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Old Aug 23, 2006, 07:51 AM // 07:51   #1
Desert Nomad
 
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Default 2 man FoW

This is my first build thread, so be gentle.

I don't know if there has been a post like this before, but I thought I would share it. First of all, it's very likely that there are better - and quicker - ways of doing FoW than this. I guess my point is that you can, and you don't need 55/shirtless, instead I thought about it in a different way - a damage dealer who the mobs attack, and a monk protecting him on the back line. Please read it all before you post, because any part where you think "but what about <situation>" I probably cover in it.

You can clear quite a few areas of FoW, but not all. But you can do about the same amount that the average PUG would do, except there are only two of you, so many more shards for you.

Note: I take no responsibility if you somehow lose money, or your computer blows up, or anything bad happens as a result of this build.

Person 1: Bonder
Mo/X

Attributes:
Protection Prayers 12+3+1=16
Divine Favor 12+1=13

Skills:
  1. Blessed Signet
  2. Reversal of Fortune
  3. Mend Condition
  4. Life Bond
  5. Life Barrier {E}
  6. Vital Blessing
  7. Balthazar's Spirit
  8. Rebirth
Other possibilities:
Holy Veil - a cover enchantment, and hex removal

Person 2: Nuker
E/W

Attributes:
Fire magic 12+3+1=16
Energy storage: 10+1=11 or 9+1=10
Tactics 8 or 9

Skills:
  1. Glyph of Concentration
  2. Glyph of Renewal {E}
  3. Balanced Stance
  4. Fire Attunement
  5. Meteor Shower
  6. Fireball
  7. Bed of Coals
  8. Damage skill

Since you will be tanking, skills that harm enemies adjacent to you will work well. Bring what you think (I don't play an ele myself), just remember you are killing everything by yourself, this is your chance to do what elementalists were supposedly designed for. I realise that in reality a warrior can do more DPS over time, or a minion master, or an SS, etc etc. The reason for an elementalist is the Shadow Monks, and other such enemies. They are hard to kill by yourself, especially when there is more than one of them, but an elementalist can kill them easily.

The plan
The bonder puts Life Barrier, then Vital Blessing, then Life Bond on the nuker, and Balthazar's Spirit on himself and on the nuker. Blessed Signet will give you energy. Whenever the nuker gets hit you will both gain energy. The nuker runs in, and starts his meteor showers (kill the monks first.. obviously). The bonder should be a long way out of aggro range. Once everything is attacking the nuker, the bonder can move so that the nuker is just out of casting range of him. When you need to heal, you will run onto the edge of aggro range, heal, and run out. I'm explaining this part because from what I have seen in FoW, hardly anyone at all understands the aggro circle and how to control aggro.

The bonder should never get attacked! If he does, he is doing his job wrong. It is perfectly possible for him never to get targetted. An elementalist is a very tasty target, everything will love to attack him, they won't notice that they are doing hardly any damage.

The bonder uses RoF liberally to heal the nuker. He will have -1 energy degen, but will be getting plenty of energy from Balthazar's Spirit, so he can cast it again and again without having to worry about energy. When there are less enemies, Blessed Signet will give you +15 energy. I use a 20/20 cast and recharge offhand item (from a collector in Mineral Springs) and a 20/20 cast and recharge wand (Wroth's Holy Rod). This is fairly important for the build, because you need RoF and Mend Condition to recharge fast(er).

The nuker can be kept alive quite easily because he does not take much damage. The bonder's job is to recast and maintain the bonds, heal when needed, and stay out of aggro range. The nukers job is to kill everything.

Known issues
Degen: the build doesn't have anything to counter this, other than spamming RoF (not effective at all). For this reason, you will avoid enemies that give degen.
Bonder being targetted: shouldn't happen, but if it does, it can go bad. Get out of there if you think an enemy might change target.

Strategies - Temple of War (Rastigan)
Shadow Mesmers
Put Reversal of Fortune on the nuker as a cover enchantment to be stripped. Shatter Enchantment recharges in 25 seconds, so it isn't a problem. If there is more than one mesmer, some more enchantments may be stripped. It doesn't matter. The important thing is the order you stack your bonds in. Life Barrier first because it is the best at reducing damage, and also the most expensive to recast. This should never, ever be removed if the bonder does his job right. Cast Balthazar's Spirit on the nuker last, because it recharges instantly, only costs 10 energy, and it doesn't matter if it's removed. Balthazar's spirit will be removed quite often in groups with mesmers, just recast it.

Shadow Beasts
The Shadow Beasts will put 2 hexes on the nuker. One of them doesn't affect him. The other one is Spiteful Spirit. The damage of this is reduced by the bonds, so isn't really an issue. Furthermore, the nuker has slow casting spells, so it won't trigger often.

Shadow Warriors
These are not a problem.

Shadow Elementalists
The damage they deal isn't a problem because of the bonds. These actually aid in your healing, because they set the nuker on fire. Instead of spamming Reversal of Fortune, the bonder spams Mend Condition, which is more effective.

Shadow Monks
Meteor showers on these. They are good healers, but I'm sure if you play a nuker you will have dealt with them in FoW before.

This part isn't hard, the most important part is to not over-aggro. Sometimes it appears that there are large groups, but there aren't. They are patrols, and you should be careful only to aggro only one group at a time. The groups, in what I think is the best order to kill, are as follows:
  1. 1 Shadow Monk, 2 Shadow Warriors, 1 Shadow Beast.
  2. Patrol: 2 Shadow Warriors, 1 Shadow Beast
  3. 1 Shadow Monk, 1 Shadow Beast
  4. Patrol: 1 Shadow Monk, 1 Shadow Beast
  5. 2 Shadow Elementalists, 2 Shadow Mesmers, (Shadow Beasts)
  6. Shadow Elementalists, Shadow Mesmers and Shadow Warriors by Rastigan
  7. Patrol: 2 Shadow Elementalists
  8. 1 Shadow Monk, 2 Shadow Warriors, (Shadow Beasts)
  9. Patrol: 1 Shadow Monk, 2 Shadow Warrios, (Shadow Beasts)
  10. 2 Shadow Monks, 2 Shadow Mesmers
  11. Patrol: 1 Shadow Monk, 2 Shadow Warriors, (Shadow Beasts)
(Shadow Beasts are popups.. I don't know exactly how many)

Abyssals
You must use Balanced Stance or they will knock you down. They do deal high damage, which would normally kill a caster in a couple of hits. But with the bonds on, the damage will be quartered. With Reversal of Fortune healing you, these aren't a problem. They can't heal themselves.

Note: an alternative to Balanced Stance is Ward of Stability. You can put points into Earth Magic, and maybe bring some other spells from this line. This will allow you to have another secondary, maybe mesmer if you want Echo.

Shadow Rangers
The bonder should be one aggro circle behind the nuker, so won't get hit. These hit for high damage, but again, this build specifically caters to that, so it's not a problem. They use Troll Unguent, but usually will be knocked down since it has a 3 second cast time.

If the group you want to aggro is spread out, you might want to try grouping them: attack with a wand, then move backwards. They will move towards you in a cone, so that at one point, they will all be together. I hope you learned this in aggro 101 lessons. Make sure you both understand the nuker will do this, or the bonder might be put in danger.

Strategies - Great Battle Field / Plains
This is actually the harder area to clear, but can be done. You need to be very careful, and there is a lot that can go wrong in this area. Don't attempt this area unless you didn't have problems with the Shadow Army.

Skeletal Bonds
Compared to the Shadow Monks, these are lousy healers. They use Infuse Health on their allies to take down their own health by half, and they don't really have any self-heals other than Live Vicariously. They do however use Spell Breaker, but you can still hurt them with targetless spells like those that damage foes at your location.

Skeletal Ether Breaker
These are tougher than the Shadow Mesmers. They can be a real problem if something goes wrong. They have Shatter Enchantment like the Shadow Mesmers, but they have interrupts as well. You should use Glyph of Concentration before your Meteor Shower.

Skeletal Beserker
With correct aggro, are not a problem.

Skeletal Icehand
If you are in a Maelstrom, you will have to use Glyph of Concentration before every spell.

Skeletal Impaler
They popup in twos. Probably one of them will get a trap off, it doesn't matter much. Use Glyph of Concentration to avoid interruption, and nuke them. They can't heal themselves, and will die easily.

Bone Dragon
They are immune to knockdown, strip enchantments, and give the burning back to you with plague touch. Avoid at all costs, you can't kill them.

Strategies - Spider Cave
Doubter's Dryder
They have Shatter Enchantment and Drain Enchantment, so remove two enchantments. Luckily you encounter them one at a time, so it's not a problem. They will also use Guilt, which is a pain. It makes your spell fail, but they are not hard to kill, you just have to get a spell off.

Armored Cave Spider
They basically poison you. But this poison is a condition, so like when you are set on fire, the bonder can mend condition repeatedly. The poison actually helps you heal. They also have Savage Shot, but don't seem to use it unless they are about to die. You can handle 3 at once, but make sure you don't aggro more than that.

Strategies - Burning Forest
DO NOT GO HERE

Mahgo Hydra
They deal high damage, but it's not a problem. They also cast Meteor Shower, you should move out of it. They can't heal themselves, and are really not a problem.

Smoke Walker
Now these are even better healers than the Shadow Monks. They are very effective at keeping themselves alive, but they can be killed. It just takes time and some luck. I recommend avoiding the Burning Forest, not for this reason, but for the next enemy I describe.

Ancient Scale
These are practically designed to combat your build. They will remove ALL of your enchantments. They will give you over 10 (maybe more) health degeneration. When they are about to die, they will cast Grenth's Balance, which is very fast so can't be interrupted, and it uses your high health against you. Avoid at all costs!!!! (note: they can be killed, you have to go in with no enchantments, and allow yourself to be hurt, this way Grenth's Balance won't give them much health. But it's a very difficult, time consuming, risky, and generally a bad idea).

Strategies - Lake of Fire
You can clear this area quite easily.

Obsidian Furnace Drake
Against these, the bonder's job is similar to fighting Shadow Elementalists: Mend Condition. However, they use Obsidian Flesh which allows them to not be the target of spells. You need to cast a Meteor Shower before engaging, then cast on one that doesn't have Obsidian Flesh, or wait for it to wear off.

Infernal Wurm
Uh well they only have one very slow attack. They take a while to die but aren't a problem.

Traitorous Temple Guard
The monks have Restore Life, the Warriors and Elementalists have Resurrection Signets. What a pain. But just keep tanking them, and nuking them, eventually they run out of res sigs and you can kill them. The warriors use frenzy+heal sig (lol), and the elementalists will set you on fire.

Strategies - Forest
Not a hard area, but an annoying one.

Spirit Wood
They don't have any attacks, but they heal with troll unguent and they put up 3 anti-bonder spirits. The bonder will have to stay out of range of the spirits (2x aggro circle), and run in and out to heal. When you run in, you will have a lot of degen. Don't use Blessed Signet in range of Primal Echoes. They do die, just keep at it.

Spirit Shepherd
They deal a lot of damage. The bonder will be using RoF a lot. You may even have to run if the s*** hits the fan. But they do die. Just use your common sense. You have to be careful because they appear to be ranged attackers, but sometimes they use Lightning Touch. If they do, they might see the bonder, and if the bonder gets attacked, it's all over. So, be careful.

Rock Borer Worms
They use Choking Gas, so you have to use Glyph of Concentration before spells. They don't hit for particularly high damage, and are really not a problem to kill.

Strategies - Beach
Avoid! Ancient Skales are bad!

Snarling Driftwood
They are easy, so long as you can get them on their own.

End
Well that's it for now. Try it out if you want. Comments/suggestions/questions are welcome, so long as you keep it civil. It isn't easy, so please don't flame me if you have trouble. And most importantly, have fun.
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Old Aug 23, 2006, 07:58 AM // 07:58   #2
Desert Nomad
 
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Uh, my downstairs computer just blew up because of your build =/

I'll give it a shot once I have time to play.
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Old Aug 23, 2006, 07:21 PM // 19:21   #3
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nice thoughts this might work, but wouldnt bed of coals repeal foes?
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Old Aug 23, 2006, 08:36 PM // 20:36   #4
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Pretty similar to what I used, except my tank was Earth instead of Fire. -0 is fun.
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Old Aug 25, 2006, 05:07 PM // 17:07   #5
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It seems like this build will not get screwed up like most 2 man builds with fingers of chaos, could it work in ToPK?
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Old Aug 25, 2006, 08:08 PM // 20:08   #6
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This is actually quite good , I dont think it will work in topk though those mesmer mobs are a very huge annoyance even more then the ones in fissure.
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Old Aug 26, 2006, 03:57 PM // 15:57   #7
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doesn't work, sorry, the build seemed good but it doens't work, i tried it today, got 146dmg from life bond...
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