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Old Sep 21, 2009, 10:41 PM // 22:41   #21
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Quote:
Originally Posted by Jeydra
You're missing Swap on the bars somewhere I think, and possibly Signet of Sorrow as well (do you plan to do Duncan that way?).
We just rushed Duncan at the end, spirits and all. He went down pretty fast.


Quote:
Originally Posted by Chthon
At least 1, if not 2, of the frontliners should have SY! to ensure better coverage.
Wasn't really needed, but that's definitely an option.


Quote:
Originally Posted by Chthon
Instead of a smite monk with a terrible e-management elite, the smiter should be a necro primary with Empathic Removal.
I'm not fond of Empathic Removal or "Orders Bitch" roles, especially when there's plenty of hex/condition removal spread across the monk bars. Defender's Zeal is only "terrible" when the enemy physicals don't live long enough for it to generate nrg. As it is, we've considered alternate buff bars, and Rt's, Nec's, and similar classes aren't out of the picture yet.


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Originally Posted by Chthon
Mark of Fury is bad because targets will die too fast to get much use.
I'm inclined to agree with you on Mark of Fury. I honestly don't recall using it as often as I should have during the run. Whether or not we actually need orders is another question altogether.


Quote:
Originally Posted by Chthon
Curse necro needs Enfeebling Blood.
Curse necro might benefit from Technobabble.
Enfeebling is an option if Mark of Fury is dropped; however, Technobabble may not prove as useful since the dwarves remove conditions rather quickly. Additionally, Tryptophan Signet serves to reduce both the dwarves' actions and movements, allowing for less kitting on MoP'd targets.


Quote:
Originally Posted by Chthon
I'd favor an ER hybrid + a removal/party healing monk over 2 monks.
I actually haven't had the chance to try ER healers yet; so, I'd be open to that if you want to test it on a future run.


Quote:
Originally Posted by Chthon
Cut a frontliner for a minion master. More MoP/Barbs damage that way.
I'd rather replace the Sin with another Hundred Blades warrior since competing with the Stone Summit Summoner for corpses would prove difficult.
The protective layer the minions add isn't needed either, and they'd probably die fast to aoe dmg. Also, the mm wouldn't be very efficient in Forgeweight.

Last edited by Saraneth; Sep 21, 2009 at 10:50 PM // 22:50..
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Old Sep 21, 2009, 11:04 PM // 23:04   #22
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You most likely will want one ebon vanguard ward on a melee to boost damage significantly. Especially for duncan bout. The imbagon being your only res is kinda bad, since in any death, it'll generally be your imbagon who doesn't have enough armor to survive compared to the rest.
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Old Sep 21, 2009, 11:08 PM // 23:08   #23
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Originally Posted by MercenaryKnight
The imbagon being your only res is kinda bad, since in any death, it'll generally be your imbagon who doesn't have enough armor to survive compared to the rest.
It didn't affect us nearly as much as you think it would. There's room across the bars to add a rez or two if it really bothers you. At any rate, there are rez shrines if you wipe.
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Old Sep 22, 2009, 12:10 AM // 00:10   #24
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Originally Posted by Zachariah Zuan View Post
um, just any really, just want to know that it's possible with heroes.
Yes, it can.

@Saraneth - just wondering, why don't you call this a general-purpose build instead of one dedicated to beating Slaver's Exile? I don't quite see what's so special about the build for Slaver's.
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Old Sep 22, 2009, 01:19 AM // 01:19   #25
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Quote:
Originally Posted by Saraneth View Post
12+2 Smiting, 12+1 Divine

12+2 Protection, 12+1 Divine
With these two, why not just run an Orders Nec with SoH (17+17 > 24) with GDW and other support skills and an ER Prot Ele? That human prot bar doesn't really pack anything special with the exception of Divert Hexes. Hex removal could be squeezed onto the suggested Necro and the added protection would be more powerful.
Besides, Hexes aren't too threatening in Slaver's (compared to everything else in there).



What I see here is a physical setup with strong support. Fairly standard when running with 8 humans and lots of physicals.
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Old Sep 22, 2009, 03:24 AM // 03:24   #26
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Quote:
Originally Posted by Jeydra
...why don't you call this a general-purpose build instead of one dedicated to beating Slaver's Exile? I don't quite see what's so special about the build for Slaver's.
While the build may be applied to many other areas of the game with success, it's unique to Slaver's in that most of its dmg bypasses the Stone Summit defenses with Hundred Blades, Barbs, and MoP.


Quote:
Originally Posted by Xenomortis
With these two, why not just run an Orders Nec with SoH (17+17 > 24) with GDW and other support skills and an ER Prot Ele?
As I told Chthon, I'm willing to compress the backline with an ER ele once tested. Assuming it pans out, there will have to be a reconfiguration of the support bars.

Last edited by Saraneth; Sep 23, 2009 at 09:31 PM // 21:31..
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Old Sep 22, 2009, 02:21 PM // 14:21   #27
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One quick question and sorry if it is a noob one, Saraneth why warriors dont have an Increase Attack Speed skill??
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Old Sep 22, 2009, 05:21 PM // 17:21   #28
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Quote:
Originally Posted by Saraneth View Post
I'm not fond of Empathic Removal or "Orders Bitch" roles,
I'm suggesting almost the exact same build, on a different primary. It's a bitch build either way. Being a necro just gives it a better elite and a better damage boost via Orders.

Quote:
Technobabble may not prove as useful since the dwarves remove conditions rather quickly.
1. A dozen dazed dwarves don't Draw and Dismiss dazed demonstrating determined drive. They might get it off a couple, but most of them should stay dazed for the full duration.

2. In addition to the dazed, technobabble is an AoE interrupt. Since the caster monster AI always opens with its strongest spell the moment it's aggroed, and usually bunches into adjacent range, you've got a very nice opening to abuse the AI. After a little practice to learn the timing you can regularly pop the entire mob and catch them in the middle of their opening spell.

Quote:
Additionally, Tryptophan Signet serves to reduce both the dwarves' actions and movements, allowing for less kitting on MoP'd targets.
TrypSig is a great skill. The only reason to ever not bring it is the 3 PvE-skill limit.

Quote:
I actually haven't had the chance to try ER healers yet; so, I'd be open to that if you want to test it on a future run.
You definitely should give it a shot. It's a quantum leap ahead of monks.

Quote:
competing with the Stone Summit Summoner for corpses would prove difficult.
Once the summoner is harried/dead, there's adequate corpses. It's only a big problem for the first battle.

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Also, the mm wouldn't be very efficient in Forgeweight.
Indeed, minions don't go there too well.
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Old Sep 23, 2009, 12:03 AM // 00:03   #29
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Quote:
Originally Posted by Shadowphoenix
One quick question and sorry if it is a noob one, Saraneth why warriors dont have an Increase Attack Speed skill??
We used Essences of Celerity during the run. While they're not required, they do increase completion speeds quite a bit. If you don't intend to use one, just slap Flail on the wars.


Quote:
Originally Posted by Chthon
Being a necro just gives it a better elite and a better damage boost via Orders.
I'm not exactly sure why you're advocating the removal of Asuran Scan, which provides at 75% dmg increase at max, on the wars and the addition of Order of Pain on a nec. It's not like the wars lose any time casting Asuran Scan, and they're sure as hell less likely to be interrupted while doing so.


Quote:
Originally Posted by Chthon
A dozen dazed dwarves don't Draw and Dismiss dazed demonstrating determined drive.
Alliteration's too good for GWG. I listed Tryptophan Signet an optional skill on the bar. While Technobabble was originally one of the skills I debated over for that slot, Tryptophan Signet won due to its dual purpose.

Last edited by Saraneth; Sep 23, 2009 at 12:13 AM // 00:13..
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Old Sep 23, 2009, 01:28 AM // 01:28   #30
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Well to be honest man... 8 human players party using cons to complete Slaver's HM isn't really impressive... Do you really need cons and does it makes it really worth it to use it speed-wise?

I think that the only reason you need Essences is because your build is a physical build and Slaver's is stacked with blocking (wards, enchants) so you need Rigor Mortis on the called target. Why don't you put RM on 2 guys instead of only 1? No need of essences then.
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Old Sep 23, 2009, 10:41 AM // 10:41   #31
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Originally Posted by kanuks View Post
Why don't you put RM on 2 guys instead of only 1? No need of essences then.
One of those would be redundant. Rigor Mortis goes on the caller's target - the other physicals bash on that target. Target dies, Rigor is recharged by AP.

With the current setup, he shouldn't need cons at all.
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Old Sep 23, 2009, 04:13 PM // 16:13   #32
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Originally Posted by Xenomortis View Post
One of those would be redundant. Rigor Mortis goes on the caller's target - the other physicals bash on that target. Target dies, Rigor is recharged by AP.

With the current setup, he shouldn't need cons at all.
Oh yeah I forgot about AP.
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Old Sep 29, 2009, 01:35 PM // 13:35   #33
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Good build. Only thing you will need is an hard rezzer and to drop that hex for adrenaline from the necro and bring some anti block skill like Rigor mortis.
My advice is to put Rez chant or rebither in the smiter monk (you can drop smiters boon) and drop that hex on necro for RIgor.

I just wish pugs werent so mind closed and rlly learned how to search for builds and to play out of the SF-ways. Would wish also some more Slavers Exile full run (or partial run)partys based in this build.
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Old Oct 18, 2009, 07:11 PM // 19:11   #34
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Compacted the post a bit. Also, added codes and a hero variant for the DZ smiter.
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