My ''new'' heroes seem to have energy-management problems, any suggestions?
Stay away from panic heroes unless you're fighting/VQing large mobs such as the desolation. While panic is a great skill, heroes can't use it properly without microing. Even then, you should push for DPS so you don't need it in the first place. If you can't live without a mesmer hero, try PI or shared burden (heroes use this very well)

I'd stay away from two offensive rits, if you want two go with a SoS and a soul twister.

I'm not seeing where the other two heroes are having energy problems, unless you're in a corpse-lacking area.

Sub out the prot-monk henchie for another melee (if available).

I'd question the use of res sig instead of SY, but maybe it's because I always grab res scrolls or DP removal just in case.

Otherwise it looks fine.
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Old Sep 15, 2010, 10:55 AM // 10:55   #19
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It looks like on the Rit, the energy problems are just due to using PwK, losing the energy benefit from carrying a weapon.

On the mes it could be spaming overload.

I agree that prot spirit should be somewhere
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Old Sep 15, 2010, 02:50 PM // 14:50   #20
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Here is what I use on my warrior:

http://pvx.wikia.com/wiki/User:DarkS...roes_For_Melee

I usually bring Mhenlo,Cynn,Herta, and Zho or Lo Sha. You can replace SoLS on the necro with Rip Enchantment.

Panic is nice but it is not necessary with minions taking the AoE hits, and you only have 3 hero slots. You also have some interrupts from henchmen.

You don't need Bloodsong and Ancestor's Rage synergizes better with your warrior.

Barbs takes too long to cast, most of the time you dont get to use it for long before the target dies, if you ever get to use it.

Your SoS rit has 2 fast recharge healing/condition removing skills so she could be spamming them and run out of energy. Also painful bond is very expensive and not worth carrying if you dont have enough spirits.

Last edited by Daesu; Sep 15, 2010 at 03:00 PM // 15:00..
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