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Old Sep 21, 2009, 01:32 PM // 13:32   #1
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Default Guide to Slavers' Exile

This team build was designed for Slavers' Exile HM, and it's still in testing stages. While Duncan the Black has been tested in HM, the four lesser dungeons: Thom, Rand, Selvetarm, and Forgeweight have been tested in NM only. If you would like to participate in the test runs or assist us in optimizing other professions to suit the team, pm me on Guru or in-game anytime.


Priority Targets:

-Stone Summit Priests push bars up and prevent kills from Hundred Blades and Barbs in conjunction.

-Stone Summit Warders, Dominators, and Distractors generate a lot of shutdown.

-Stone Summit Demolishers can pressure your backline.

-Stone Summit Summoners are troublesome when they build up enough minions, but you can take advantage of their health sacrifices to gain quick kills.




Team Build (Credit to Guildies):



Code: OwBj0xezITnZlZMMiZniGfvl1gA
Equip: Zealous Daggers; 12+2 Dagger, 12+1 Critical
Desc.: The sin can handle enemies on its own; kill enemies secondary to the called target.






Code: OQkSEZKT9FTN7gnimavlXFmY
Equip: Sentinels Insignias; 12+1 Sword, 12+2 Strength
Desc.: Attack called targets and try to maintain Hundred Blades.




Code: OQGjUymIqSWYBZvlpbxgAhub4YA
Equip: 12+1 Spear, 8+1 Command, 10+2 Leadership
Desc.: The paragon reduces most of the team's damage dramatically, and with Asuran Scan, it produces a decent amount of damage by itself.




Code: OAdTYwD7VKRwSoMoRwWcBKmMVEA
Equip: 12+2 Curses, 10 Deadly, 8+1 Soul
Desc.: The AP nec calls targets and delivers a lot of the team's damage. With exception to Barbs, Mark of Pain, and Assassin's Promise, most of the skills on the bar are optional.




Code: OwAS4YITYa4VuEUfVfzDrivg
Equip: 12+2 Smiting, 12+1 Divine
Desc.: Maintain Strength and Honor on the warriors, and perhaps the sin, as energy permits. Spread Great Dwarf Weapon around and use Defender's Zeal on enemy physicals to regain energy.




Code: OwYS8YITcabaCE3V5g1DIDvg
Equip: 12+2 Protection, 12+1 Divine
Desc.: Keep Soothing Images off of the paragon.




Code: OwAT04nCRa6TjoB8uRg4uKH8FEA
Equip: 12+2 Healing, 10+1 Protection, 8+1 Divine
Desc.: Push red bars up.



Variants:



Code: OAOi4wi8cN9mMTM28wlsQSuA
Equip: 12+2 Channeling, 12 Smite
Desc.: Hero variant for DZ smiter.




Run-time Screens:

Thom


Rand


Selvetram


Forgeweight


Duncan the Black

Last edited by Saraneth; Oct 18, 2009 at 07:09 PM // 19:09..
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Old Sep 21, 2009, 01:56 PM // 13:56   #2
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Well and good, I just have one question ... if you have 7 (or 8) humans , you should be able to annihilate the dungeon with pretty much any old build, so why bother with a specialized version?
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Old Sep 21, 2009, 02:34 PM // 14:34   #3
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Quote:
Originally Posted by Jeydra View Post
Well and good, I just have one question ... if you have 7 (or 8) humans , you should be able to annihilate the dungeon with pretty much any old build, so why bother with a specialized version?
Ho ho, so not true. SE is one place that does require some degree of planning and tact. 8 people can't just run in with any build and expect to beat it in hm, maybe nm, but not hm.

As for the builds. Looks interesting. I shall be forwarding this to a few friends to see if they are up to trying it.
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Old Sep 21, 2009, 02:49 PM // 14:49   #4
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I find it hard to imagine this working very well without Frozen Soil.... half the foes in Slavers have some sort of hard rez...

As for an 8 human party, yeah 8 humans should be able to roll through pretty much any area with some decent planing (HM DoA might be an exception). As someone who's done all of slavers HM with H/H, this guide would seem to be a bit unnecessary.
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Old Sep 21, 2009, 02:56 PM // 14:56   #5
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that great and all but it requires a group of humans player we're not all socialites, for example my alliance has 3 people in it (trying to get a bigger alliance) any help for those who can get about 2 people?
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Old Sep 21, 2009, 03:00 PM // 15:00   #6
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Quote:
Originally Posted by Captain Bulldozer View Post
I find it hard to imagine this working very well without Frozen Soil.... half the foes in Slavers have some sort of hard rez...

As for an 8 human party, yeah 8 humans should be able to roll through pretty much any area with some decent planing (HM DoA might be an exception). As someone who's done all of slavers HM with H/H, this guide would seem to be a bit unnecessary.
I take off my hat to you good sir, I've done it in NM a few times and good god, that was a serious pain.

Agree on FS, it really is needed maybe except in Justiciar's level. Also, cuddos on coming up with a build that doesn't involve SF in any way, that damn thing...
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Old Sep 21, 2009, 03:04 PM // 15:04   #7
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Originally Posted by Saraneth View Post
12+1 Spear, 8+1 Command, 12+2 Leadership
I'm guessing that's supposed to be 10+2 Leadership?

Regardless, I basically agree with Jeydra. Duncan HM isn't easy by any means, but it's certainly not ridiculously hard. It's doable with just H/H if you bring top-flight builds on you and your heroes. Two or three people with heroes and half-decent builds can roll through. If you take out the heroes and add in common sense people with tons of PvE skills (every listed bar has at least two, all but monks have three), I imagine it'd be a joke.

I'll be the first to say I haven't tried doing it with eight people, and I fully believe that this would stomp straight through. I just don't think definitive teambuilds are necessary. Either way, well done on finding something that works for you.
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Old Sep 21, 2009, 03:04 PM // 15:04   #8
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Good team concept. I do think SoH is a bit of a waste in Slaver's though, considering the disgusting amount of enchant-hate down there.
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Old Sep 21, 2009, 03:07 PM // 15:07   #9
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Quote:
Originally Posted by Captain Bulldozer View Post
I find it hard to imagine this working very well without Frozen Soil.... half the foes in Slavers have some sort of hard rez...

As for an 8 human party, yeah 8 humans should be able to roll through pretty much any area with some decent planing (HM DoA might be an exception). As someone who's done all of slavers HM with H/H, this guide would seem to be a bit unnecessary.
Agree 100%, although I should say that Frozen Soil is probably not necessary when you've got 8 humans because you can bulldoze the Summit so fast the resses don't matter - if they res, they res, you wipe them again. No problemo!

PS: I've done all of Slaver's HM H/H too, and I'll add that H/H much of Slaver's HM is hard and requires pulls, technique and finesse; 2-man it's still pretty difficult but takes a lot less finesse; and beyond that it just gets easier and easier until I have a hard time imagining any 8-human team having a tough time with the dungeon unless they're not running good builds for some reason.

PPS: 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?).

Quote:
Originally Posted by Zachariah Zuan
that great and all but it requires a group of humans player we're not all socialites, for example my alliance has 3 people in it (trying to get a bigger alliance) any help for those who can get about 2 people?
What professions are your three people? You might also want to look at this thread:

http://www.guildwarsguru.com/forum/s...php?t=10398649

Though the thread is for H/H, a build can only get better as you add humans.

Last edited by Jeydra; Sep 21, 2009 at 03:11 PM // 15:11..
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Old Sep 21, 2009, 03:16 PM // 15:16   #10
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um, just any really, just want to know that it's possible with heroes.
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Old Sep 21, 2009, 03:24 PM // 15:24   #11
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I H/H slavers HM without frozen soil. I found out that FS is actually a pain in the ass and Heroes don't recast until the spirit is gone and with a 5 seconds casting time, the stone summit have a huge window to res themselves. On the other hand, when one of my hero/hench dies, it's frustrating to have to wait until FS goes down for him to get res'd. Once u take out a target just kill em again until it accumulates DP. Try to take out the ones with hard res like mesmers. Once a dwarf has died once, it's pretty damn easy to kill him again. At one time they can't res as fast as you kill them and the fight ends. It might be a lil slower than Frozen Soil but I find it safer. One hero stopping everything he does to cast a 5 seconds spell isn't very good in my book.
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Old Sep 21, 2009, 03:38 PM // 15:38   #12
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Quote:
Originally Posted by kanuks View Post
I H/H slavers HM without frozen soil.
lol'd no you don't.
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Old Sep 21, 2009, 04:10 PM // 16:10   #13
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Originally Posted by Gift3d View Post
lol'd no you don't.
???

I can't do forgewight with H/H (Used to be able to by using Ursan on my warrior) but the rest is no problem. No consumables of course.
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Old Sep 21, 2009, 04:23 PM // 16:23   #14
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Nice and simple thanks^^
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Old Sep 21, 2009, 05:01 PM // 17:01   #15
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I did most of slaver's on my sin and a guildy by running modded sabway version, generaly we were not prepared and didn't knew what to expect, so we just took what we taught we will expect. This dungeon isn't too bad on NM, I wouldn't consider it immpossible to acomplish. Good job on the builds, might try it later with my alliance - will post some comments if I will.
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Old Sep 21, 2009, 06:19 PM // 18:19   #16
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1. Needs frozen soil.

2. Arguably, a BHA/interrupt ranger to go with the frozen soil pulls his weight against the monks in Slavers.

3. At least 1, if not 2, of the frontliners should have SY! to ensure better coverage.

4. Asura scan is a waste on the HB guys. Their targets should not live long enough for it to be worthwhile.

5. Instead of a smite monk with a terrible e-management elite, the smiter should be a necro primary with Empathic Removal.

6. Smite necro can run Order of Pain.

7. Mark of Fury is bad because targets will die too fast to get much use. Use Dark Fury instead. And put it on the orders/smite necro.

8. Curse necro needs Enfeebling Blood.

9. Curse necro might benefit from Technobabble.

10. I'd favor an ER hybrid + a removal/party healing monk over 2 monks.

11. Cut a frontliner for a minion master. More MoP/Barbs damage that way.
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Old Sep 21, 2009, 06:57 PM // 18:57   #17
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I don't see this being better than Scytheway. No, you don't need frozen soil because you can kill faster than they rez.
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Old Sep 21, 2009, 08:25 PM // 20:25   #18
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I don't see how the scytheway build would be that great. Besides great dwarf armor theres not a whole lot of stuff to keep them alive. I suppose one warrior could run save yourselves from the extra adrenaline. Atleast not in an attempt to pug anyway. But I know most of those builds will never be pugged anyway, but i'm always hopeful lol.

Last edited by MercenaryKnight; Sep 21, 2009 at 08:52 PM // 20:52..
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Old Sep 21, 2009, 08:52 PM // 20:52   #19
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Originally Posted by MercenaryKnight View Post
I don't see how the scytheway build would be that great. Besides great dwarf armor theres not a whole lot of stuff to keep them alive. I suppose one warrior could run save yourselves from the extra adrenaline.
Well if it's Scytheway using H/H then i don't think it would work very well but if there is like 4 human players then it should go well. But then again Slavers HM is extremely easy when you have 4 humans and 12 PVE skills to abuse.
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Old Sep 21, 2009, 10:36 PM // 22:36   #20
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Quote:
Originally Posted by Captain Bulldozer
I find it hard to imagine this working very well without Frozen Soil.... half the foes in Slavers have some sort of hard rez...
Frozen Soil isn't really needed. There are times when rez spam can get annoying, but you generally want to try to take down those targets before they get a rez off.


Quote:
Originally Posted by zelgadissan
I'm guessing that's supposed to be 10+2 Leadership?
You would be correct. Although I thought it looked odd at the time, I was in a hurry this morning.


Quote:
Originally Posted by zelgadissan
I'll be the first to say I haven't tried doing it with eight people, and I fully believe that this would stomp straight through.
Duncan was pretty much a breeze; however, we had some connection issues that negatively impacted our run-time. Before we even got there, we lost our DZ smiter to lag and had to sub with a Rt/Mo buff hero. After subsequent restarts due to relogging and dcíng/recconnecting players, we were able to finish. I'll refresh the screens when we narrow down the run-times.
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