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Old Dec 10, 2011, 09:04 PM // 21:04   #1
Krytan Explorer
 
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Default Rate my team build

Here's my minion/spirit/melee dmg output/ overly buffed melee team build I use on my rit for fun. I'd like some help on maybe making it more efficient on the offensive, the deesive, or just the amount of extra allies fight alongside of me while I run through areas.

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tl;dr rate my rit/necro/para's team
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If you can't see the pic, clicky!

So basically, there's 2 rits spawning many spirits, buffedup wih painfull bond, SoGM, giving some dmg reduction /hex removal, and melee buff with SW.

Necros summon loads of minions, are the core of the healing, and take effect of some very good utility skills to keep allies up (blood bond, well of blood, dwayna's sorrow, vig. spirit).

The 2 paras offer some good dmg, a lot of support with burning, defense. The barage ranger uses the fast adrenaline buildup to spam strong minion/spirits (gfte and anthem of envy respectively) dmg buffs.

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tl;dr lots of spirits, lots of minions, lots of dmg buffs, lots of defense, all taking advantage of the numbers in my little army.
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I'd like to keep the concept intact, it works really well. I would like some suggetions I.E.:

-Should I add some IAS on my ranger? Is the pet worth it? Should I add an pet attack skill for Anthem of Envy to take effect?

-Do I have enough hex removal? Enough rezes?

-Do I have enough core curses/blood skills? Ar the ones I have the right ones?

-Is my own build the right one? (I personnally have difficulties managing all of it)

-Which is better considering the build ; EVAS or summon fire imp? Should I switch either painfull bond/ splinter weapon for spirits gift?

-Is recovery worth it? would adding Spirit's gift in my build and taking off recovery be a good thing?

Note: I used to have blood ritual instead of well of blood, but most of the time it always ended up being wasted on me, since I only use spirit siphon when I actually need it...

Note+ : This is a balanced build, not a mes spike overpowered kind of build, I know using mes to spike andtuff like UA, Emo, ST rit would be stronger, thats just my fun alternative, and I wanna develop this concept

Last edited by myths of fury; Dec 10, 2011 at 09:20 PM // 21:20..
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Old Dec 10, 2011, 09:55 PM // 21:55   #2
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Quote:
Originally Posted by myths of fury View Post
I'd like to keep the concept intact, it works really well. I would like some suggetions I.E.:

1-Should I add some IAS on my ranger? Is the pet worth it? Should I add an pet attack skill for Anthem of Envy to take effect?

2-Do I have enough hex removal? Enough rezes?

3-Do I have enough core curses/blood skills? Ar the ones I have the right ones?

4-Is my own build the right one? (I personnally have difficulties managing all of it)

5-Which is better considering the build ; EVAS or summon fire imp? Should I switch either painfull bond/ splinter weapon for spirits gift?

6-Is recovery worth it? would adding Spirit's gift in my build and taking off recovery be a good thing?
Some points:

1- I'd suggest you to get rid of the pet. And, as ias, use Expert dextery (almost maintenaible at 13-14 exp) and switch Barrage for volley (non-elite barrage with 3 arrows instead 6). Put extra attack for comfort (crossfire or such) and should work fine.

4-Everyone has his own preference, but i hate to use splinter on AI's. Better give it to a hero: but cause you're the channel rit, you'd have to switch roles with the hero (you comm, hero channel). Not a wrong thing (ST with offensive comm spirits is great on human) but would require a bit of reworking.

5-Keep EVAS. Extra bodies directly inside mob groups on demand > random spell from a summon. Spirit gift is good on ST bars mostly, because as sos you're aren't spamming spirits THAT much.

6-As above, but i'd get rid of it anyway. Mbas (x2) withall those spirits will handle conds well enough.
For 2. & 3. and general team build wise.....

You should (imo) rework the 3 nec of your team. Atm you're just having then interfering each other (2x Aotl) and giving weak heal/support.

Best solution is
1x Dedicated MM (Aotl) with Prot spells.
1x N/R Healer or UA (which will resolve almost any rs count problem)
1x Bip /Rt, either
-channeler, boosting meeles with orders/blood bond/mark of fury + splinter (so u can drop it), arage. Plus minor support with well of blood/rip ench or whatever.
-Resto /comm, if you want more defense.

Finally, not an expert of paragons, but i'd get rid of all the burning related stuff: anthem (poor AI use), finale (no meeles members = hardly useful) and tof depends on those too much to reduce dmg.
Make them /mo or /me (depending if u want extra resses) and give them hex removal(atm u HAVE need of moar hex remove).

All IMO.
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Old Dec 10, 2011, 10:01 PM // 22:01   #3
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As always when it comes to builds, you can either a) develop your own build or b) take a steamroll pvx build.

You really are missing a mesmer, that was my first thought. Ineptitude and Panic are such strong elites and the mesmer do have, as you mentioned other very powerfull spells.

Do you have enough corpses to support your minion skills? (AotL uses up quite a lot...).

But as you seem inclined to work out your own teambuild, then I suggest you develop it through trial and error. It's all very good to theorycraft, but when it comes down to it you only get that far. My teambuild doesn't really resemble my first draft because I kept iterating on my teambuild until I came up with something that nearly always works, and is fun for me.
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Old Dec 10, 2011, 10:34 PM // 22:34   #4
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I would say that by using 3 minion masters and bringing wells , it simply doesn't work. There just aren't enough corpses to support that. I would say drop one for a Panic or Ineptitude mesmer and include heals on them. Or follow a previous replies suggestion (user's name isn't coming to me right now).

Also, on the SoGM rit, cure hex is awful. A better alternative woul dbe to get rid of dulled wep and cure hex for some smiting. smite condition and smite hex. If you re still worried about hexes, bring hexbreaker aria on your paras.

Finally, there is no "perfect team". An team with rounded hex and condition removal in a heavy hex area won't do as well as a team with heavy hex removal and low condition removal. Adapt your team for every situation, know what skills you will switch out when the time comes, and you will be fine.
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Old Dec 10, 2011, 10:39 PM // 22:39   #5
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Not enough armor ignoring AoE damage and you dont need so much hex removal if you are only using caster classes.

Too many MMs and it reminds me too much of an overhauled discordway team (just change their elites to discord?).

Last edited by Daesu; Dec 10, 2011 at 10:42 PM // 22:42..
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Old Dec 11, 2011, 07:56 AM // 07:56   #6
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A couple of things:

- Drop EBVAS for PI. Your have very little unconditional prot, which means that this team will get wrecked by eles in HM. You also have a minion heavy team, which means that PI will outdamage EBVAS's output

- Drop Barrage for IA. If you're going to run "They're on fire," there's no reason to run Barrage.

- Drop the pet for volley. You have a minion wall, the pet is just wasting spells from the party and attribute points.

- Drop Well of Blood. It's going to be spammed by the hero, and corpses will be wasted. Grab another copy of DNova or Putrid Bile.

- Drop Vig. spirit for Putrid Bile. Blood bond>Vig.

- Two AoTLs with Jagged is wasting party slots. Play around with a orders/ bip, or even just grab IV as an elite.
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