Mar 15, 2012, 04:11 AM // 04:11
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#41
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Pre-Searing Cadet
Join Date: Aug 2011
Profession: A/Rt
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Quote:
Originally Posted by Dblazer
Also your MM is quite interesting. Don't you feel your missing out on DPS from Death Nova?
BTW I love the ST Rit, but wouldn't it be a waste to put points in other attributes than Communing and Spawning power? I got like 15Com/14SP on mine and his shelter and displacement (combined with Armor of Unfeeling) are really strong.
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really no valid reason to leave Death Nova off, there's other ways to add weakness in areas where it's needed, so drop Withering Aura. Rupture Soul is nice to bring for times when melee breaks through to the back lines; the blindness it provides on nearby melee chars for ~10 seconds is sweet, and +~100 nearby damage is a nice bonus. fwiw, here is what i plan on running with from here on out:
i **hate** bringing bloodsong on the ST rit, but i'd rather use it than some other 15 energy spirit in its' place on the ST bar.
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Mar 15, 2012, 01:29 PM // 13:29
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#42
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Krytan Explorer
Join Date: Nov 2005
Guild: In Memorium [iBot]
Profession: Mo/A
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Quote:
Originally Posted by hunter
Normal mode??? who gives a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO about normal mode.
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Um:
Quote:
Originally Posted by hunter
ST is the most broken elite in the rit arsenal and the ST hero is a must have regardless of whether u do nm, hm. You have no clue what u are talking about
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I was just replying to what you said...
I suppose it's a difference in playstyle, really. On my Dervish, I would rather my minions blow up and kill stuff because I don't have to defend against it at all if it's dead between minions blowing up and scythes still being insane. I guess I can see the other side if you feel like playing more defensively, though;. I've just started creeping more and more towards loading up on offense and speed(damn you Jeydra). Regardless, though, you seem like you are a very unstable person so I won't push you any harder lest you have an aneurysm
I think leaving off Death Nova on that build is probably the correct move, actually, because there's an ST AND an AoD Derv keeping the minions alive. I also might have to try out the SoS build on my Assassin. Despite basically every Assassin elite being mediocre at best in PvE, that never crossed my mind when playing her.
I would post my build but it's not that much different than a few others that have already been posted except for my Blood necro
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Mar 15, 2012, 08:01 PM // 20:01
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#43
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Pre-Searing Cadet
Join Date: Aug 2011
Profession: A/Rt
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Quote:
Originally Posted by DRGN
I also might have to try out the SoS build on my Assassin. Despite basically every Assassin elite being mediocre at best in PvE, that never crossed my mind when playing her.
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with most assassin elites being completely meh, it leaves the door open to spec your A/* char at 12 for any attribute from any profession that has a nice elite with low-to-moderate energy requirements. for example, in places where there's little wiggle room like the Foundry (or anywhere there's balled up mobs for that matter), EVAS & Death's Charge coupled with Shockwave provide **great** results (shatterstone, unsteady ground, and energy surge are nice too, but take 2 sec to cast). it's fun to use the rages' own elite against theirselves.
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Mar 16, 2012, 07:27 PM // 19:27
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#44
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Ascalonian Squire
Join Date: Jul 2011
Profession: W/
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@hunter
I share your vision that a more slow defensive gamestyle is more effective and requires less micro-ing, but to each there own playstyle.
Btw it would be nice if you also posted your teamsetup so you can actually explain hero build wise why you run the defensive build over the offensive build and which synergy it creates, which you have a lot of succes with.
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Mar 16, 2012, 08:01 PM // 20:01
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#45
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Permanently Banned
Join Date: Oct 2007
Location: Northern Ireland
Guild: Nowhere To Run Nowhere To [Hide]
Profession: N/
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Please try to keep the thread on track.
ps:we don't discuss mod actions in public. If you have an issue feel free to pm me.
__________________
The best goodbyes are like a knife in the dark: short, simple and to the point
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Mar 16, 2012, 09:00 PM // 21:00
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#46
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Frost Gate Guardian
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Ok here we go:
This is a WARRIOR SPECIFIC hero make up. So if you wanna run it on ur sin or dervish, you might need to change some things:
The 2x Smiter monks are standard. Note i don't bother macro RoJ because most things go boom w/o the need to micro it. The key skills in here are the 2x smite hex/condition and SoH and balthazar's spirit.
- Balthazar spirit makes a huge difference on a warrior because it gives you 2 resources that are naturally scare AT THE SAME TIME. It is also the reason why i have YMLAD in here and am able to use it on cooldown if im being constantly hit. Note that there is no internal cooldown on the "proc" for balthazar's spirit, so lets say you are at 10 energy and are focused by a group of mobs for even a slit second, you will be back to full energy and adrenaline. Also keep in mind that a lot of mobs use AoE skills in this game, which further fuel balthazar spirit.
- Also note the 2 AoE heals on the smiter monks. at 13 Divine favour, you are looking at 100 hp PER PARTY MEMBER...you have 6 of those total. OP?
Moving on, UA monk, standard. has 6 attributes in inspiration magic for a minor e regen but mostly server as an interrupt too. UA is the most superior elite a healing monk can bring to the table so its a no brainer.
AotL necro with some prot in it works as both a dmg dealer due to nova, and as a dmg mitigator due to minions and the prot skills. The minions offer a good buffer zone during the timeframe shelter is down. I did go into it on my previous posts.
Mesmer is standard dom. I have shatter enchantment and shatter hex because i find that prot enchantments are the most annoying to deal with on mobs and shatter hex because it has a nice AoE component. Could take spiritual pain, or something else, doesn't matter. or even hex eater signet if you dont like it, but again, shatter hex is there for the dmg component. Also note Drain enchantment on the mesmer, which again serves the purpose of e-management and enchantment removal.
SoS/heal rit, is standard so not much to comment on this one.
ST rit with shelter, union and DISSENCHANTMENT. Why did i pick those 3 skills? Well the first 2 are fairly common, but the 3rd one serves 2 purposes.
1) it is there to fuel signet of creation. I found during my play tests that the e management on this rit was superior with 3 spirits compared to 2 since the AI had the tendency to use signet of creation on cooldown. The third spirit is there so at all times, at least 2 spirits are out and so the signet does not go to waste.
2)) Dissenchantment is godly when dealing with those pesky lvl 40 destroyers who like to spam prot bond and prot spirit on their allies and i found it invaluable when doing those quests. And since the spirit does dmg and is of the communing line, i figured i might as well use it for everyday use.
Another thing you might notice is that im using superiors on every single one of my heroes and i believe the 40/40 set would be the ideal weapon set but are not really needed.
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Mar 17, 2012, 10:48 AM // 10:48
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#47
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Ascalonian Squire
Join Date: Jul 2011
Profession: W/
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Quote:
Originally Posted by hunter
Ok here we go:
http://i44.tinypic.com/4izkn.jpg
This is a WARRIOR SPECIFIC hero make up. So if you wanna run it on ur sin or dervish, you might need to change some things:
The 2x Smiter monks are standard. Note i don't bother macro RoJ because most things go boom w/o the need to micro it. The key skills in here are the 2x smite hex/condition and SoH and balthazar's spirit.
- Balthazar spirit makes a huge difference on a warrior because it gives you 2 resources that are naturally scare AT THE SAME TIME. It is also the reason why i have YMLAD in here and am able to use it on cooldown if im being constantly hit. Note that there is no internal cooldown on the "proc" for balthazar's spirit, so lets say you are at 10 energy and are focused by a group of mobs for even a slit second, you will be back to full energy and adrenaline. Also keep in mind that a lot of mobs use AoE skills in this game, which further fuel balthazar spirit.
- Also note the 2 AoE heals on the smiter monks. at 13 Divine favour, you are looking at 100 hp PER PARTY MEMBER...you have 6 of those total. OP?
Moving on, UA monk, standard. has 6 attributes in inspiration magic for a minor e regen but mostly server as an interrupt too. UA is the most superior elite a healing monk can bring to the table so its a no brainer.
AotL necro with some prot in it works as both a dmg dealer due to nova, and as a dmg mitigator due to minions and the prot skills. The minions offer a good buffer zone during the timeframe shelter is down. I did go into it on my previous posts.
Mesmer is standard dom. I have shatter enchantment and shatter hex because i find that prot enchantments are the most annoying to deal with on mobs and shatter hex because it has a nice AoE component. Could take spiritual pain, or something else, doesn't matter. or even hex eater signet if you dont like it, but again, shatter hex is there for the dmg component. Also note Drain enchantment on the mesmer, which again serves the purpose of e-management and enchantment removal.
SoS/heal rit, is standard so not much to comment on this one.
ST rit with shelter, union and DISSENCHANTMENT. Why did i pick those 3 skills? Well the first 2 are fairly common, but the 3rd one serves 2 purposes.
1) it is there to fuel signet of creation. I found during my play tests that the e management on this rit was superior with 3 spirits compared to 2 since the AI had the tendency to use signet of creation on cooldown. The third spirit is there so at all times, at least 2 spirits are out and so the signet does not go to waste.
2)) Dissenchantment is godly when dealing with those pesky lvl 40 destroyers who like to spam prot bond and prot spirit on their allies and i found it invaluable when doing those quests. And since the spirit does dmg and is of the communing line, i figured i might as well use it for everyday use.
Another thing you might notice is that im using superiors on every single one of my heroes and i believe the 40/40 set would be the ideal weapon set but are not really needed.
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Thanks for posting aswell mate!
Looks like a very solig build to me. I've been trying out Batlh. Spirit aswell, after you mentioned in a previous post of yours and I have to say I love it. Such an underrated skill.
I am wondering tho if putting an extra binding ritual on your ST rit very effective? I know dissenchantment is a very good spell, but you don't encounter scenarios where in your ST rit spend his last ST charge on dissenchantment instead of shelter?
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Mar 17, 2012, 02:28 PM // 14:28
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#48
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Frost Gate Guardian
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Quote:
Originally Posted by Dblazer
I am wondering tho if putting an extra binding ritual on your ST rit very effective? I know dissenchantment is a very good spell, but you don't encounter scenarios where in your ST rit spend his last ST charge on dissenchantment instead of shelter?
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If you leave 2 spirits on the ST you suffer from e management problems. With 3 spirits you might run into the issue you mentioned but the ST recharge is short enough to account for those problems. At worst the AI will force shelter to be used w/o the ST charge which will incur the cooldown, but that seldom occurs.
Unless you are manually using ST and shelter the AI will run into problems like these even with only 1 spirit (i know i tried it) and run the risk of e problems.
No matter what you try the ST AI is shitty at best because it prioritizes the "team wellbeing" over following the ST --> shelter rotation so it will spam shelter even when its not really needed. But it is an AI after all so nothing you can about it.
It is also for this reason that i have the MM, prot spirit, UA monk and SY in place. This game is not a tank and spam where you can rotate defenses based on the need. In this game things are chaotic and you need to use 1-3 defense "layers" at the same time to minimize dmg taken simply because of the lack of a controlled environment.
Sure you can micro, flag and stuff your heroes all day long but this game is designed against this sort of play style and you are encouraged to use more than 1 form of dmg mitigation. This is why you have all sort of protection spells, enchantments, spirits and shouts instead of the typical small heal, big heal and minor single target dmg absorb (WoW, im looking at you)
Long story short: dont' worry if the ST AI messes up from time to time and you can experiment with 2 spirits of you wish but don't worry too much if the ST hero performance is not 100%. This build takes that into consideration and its why it focuses towards your main playable character instead of sharing power between mesmer AI heroes. A playable character will always be superior to AI stuff.
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Mar 20, 2012, 09:04 AM // 09:04
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#49
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Lion's Arch Merchant
Join Date: Oct 2011
Location: Portugal
Profession: W/
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Well i just want to make a lil comment, that probably in nothing is gonna help this post but.... hunter thank you very much for sharing a great team build, finally i found a build that i like to play with more then the 7 hero player support build (and that i find way better then the 7HSP).
5 stars team build....thanks again.
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Mar 20, 2012, 02:31 PM // 14:31
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#50
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Ascalonian Squire
Join Date: Jul 2011
Profession: W/
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Quote:
Originally Posted by trafikula
Well i just want to make a lil comment, that probably in nothing is gonna help this post but.... hunter thank you very much for sharing a great team build, finally i found a build that i like to play with more then the 7 hero player support build (and that i find way better then the 7HSP).
5 stars team build....thanks again.
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Well I fully have to agree with you m8.
My original teambuild wasn't much a like Hunter's but I tried it and I haven't switched since. Made some lil' tweaks here and their, but I expected it to have to little damage overall but it's just great.
Thanks from me aswell to you Hunter
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