Sep 18, 2008, 10:56 AM // 10:56
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#21
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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Quote:
Originally Posted by Arduinna
Use consumables for the tough/tricky area's.
Be sure to bring a Powerstone. Getting kicked to the last town because you hit 60% DP, with only 10 monsters left after a 2 hr Vanquish isn't very productive.
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4 clovers is cheaper than a powerstone.
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Sep 18, 2008, 11:23 AM // 11:23
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#22
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Wilds Pathfinder
Join Date: Mar 2007
Location: California
Guild: [Vr]
Profession: E/Me
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Quote:
Originally Posted by daze
4 clovers is cheaper than a powerstone.
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4 clovers = 20~60% dp removal.
only available during events, hard to find outside of events.
1 powerstone = 60% dp removal + 10% morale boost. Even recharges skills (including resurrection signets) Always available.
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Sep 18, 2008, 11:32 AM // 11:32
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#23
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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Quote:
Originally Posted by kratimas
The OP came here asking for builds so, that probably means 1 of 2 things.
1) They don't have time to mess with setting up builds,
2) They don't want to take the time.
Either way they come here to ask for help with the builds.
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3) They are an idealist and were hoping no one would say "run sabway/discordway".
As for the vanquishing with a warrior - how hard can it be? High armor, high damage, armor buffs, deep wound are all at your disposal. I'm currently vanquishing with my ele and I've found it 10 times easier than vanquishing as monk. Since warrior > ele in both damage and armor, I see no reason for vanquish with warrior to be difficult.
Consumables and Powerstone? Not even in Joko's Domain.
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Sep 18, 2008, 11:40 AM // 11:40
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#24
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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Catch runs with others in your alliance.
I don't mean the atypical GW definition of "run" but there is usually at least a handful of people in my alliance working through the vanq titles at any one time.
It's pretty cyclic in most active guilds atm, ours has a vanq every night at a certain time for example.If your alliance is'nt that active maybe look for another, even if it's just while you vanq.
If you can hook up with someone or a group who plays around the same time as you do and is currently working through them they can be much easier when you all decide to progress together at stable times on a regular basis.Being able to create synergy team builds with other players and heroes makes vanqing ten times easier and faster.
Henchies are really the slow boat to vanqing.
Also the Sabway template is a great way to assist in easily getting through most of your vanqing.Soul reaping is mightily powerful in HM so ignore the haters as few have actual justification to criticize the mechanics of triple necro hero builds outside of arguing for originality over actual effectiveness, ease of use and speed.
Pretty obvious which most of us prefer.
Good luck to you.
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Sep 18, 2008, 11:48 AM // 11:48
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#25
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Wilds Pathfinder
Join Date: Jul 2005
Location: Portugal
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I got only one advice for you: learn to block the enemies on a corner and you'll vanquish almost anything with heroes/henchmen.
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Sep 18, 2008, 01:44 PM // 13:44
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#26
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Desert Nomad
Join Date: Aug 2005
Location: GW
Profession: Me/
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micro prots/weapon spells etc on yourself before you agro... seriously lol i get too hasty sometimes on my sin and get spiked instantly ~
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Sep 18, 2008, 02:49 PM // 14:49
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#27
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Lion's Arch Merchant
Join Date: Apr 2007
Profession: Mo/
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Quote:
Originally Posted by JonnieBoi05
or we could just not recommend the same builds over and over and over and over and over and over and over and over and over for all eternity and let the guy use some new, genuine builds.
sabway- bad
discord - bad
i wouldn't run those if i was paid to. i like the idea of me being.. well... ME. but, as what was advised, yes, i DO recommend going to wiki just to scope the areas to see what you're up against. i'd recommend that to anyone who was new to GW.
overall, vanq'ing is VERY easy so don't be intimidated by it. take your time, you have til 2010 'til GW 2 is released
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Are you a troll? The guy asks for advice and you try to warn him away from effective builds because you've got some screwed up complex about having to be original?
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Sep 18, 2008, 06:59 PM // 18:59
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#28
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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Quote:
Originally Posted by Daisuko
4 clovers = 20~60% dp removal.
only available during events, hard to find outside of events.
1 powerstone = 60% dp removal + 10% morale boost. Even recharges skills (including resurrection signets) Always available.
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i found a stack of clovers in about 5 minutes at the temple of balthazar.
1 powerstone = 60% dp removal + 10% morale boost = not worth it for a vanquish. Get me below 20% dp on a vanquish and ill finish it with no prob
Im not saying that powerstones are totally not worth it ever, but they are not worth it for vanquishes. Id rather pop an exp scroll and a couple clovers to reduce my dp. WHne you pop an exp scroll you lose DP over twice as fast for killing enemies.
Last edited by daze; Sep 18, 2008 at 07:28 PM // 19:28..
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Sep 18, 2008, 08:21 PM // 20:21
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#29
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Lion's Arch Merchant
Join Date: Sep 2008
Location: California
Guild: Reign Of Judgment [RoJ]
Profession: W/E
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Quote:
Originally Posted by daze
WHne you pop an exp scroll you lose DP over twice as fast for killing enemies.
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o wow i didnt know thta, i think ill do that. thanks for the help everyone
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Sep 18, 2008, 09:38 PM // 21:38
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#30
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Academy Page
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what are the advantages of discway over sabway? is one faster than the other or better at bosses? are they good together? that is, if one person takes sabway and the other takes discway?
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Sep 18, 2008, 09:48 PM // 21:48
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#31
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Jungle Guide
Join Date: Jan 2008
Location: In your fridge, stealing your pickles. for mah subway
Profession: R/
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Discordway is IMO faster than Sabway at taking down mobs, but it allows less flexibility when it comes down to the skills used, both by you and your heroes.
I would be afraid of you not having enough prots if one person runs one and the other the other one. IMO too, Jagged Bones is very well used by heroes so I would at least have 1 dedicated Jagged MM if running with 6 heros, 4 discord guys and a dedicated protter (perhaps it's just I'm too used to using one E/Mo).
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Sep 21, 2008, 04:49 AM // 04:49
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#32
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Ascalonian Squire
Join Date: Sep 2008
Location: my mother's basement
Guild: From the Lands of Darkness [Mort]
Profession: Mo/E
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or you could just join a HM guild and have some people with brains to help you out.
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Sep 21, 2008, 06:03 AM // 06:03
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#33
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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Quote:
Originally Posted by fear the ear
or you could just join a HM guild and have some people with brains to help you out.
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I would love nothing more than to Vanq with other players. However, there are a couple problems with that.
1. I have a baby which has priority over GW, so it can take me up to 3 hours to vanquish 1 area (with all the afk's)
2. Its hard to find guildies who are either online at the same time as me.
3. HM guildies are usually out doing dungeons, FoW, Shards of Orr, DoA, etc... or they have already vanquished
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Sep 22, 2008, 07:51 AM // 07:51
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#34
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Academy Page
Join Date: Aug 2007
Guild: a Few Good Men
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There are cheaper ways to deal with death penalty (DP) than using powerstones or 4-clovers and the like.
Try to take out any bosses or difficult mobs first and "safe" some "easy" mobs to get rid of DP that you might have acumulated in between. Usually you get rid of DP really fast by taking on easy targets.
If you get beaten up by a group including a nasty boss and collected too much DP, don't go back again and again to the same group but get rid of your DP on easy targets first.
This tactic saves you a lot of money on powerstones and the like and also means you can do most areas without powerstones.
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Sep 23, 2008, 08:18 AM // 08:18
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#35
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Frost Gate Guardian
Join Date: Oct 2006
Profession: E/
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I personally run an ele with Armour of Earth to absorb initial damage in areas of groups where enchantment removal isn't much of a threat. For heroes, I run a modified Sabway. The heroes are equiped with "bombing" skills: Rising Bile, Putrid Bile, Death Nova, Icy Veins, and EoE (run the MM as N/R). Disable EoE when fighting enemy humans
If going with a friend, then get another MM (one of you can drop BotM), a prot and a mesmer, or if you're concerned about healing, a healer.
Good luck!
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Sep 23, 2008, 02:54 PM // 14:54
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#36
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Academy Page
Join Date: Nov 2005
Location: Nashville, TN
Guild: Order of the Crimson Phoenix
Profession: Mo/
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My guildie and i have finished GWEN, Proph, and Cantha. I run a prot monk and he's a nerco. He's SS and we have 5 discords and one support para for the usual 8 man zone. of course, we change it up if we need to a 4 or 6 man zone. discordway kills with a support para. the best thing to do is just find the build that works the best for you.
X
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Dec 04, 2008, 08:27 PM // 20:27
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#37
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Krytan Explorer
Join Date: Jul 2006
Location: East Coast
Guild: Soldier's Union [SU]
Profession: N/Me
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Thread Rezz...
I've been waaay behind on the vanquishing, because title-chasing was never my favorite hobby. I jumped in guild groups for just about everyone else's title hunts, FoW trips, vanquishes, missions on their 18th toon, and more...so I've just started vanquishing with any regularity...
Anyway, my primary is a ranger, and I've made it a point to try to avoid "whatever-way," only because I rather like geeking with builds. I've been clearing Nightfall with some relatively common combinations that might be worth sharing, might not.
(Me, the ranger): Conjure flame/frost/lightning, barrage, savage shot, distracting shot, whirling defense, "I am the Strongest," 2 utility slots. While the pretty yellow numbers of splinter barrage are nice, I find that this can pile on the damage on the targets nicely--hitting with a bow (uncustomized) for 65-95 in HM.
In the utility slots, you could add a variety of things--trolls, some kind of nature spirit, Sloth Hunter's Shot, other PvE-only skills, a rez.
Necro/Rit: Minion Bomber: Animate Minion (the skill that brings 2 up), Jagged Bones, Death Nova, Signet of Lost Souls, and then, what I regard as two really useful skills: Sundering Weapon, a rit weapon spell from EotN; and Splinter Weapon. Sundering Weapon causes 6-8 seconds of cracked armor, which I think is great in HM...more on this in a moment. 2 more utility slots: a rez, and whatever else you like.
Ele/mesmer: Whatever vanquishing build you like. I like all the heats: Tenai's, Savannah, Bed of Coals, Rodgort's Invocation, and so on, or a Searing Flames nuker: Rodgort's Invocation, Tenai's heat, Searing Flames, and some more... Again, there is one vital skill here: This character should bring Epidemic.
Why epidemic? If cast after Sundering Weapon is used, you inflict cracked armor, lowering the armor of baddies by 20, for 6-8 seconds. Given that HM is hard primarily because of the HP, armor, and skill-bar buffs to the mobs, this eliminates at least one of the advantages of the mobs.
And last hero: PROT monk. Zealous Benediction or Restore Condition, depending on area, with Spirit Bond, Shield of Absorption, Reversal of Fortune, Protective Spirit. I like Mo/Me for Inspired Hex, Mantra of Concentration, Drain Enchantment, or other skills.
In low-corpse areas, drop the MM. I vanquished Ahadashim, with all its darn Djinn, by bringing the prot monk, epidemic nuker, and an interrupt-heavy mesmer, carrying 5 interrupts (2 of which return energy to the mesmer), two pure e-management skills, and a rez. In caster-heavy areas, the mesmer is awesome, and I drop barrage, carry Sundering Weapon on myself, and use Broad Head Arrow, Savage, and D-shot. Gwen and I prevented most deaths in Ahadashim by not letting Ruby Djinns get anything off-- I managed her on one djinn, and concentrated my shots on another.
To fill out the party, if you're Hero-and-Henching: 1 melee hero (I prefer the warrior), one healer. If she's available, Herta; and then usually another fire magic hench.
If I bring a friend, I usually request an Earth-magic warder/snarer: nothing helps like boosting the team's armor, slowing down enemies, keeping your party upright, and mitigating damage, like the warder.
If another elementalist is not available, then a mixed leadership-motivation paragon (with 1 or 2 spear attacks) (or Sogolon, the hench in NF) is nice, as is an SS necro, or channeling/spirit-spammer rit.
In general, I personally think that, if you're building heroes, using a secondary is vital--get familiar with an array of skills. The secondary skills should help the party wherever possible-- either party-wide buffs (Aegis, Shouts, Chants, Echoes, Wards, Wells, Cautery Sig, and the like), or enemy debuffs (condition-spreading debuffs, shouts, wells, and some of the mesmer skills).
Damage is nice--who, after all, doesn't love the pretty yellow numbers?--but some of the hidden work--of conditions, interrupts, debuffs, wards, and snares--is really vital in hard mode.
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