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Old Mar 07, 2007, 04:27 AM // 04:27   #1
dgb
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Default [Group Build] Physical damage overload

I've posted a few times in PVE discussions about how physicals are the best way IMO to move through PVE, anyway after getting a PM about it here's what I run when I can. This is for general PVE, but obviously sometimes you'll tweak it depending on what your requirement is.

http://gwshack.us/33856

The six physicals are the damage dealers obviously. The warriors have minimal utility on their bar (one shout or an interupt) and are all about maximising DPS. You can run flail instead of Frenzy, I'm just not a fan personally. Two Sever/Gash, two Galrathx2 warriors is because you will run into areas where you can't make things bleed - adjust the build to suit - if you know you're going to be fighting where things won't bleed go 1/3 etc. Twin Shields Up! means complete coverage and can help keep damage under control.

The ranger is there because I wanted a versatile character. It has AoE to clear out minion armies and so on that can get up, interupts, pin down for kiting enemies. It also carries two hex removals to help clean critical hexes off of any of the physicals and inspired enchant to suck off any of the more critical enchants that may have gotten through the interupts. This guy has a responsibility to take out key casts such as Aegis with it's interupts, however it is still a primary damage dealer.

The paragon is a damage dealer which buffs the other physicals through GFTE! and Anthem and supports the defence through WY!. I'll get to the elite when I discuss the monk. Spear of lightning is the spam attack, it doesn't retard the adrenaline build up and does good damage, unfortunately it doesn't work with orders. Wild Throw is to clear stances off any annoying rangers etc. or just act as general damage if needed.

The necro should sit towards the back spamming orders for the physicals to get on the back of. It's got a few costly spells but it has OoB to power them out - heal area is a self heal.

The monk is a bit unusual but I wanted somewhere else to stash a copy of "Charge!" so I could have near complete coverage. It's a bit low in terms of self heal capacity but there isn't much more I can do there - I've played around wtih heal sig on it but it just doesn't work out too much. Use a shield, it makes your monk tough and you meet the shield spec. Prot spirit over spirit bond for the duration of the skill.

So that's what I run in PVE. It requires pretty agressive play as if you don't kill things fast they will catch up to you, but it's done me well enough to get to KoABD very quickly. Suggestions for how to make it more efficient? Criticisms?

Last edited by dgb; Mar 07, 2007 at 04:30 AM // 04:30..
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Old Mar 07, 2007, 04:38 AM // 04:38   #2
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this looks viable. hey, it might even replace tombs b/p if you put in flail instead of frenzy.
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Old Mar 07, 2007, 05:23 AM // 05:23   #3
dgb
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Quote:
Originally Posted by Mesmer in Need
this looks viable. hey, it might even replace tombs b/p if you put in flail instead of frenzy.
Not really, the problem with Tombs has allways been fingers of chaos - the impact that has on warriors is significantly greater than it is on rangers + the rangers there have their own escape mechanism (throw dirt). It's not a build I'd run for every mission, for instance it struggles with Gates of Madness due to the inherant ball up effect of warriors raging down Shiro making IO difficult to handle (although if you drop a copy of aegis onto the monk and onto the necromancer it can be handled). However for general PVE it's something that I find works extremely well.

The variation I run if I'm using heroes is Frenzy becomes Tigers Fury. I'm not convinced heroes know how to use either flail or frenzy effectively.
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Old Mar 07, 2007, 05:48 AM // 05:48   #4
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why 4 sword warriors? PvE without triple chop? madness! Axes have more damage potential.
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Old Mar 07, 2007, 06:01 AM // 06:01   #5
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I'd rather run 4 Dervish tbh.
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Old Mar 07, 2007, 06:48 AM // 06:48   #6
dgb
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Quote:
Originally Posted by Coloneh
why 4 sword warriors? PvE without triple chop? madness! Axes have more damage potential.
Not really. The rate that you can cycle through an attack chain with Dragon Slash provides for an insane level of damage. Triple chop is very nice, but the recharge kills it for me. In that time a Dragon Slasher would have run through their combo four or five times.

I thought about Dervishes but they just don't synergise with orders which tips it to the Dragon Slashers for me.
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