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Old Jan 03, 2012, 03:12 PM // 15:12   #21
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If I was you I'd stick with the Mo/P combo you don't need a lot of heals only a bit to take pressure off the main bit healer.

Use more of a command line as well for defence so you end with 3 command skills 1-2 smite and UA and heavens delight smiters boon also is great for RoF
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Old Jan 03, 2012, 10:29 PM // 22:29   #22
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Move the /P to a Mesmer:
Shatter Ench --> Drain Enchantment
Spiritual Pain --> "Fall Back!"
or even just keep Shatter for that matter, energy should be less of a concern with "Fall Back!" instead of SP.

Move UA to the Bomber.

Now you have a free slot for damage and heals.

The new Star Burst might be something to look at in a few days, as it will provide large AoE damage and Energy Returns. You can run /Rt or /Mo for heals on them as well.

That's the last I'll throw your way. I feel like there's a decent chance you are ignoring my posts anyways. Good luck!
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Old May 12, 2012, 04:36 PM // 16:36   #23
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Bump this old topic ...

Assuming all I want now is a high-spec Unyielding Aura with some bar push (which is served by Divine Healing + Heaven's Delight for the moment, I might try Sig Devo and Divine Intervention if more turns out to be necessary), what is the best option for damage?

Channeling Magic (I don't have physicals though so Splinter is that much weaker)?
Curses (Weaken Armour will be useful, as will the enchant removal, not much left though)?
Domination Magic?
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Old May 12, 2012, 04:56 PM // 16:56   #24
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Dom magic can be nice considering Shatter Hex/Enchant being AoE. Spiritual Pain if going through content in factions or some eotn areas. Mistrust/Guilt are useful as mistrust pumps out rupts with aoe damage and guilt has e management, and Cry of Frustration could work in tandem with either.

I wouldn't go with curses, its too physical based.

If you're running a MM then channelling could work, but I've never been too fond of AR or SR. Most of the Mes skills are passive so you won't burn through energy even with UA up and not micro'ed. The Channel spells probably wont burn it, but it may lead the hero into choosing less desirable skill in a more difficult spot.

All in all if you want Damage upfront the Channelling will be better but if you want utility and damage then go with dom magic. Curses imo isnt useful unless you ARE the physical.
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Old May 12, 2012, 05:21 PM // 17:21   #25
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Quote:
Originally Posted by Jeydra View Post
Bump this old topic ...

Assuming all I want now is a high-spec Unyielding Aura with some bar push (which is served by Divine Healing + Heaven's Delight for the moment, I might try Sig Devo and Divine Intervention if more turns out to be necessary), what is the best option for damage?

Channeling Magic (I don't have physicals though so Splinter is that much weaker)?
Curses (Weaken Armour will be useful, as will the enchant removal, not much left though)?
Domination Magic?
In the case of damage, armor ignoring damage still wins most of the time, meaning domination magic usually is the best option, since pretty much anything in that line is armor ignoring ( not even mentioning that going mesmer secondary grants you access to great energy managment if needed).

But basically, this choice is heavily reliant on the rest of your team.
If you are in need of debuffs, curses ( and thus necro secondary) is the most logical choice, since it grants you enfeebling blood, one of the better debuff skills in the game. It also grants you cracked armor in the form of weaken armor if you rely on damage that needs to pass an armor rating check.

However, most damage these days comes from armor ignoring skills and sources, meaning weaken armor is not that powerful in this case.
Meaning that you would only go /N if you need the AoE weakness that bad.
Its an option if you can't slot it anywhere else, but in my opinion its the inferior option ( since you won't have the energy managment on this hero to cast some of the better curses hexes since their energy cost is quit heavy, especially when you only have 3 pips of energy regen).

Domination magic seems to be the most logical choice if you are opting for straight damage.
Its damage is mostly armor ignoring, the skills are relatively cheap, mesmer secondary grants you much needed energy managment, and several domination magic spells grant some defensive help as well ( things like mistrust can save you from that one painful AoE spell while dealing a load of damage at the same time).

Channeling magic can work, but you will probably have to tailor your team a bit for it to get the most out of it.
The most logical choices if opting for Rt secondary would be splinter weapon, ancestors rage, and lamentation. Ancestors rage's damage needs to pass an armor check, but its targeted AoE, cheap cost, and a low recharge, giving your overall DPS a good boost.
Lamentation once again relies heavily on your team setup.
If you bring spirits, its a great skill. it gives AoE damage, and its a cover hex at the same time. its recharge is decent, but it will not drain your energy because the hero won't be able to spam it. But since this skill should only be used in combination with spirits anyway you can always opt to slot spirit siphon somewhere, meaning the hero can spam whatever he wants without problems.
But ( as always ), the main reason to pick channeling is still, and always will be, splinter weapon.
Its low cost, low recharge, and massive AoE damage potential makes it way to awesome of a skill not to bring.
Even if you do not have a single physical character it can be used to boost your damage.
The AI actually WILL cast it on minions ( if you bring those ), and since enemy mobs usually ball around minions a bit.. the splinter weapon will trigger often enough to justify a place on your team.
And even if not bringing an MM, equipping shield+spear sets on your heroes will allow for some great auto attack AoE.

So, my opinion in short:

Good , simple, fire and forget: /Me Domination magic

Great, but relies heavily on the team and how much you want to tweak the team around it: /Rt Channeling magic

Inferior option and should only be brought when not needing anything else or in desperate need of melee debuffs: /N Curses.
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Old May 13, 2012, 02:46 PM // 14:46   #26
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IMO a cross spec Me/Mo with Illusion + Domination skills like

Wandering Eye, Signet of Clumsiness, Accumulated Pain, Spiritual Pain, Unnatural Signet and UA with energy management of choice should work alright.

Or cross-spec UA+Illusion/Domi+Smite skills.
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Old May 13, 2012, 11:17 PM // 23:17   #27
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Quote:
Originally Posted by Gabs88 View Post
IMO a cross spec Me/Mo with Illusion + Domination skills like

Wandering Eye, Signet of Clumsiness, Accumulated Pain, Spiritual Pain, Unnatural Signet and UA with energy management of choice should work alright.

Or cross-spec UA+Illusion/Domi+Smite skills.
imo with Jeydra usually running little heals the dmg reduction/heal from rod might make the ua smite more of a necessity, so swapping to mes might not be the best option for him.
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Old May 13, 2012, 11:29 PM // 23:29   #28
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Quote:
Originally Posted by Jeydra View Post
Bump this old topic ...

Assuming all I want now is a high-spec Unyielding Aura with some bar push (which is served by Divine Healing + Heaven's Delight for the moment, I might try Sig Devo and Divine Intervention if more turns out to be necessary), what is the best option for damage?

Channeling Magic (I don't have physicals though so Splinter is that much weaker)?
Curses (Weaken Armour will be useful, as will the enchant removal, not much left though)?
Domination Magic?
hey jeydra, you may want to try this out, best UA build i have come up with so far. pros are UA (obviously) and amped-up divine healing and heaven's delight, this one hero lets me stand in heavy degen (e.g. The Deep) all day long and she regains energy while doing it. she has mass hex removal and can remove a stack of four hexes at once. she also has a power heal of ~230. this is a natural counterpart to the channeling/restoration rit with MB&S, the rit removes stacks of conditions and the monk removes stacks of hexes. on the negative side, she does not have any damage at all but does bring mass enchant removal. i think i'd go with kaida's suggestion and put fall back on one of your mesmers.

http://wiki.guildwars.com/wiki/User:...nyielding_Aura
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Old May 15, 2012, 04:18 AM // 04:18   #29
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Quote:
Originally Posted by Spiritz View Post
Look under smiting as you seem to have missed strength & honor which you would apply to any melee heros you have - it increases their damage output.
Someone else may be able to suggest over skills you may have missed - i rarely use monks in any of my teams.
not to hijack a thread here, and sorry for just asking after getting back into the game after a couple of years, but everything i've read has seemed to be about discord teams and how melee heroes, especially warriors, are terrible due to some melee AI problem. since capping tough elites are almost impossible now since everyone is out farming/faction etc, would a smiter be better served relying on a MM for the grinder/close combat functions? i know this would ruin having a death bomber but i figure its a legit question.
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Old May 16, 2012, 04:17 PM // 16:17   #30
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Why not use RoJ instead?
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Old May 17, 2012, 12:15 PM // 12:15   #31
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Quote:
Originally Posted by Khomet Si Netjer View Post
hey jeydra, you may want to try this out, best UA build i have come up with so far. pros are UA (obviously) and amped-up divine healing and heaven's delight, this one hero lets me stand in heavy degen (e.g. The Deep) all day long and she regains energy while doing it. she has mass hex removal and can remove a stack of four hexes at once. she also has a power heal of ~230. this is a natural counterpart to the channeling/restoration rit with MB&S, the rit removes stacks of conditions and the monk removes stacks of hexes. on the negative side, she does not have any damage at all but does bring mass enchant removal. i think i'd go with kaida's suggestion and put fall back on one of your mesmers.

http://wiki.guildwars.com/wiki/User:...nyielding_Aura
We're not aiming at the same thing however - you're going for a purely defensive bar, which I do not want to use. I've gotten away with UA + Divine Healing + Heaven's Delight so far, so no real reason to change. About the stack of hexes thing, I've noticed that the most dangerous / worst hexes (VoR, Shared Burden ...) tend to be best removed by Hex Eater Signet, so I think Deny Hexes is rather unnecessary.

I'm not putting Fall Back on my Mesmers because of the need to quadspec, plus the need to strain their energy pool further. Yes Inspiration goes some way to helping that out, but Domination Magic has no lack of useful skills and missing the 10-point FC breakpoint hurts too. As for RoJ, UA >>>>> RoJ with my playstyle.

This is what I've been using so far ...

Divine Favour 13 (mainly because I haven't found any Superior Divine runes, they may not be necessary and maybe even inferior though)
Domination Magic 11
Inspiration 8

Unyielding Aura [E]
Divine Healing
Heaven's Delight
Shatter Hex
Unnatural Signet
Shatter Enchantment
Cry of Frustration
Waste Not, Want Not

The hero's generally fine on energy (a bit strangely), don't know if the bar can be improved though.
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Old May 22, 2012, 10:00 AM // 10:00   #32
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Maybe something like this?

Divine Favor 8+1+2
Domination Magic 12
Inspiration Magic 10

Unyielding Aura [E]
Divine Healing
Heaven's Delight
Cry of Frustration
Overload
Wastrel's Demise
Shatter Delusions
Drain Delusions

If it's too heavy on energy Wastrel's Demise may be replaced with Unnatural Signet, Remove Hex or Shatter Hex.


Another idea:

Divine Favor 8+1+2
Marksmanship 11
Beast Mastery 11

Unyielding Aura [E]
Divine Healing
Heaven's Delight
Volley
Savage Shot
Melandru's Assault
Scavenger Strike
Comfort Animal

Last edited by Aria Frost; May 22, 2012 at 01:00 PM // 13:00..
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