Aug 26, 2008, 11:47 PM // 23:47
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#81
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Academy Page
Join Date: Jun 2005
Guild: Legendary Drunks [LEET]
Profession: R/
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Any way to fit a Ranger into a team build like this?
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Aug 28, 2008, 05:42 AM // 05:42
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#82
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Krytan Explorer
Join Date: Jul 2006
Location: Växjö, Sweden
Guild: Stop Stealing [agro]
Profession: Mo/
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splinter barrage might replace cruel spear para or the ele
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Aug 31, 2008, 09:21 AM // 09:21
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#83
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Wilds Pathfinder
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Quote:
Originally Posted by gerg-nad
Well we tried the exact build last night with some alliance members. Started in City and completed Veil but failed at Gloom. Before we even got to Gloom things were going very slow even with Celerity. Several members said there needs to be some adjustments. There does not seem to be enough healing especially in Veil with the touchers as the 1 healing monk could not keep up and several times we had the Warriers down and had to regroup.
We had an all human team and I guess I was expecting it to roll much faster and easier. We were targetting foes and taking off critical conditions and hexes, especially off the SY! Para and Warriers, but when it came to Gloom there were just too many Hex, Conditions, and Foes and as soon as the Warriers went down it was difficult to get them up and when they were rezed they soon died again.
It took us about 2 hours to get to Gloom, with a 5 minute break. Granted this was the first time folks ran the team, but it seems a bit light in the healing department. I played the Cruel Spear Para and the build was fine, although I am not a big fan of Deep Wound skills in PVE, it worked fine. I am not sure if it was inexperience with the skills and roles, but it did not go as expected.
I believe we will try again, maybe starting with Gloom, but unless we were doing something significantly wrong or were missing something fundemetal our first use of this team was not a success.
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Yes, like Handy already said, you should try to block the hungers in 1 spot (shouldn't be too hard as the environment is really easy to use for it) and the Earthshaker needs to KD them asap. That way they are really no threat at all.
For gloom (and I guess you're having problems with the cave); kill fast (should be easy with the build) and kill targets in the order according to the guide (dangerous targets first). When the SY para isn't near the cruel spear para or 2 warriors (those 3 should be in the frontline in this part), the chance is much lower that he gets hit by annoying hexes, therefore making everything even easier.
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Oct 03, 2008, 12:59 PM // 12:59
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#85
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Lion's Arch Merchant
Join Date: Feb 2008
Location: AU
Guild: League Of The Fallen
Profession: Mo/
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...looking at getting a guild team up and running.
This last build looks like all kinds of win.
Was this in NM only, and, how long ave for the runs?
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Oct 03, 2008, 01:41 PM // 13:41
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#86
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Wilds Pathfinder
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Quote:
Originally Posted by Amnel Ithtirsol
...looking at getting a guild team up and running.
This last build looks like all kinds of win.
Was this in NM only, and, how long ave for the runs?
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Yes it was NM only, and you can do it around 1.45, depending how well you know the area.
Btw, I've updated the guide on first page again. Apperantly the text disappeared in the first post...
Your post is probably over the character limit. If you add to it Guru will chew it all up like it did. This is why guides are posted over several posts. If you have to, make a new thread and break it up a bit - Marty
Last edited by Koning; Oct 03, 2008 at 01:43 PM // 13:43..
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Oct 04, 2008, 06:42 PM // 18:42
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#87
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Frost Gate Guardian
Join Date: Oct 2007
Guild: Desolation Lords [DL]
Profession: Mo/
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- Edited wiki with updated version.
- Requested vote wipe.
Just informing ya
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Oct 06, 2008, 06:32 AM // 06:32
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#88
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Lion's Arch Merchant
Join Date: Feb 2008
Location: AU
Guild: League Of The Fallen
Profession: Mo/
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Quote:
Originally Posted by Nature Loves Me
- Edited wiki with updated version.
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Good work, some of the usage info is outdated / incorrect though (references the old build)
A
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Oct 13, 2008, 10:56 PM // 22:56
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#89
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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in the variants section of the OP, there is an ether renewal ele listed as a variant. i'd like feedback on what others would think about using the ER ele as the "orders necro" in the team build. Since ER heals each time the ele uses a spell, you could stick the orders and GDW on him and he wouldn't really sac any health if he had ER, Aura of Resto, and the order enchants up most of the time. then i was thinking maybe a smiter's boon monk with splinter and sig of removal in place of the N/Rt weapon spells spammer. do you think that would work?
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Oct 14, 2008, 02:57 PM // 14:57
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#90
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Wilds Pathfinder
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Quote:
Originally Posted by joshuarodger
in the variants section of the OP, there is an ether renewal ele listed as a variant. i'd like feedback on what others would think about using the ER ele as the "orders necro" in the team build. Since ER heals each time the ele uses a spell, you could stick the orders and GDW on him and he wouldn't really sac any health if he had ER, Aura of Resto, and the order enchants up most of the time. then i was thinking maybe a smiter's boon monk with splinter and sig of removal in place of the N/Rt weapon spells spammer. do you think that would work?
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As long as great dwarf weapon, splinter weapon, the orders and signet of removal are in the team, you should be fine I think Don't really need more healing, but ye, I think it should be possible. But keep in mind the smiter's boon monk doesn't have unlimited energy, unlike the necro who can easily keep up 2x SoH and spam other things besides that. Monk might have a really hard time doing the same (splinter on recharge + ancestors and the other things).
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Oct 27, 2008, 11:09 AM // 11:09
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#91
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Wilds Pathfinder
Join Date: Sep 2006
Location: Pie-land
Guild: Warlords Of The Underworld [WoTU]
Profession: Mo/
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Quote:
Originally Posted by Avatar Exico
Nice Idea. With Ninja Idea on A/P Spear wielding Sin is crazy to find a way for Instant kills. I can see this in grps. 3 IK A/p, 1 Order 1 MM(Blockage) 2 Monks, 1 Imbga Para. anyways dont want to go way off topic. Very Nice idea.
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You need a certified tank/s. an MM will not be able to hold aggro as minion's targetting is random. GL in the veil xD
To the OP: Thanks for the post, you've gotten me and some guildies back into PvE, we've actually been testing similar builds by going through the 3 campaigns (i know they're very different to DoA, but the mobeious sins are just waaaaay too much fun).
Just wondering, have you, or anyone for that matter, tried an HM full run yet? i'd like to know how that went. simple melee shutdowns can be very lethal to this build - i can picture party wipes in the gloom.
i just don't think NM is profitable enough concerning end-area chests and drops just to use cons sets.
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Oct 27, 2008, 12:01 PM // 12:01
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#92
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Frost Gate Guardian
Join Date: May 2007
Location: Somewhere I belong
Profession: Mo/
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First of all tanks for sharing this guide, dispite the fact many people dont play it unless they are a guildgroup.
I know its kinda off-topic, but can someone pls pm me if missing someone for one or more of these runs?
Pugging its near impossible and i'm in a pvp guild in wich guildies dont do pve at all. Hard time for me to find a decent team, when i want to do "high-end PvE" not only for drops but for the fun that is playing as a team.
I can play necro, monk and paragon.
I aprettiate ur contact.
ING: Oo Deus Ex Oo
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Oct 27, 2008, 12:12 PM // 12:12
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#93
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Wilds Pathfinder
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Quote:
Originally Posted by Fate Crusher
i just don't think NM is profitable enough concerning end-area chests and drops just to use cons sets.
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Quote:
Originally Posted by Xeng Suey
not only for drops but for the fun that is playing as a team.
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I have more fun with this than I have when playing with cry-way teams, that's also because I play to have fun and don't really care about the drops. Otherwise, if you do care about drops (and don't mind boring play) you're probably better off doing HM cry-way teams
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Oct 27, 2008, 12:39 PM // 12:39
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#94
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Wilds Pathfinder
Join Date: Sep 2006
Location: Pie-land
Guild: Warlords Of The Underworld [WoTU]
Profession: Mo/
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But that's the thing...
i want to be able to have fun, but i also want to be selfish and make a full 1hr45min run worthwhile lol.
my guild and alliance are quite a busy HA/GvG group and we thought it would be great to take a little break from stressfull gaming.
the appealign thing of DoA is of course the tormented weapons and HM halves the time of collecting the gems.
i've got another question lol:
Is it really necessary to take so many hex removals? i've been working on a variant with SY! spread over the 3 frontliners, which stables the build a little bit, and i see no point in taking signet. i haven't done a DoA run in a long time and can't remember how bad Gloom was lol.
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Oct 27, 2008, 06:10 PM // 18:10
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#95
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Lion's Arch Merchant
Join Date: Feb 2006
Location: USA
Profession: E/
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Is it possible to run this build nowadays? I mean do all these skills work?(Any nerfs that could disable them?) I was afk and defeated mallyx using Ursan way...So I dont know much staff sorry for this question...
Ty all.
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Oct 28, 2008, 10:43 AM // 10:43
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#96
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Frost Gate Guardian
Join Date: May 2007
Location: Somewhere I belong
Profession: Mo/
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Quote:
Originally Posted by Koning
I have more fun with this than I have when playing with cry-way teams, that's also because I play to have fun and don't really care about the drops. Otherwise, if you do care about drops (and don't mind boring play) you're probably better off doing HM cry-way teams
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Let me point 3 reasons i prefer this build to a cryway:
1. I do it for drops and for the fun of team play. True, but team play fun > Drops, for me. I have all the tormented weapons i want, so i play this more for the fun of it then for the drops;
2. I dont like cryway much, i simply dont think its fun to play. In fact, i dont like the use of pve only skills much(one side note if i'm alowed to: i know the build your proposing in this thread uses some pve skills. However, as i will explain in next point, it has variety of professions. Being so, if using pve only skills is the price i have to pay to play high end pve missions in a build that not resumes to 6 mesmers and 2 monks, i'll do it);
3. i like builds who have diversity of professions (i call them balanced, in a similar way then pvp). i like to se the articulation of the diferent profession skills and playstyles. i would like to see those necros givin suport tho those melle and i would see those monks healing and proting everyones arse
Again, i say: contact me ing if u need someone else for your runs, my ing is Oo Deus Ex Oo and i can play: paragon, necro or monk.
gl hf
Quote:
Originally Posted by Fate Crusher
i've got another question lol:
Is it really necessary to take so many hex removals? i've been working on a variant with SY! spread over the 3 frontliners, which stables the build a little bit, and i see no point in taking signet. i haven't done a DoA run in a long time and can't remember how bad Gloom was lol.
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Theres alot of hexes in there, speacially in Foundry where there are some FoC necros whith lots of hex spreading and Margonites necros whith Whiter, meakeness and stuff. Conditions are a constant aswell! You can see that in the folowing links:
http://wiki.guildwars.com/wiki/Foundry; http://wiki.guildwars.com/wiki/Stygian_Veil; http://wiki.guildwars.com/wiki/Ravenheart_Gloom;
http://wiki.guildwars.com/wiki/City_of_Torc%27qua
Hope it helps
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Oct 30, 2008, 09:56 AM // 09:56
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#97
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Krytan Explorer
Join Date: Dec 2006
Guild: Glob Of Ectospasm [GoE]
Profession: Me/Rt
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Quote:
Originally Posted by Fate Crusher
But that's the thing...
i've got another question lol:
Is it really necessary to take so many hex removals? i've been working on a variant with SY! spread over the 3 frontliners, which stables the build a little bit, and i see no point in taking signet. i haven't done a DoA run in a long time and can't remember how bad Gloom was lol.
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to horrible, you definatly need that much hex removal else it s a big whipe in gloom cause the imba can't keep SY up.
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Nov 03, 2008, 10:15 PM // 22:15
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#98
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Wilds Pathfinder
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Quote:
Originally Posted by Fate Crusher
But that's the thing...
i want to be able to have fun, but i also want to be selfish and make a full 1hr45min run worthwhile lol.
my guild and alliance are quite a busy HA/GvG group and we thought it would be great to take a little break from stressfull gaming.
the appealign thing of DoA is of course the tormented weapons and HM halves the time of collecting the gems.
i've got another question lol:
Is it really necessary to take so many hex removals? i've been working on a variant with SY! spread over the 3 frontliners, which stables the build a little bit, and i see no point in taking signet. i haven't done a DoA run in a long time and can't remember how bad Gloom was lol.
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Yes, the hex removals are vital to the build. And if you mean signet of removal is useless, it's better than all other possible replacements (well except maybe empathic removal as it does the same with just an energy cost and longer recharge). In the whole blood/soul reaping or smiting line there's not really a better replacement for his elite.
You can always spread out SY amongst different members and I guess it makes you less dependant on the para. Especially for HM its needed with the gloom effect.
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Oct 03, 2009, 06:48 AM // 06:48
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#99
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Frost Gate Guardian
Join Date: Apr 2008
Location: New Zealand
Guild: [WTF]
Profession: W/
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"Oh haii" said the thread nec. Yarly, this still works btw.
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Oct 07, 2009, 02:21 AM // 02:21
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#100
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Pre-Searing Cadet
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no one playing in doa anymore man that sux this is the best freaking zone
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