May 27, 2011, 10:24 PM // 22:24
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#461
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Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
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If you're running 3 mesmers on 7HPS, I'd suggest 2x ESurge instead of 1x ESurge and 1x Panic.
You can't go much further in damage without giving up more healing/prot. Though if you want, you can switch the Curse Resto for another RoJ monk. But because you are already saying you find the build lacking in heals I would not suggest it for you.
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May 28, 2011, 03:16 AM // 03:16
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#462
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Furnace Stoker
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Quote:
Originally Posted by Jerichoz
tbh, i just copied the teambuild frm pvxwiki.. here: http://www.gwpvx.com/Build:Team_-_7_Hero_Player_Support
i never been a good pve player, i just do it because of the HoM now so I just need some solid 7H build that works fine and fast in HM so i can get some titles, finish some HM dungeons etc..
PvX said the smiter is also fine with caster, what I thought is right since there is no strength of honor in the build
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I see, in that case, you can either use a smiter as they suggested, or use an Invoke Lightning hero in place of that smiter if you prefer.
Something like: OgljgwMpZOA6vR5QHujRGhDaBA
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May 28, 2011, 08:25 AM // 08:25
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#463
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Ascalonian Squire
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Okay I guess saying the build lacks healing wasn't corrects... I had E/mo before and it was like the whole team always had full life, I could go afk or pull more groups at once without dying..
Now I have to do more myself.. with the new build I have to call better, pull better etc..
So If I don't ruin it myself, there is usually enough healing..
If there are big groups tanked by my minions, those groups are usually dead very fast.. but the Team has problems with killing single target.. for example if two melees attack different heros in the backline, while there are Eles attacking the healer, I got problems because the team isn't good at spiking single targets
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May 28, 2011, 01:49 PM // 13:49
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#464
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Frost Gate Guardian
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Quote:
Originally Posted by Voodoo Rage
I changed my minion philosophy significantly switching to a combination of Order of Undeath (which heroes DO use fine) and a Soul Twisting Rit that focuses only on Shelter and Displacement. So instead of the standard minion bomber tactic, I have 9 Bone Fiends and Vampiric Horrors are pretty much up constantly and my team has THREE copies of splinter weapon. The rest of my team the normal OP mesmers, rits, etc... I've done about 3 vanquishes and did FoW in HM with a survivor title still intact.
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Mind posting this build with 3 channeling rits, Im curious to see it.
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May 29, 2011, 03:55 PM // 15:55
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#465
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Furnace Stoker
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Quote:
Originally Posted by Jerichoz
Okay I guess saying the build lacks healing wasn't corrects... I had E/mo before and it was like the whole team always had full life, I could go afk or pull more groups at once without dying..
Now I have to do more myself.. with the new build I have to call better, pull better etc..
So If I don't ruin it myself, there is usually enough healing..
If there are big groups tanked by my minions, those groups are usually dead very fast.. but the Team has problems with killing single target.. for example if two melees attack different heros in the backline, while there are Eles attacking the healer, I got problems because the team isn't good at spiking single targets
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Try calling your target with ctrl+spacebar.
I don't know what build your ele is using but you can try an AP build like this: OgdTgY24ZaBymcXMmEZoc4bIcAA
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May 30, 2011, 03:05 AM // 03:05
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#466
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Desert Nomad
Join Date: Mar 2008
Location: Sacramento, CA
Guild: Geezers
Profession: R/
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Quote:
Originally Posted by hunter
Mind posting this build with 3 channeling rits, Im curious to see it.
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I have chan points spec'd into the MM (instead of unneeded prots since Shelter takes care of me), the SoGM Ritualist (which lets me give him Spirit Siphon for his energy needs) and the Shelter Rit. I'm playing SoS but I am too lazy to deal with splinter myself. The heroes seem pretty content to cast splinter on the the minions.
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May 31, 2011, 05:56 PM // 17:56
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#467
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Wilds Pathfinder
Join Date: Mar 2009
Guild: FILA
Profession: P/
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Honestly it depends on what you are running. If you are an ele, monk, necro, or even assassin you can run AP caller and run discord.
Mesmers and rits cant take the place of the SoS or Panic on the most popular builds.
Melees should bring a para or two (to the guy I VQ'd with this weekend, Necros with Empath. Removal...really?)
The build that I use to roll everything except UW, Slavers, and DoA: (sorry I really should learn how to paste bars)
Imbagon (myself)
3 Discorders (switch to Sabway or Racway if minions are scarce and hard to maintain)
Panic Mes (switch to Psychic Instability if no mobs)
Ineptitude Mes (switch to PI if physicals are rare)
SoS ritualist
RoJ smite support (Swap for ST rit vs. destroyers or fire resistant foes)
This is just the easiest build for myself, being a ranged midliner (rangers would like similar, except bringing a commandagon and ST rit is highly recommended)
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Jun 06, 2011, 05:26 PM // 17:26
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#468
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Both dervs on attack and conditionKD gogo.
Don't really like the blood necro much though, very much open to suggestions there.
Last edited by Squishy ftw; Jun 06, 2011 at 05:30 PM // 17:30..
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Jun 06, 2011, 05:44 PM // 17:44
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#469
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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I would very much be tempted to see if Fevered Dreams worked in that setup (over Psychic Instability).
My experiences with Monk heroes and Healing Burst isn't great (they don't use it enough); I'd stick Word of Healing on them. I'd also cut Shielding Hands and probably Signet of Rejuvenation for stuff like Cure Hex.
I would also replace Foul Feast for Mend Body and Soul and Recovery for Life, but that's not too significant a change.
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Jun 06, 2011, 06:10 PM // 18:10
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#470
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Quote:
Originally Posted by Xenomortis
I would very much be tempted to see if Fevered Dreams worked in that setup (over Psychic Instability).
My experiences with Monk heroes and Healing Burst isn't great (they don't use it enough); I'd stick Word of Healing on them. I'd also cut Shielding Hands and probably Signet of Rejuvenation for stuff like Cure Hex.
I would also replace Foul Feast for Mend Body and Soul and Recovery for Life, but that's not too significant a change.
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@FD: I've considered FD as well but from what I could tell PI was used better/more often. Or I just failed to notice the daze doing it's thing ..
@HBurst: Never really bothered to watch the monk but I'll switch around between Woh/Hburst some and see what he's best at.
@Mend: Changing that now. Got so stuck on the recovery + FF combo that I missed the obvious one in mend body and soul.
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Jun 10, 2011, 01:24 AM // 01:24
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#471
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Ascalonian Squire
Join Date: Mar 2011
Guild: EviL
Profession: R/
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I need help thinking up a good 7H team for dungeons, its all i have left to do for master of the north.
my main is a ranger so i need to find a good 7H team that suits her well.
From what i have experienced so far, i need to be able to keep SY up to survive the dungeons, because stuff in there is just painful. which means i have to run R/W (as much
as i hate to do so) or i lose out on SY.
Barrage, while amazing for all the mobs, feels next to useless against dungeon bosses because they tend to be alone, making splinter barrage lackluster at the hardest part of a dungeon. This same issue also makes running a discord team a bad idea.
So i'm stuck with the predicament of finding a way to upkeep SY while not using barrage or dropping SY entirely and hoping my team to handle without it.
If i choose to upkeep SY then my best chance is with an orders hero, which means i need to use more physical damage to make his placement worth it. so i've been considering a racway variant along with 2 spirit spammers and some form of healer/hex and cond counter.
if i run without SY i've been considering just having like 4 RoJ heroes + spirits and making 2 of the RoJ heroes double as MMs with Judge's intervention on one and DN on the other for some additional burst. this would free me up to pretty much run whatever i wanted, but i'm skeptical about its effectiveness toward dungeon bosses.
so can you guys help me out?
Last edited by SapphiraTheKeen; Jun 10, 2011 at 02:03 AM // 02:03..
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Jun 10, 2011, 02:19 AM // 02:19
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#472
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Wilds Pathfinder
Join Date: Mar 2008
Location: USA - W.Coast
Guild: HiME
Profession: Mo/
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Besides Fendi in Shards of Orr, what other dungeon bosses are problematic?
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Jun 10, 2011, 03:09 AM // 03:09
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#473
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Ascalonian Squire
Join Date: Mar 2011
Guild: EviL
Profession: R/
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ooze pit, there are 0 bodies there, and the boss fight is painful because you cant pull each prismatic out because they act as a single group.
not necessarily the boss, but vloxen excavations has been giving me trouble, about 3 levels in there a MASSIVE group of dwarves and about half of them have hard rezzing capabilities.
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Jun 10, 2011, 06:36 AM // 06:36
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#474
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Academy Page
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Perhaps I've misunderstood, but if you just want to spam SY! you don't need a full orders bot, just Dark Fury. I rarely run orders heroes but I always bring DF. It only requires 5 points in Blood, so it's fairly easy to toss onto a Curses/utility Necro. But, if you really do want orders, the benefits of using a N/x or D/N usually far outweigh the E/N version.
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Jun 10, 2011, 06:37 AM // 06:37
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#475
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Desert Nomad
Join Date: Nov 2008
Location: Australia
Profession: W/
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frozen soil?
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Jun 10, 2011, 06:55 AM // 06:55
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#476
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Wilds Pathfinder
Join Date: Mar 2008
Location: USA - W.Coast
Guild: HiME
Profession: Mo/
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For ooze pit, bring EoE and the end should be pretty simple.
For vloxen, as someone earlier said frozsoil. Could also bring veratas aura to steal minions, but it's not really necessary if you have enough aoe damage. Just dont die at the rez point in the 2nd level keyboss area.
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Jun 10, 2011, 08:21 AM // 08:21
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#477
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Academy Page
Join Date: May 2008
Location: UK
Guild: LF slightly hardcore UK/euro guild
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I find a ST Prot rit is very useful in the Ooze pit, with a secondary monk adding some targeted prots for whoever is taking damage.
As a side note, I wonder if your monk has too many spot heals. Considering the recharge times and the 0.75s aftercast delay, I suspect you could be healing flat out with less slots.
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Jun 10, 2011, 10:59 AM // 10:59
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#478
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Ascalonian Squire
Join Date: Apr 2011
Guild: Impulsion Is the Biggest [NiGr]
Profession: R/
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Quote:
Originally Posted by SapphiraTheKeen
I need help thinking up a good 7H team for dungeons, its all i have left to do for master of the north.
my main is a ranger so i need to find a good 7H team that suits her well.
From what i have experienced so far, i need to be able to keep SY up to survive the dungeons, because stuff in there is just painful. which means i have to run R/W (as much
as i hate to do so) or i lose out on SY.
Barrage, while amazing for all the mobs, feels next to useless against dungeon bosses because they tend to be alone, making splinter barrage lackluster at the hardest part of a dungeon. This same issue also makes running a discord team a bad idea.
So i'm stuck with the predicament of finding a way to upkeep SY while not using barrage or dropping SY entirely and hoping my team to handle without it.
If i choose to upkeep SY then my best chance is with an orders hero, which means i need to use more physical damage to make his placement worth it. so i've been considering a racway variant along with 2 spirit spammers and some form of healer/hex and cond counter.
if i run without SY i've been considering just having like 4 RoJ heroes + spirits and making 2 of the RoJ heroes double as MMs with Judge's intervention on one and DN on the other for some additional burst. this would free me up to pretty much run whatever i wanted, but i'm skeptical about its effectiveness toward dungeon bosses.
so can you guys help me out?
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You could add some Prot skils, that would help a bit.
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Jun 11, 2011, 01:33 AM // 01:33
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#479
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Ascalonian Squire
Join Date: Mar 2011
Guild: EviL
Profession: R/
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experimentation with both teams let to mixed results. while the RoJ build could deal a lot of initial damage. after the burst, their damage was very lackluster, even in a NM dungeon. the physical team had some issues as well in a nm dungeon. first is that the orders and 2 healers have a very high mortality rate. second is that i was simply unable to generate enough adrenaline to upkeep SY.
it seems to upkeep SY i will need some strong, sustainable form of IAS for harder to kill single targets, like bosses, and some form of multi-hit like barrage (which will make my elite very near useless at the end of dungeons).
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Jun 11, 2011, 03:19 AM // 03:19
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#480
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Krytan Explorer
Join Date: Jul 2010
Profession: E/
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Why the focus on SY? It should just go up when it can. You can design a build around SY, if you want, but there's no need to design a team around it.
For the ranger, experts dexterity (I believe) + volley, and 'For Great Justice' whenever it's more urgent.
Otherwise, with the team - try using protections. Protections besides SY - that will protect against more than just armor respective damage. A single hero, either an Ether Renewal Prot Ele, or a Soul Twisting Shelter Rit, will provide all the extra protection you need. The ele gets more single target protection, while the rit provides more party wide, and can add utility. I've found the most benefit in healing on the ST Rit, plus a second healer. That leaves you, and 5 other slots, for damage.
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