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Old Nov 01, 2006, 10:55 AM // 10:55   #21
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Quote:
Originally Posted by 0mar
Right now, Hero battles have the best faction rates. 500 per win, every 5-7 minutes.
I'm not seeing that at all. I think there's some cap to the bonus for winning tied to the duration of the match. I seem to only get the full 100 for winning when the match goes on to 20 kills, which is becoming very rare. Tonight I had about a 2 minute match where the other guy quit out after my first kill--all I got was 25 balthazar faction. You get more in RA for a single kill.

The two-monk build has worked really well for me. It's just a matter of making the other two characters very effective at killing the other team's monk(s). Two warriors won't cut it. Also the monk builds need to be well-made.

I see Hero Battles as a better place to try out GvG character builds than RA. You can rely on having a monk on your team.
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Old Nov 01, 2006, 11:12 AM // 11:12   #22
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Well, to show what a great model for faction farming this is

Yesterday my son, age 11, who hasnt played Guild Wars for over a year and beyond RA had never played any kind of serious PVP, rolled up a dervish. he had obvioulsy never even heard of a dervish before. he didnt understand exactly how the armour and weapon setup worked, so just clicked random stuff pretty much. He couldnt find more than 5 skills that he thought would be useful, so went in with 5 skills. He took the heroes I had previously setup, a shock axe, a blessed light and a poison/bleeding ranger

In just under 2 hours he farmed nearly 6000 faction

I dont say this to big up my son, just to illustrate that if you need faction, this is the place to go
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Old Nov 01, 2006, 11:32 AM // 11:32   #23
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It's definitely a lot better than RA but they really need to fix that spell casting bug. Half of the time my ele or monk hero manages to find himself at zero energy 30 seconds into the match because he somehow interrupts himself continuously.
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Old Nov 01, 2006, 04:49 PM // 16:49   #24
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Anyone here fought my dervish Lime Tang yet?

Anyway after playing a good deal more of the hero battles, I have to say I like them a good deal. I play a condition spaming 2 dervish/ranger/monk build running 7 interupts. I find that most people run 2 monks and 2 pressure mellee and focus on just downing the enemy healer. I just attack the mellee presure reducing their damage to 0 until i down them.

The games do benefit 2 monk defensive builds however, allowing for one player to flag cap for bonuses. This becomes very annoying with the mercenary shrines.

I think that anyone playing a monk char with a monk hench has a significant advantage over anyone else unfortunately. I have played a few games where really the only points awarded have been from the center flag.
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Old Nov 01, 2006, 04:52 PM // 16:52   #25
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Quote:
Originally Posted by Draikin
It's definitely a lot better than RA but they really need to fix that spell casting bug. Half of the time my ele or monk hero manages to find himself at zero energy 30 seconds into the match because he somehow interrupts himself continuously.

No thats because people like me for example, run every hero /mez for leech sig and power drain for e management.
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Old Nov 01, 2006, 05:03 PM // 17:03   #26
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Quote:
Originally Posted by furbat
No thats because people like me for example, run every hero /mez for leech sig and power drain for e management.
The AI is still bugged

I watched a game on obs mode this morning where some poor rank 1500 heroway mob faced rank 40 something running tele spike (How I wish I could organise a team for that time of the day /sigh). Anyway, both the hero monks couldnt get off a spell if they had just finished moving, which, lets face it, is quite alot of the time. The spell would almost reach the end of the cast and then just self interrupt. There was nothing on the enemy team to cause this level of disruption. Its basically the same bug that was a serious issue for "real" players a couple of days ago, and is still a slight issue at times now. Something to do with the alleged /stuck fix I think
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Old Nov 01, 2006, 05:09 PM // 17:09   #27
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I stand corrected. Haven't noticed this at all in the hero battles.
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Old Nov 01, 2006, 09:52 PM // 21:52   #28
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Quote:
Originally Posted by Patrograd
In just under 2 hours he farmed nearly 6000 faction

I dont say this to big up my son, just to illustrate that if you need faction, this is the place to go
That's actually really low for faction farming, granted it was done by someone with no previous GW experience. A 10 win run in RA/TA now gets you nearly 3k faction--probably about 3k if you get mostly flawless victories. It's harder and more stressful than Hero Battles but it's a lot quicker.
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Old Nov 01, 2006, 10:26 PM // 22:26   #29
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Quote:
Originally Posted by Lodurr
That's actually really low for faction farming, granted it was done by someone with no previous GW experience. A 10 win run in RA/TA now gets you nearly 3k faction--probably about 3k if you get mostly flawless victories. It's harder and more stressful than Hero Battles but it's a lot quicker.
Hero battles are great because you pretty much 100% control of your team, unlike RA. RA is so dependant on getting decent people to win, and now with every idiot wanting a monk on their team, 30% of your RA games end up as 4on2s because of leavers. A 10 win run is at least 45 minutes long and it's closer to 2k faction (500 for ten wins, 1600 for the kills + 100 bonus faction for two 5 win streaks = 2200 faction, not counting flawless victories). In 45 minutes, you can easily get 7 or 8 Hero battles in at 500 a pop with complete control. In RA, you can get 5 teams in a row with 2 W/Mo paladins and end up with zero faction gain for 15-20 minutes.

Quote:
I'm not seeing that at all. I think there's some cap to the bonus for winning tied to the duration of the match. I seem to only get the full 100 for winning when the match goes on to 20 kills, which is becoming very rare. Tonight I had about a 2 minute match where the other guy quit out after my first kill--all I got was 25 balthazar faction. You get more in RA for a single kill.
It's 20 faction per point, plus 5 faction per point when the match ends. In most of my HvH battles, I get 350-500 faction in under 7 minutes.
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Old Nov 01, 2006, 10:33 PM // 22:33   #30
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Hero Battles are fun and good faction farm but a title would not work well for it, mainly cuz they're too prone to ragequits. There is only one player on the other team and he leaves ,or gets err07 you win automatically, even if you were losing 19-0. So many times I got a small lead that can definitely be overcome like 4-0 and the opponent just quit. Also the center shrine is too ftw IMO the morale is too fast.
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Old Nov 02, 2006, 03:07 AM // 03:07   #31
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I seem to be getting about 500-800 factino per battle. I generally go ranger spike, GG monks. usueally one player is down before a melee char reachers your group. Then its mass throw dirt ftw. Instead of useing memser E-mangement skills i use bonetii's defense and rush, so my monk can kite and rush to his heart's content.
i got 3k faction in about 15-20 minutes this morning. the double faction move was really awsome. it makes unlocks much much easier.
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Old Nov 02, 2006, 02:27 PM // 14:27   #32
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where can I find the Heros battle arena lol, can I access with my pve char ? cus I don't see a new arena ...
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Old Nov 02, 2006, 05:07 PM // 17:07   #33
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Quote:
Originally Posted by Patrograd
The AI is still bugged

I watched a game on obs mode this morning where some poor rank 1500 heroway mob faced rank 40 something running tele spike (How I wish I could organise a team for that time of the day /sigh). Anyway, both the hero monks couldnt get off a spell if they had just finished moving, which, lets face it, is quite alot of the time. The spell would almost reach the end of the cast and then just self interrupt. There was nothing on the enemy team to cause this level of disruption. Its basically the same bug that was a serious issue for "real" players a couple of days ago, and is still a slight issue at times now. Something to do with the alleged /stuck fix I think
Yep. I took 10 seconds to just watch Acolyte Sousuke repeatedly self-cancel a whole bar of spells, never losing energy (including O Flame, and never got exhaustion). Sounded like a warrior spazing on sig cancels, but they were spells.
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Old Nov 03, 2006, 03:16 PM // 15:16   #34
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Quote:
Originally Posted by 0mar
Two monk teams are pretty bad. They lack damage you need in a 4on4. I can safely say that I haven't lost to a 2 monk team yet.
I've found quite the contrary. You need two monks just to keep one alive. The hero AI for warrior or caster hate is atrocious, almost totally ineffective. The only way to survive against pressure in a hero battle to to bring two monks - the heroes can't manage energy for squat. At least they kite.
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Old Nov 03, 2006, 05:25 PM // 17:25   #35
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Quote:
Originally Posted by Byron
I've found quite the contrary. You need two monks just to keep one alive. The hero AI for warrior or caster hate is atrocious, almost totally ineffective. The only way to survive against pressure in a hero battle to to bring two monks - the heroes can't manage energy for squat. At least they kite.
I run a dervish hero with dust cloak aura. Use the lock target fuction on their melee presure. The dervish is also /me for leech sig and power drain. Builds are either mellee presure or Searing flames builds right lol.

Most people use mellee presure, the AI will attack the same target. Against 2 monk teams, I effectively shut down the majority of their offense with one hero. Ever time the player char is mellee this is a free win. Blind bot FTW.
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Old Nov 03, 2006, 05:48 PM // 17:48   #36
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Quote:
Originally Posted by Byron
I've found quite the contrary. You need two monks just to keep one alive. The hero AI for warrior or caster hate is atrocious, almost totally ineffective. The only way to survive against pressure in a hero battle to to bring two monks - the heroes can't manage energy for squat. At least they kite.
I agree with this.

I tend to go warrior, and bring koss and monks (w/ enchant removal + pdrain interrupts). One AI monk will be dropped so fast... or at least I tend top drop them extremely fast... and with 2 monks you have a ton of condition and hex removal should they try to shut down your offense.
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Old Nov 03, 2006, 09:50 PM // 21:50   #37
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Ever tried a making Acolyte Jin a trapper in these battles? I fought one and damn the pressure can throw your team off balance..........

After that I made my Jin a trapper and racked up some nice wins
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Old Nov 04, 2006, 12:19 AM // 00:19   #38
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The advantage to having 2 monks is that you can make a little mini split and cap multiple points at once, but IMO you can do this just as well with one monk and good damage mitigation and self healing on everyone. set your monk to defence (you lose the interrupts, but thats not such a big cost) and they can kite pretty effectively if you place them in the open. Alternatively, play as monk yourself, which is probably worth two AI monks assuming a decent level of competency,

Build in mobility (Charge is ftw imo) and avoid big battles until you have effective map control, cap points remote from the other guy and more than one at a time (a traditional cripshot build on the ranger hero is extremely strong in this role as is an assassin) and try and do little raids to take down the odd enemy player whos AI pathing goes wrong. manage your heros skill usage closely, and watch their effects monitor, and if it looks like they're running into trouble, cancel their flag so they return to you and hit their evasive/speed stances

Its a bit RTS, but none the less entertaining for all that
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Old Nov 05, 2006, 03:08 AM // 03:08   #39
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atm I'm using

Rampage as one thumper( infinite s25%peed boost, allows you to solo cap points faster at beginning)+ very good pressure with poisonous bite. the 33% faster attack speed with no down time doesn't hurt either.

Crip shot /interrupt ranger(this really helps to slow down monks. spikes well allowing you to slow kiting monks,who still try to run while slowed

Mesmer( dual Ihex removal to stop SS necros, conjure phantasm+persistent mantra for mass degen combined with pois ion bite. also power drain for fire ele or monk interrupts., finally ancestors visage to stop warrior adrenaline spikes and counter other thumpers.)

monk. just your good ol boon protter, use draw conditions for to remove cripple + blind from traps and other sources. I find draw conditions to be superior because it removes all conditions at once, instead of having bleeding removed while cripple remains.

gone for straight 9 wins with this one. i haven't lost yet using this build. so I'm not sure what it's weak to besides possibly a well controlled starburster team.
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Old Nov 05, 2006, 03:12 AM // 03:12   #40
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Quote:
Originally Posted by PanGammon
Ever tried a making Acolyte Jin a trapper in these battles? I fought one and damn the pressure can throw your team off balance..........

After that I made my Jin a trapper and racked up some nice wins
Had some trouble with trappers, (fighting them) they really are hard to counter because of whirling defense, and cripple reduces a team with 2 warriors to dps=0. vs a starburster team(quite common actually) i don't imagine it would be as strong.
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