Oct 13, 2005, 11:16 PM // 23:16
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#22
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Krytan Explorer
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I remember one of the Dunes of Despair teams I had. Before this group, we all had crappy luck with bad teams. Our team was:
1 Ele
1 Mesmer
2 Rangers
2 Monks
We completely mopped the floor with the mission. The naysayers of the group were completely amazed.
Usually though, I have a hard time finding a decent group for the Ascension missions and Thunderhead Keep, especially with my latest char. I was getting so fed up that I decided to just try henching Thirsty River. It was eerily simple and algorithmic to win... I don't know what they're feeding those henchmen, but it's working. Same thing happened with Dunes, Elona, and THK.
So instead of stressing out over the desert missions/THK, I just hench them. For the other easier missions, I go with PuG's since I find hench groups to be pretty boring. To me, Guild Wars is most fun with real people.
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Oct 14, 2005, 04:37 AM // 04:37
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#23
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Mo/W
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Seriously, a good monk, along with lina, can keep a good team alive with minimal deaths. The emphasis is on the word good though. If the team is good, there would not be much healings required. The healings are more of a last resort rather than actual help.
People experienced in pvp know that value of a good monk. Its the sucky monks that spoil the show.
Having more than 2 monks (1 protect/1 heal) is a waste of damage. U want a good team, try to consist of these functions (note, i didnt say classes)
1 tank
2 damage dealers
2 interupts/shutdowns (Crucial in later missions)
1 healer
1 Protection
1 Support charac
BTW, when i mean tanks, if you are a warrior, i assume that you are using -2 reduction, + dmg reduction knight's boots w at least a major absorbtion, and at least a major vigor somewhere. Alot of the warriors have no idea what is the ideal armour/gear set up. I've got a friend, whose warrior is pretty much undyable by attacks (not spells) - when he's in the party, i'd be healing other people rather than him because he just doesnt take damage.
I do not play pve anymore - but i do occassionally farm and pop in with guildies. And it amazes me at the number of idiots in the game. Oh well...
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Oct 14, 2005, 04:53 AM // 04:53
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#24
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Jungle Guide
Join Date: Jul 2005
Location: Australia
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that's what the game is all about, idiots.
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Oct 14, 2005, 05:27 AM // 05:27
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#25
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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You can take 7 henchmen and do Hell's Precipice. They will make mistakes constantly, you won't have hex or condition removal, but guess what you can make it through just fine.
I seriously think everyone with their first character should go through the game with henchmen to better themselves for the sake of future PUG idiots.
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Oct 14, 2005, 11:29 AM // 11:29
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#26
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Lion's Arch Merchant
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i still dont get this "PUG blablah cookie cutter blah blah necros rangers and mesmers rock blahblah creativity blahblah" - everything works in pve, even 8 necros. I had enough rangers that insisted on bringing rodgorts mark and mind burn (or traps - in regular teams), necros with touch skills thinking they do uber damage, and mesmers with conjure phantasm. Sure, i met E/N with flare. And most warriors are useless anyway. But what is the point? While everything works, some stuff works better. And at basic PUG level, trinity works best.
The trinity has one huge advantage: a bad ele is better then a bad mesmer/necro/ranger. A monk needs to be really stupid to reach a point where he is worse then some other healer of slightly less stupidity. warriors are an exception, thats why having more then 2 is usually a great way of getting into trouble.
Lots of people take pride in kicking people for not agreeing with their way to play the game - so why dont trinity groups have no right to ignore you and go for something that works without thinking it through first? If i want to play with my mind switched on, i play pvp.
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Oct 14, 2005, 11:41 AM // 11:41
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#27
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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IN my opinion no... I try to take people that are nice to play with. Not always the most experienced. hey they got to learn right??
In any case... I basically go with the consensus of the group. if more then 4 want someone out. I drop em. And sometimes not to my personal liking. but that's the way it is... I try to respect the group wishes...
I felt bad yesterday for dropping a few people that didn't know the Keg Farming technique for SF... the group wanted to do it, and many do not know it.. they were dumping them right and left for not knowing how to do it. but they asked me to join for a few runs so I just played along. Sometimes you just have to go with the flow to hold a guild together. lol
in any case... personally I think you can play through most of the game with JUST ABOUT any group as long as there is a sufficient mix of classes... But thats PvE... PvP and GvG are completly different stories...
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Oct 14, 2005, 01:20 PM // 13:20
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#28
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Eternal Flame Brotherhood
Profession: N/Me
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lol, those players cant end the game with only henchman, dont be ridiculous.
There were also players who helped u when u were a PUG IDIOT...
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Oct 14, 2005, 01:25 PM // 13:25
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#29
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Mo/W
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Quote:
Originally Posted by Saerden
The trinity has one huge advantage: a bad ele is better then a bad mesmer/necro/ranger. A monk needs to be really stupid to reach a point where he is worse then some other healer of slightly less stupidity. warriors are an exception, thats why having more then 2 is usually a great way of getting into trouble.
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to say that a bad ele is better than a bad mesmer/necro/ranger is a sweeping statement. What if all the ele brings is earth, fire, air, water, attunement, earth armour, aura of restoration,ether renewal? Simply saying that one class is better than another invites flaming.
Monks do not need to be stupid. all they need to do is bring huge cost spells and spam them and wonder why they dun have mana. Or have the same divine favour as a bloody warrior primary.
To even say that u can do anything in pve, i'd invite u to try the 8 enchantment build and use 8 eles to do it.
The trinity build breaks down in many missions. Simply because they are not equiped to handle them well.
Last edited by 2_fingers; Oct 14, 2005 at 01:27 PM // 13:27..
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Oct 14, 2005, 01:56 PM // 13:56
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#30
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Midnights Revenge [MiRe]
Profession: Mo/Me
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Honestly, when I'm in a group headed to Fissure of Woe or UW or any other rather late-game quest, I will say that our group needs another monk.
I have had people mock me and say "What, you're not sure of your abilities?!"- it's just that I'd trust having another monk more than I'd trust my other party members not to mass aggro and get into a situation I can't help them with.
I was once in a party with five warriors. I was the only monk. I brought along plenty of low-cost heals, energy management, etc.-- but having a monk made them all RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOy and they ran off, drew lots of aggro, didn't have any self-heals, and died.
So no matter how egotistical this sounds, it's not my abilities I don't trust, it's the other party members. Now, this may be unique to monks saying "we need another monk", but whatever.
I prefer rather balanced teams, honestly, where everyone has a role- but I know that the best groups for finishing a mission are those that have fun, talk to each other, and are friendly.
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