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Old Aug 28, 2007, 01:49 AM // 01:49   #1
Forge Runner
 
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Join Date: May 2006
Guild: Wolf of Shadows [WoS]
Profession: P/
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Default Builds for protector of factions,nf,tyria.

I am going to be using my mesmer to try to get kind of a big deal for the monument in gw:en (I believe that's the only title you can put in their besides pvp ones). So I was wondering what kind of builds I should put on my heroes to go through game with.

My typical set up is usually these.

Dunkoro
LoD, orison, ethereal light, dismiss condition, inspired hex, power drain, leech signet, res

If I use tahlkora she's usually protect of some kind.
Restore condition/life sheathe/ zealous benediction, reversal of fortune, guardian, protective spirit, power drain, leech sig, res Oh and I usually give her gift of health.

Note for tahlkora the build sucks, all she ever does is spam protective spirit to heal instead of gift of health.

Olias is usually mm.
Horror, Fiend, Aotl, blood of master, power drain, soul reaping sig(for mana and health), leech sig and mantra for reduced recharge on signets.

That olias is one build that is pretty good.

Then just basic searing flames nukers fills the rest.

Got no idea on how to use melonni or koss or maybe even an earth ele for high damage instead with a ward.

Also from the looks of it my monk duo need improvements.

So any and all tips (yes I read sticky, but still need some help). Most likely end game with harder missions i'll be running 2 monks+ maybe olias with henchies for the rest.
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Old Aug 28, 2007, 03:52 AM // 03:52   #2
Desert Nomad
 
Join Date: Aug 2006
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For NM? Why waste a hero slot on a monk. A MM and two SF nukers are all you'll need. The only time you may want to change is when there aren't enough corpses for the NM, and maybe the last mission of prophecies. A prot monk with RC will make titan killing a breeze. Maybe a BH interrupt ranger for caster heavy areas, but thats it.
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Old Aug 28, 2007, 10:27 PM // 22:27   #3
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Indeed. The two hench monks will be able to cope from the Desert onwards; you need not devote a hero slot to a monk for those areas. In the Maguuma Jungle, Kryta, and Northern Shiverpeaks, I occasionally took a hero monk because the henchmen were such a low level. That, or you can devote one or two skills on your casters to monking. I've done that before with a level 10-15 Alesia, and the heroes multitasked it fine. Often was just an Aegis on Zhed, or a hex/condition removal, or a single spell like Gift of Health. With three level 20 heroes and the player, assuming level 20, even a low level Alesia will manage fine.

Normal mode is fairly basic, you shouldn't have much trouble anywhere. As said above, Broad Head Arrow is excellent for certain areas, like the Gate of Pain mission.

Your monk builds look reasonably fine. Remove Hex (or Deny, etc) instead of Inspired Hex allows hexes to be removed much more often; inspired only gives a small energy gain. In most areas, it's probably not a problem but some areas use hexes a lot; the former, in that case, may be more useful.

Personally, for areas like the Fire Islands, I'd probably recommend running an SS, an SF, and a barrager with Winter. A BHA ranger is good for Gate of Pain, an SS and/or Spoil Victor/blood necro are good for Gate of Madness, and rangers and paragons I find are best for Abaddon's Gate. In Factions, an MM can never go wrong, except for Imperial Sanctum you'll probably want SS or SV. The henchmen monks are capable enough, and Devona/Lukas/Talon et al are decent warriors.
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