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Old Dec 30, 2009, 12:21 AM // 00:21   #561
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Originally Posted by Aldawg Thanes View Post
I was able to beat Duncan in HM with a broad head arrow ranger (me) a SV necro hero, a MM Necro Hero, a Necro Rit hero and 4 henchies (I think I used cons, but I truely cannot remember).

I have also beated him in NM without a SV Necro, with just the general Sabway and 4 henchies. I just kept him dazed and kept the heroes and henchies spread out.

As far as I know the Sabway build is not up for nerfing, however I could be wrong, if so I will go beat him again without it.

It is not impossible, just takes tactics. I have played the dungeons with this build many times and have gotten used to it and the senerios in the dungeons. However put me in DOA or Urgoz or another similar place in HM and I probably would not be able to beat them right away, however I am sure there are other people who would be able to. It is about practice, these areas are doable, just really hard and they require practice.

As for a Ranger and a Warrior human, I would suggest a BHA Ranger with frozen soil and swap, a Earthshaker/ backbreaker warrior with Save Yourselves 3 necro heroes, one set up as a SV, a fire or earth ele, a Shutdown Mes, a healer/ prot monk, and either another healer/ prot monk or another ele. That should do the trick. (If Save Yourselves is up for Nerfing, bring something else, you should be fine).

If you would like to pitch around some ideas pm me. I dont get to play much now, but in a few months when I can play more if you are still having problems, we can go it together.
Thanks for the ideas, I'm willing to try anything. I normally play Warrior with HB/sword, but I have pretty much every skill unlocked, and a hammer and axe set up for her to try different builds. I may take you up on your offer if I can get my guildie to give these areas a go again. We're both just so frustrated it's to the point of giving up.

The elite areas become much harder when you limit yourself to specific professions. My guildie and I, having played through everything else, are now concentrating on our primary toons, getting their HoM ready for GW2. That's the reason for my inflexibility in team composition. This is what's left for me to work on. Our main "abuse" (though I don't look at it that way) of gimmick builds is with the 2 man discord, which is mostly useless in Slaver's.

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Originally Posted by Reformed View Post
Not that I'm trying to bust your balls here...but you do know that the original Slavers team included both a War and a Ranger right? You could easily do that with some micro. Unless you insist on HM and then I don't know what to tell you...it is Hard with a capital H and you need human players for aggro control that won't camp cast. Anyways, I don't know what the kiddies run nowadays but this setup worked then for dozens of runs with no PvE crap or perma and should work now...

1x OF tank
1x Splintbarrage/FS
1x SS/br (switches to N/A SV/swapper for Duncan)
3x SH/SF generic fire nuker (or 2x and an IV spiker/corpse deny on Dunc)
1x ZB/bond
1x HB/HP general blah healer
Thanks for the info, I do appreciate it. I'm willing to try anything that has a chance at working. Yes, unfortunately we do most everything in HM now, for the rep levels. Worst idea in GW was tying skills to rep! Insta-grind.

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Originally Posted by shoyon456 View Post
Then you, like me, should know that a godmode button (excuse me, its THREE buttons) that can only be used on primary sins completely craps on those elite areas.

It's an insult to the game.
Really? Build an SF Assassin, and go solo Slaver's. Tell me how far you get in "god-mode".

BTW. I just completed the skillbar on a newly created sin 3 days ago. Figured I'd actually play around with SF since it's here for another month. I've been talking about all the builds under the axe. My primary toon is a warrior.

Here's my attempt at an analogy of what anet does with builds. Remember old Basic programming language?

Anet nerf loop in real-world situation:

10: Homeowner sees cockroach.
20: Homeowner stomps on cockroach.
30: Cockroach problem fixed.
40: goto 10

They're not fixing the problem, they're treating the symptom.

Last edited by Earth; Dec 30, 2009 at 03:50 PM // 15:50.. Reason: There is an edit button, you know...
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Old Dec 30, 2009, 01:40 AM // 01:40   #562
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I did slaver's exile with h/h in normal mode.

If i remember well it was me with a bunny thumber(chain defensive stance), sabway, 2 monk hencies nuker hencie, zho.

You will need to micro a hero for swap, Spitefull and signet of sorrow. But is doable.
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Old Dec 30, 2009, 02:03 AM // 02:03   #563
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yeah you'll need swap for sure at duncans if doing it h/h.. why that one guy earlier in the thread, didn't make sense.. oh I just went up to him and kicked his ass with daze XD right.. guess he forgot about the passive damage too

signet of sorrow works great if you go that route.. have someone die at his feet and nuke away
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Old Dec 30, 2009, 03:12 AM // 03:12   #564
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Originally Posted by Mustache Mayhem View Post
why that one guy earlier in the thread, didn't make sense.. oh I just went up to him and kicked his ass with daze XD right.. guess he forgot about the passive damage too
If you keep him dazed you can constantly interrupt his spells and then all the damage you receive from him is the passive damage, which your healers can take care of easily. If they cannot take care of the passive damage dealt to you, then you do have a problem. This worked well in NM, but in HM it would be a different story as he casts his spells much faster.

I would appreciate it if you would actually try something out before you state that it will not work. It worked very well and I was able to beat Duncan in NM with no problem at all.

Good luck on Duncan.

(I do find it funny that a thread about SF and 600 smiters is now discussing how to beat Duncan, but I guess I am a lot to blame for this, sorry)
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Old Dec 30, 2009, 08:30 AM // 08:30   #565
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Just finished Duncan in HM with two real players and 6 heroes.

Real people = 2x DeathBlossom/Moebius dagger sins (i also had Swap)
Heroes were:
SV/SigSorrow/CantTouchThis Necro
Barrage Ranger w/ DustTrap and Frozen Soil
Fire Ele with MS/GlyphSac and SavannahHeat
SoS/Splinter Rit
2 monks (1 prot w/ aurafaith and 1 WoH heal)

Took 50 min to complete with a few avoidable snags (mainly with hero AI). It's definitely not impossible or too difficult if you are good with micromanaging your heroes and understanding skillbar synergizing.


We also finished it in 40 min on HM the other night with 2 real/6 hero. If i recall correctly, i was the barrage ranger (with Swap and FrozSoil) and other person was an SoS Rit.
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Old Dec 30, 2009, 09:21 AM // 09:21   #566
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Quote:
Originally Posted by Regina Buenaobra View Post
  • Shadow Form
  • Balancing Midline Spike
  • Addressing Fast Cast Blood Spike
  • Tactics – Tactics is the least exciting Warrior attribute and primarily sees use as a secondary attribute on other classes. We’re considering several options to address the weaknesses of Tactics.
Well I'll be damned, Shadow Form, FC Blood, Midline Spiking and Tactics issues all in one post? I'm thrilled actually!
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Old Dec 30, 2009, 11:10 AM // 11:10   #567
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Originally Posted by mrvrod View Post
Really? Build an SF Assassin, and go solo Slaver's. Tell me how far you get in "god-mode".
http://img240.imageshack.us/img240/1272/duncan02id6.jpg

You get all the way to the end.
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Old Dec 30, 2009, 11:30 AM // 11:30   #568
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Originally Posted by mrvrod View Post
No, I don't want it to be easy. I do want it to be possible. Again, like I stated in a previous post. Show me a build with a human Warrior, a human Ranger, and 6 heroes that can complete Slaver's Exile, that doesn't rely on the builds that are up for nerfing.
This is going offtopic and has nothing to do with next skill balance but ...... since WHEN an ELITE AREA has to be BALANCED so a Human Ranger and a Human Warrior with 6 H/H ( or only Heroes ) should be able to complete it ?.
Yes , the answer is NEVER.
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Old Dec 30, 2009, 11:37 AM // 11:37   #569
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Originally Posted by Tenebrae View Post
This is going offtopic and has nothing to do with next skill balance but ...... since WHEN an ELITE AREA has to be BALANCED so a Human Ranger and a Human Warrior with 6 H/H ( or only Heroes ) should be able to complete it ?.
Yes , the answer is NEVER.
8 characters? Check. 8 skillbars? Check.

If they are good enough, why shouldn't they be able to finish it?
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Old Dec 30, 2009, 11:45 AM // 11:45   #570
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Originally Posted by Tenebrae View Post
This is going offtopic and has nothing to do with next skill balance but ...... since WHEN an ELITE AREA has to be BALANCED so a Human Ranger and a Human Warrior with 6 H/H ( or only Heroes ) should be able to complete it ?.
Yes , the answer is NEVER.
I finish with my monk friend and me ranger in nm. But it was very difficult and long
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Old Dec 30, 2009, 12:39 PM // 12:39   #571
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I finish with my monk friend and me ranger in nm. But it was very difficult and long
I did with my Ranger and a Necro friend but the point is , that the "balance" of an ELITE area shouldnt be done around that basis.

Quote:
Originally Posted by Abedeus View Post
If they are good enough, why shouldn't they be able to finish it?
See above.
I never said that NEVER under ANY circumstances they should be able to finish it , they can . The point is that they should sweat blood to do it , unlike a full human balanced group for example.
To me "elite" means that 8 players who really do know what they are doing should be able to finish it in a reasonable amount of time. Heroes have no "skill" they are bots like Henches . In fact Henches cant go some elite areas.

But like i said before , it has nothing to do with SF.
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Old Dec 30, 2009, 01:36 PM // 13:36   #572
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Originally Posted by Kaleban View Post
As to Tull's question about how it would affect players, its simple. By NOT knowing what you'll face in a given area at any one time, its much better to take a group that has multiple capabilities and is broader in scope. A side benefit is that the monster and power creep wouldn't need to be as severe, since parties would not be SO specialized and would need multiple profession types to be successful.

My brother could probably write the code in an afternoon, and e-mail it over to ANet lol.

Additionally, by addressing the reward/time ratios, you could make farming less attractive while at the same time reinvigorate areas that are abandoned.

So really, my ideas would make the game much better, especially when compared to the endless nerf/buff cycle that changes the characters, but does nothing for the actual encounters in the game.
I would like to see ANET give it a shot. Hope they are paying attention.......
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Old Dec 30, 2009, 03:53 PM // 15:53   #573
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I'm predicting; Glass arrows nerf, changes to water ele skills, and some random nerf that doesn't majorly affect bloodspike.
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Old Dec 30, 2009, 05:10 PM // 17:10   #574
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Originally Posted by Artisan Archer View Post
I'm predicting; Glass arrows nerf, changes to water ele skills, and some random nerf that doesn't majorly affect bloodspike.
Glass arrows i hope in pvp. Ranger are already nerfed dont' need another one.
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Old Dec 31, 2009, 01:45 AM // 01:45   #575
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Originally Posted by zwei2stein View Post
I see 2 humans and 1 hero in that screenshot. It ain't godmode until you can SOLO it.
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Old Dec 31, 2009, 01:50 AM // 01:50   #576
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yeah simple farmer was doing those runs early in the year
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Old Dec 31, 2009, 03:06 AM // 03:06   #577
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Here's my wishlist (PvP-Oriented skill changes):

Quote:
Originally Posted by Regulus X View Post
We all know that Anet is working on making GW2 the best to come, but while we wait, Guild Wars 1 continues to service us and the only way we'll continue to be able to enjoy it is if we prompt our developers concerning what skills we the GW1 Community would like to see changed/rearranged in order to enjoy the game better.

I'll start off by listing what I see fit for buffing and nerfing. Be sure that ya'll list your suggestions in an organized manner, detailed as to what you want changed about it. You can list it all, or just describe what variables you want changed/removed and state it in your post.

BUFF (PvP):
Bull's Charge - Convert cost to adrenaline and limit the amount of kd's to the first attack [skill] (only) while IMS's full duration can be maintained unaffectedly. Compresses Rush and Bulls together while keeping the kd'ing to a minimum via the "KD on first attack only" clause. A 2nd idea could be 33%IAS/25%IMS+KD*if moving*(1st attack [skill] ONLY).
Soldier's Stance - remove conditions/requirements and move to Strength line (or) make it apply to a +1 strength status and not to IAS. *Soldier's Stance should be a good option if players wish to avoid double damage clause and combines well with Axe and Sword lines.
Gash - remove bleeding requirement (or) make requirement apply for the damage bonus (not dw). *This is to ensure that dw can be landed, making it like dismember but maybe slightly more enticing than the axe skill variant as it offers no damage.
Skull Crack - Remove requirement to rupt spells. It's inferior to many other daze elites and even regular attacks (i.e.: Spear Swipe). Raise adrenaline cost to 10.
Blessed Light - lower e-cost to 5e. Hexway's are prominent and, though not as strong as WoH when <50% health is applied, this still holds its own in a shifty meta and would see much more usage if the cost were lowered.
Signet of Devotion - Reduce cast time to 1 second, increase recharge to 8. Sig of Rejuv. requires going 14 Healing. By providing a more viable sig, it'd promote going Prot or even Smite with a good e-management healing signet like Sig of Devotion. It'd still be inferior to Sig of Rejuv., but it'd be viable with other bars.
Second Wind - Reduce cast time to 1 second and allow exhaustion to be capped at 25-50% of user's energy (in other words, if ele has 100e, cannot be exhausted beyond 75-50e).
Shadow Prison - Lower energy cost to 5e and recharge to 20 seconds (remove aftercast). *Now that Black Lotus Strike, Flail, Burst of Agression, etc.. have been obliterated from the meta, it's safe to say that SP can once agains see the light of day. It's the near-equal of Wastrels except that it wouldn't kd, but instead, delivers a very brief snare and hex to fuel hex-related attacks like mantis and black spider.*
Black Spider Strike - Lower energy cost to 5e. *Same reason as SP (above).*
Buff Shadowstepping for Elites ONLY. Can make them disable all non-assassin attack skills for 10 seconds to prevent all secondary professions from abusing it.

NERF (PvP):
Distortion - Increase e-cost and recharge to 10, increase energy loss per hit to -5. Infinite block once e-management is applied is bad.
Blinding Surge - Increase recharge to 6 seconds. Far too effective on melee even with proper counters.
Retain aftercast delays on ALL offensive shadowstepping for non-elites.

Can be found in my thread: http://www.guildwarsguru.com/forum/s...tml?t=10386792 .
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Old Dec 31, 2009, 10:50 AM // 10:50   #578
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For Regina, and for all the people who loves being owned by bots in gw. Plz... Do somethin, don't let this game fall more apart as it is now.. http://www.youtube.com/watch?v=Fbt5d68NKbs
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Old Dec 31, 2009, 11:02 AM // 11:02   #579
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For Regina, and for all the people who loves being owned by bots in gw. Plz... Do somethin, don't let this game fall more apart as it is now.. http://www.youtube.com/watch?v=Fbt5d68NKbs
Sorry, Anet is more interested in protecting ecto prices right now.
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Old Dec 31, 2009, 11:09 AM // 11:09   #580
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Originally Posted by Fr0sT View Post
For Regina, and for all the people who loves being owned by bots in gw. Plz... Do somethin, don't let this game fall more apart as it is now.. http://www.youtube.com/watch?v=Fbt5d68NKbs
And this is the PvP that "evil farmers" are supposed to go to when they have nothing to do because its more important to lock pugs out of more areas.

Yay for messed up priorities.
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