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Old Feb 07, 2007, 06:58 PM // 18:58   #21
Wilds Pathfinder
 
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W/Mo (can solo anything)
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Old Feb 07, 2007, 07:50 PM // 19:50   #22
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6 Lyssa dervishes (D/Rt, D/W)
Distribute copies of Nightmare Weapon, Splinter Weapon and Wild Blow throughout.
All dervishes should have both Mystic Sweep and Eremite's Attack. The D/Ws should carry Protector's Strike as well.

1 N/Mo with Healer's Boon and Order of Pain, or Order of the Vampire and misc. Healing Prayers, mostly Heal Party. Raising minions just slows down the killing.
1 Protection monk
Mo/A with Assassin's Promise and Aegis works nice for the necro's Dwayna's Kiss.

Last edited by jesh; Feb 07, 2007 at 07:58 PM // 19:58..
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Old Feb 07, 2007, 07:57 PM // 19:57   #23
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Quote:
Originally Posted by Ensign
Domain of Anguish and the Factions Elite Missions are the only areas of the game that need more than one Monk.

With the nerfs to SF/GG, MM/Orders is the only caster worth bringing in PvE on an ideal team.

Peace,
-CxE
The second monk in PvE is retard insurance against a guy who spams healing breeze.

What about a splinter/nightmare/brutal weapon rit to buff up your physicals?
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Old Feb 07, 2007, 08:06 PM // 20:06   #24
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5 W/R
1 Trapper
2 N/MO
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Old Feb 07, 2007, 08:11 PM // 20:11   #25
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Guild: Team Love [kiSu]
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1 monk (prot)
2 necros (mm/orders)
5 damage dealers (Barragers/dragon slashers)
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Old Feb 07, 2007, 08:28 PM // 20:28   #26
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1 N/Mo as a MM or BiP.
1 Rt/X for either weapon spells or restoration.
1 Mo/Me for healing and/or protection.
1 E/X for offensive/defensive earth magic or offensive fire magic.
1 R/X or Me/X for interrupts.
3 High damage attackers: preferably consisting of W/Xs and/or D/Xs.

I try to be fair to all the classes when forming a PvE group.
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Old Feb 12, 2007, 05:39 PM // 17:39   #27
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Guild: The Bretheren Of Chaos [Dark]
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Rt/Any
Rt/Any
Rt/Any
Rt/Any
Rt/Any
Rt/Any
Rt/Any
Rt/Any

Everyone should bring Ritual Lord, Boon of Creation, Union, Shelter, Recuperation and Pain.

Spam Pain, and then keep up spamming protection so the defence multiplies and pain will never die!
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Old Feb 12, 2007, 05:51 PM // 17:51   #28
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Except you can't have more than one of each type of spirit per team, so you fail.
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Old Feb 12, 2007, 07:13 PM // 19:13   #29
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I was kidding.


.. So you fail.
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Old Feb 13, 2007, 09:54 AM // 09:54   #30
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Damage :
1 N/Me Spiteful Spirit nuker
1 N/any Minion Master
1 W dragon slasher or triple chopper
1 R barrager

Support :
1 El Warder
1 N/any blood support : wells, blood ritual, orders...
1 M ZB prot
1 P/W command
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Old Feb 16, 2007, 11:30 PM // 23:30   #31
Jungle Guide
 
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6 Searing Flames elementalists
1 Bonder monk
1 Spirit Spam/healer rit.

bwahahaha... burn, my enemies, BURN.
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Old Feb 21, 2007, 12:24 PM // 12:24   #32
Div
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Why do people keep asking for the "best" party or the "best" skillbar? Guild wars is such a big game that can vary greatly. There is no ideal party, as it can be different from area to area. A perfect team in a regular area can consist of 7 damage dealers and a monk if the monk's competent to make for fastest killing and completion of task. A "good" DoA party consists of a tank, 3 damage healers, 1 support, and 3 monks. An "ideal" PvP party can never be achieved, as the game is constantly evolving.
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