Dec 12, 2008, 03:26 AM // 03:26
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#361
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Ascalonian Squire
Join Date: Aug 2006
Guild: The Grace
Profession: D/
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very nice build, but i was wondering if there was anything else. I run the sabway from wiki, and basically im putting in a fourth nec. SO I wanted to know if it would be good to say take my character as say a SS or something. Any suggestions?
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Dec 12, 2008, 05:31 AM // 05:31
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#362
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Ascalonian Squire
Join Date: Nov 2005
Location: Sherbrooke, Quebec, Canada
Guild: Quebekers [QKA]
Profession: R/Mo
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I play as a necro in a sabway ... i play the ss so i always take M.O.X or a physical hero !!!
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Dec 12, 2008, 05:44 AM // 05:44
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#363
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Pre-Searing Cadet
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I run variants of the MoP nuker AP spiker from the wiki. It spikes down targets very quickly. SS and MM are heroes' jobs now with all the PvE skills to focus on.
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Dec 12, 2008, 10:20 AM // 10:20
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#364
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Ascalonian Squire
Join Date: Nov 2005
Location: Sherbrooke, Quebec, Canada
Guild: Quebekers [QKA]
Profession: R/Mo
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^^Can you post the link I'd like to try that....i searched pvxwiki but it seems like i can'yt put the hand on the build your talking about!!
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Dec 13, 2008, 01:46 AM // 01:46
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#366
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Ascalonian Squire
Join Date: Oct 2008
Profession: E/
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I just started using Sabway with my ele, and it's been working pretty well for me during my Vanquishing runs, but I've run into a bit of trouble, and I think I need to make some adjustments. I'm not sure if this question has been answered before, but 19 pages is a lot to go through, so I'll just ask anyway (sorry if this is redundant):
What adjustments would you make to Sabway to deal with healing-heavy areas? Right now I'm having trouble in HM Riven Earth. There are some groups of Simians that have multiple Rt healers, and I'm having difficulty taking them out. Also, HM Lornar's Pass has that freaking HUGE (unsplittable?) Stone Summit group with three healers, and I can barely put a dent in that group.
Another semi-related question: do you generally go with three healers (hero + 2 hench), or two (hero + hench) for vanquishing? Some areas I feel like I need a third, but then I worry about not having enough firepower to take out monsters, especially when they have more than one healer.
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Dec 16, 2008, 12:48 AM // 00:48
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#367
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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[Aura of the Lich]
It sounds like a lot of people are putting this in place of [Jagged Bones] and I'm wondering just how good heroes are with it.
I know human MM's can get past the recharge with skills like GoS and Air of Superiority but we know heroes are either bad at or just simply can't use those skills.
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Dec 16, 2008, 08:50 AM // 08:50
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#368
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Ascalonian Squire
Join Date: Aug 2006
Guild: The Grace
Profession: D/
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Quote:
Originally Posted by cturtle
I run variants of the MoP nuker AP spiker from the wiki. It spikes down targets very quickly. SS and MM are heroes' jobs now with all the PvE skills to focus on.
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would u be able to post your build? also do you use spears on ur casters or just leave them with the suggested weapons.
Last edited by Fenrir03; Dec 16, 2008 at 08:59 AM // 08:59..
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Jan 10, 2009, 09:03 AM // 09:03
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#369
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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When I was doing Legendary Vanquisher, I always went with three healers (in eight-man zones, of course): the Sabway resto and two healer henches. I was a godmode warrior, and with the Sabway SS necro and some hench damage dealers, I generally did more than enough damage to warrant bringing three healers. Maybe 5% of the zones required a fundamentally different strategy that the Sabway trio couldn't be adapted to. (For example, the bosses in Grothmar Wardowns, such as Chaelse Flameshielder and his crazy caster group, required a different strategy--although that zone isn't required for Legendary Vanquisher. Naturally, Rotscale required a special strategy too. Kessex Peak is another one.)
Key to taking out multiple healers? I did plenty of KD with my own bar (Brawling Headbutt), so I didn't have too many problems with that. Obviously it depends on what build you're running for your own character. Arcane Conundrum is always helpful with caster-heavy groups. Zoom in on those rits and take them out first. Some rits do you a favor by casting things like Ancestors' Rage; then you just slap Pain Inverter on them and watch them destroy themselves. But most rits are more troublesome than that.
The multi-Dolyak groups in the Shiverpeaks are legendary and require quite a bit of patience. You're not the only player who finds them a pain!
Quote:
Originally Posted by accelerate
I just started using Sabway with my ele, and it's been working pretty well for me during my Vanquishing runs, but I've run into a bit of trouble, and I think I need to make some adjustments. I'm not sure if this question has been answered before, but 19 pages is a lot to go through, so I'll just ask anyway (sorry if this is redundant):
What adjustments would you make to Sabway to deal with healing-heavy areas? Right now I'm having trouble in HM Riven Earth. There are some groups of Simians that have multiple Rt healers, and I'm having difficulty taking them out. Also, HM Lornar's Pass has that freaking HUGE (unsplittable?) Stone Summit group with three healers, and I can barely put a dent in that group.
Another semi-related question: do you generally go with three healers (hero + 2 hench), or two (hero + hench) for vanquishing? Some areas I feel like I need a third, but then I worry about not having enough firepower to take out monsters, especially when they have more than one healer.
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Jan 10, 2009, 09:08 AM // 09:08
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#370
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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Recuperation.
In fact, if you're running with a friend, you can have TWO Sabway restos, one with Life and one with Recuperation.
Quote:
Originally Posted by Taranos
Can i change [skill]life[/skill] for anything else on healer?
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Jan 11, 2009, 12:45 AM // 00:45
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#371
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Frost Gate Guardian
Join Date: Jan 2009
Profession: W/E
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Hey all!
I have 3 questions about this team build:
SS Necro:
Attack or Guard mode?
Necro Healer:
Guard mode or Avoid to combat?
Jagged MM necro:
Attack or Guard mode?
Thanks!
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Jan 11, 2009, 01:45 AM // 01:45
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#372
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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I have the SS and MM on guard, and the resto on avoid combat. But if you do that, make sure you don't have any skills on the resto that target foes.
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Jan 11, 2009, 02:19 AM // 02:19
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#373
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Frost Gate Guardian
Join Date: Jan 2009
Profession: W/E
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Quote:
Originally Posted by Paul Dawg
I have the SS and MM on guard, and the resto on avoid combat. But if you do that, make sure you don't have any skills on the resto that target foes.
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Thanks!!!
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Jan 11, 2009, 09:51 AM // 09:51
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#374
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Krytan Explorer
Join Date: Jan 2008
Location: The wonderful land of gift giving
Guild: [FoW]
Profession: E/Mo
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Yeah, always put the resto on avoid combat. Most of the time they cant attack anyway, because of the ashes skill.
As for necroes using sabway, that MoP+AP build is pretty darn good.
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Jan 11, 2009, 04:18 PM // 16:18
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#375
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Krytan Explorer
Join Date: Sep 2006
Location: Dumfries, Virginia, USA
Guild: Happy guild moor
Profession: R/
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Sabway 3 necro builds
Hello
Just a quick question, i already got all my vanquishing, and guardian titles out of the way, and currently helping some of my fellow guildies on ther titles, and i use the 3 necro builds alot on my run, my question is what is the correct runes and weapons each necro, needs to maximeze its effectivness, i currently, are running radiant and + 2 energy runes on all parts of the my 3 necros, as far as weapon, mm is using ghials staff, ss is using modits depravation, and necro rit healer is using alems remedy, is this ok, or is there any way to improv on there runes and weapons to maximize there effectiveness?????
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Jan 11, 2009, 04:37 PM // 16:37
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#376
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Emo Goth Italics
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All Survivors / +AL. 40/40 weaponsets on all of them, if you're using enchantments you want to last their full duration or more, use a 40/20/20 staff.
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Jan 11, 2009, 05:41 PM // 17:41
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#377
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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Quote:
Originally Posted by SNIEVES
Hello
Just a quick question, i already got all my vanquishing, and guardian titles out of the way, and currently helping some of my fellow guildies on ther titles, and i use the 3 necro builds alot on my run, my question is what is the correct runes and weapons each necro, needs to maximeze its effectivness, i currently, are running radiant and + 2 energy runes on all parts of the my 3 necros, as far as weapon, mm is using ghials staff, ss is using modits depravation, and necro rit healer is using alems remedy, is this ok, or is there any way to improv on there runes and weapons to maximize there effectiveness?????
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give your minion bomber a 40/20/20 death staff or a shield set with a spear that has a +20% enchant mod so jagged bones, death nova, and any prot enchants you bring last longer. your N/Rt healer should have a resto weapon of some sort whether it's a staff or 40/40 set. mine uses a bogroots staff but it doesn't matter too much since she's usually holding a pot of ashes. your curses nec should definitely have a 40/40 curses set though.
tyla's right about survivor's insignia but you want your MB to have a Bloodstained (thanks BrettM) insignia somewhere on their armor probably hands or feet. you want your MB to have a Superior Death headpiece, your curses to have a minor curses headpiece, and your healer to have a soul reaping headpiece. a minor soul reaping rune on your MB and curses necs somewhere then the best vigor rune you can afford on each of them and vitae runes for the rest.
Last edited by joshuarodger; Jan 14, 2009 at 03:35 AM // 03:35..
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Jan 11, 2009, 06:15 PM // 18:15
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#378
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Desert Nomad
Join Date: Aug 2008
Guild: Fuzzy Physics Institute
Profession: E/
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Quote:
Originally Posted by joshuarodger
tyla's right about survivor's insignia but you want your MB to have a minon master's insignia somewhere on their armor probably hands or feet.
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I would suggest Bloodstained insignia, rather than Minion Masters. Bloodstained affects spells that exploit corpses, while Minion Masters provides armor. The Bloodstained should go on the gloves or boots, as stated.
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Jan 11, 2009, 06:32 PM // 18:32
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#379
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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Quote:
Originally Posted by Burning Freebies
Yeah, always put the resto on avoid combat. Most of the time they cant attack anyway, because of the ashes skill.
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Actually as far as I know the hero won't use [[Signet Of Lost Souls] unless they're set to guard, as they won't use skills which target an enemy. With this in mind I'd set all heroes to guard.
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Jan 12, 2009, 01:01 AM // 01:01
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#380
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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I don't have [Signet of Lost Souls] on my resto; I find that with [Foul Feast] she does just fine.
And that allows me to put her on avoid combat.
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