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Old Jan 20, 2011, 03:15 AM // 03:15   #421
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Originally Posted by Kunder View Post
41 base damage * 1.41 (critical modifer) * 1.2 (customized) * 1.15 (15^50 mod) * 1.74 (AoHM) = 138...
Wow, I had no idea AoHM is borked like that.

Also, I'm assuming someone's tested this on the master of damage, got any pics? (curious about the sustained DPS) What about the hero one?
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Old Jan 20, 2011, 06:16 AM // 06:16   #422
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Deep Wound/Blind/Daze/Weakness/Cracked Armor are the "important PvE" conditions.

Deep Wound is 200 off a target, tops. That's one more melee attack. Not worth the effort.
Blind/Weakness is made redundant by Conviction amongst many other things.
Daze only shines with minions, though would be okay with 4 melee, but the target would explode before anything got interupted.
Cracked Armor would be nice (more damage, yay), but I'd rather take an extra 40%+ Damage.

My mistake, they don't hit for 300 (that's the human version). It's probably closer to 150-200 without certain PvE skills. This won't really keep me from using them. It still takes only 3-4 attacks total to kill a single target, or a few if your lucky. I've tried 2 in Dalada Uplands with Hero Henchies filling the other 4 slots, and not that my opinion means anything, but it worked quite well.

I haven't tried the WotA dagger spammer or the Soldier's Dervish against them. I'll do that when the actual update comes out.

Besides, I'm tired of seeing Necromancers and Mesmers in my party bar and to be quite honest, there's something satisfying about watching my enemies get cleaved to death by little assassins holding giant pointy sticks. I need an excuse to equip them.
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Old Jan 20, 2011, 07:48 AM // 07:48   #423
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Keep my 3 Healing Burst healer heroes and add in my custom mes interupter followed by focused high damaging builds to fill in the rest of the slots. As to what they are, I have little clue. I'll find that out once the 7 hero thing happens.
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Old Jan 21, 2011, 04:39 AM // 04:39   #424
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Something along the lines of this more than likely.
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Old Jan 21, 2011, 02:29 PM // 14:29   #425
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looks ok just 2 ideas:
mark of fury can be replaced by anything. It's only going to help you out, and not that much tbh.
and agony can be replaced by painful bond, that way you can bring the OP painful bond and still keep energies up

why do you have UA on the smiter? It won't affect the DF bonus. Just curious

Quote:
Deep Wound is 200 off a target, tops. That's one more melee attack. Not worth the effort.
not gonna comment on if what you say is worth the effort or not, BUT
Deep wound shakes off 20% of the health of the target, BUT has a limitation: The maximum ammount of health it will lower your maximum opponents health by is 100.
So, the maximum efficiency of deep wound is met at a target with 500 health. any further and you will still only be taking 100 health from them. Check wiki if you doubt me :P
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Old Jan 21, 2011, 04:05 PM // 16:05   #426
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Originally Posted by I Perma Mobs View Post
not gonna comment on if what you say is worth the effort or not, BUT
Deep wound shakes off 20% of the health of the target, BUT has a limitation: The maximum ammount of health it will lower your maximum opponents health by is 100.
So, the maximum efficiency of deep wound is met at a target with 500 health. any further and you will still only be taking 100 health from them. Check wiki if you doubt me :P
And it reduces healing by 20% which is somewhat useful in areas with a lot of healing.
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Old Jan 21, 2011, 04:57 PM // 16:57   #427
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Originally Posted by I Perma Mobs View Post
why do you have UA on the smiter? It won't affect the DF bonus. Just curious
I haven't tested it, but if UA doesn't work with smiter's boon then it is not as worth it. It is also an energy burden to bring 2 maintained enchantments UA and SoH on the monk.
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Old Jan 21, 2011, 05:23 PM // 17:23   #428
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Quote:
Originally Posted by Daesu View Post
I haven't tested it, but if UA doesn't work with smiter's boon then it is not as worth it. It is also an energy burden to bring 2 maintained enchantments UA and SoH on the monk.
This is the problem I saw too. Consider something that helps out (or at least doesn't hurt) on energy. Think of changing to 8 or 10 Inspiration and putting Tease as the elite. Or keep 12/12 and use Signet of Removal, since you don't have any hex removal outside of Smite Hex.

That elite can be pretty much anything you want if you take out Judge's Intervention and put in Inspiration e-management (Waste Not, Want Not, Power Drain, Leech Signet). That opens you up to Tease, Signet of Removal, Empathic Removal, Expel Hexes, Ray of Judgment, Shield of Judgment, etc.
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Old Jan 21, 2011, 05:34 PM // 17:34   #429
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Or, if you prefer keep UA for the insta and effective res, you can trow out SoH and add Order of Pain on necro, that is specced yet in blood.
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Old Jan 21, 2011, 09:54 PM // 21:54   #430
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Thanks for the criticism, just realised UA doesn't work with smiters boon so i'll probably drop that for something along the lines of Empathic or Tease. Can't believe i forgot Painful Bond lol, will definately drop something for that. Not overly sure what i'll replace Mark of Fury with but i'll give it a look. Again, thanks for the advice.
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Old Jan 21, 2011, 10:14 PM // 22:14   #431
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Alright, a few improvements. Dropped "Never Surrender!" on the SoS Rit for Painful bond as it will probably handle the cost better than the mesmer due to siphon. I switched Mark of Fury on the bomber for FF, Dropped UA for Signet of Removal. I didn't really want to drop JI as it works nicely with minions for an extra bomb and i'd rather keep the 12-12 spec. Dropped Agony for Bloodsong on the Mesmer, not overly sure whether it's a better choice but it should work well enough.

Thanks for the help,

U. Chaos.
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Old Jan 22, 2011, 08:30 AM // 08:30   #432
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Clearly, I have been away from Guildwars too long. One hundred health seems to be the maximum; thank you for the correction. This only furthers the uselessness of it in the build. Things don't need heal reduction when they die instantly. :P
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Old Jan 22, 2011, 12:02 PM // 12:02   #433
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Yes, you should use EVAS instead.
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Old Jan 22, 2011, 04:38 PM // 16:38   #434
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yeah, i prefer bloodsong over agony too. It's the most enduring spirit of all (vampirism is same as spec 15 bloodsong at ss=10). Even though it does less damage than agony (unless the battle keeps going forever, which it shouldnt), its still alot more robust and will take mor hits, healing some of them in the meantime, while agony will /die after the first hit since it will already be at low health.

Consider putting never surrender instead of find their weaknes. I don't really understand how find their weaknes synchronizes with the rest of the team, but if you really must take it, go ahead :P
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Old Jan 24, 2011, 04:07 PM // 16:07   #435
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Played around with the 7 hero build ideas some more.

I'm used to running 6 heroes from 2 accounts with my ritualist, the first 6 heroes from the following build, so I wanted to add a hero to support that 6 hero build and make it stronger. I thought maybe a paragon could do the job nicely.




If I'm not running an SoS rit myself, I'd probably substitute the paragon hero for the following rit hero:



Edit: I see I have the heavy hex area builds. Normally I'd change Convert Hexes on the ER Prot to Aegis and if there aren't dangerous hexes around also the Shatter Hex on the mesmer to something else (the 2 points in resto are because I usually have FomF there).

Last edited by Dzjudz; Jan 24, 2011 at 04:12 PM // 16:12..
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Old Jan 24, 2011, 04:37 PM // 16:37   #436
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Just a question (not gonna resurrect the original post about the hero update) but am I the only one reading properly? It sais:

Quote:
How would you feel about having a party that you could fill with Heroes?
In my eyes, that means in the Deep and Urgoz, you'll be able to fill up your party too, no? I.E. 11 heroes (lol). Or did they explicitly said "7 heroes max." Which would still make the deep a cake, since someone already did it HM with 3 heroes, lol..

That's actually the only reason I would remotely support the idea, because out of nostalgia I would like to do the Deep again, and more heroes would allow me. UW is bleh, FoW too, and DoA I do like 4 times a day, so.. And had my fair share of FoW and UW anyway..
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Old Jan 24, 2011, 04:48 PM // 16:48   #437
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Originally Posted by Bright Star Shine View Post
In my eyes, that means in the Deep and Urgoz, you'll be able to fill up your party too, no?
Well that's still up in the air.
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Old Jan 24, 2011, 06:47 PM // 18:47   #438
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Quote:
Originally Posted by Dzjudz View Post
Played around with the 7 hero build ideas some more.

I'm used to running 6 heroes from 2 accounts with my ritualist, the first 6 heroes from the following build, so I wanted to add a hero to support that 6 hero build and make it stronger. I thought maybe a paragon could do the job nicely.

http://img88.imageshack.us/img88/919...oteambuild.png
ER Prot, ST Rit, MM with heals, SYG on a Para, Panic Mes and Weakness and Shadow of Fear along with a N/Rt healer.

You have way too much defense and not enough firepower.
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Old Jan 24, 2011, 09:28 PM // 21:28   #439
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Well it's true that I never die, but everything else seems to die quite easily, and still pretty quickly .

Also, I don't know what damage build would be best on a hero. Smiting? Smiting usually has only one real damage skill, RoJ, which heroes aren't very good at casting and it causes scatter in HM.

I guess you could put Spiteful Spirit on the curser and Rip Enchantment somewhere (or Shatter/Drain Enchant on the mes). I'm liking Pain of Disenchantment more and more lately though.

The Resto could use something like Icy Veins. Xinrae probably isn't needed with the prot ele and Shelter.

The AotL can switch secondaries easily. Maybe /rit for 10 channeling with Ancestor's Rage, Splinter Weapon and Spirit Rift / Signet of Lost Souls.

I think these optionals should do it, or do you suggest something more radical?

It's a HM build of course btw.

Last edited by Dzjudz; Jan 25, 2011 at 01:03 AM // 01:03..
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Old Jan 25, 2011, 02:04 AM // 02:04   #440
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I would switch out the defensive ST Rt for an Offensive ST or SoGM. Minions and defensive spirits dont play well. Plus, Anthem of Envy does work on spirits.

I would opt for some form of nuker with unconditional damage. With out changing your setup too much, I would recommend a SF Ele or Energy Surge/CoF, instead of the curses. Either one could take enchantment removal.

Icy Veins wouldnt hurt on your N/Rt. Its always nice to have even your healer pumping out a lil bit of damage here and there. The N/Rt can also spec easily into channeling for Splinter. But, I would only do that if you have a physical primary.

I never liked Panic on heros unless you micro it, heros tend to misuse certain skills when better placement is available. I like the PI hero better with WD, CoF, and Chaos Storm. But, thats probably just personal taste and the same problem could be said of PI.
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