Sep 25, 2007, 11:36 AM // 11:36
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#21
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Desert Nomad
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Quote:
Originally Posted by Etta
I tried the builds out last night, worked like a charm. Stupidly power infact, I love it haha. Do you think a real RT would do well for that restoration build?
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There's no good reason to go Rit primary, really. The only advantage that Rt/ has is that they can use runes to raise Resto up to 14-16. That's only a few more points of healing. Considering the alternative is to go N/Rt and get infinite energy from Soul Reaping, I'd go with Soul Reaping.
Quote:
Originally Posted by Gigashadow
I think N/Rt will probably be superior to N/Mo because monk heals are balanced around you having a divine favor bonus, while the ritualist heals are balanced around conditions that can also be fulfilled by a Rt secondary (e.g. within earshot of a spirit).
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While it's certainly true Monks skills are balanced around Divine Favor, N/Mos can cover up for the lack of DF by using power heals which are too inefficient on Monk primaries. If you're playing with a friend and six heroes, you can try replacing the two Monks with the build below. The advantages that it has over a N/Rt are decent Prot, hex removal and HB + Heal Party (which pretty much wins).
[skill]Healer's Boon[/skill][skill]Heal Other[/skill][skill]Jamei's Gaze[/skill][skill]Heal Party[/skill][skill]Shield of Absorption[/skill][skill]Protective Spirit[/skill][skill]Signet of Lost Souls[/skill] + Cure Hex
Quote:
Originally Posted by RTSFirebat
So what armour Insignia and rune setups are recommended for the heroes?
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Ideally you'd want Minor everything, except a Sup Death Magic on the MM. Tormentor's or Survivor insignias, and a Bloodstained on anyone who exploits corpses.
Quote:
Originally Posted by trobinson97
Tried the build and went to an area I'd been having issues with: Diessa Lowlands in Hardmode. It took a long time to vanquish, but that was just because there's over 300 enemies spread out over a pretty large area. I couldn't believe I was having such an easy time. I play Flame Barrager with Pain Inverter, and while there were a couple of times I wiped due to over aggro, I didn't have too much problems. I had been trying to find a four man build for the longest. Nice build.
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I'm glad the build's works in 4-man areas too, I haven't had the chance to try it out yet in Ascalon.
Last edited by Sab; Sep 25, 2007 at 11:38 AM // 11:38..
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Sep 25, 2007, 01:01 PM // 13:01
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#22
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Anyone who's done hero battles before or done heroway in HA will be pretty familiar with the strength of builds like these where builds not to dissimilar are/were often used.
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Sep 25, 2007, 01:10 PM // 13:10
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#23
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Desert Nomad
Join Date: Dec 2005
Location: The Edge
Guild: Tormented Weapons [emo]
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This build (and its variations) looks pretty sweet. I'm actually excited about GW again and look forward to trying it out.
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Sep 25, 2007, 03:31 PM // 15:31
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#24
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Fool Wolves
Profession: W/Mo
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Posted in your other thread that it works really well in 4 man - I tested by vanquishing the Breach and the only party wipe was poor planning / over-aggro by taking on the biggest group before the rit spirit had recharged. Going to take a spirit myself as extra coverage against unintended sac heals next time.
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Sep 25, 2007, 04:35 PM // 16:35
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#25
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Academy Page
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Vanquished my first Tyrian area, Sage Lands, last night with this team (I was a Mind Blast nuker). Took Alesia for healing, and took Dunham because I saw a mention somewhere that he was awesomesauce in HM, but I don't remember him doing much. Think I'll try Thom instead next time. Both the henchies died at the elementalist boss, and Olias died once in a massive Moss Scarab popup, but otherwise had no problems.
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Sep 25, 2007, 04:39 PM // 16:39
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#27
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Delphian Scribe
Join Date: May 2005
Location: Holland
Guild: No guild ;_;
Profession: N/Me
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Awesome build man I kinda tried it out today to see if I could breeze through vloxen falls with it... well yeah I kinda did. O_O
The only problem wich I noticed before the boss was that I didnt have an elite on the full resto necromancer xD so yeah played through the whole dungeon semi-gimped with 0 deads!
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Sep 25, 2007, 04:54 PM // 16:54
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#28
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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Quote:
Originally Posted by tarylux
Have a ranger main, and trying to get a good setup for beating glint's challenge with just H/H. I experimented with lots of tactics, and so far using these 3 N/Rit setup went well - up until the 4th wave. At that point my party just seems to get swamped, interrupted, and then the death pacts wreak havoc ... What would be a good setup for getting through the challenge?
PS if its already been addressed somewhere and it works well, plz post a link here...
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Sab, I want to first off thank you for sharing with the community your build(s). I greatly appreciate it.
Tarylux, Our guild did this. 3 humans + 5 Hero's
2 Water Ele's, 1 Ranger
Rest where the 3 n/rit hero's, and 2 monk hero's (heal/protect)
2 water ele (human), 1 ranger barriage (human), and 2 monk hero's - 1 heal, 1 protect.
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Sep 25, 2007, 04:56 PM // 16:56
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#29
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Desert Nomad
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
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Very very impressed, Gad. Only Achilles Heel is the Achilles Heal (<--pun), which is Spirit Light. Packing Winds from Vanguard Title Track or Ranger Spirit will minimize the risk.
Tried some hard mode, blew my socks off!
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Sep 25, 2007, 05:01 PM // 17:01
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#30
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Ok another question, what is the attriubutes setup for these necro heroes? Can't seem to find them anywhere posted.
__________________
Guru Event Guide Editor
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Sep 25, 2007, 06:55 PM // 18:55
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#31
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Krytan Explorer
Join Date: Nov 2005
Profession: R/
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For the most part it seems pretty obvious what the attributes should be.
For the SS necro, max out curses and soul reaping, the rest is trivial since death pact signet is not affected by any attribute so you have useless points to spare.
For the Weapon of Remedy necro, max out restoration and soul reaping, once again death pact signet is unaffected by any attribute so you again have points to spare for nothing.
The Jagged Bones necro is a little trickier. Obviously max out Death. Now comes the balance between soul reaping and restoration. I haven't tried this yet but since hero MMs just love to spam death nova on everything, they probably run out of energy real quick so I would bet you would max out soul reaping and put 3 points into restoration because you already have a dedicated restoration necro so the extra healing from this death necro is trivial.
Am I right? Am I right? Do I get a cookie? =b
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Sep 25, 2007, 07:09 PM // 19:09
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#32
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Desert Nomad
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Quote:
Originally Posted by yesitsrob
Anyone who's done hero battles before or done heroway in HA will be pretty familiar with the strength of builds like these where builds not to dissimilar are/were often used.
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Shh, I'm teaching people to abuse Soul Reaping in PvE.
Quote:
Originally Posted by wilebill
Very very impressed, Gad. Only Achilles Heel is the Achilles Heal (<--pun), which is Spirit Light. Packing Winds from Vanguard Title Track or Ranger Spirit will minimize the risk.
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You can try packing Recovery instead of a Resto heal somewhere if that's being a problem.
Quote:
Originally Posted by My Sweet Revenga
Am I right? Am I right? Do I get a cookie? =b
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Eh pretty close. The SS and Healer are 12/12, but on the MM I used 12/9/9 (12/10/8 works too, it really doesn't matter). So, 2/3 of a cookie.
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Sep 25, 2007, 07:31 PM // 19:31
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#33
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Wilds Pathfinder
Join Date: Apr 2005
Location: In the clouds
Guild: [Sage]
Profession: E/
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Quote:
Originally Posted by ForgeWhelp
I've just made it through 4 waves of Glints challenge, more or less AFK with those builds for necro Heros and 4 henchies...I could have done better with a non fire ele build for myself and better choice of henchies.
2nd try, made it thru activly playing with no issues....
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So what did you end up using instead of Fire, if I may ask. I'm an Ele and use fire almost exclusively. I have all ele's spells so maybe I should go with water or earth?
Also, which henchs work best? I assume the monks but what other two?
Great find. I am going to try the Necros out tonight.
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Sep 25, 2007, 07:32 PM // 19:32
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#34
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Miendrak'el Myrth [MeM]
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I just tried this out in Cliffs of Dohjok. Figured with a 4-man area, it would be good to see what each hero is doing. Only had one party wipe, which was my own fault.
While I was putting together these builds, I realized I didn't have SS despite the fact I have a 2 year old necro. I also didn't have Olias, so I did Cliffs of Dohjok with a level 15 Olias. He was 18 when I was done.
I just want to say that I am enjoying these builds. Much more interesting than the holy trinity.
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Sep 25, 2007, 08:52 PM // 20:52
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#35
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Frost Gate Guardian
Join Date: Jul 2006
Location: Moscow
Profession: W/
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6 necro, 1 smiter, 1 warrior
9 min first boss in slaver's, 27 min - killed second one
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Sep 25, 2007, 09:19 PM // 21:19
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#36
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Jungle Guide
Join Date: Aug 2005
Location: Bellevue, WA
Profession: W/
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Quote:
Originally Posted by Sab
While it's certainly true Monks skills are balanced around Divine Favor, N/Mos can cover up for the lack of DF by using power heals which are too inefficient on Monk primaries. If you're playing with a friend and six heroes, you can try replacing the two Monks with the build below. The advantages that it has over a N/Rt are decent Prot, hex removal and HB + Heal Party (which pretty much wins).
[skill]Healer's Boon[/skill][skill]Heal Other[/skill][skill]Jamei's Gaze[/skill][skill]Heal Party[/skill][skill]Shield of Absorption[/skill][skill]Protective Spirit[/skill][skill]Signet of Lost Souls[/skill] + Cure Hex
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Great suggestion, I will try that out. Healer's Boon and Heal Party is indeed going to be pretty amazing on that guy.
I have a question about the N/Rt; is there any particular reason for the self-defensive skill Protective Was Kaolai? Is this just to make him a more highly armored target to avoid agro? The thing I don't like about it is that holding the item drops his maximum energy significantly (as well as the health, and any HSR/HCT or health bonuses conferred by his caster weapon), so he is less able to absorb the large bursts of incoming energy.
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Sep 25, 2007, 09:29 PM // 21:29
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#37
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Desert Nomad
Join Date: Aug 2005
Location: Grand Court of Selket/Sebelkeh
Guild: What If You Had An Outpost Named After You [slkt]
Profession: W/
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you can also run java's hero battle build and tear through absolutely everything in pve too, mod it up for pve a little and you're good to go.
I mean seriously, its pve its not like there's supposed to be skill involved.
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Sep 25, 2007, 09:44 PM // 21:44
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#38
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Frost Gate Guardian
Join Date: Jan 2007
Location: Louisville, KY, US
Guild: Rite of Passage [RP]
Profession: W/Rt
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I understand the need for Soul Reaping here, but I'm curious about this... how feasible would it be to include a variation of the Rt/N Explosive Creation build here, in place of the Jagged Bones necro?
[skill]Boon of Creation[/skill][skill]Explosive Growth[/skill][skill]Animate Bone Minions[/skill][skill]Animate Flesh Golem[/skill][skill]Death Nova[/skill][skill]Blood of the Master[/skill][skill]Signet of Creation[/skill][skill]Flesh of My Flesh[/skill]
Build link: http://www.pvxwiki.com/wiki/Build:Rt...osive_Creation
I only ask because I've been interested in trying this particular build on Razah, just for fun.
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Sep 25, 2007, 09:50 PM // 21:50
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#39
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Nice build works great. Don't drop too much health ever. What other hench are you using ?
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Sep 25, 2007, 10:31 PM // 22:31
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#40
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Ascalonian Squire
Join Date: Aug 2007
Profession: W/N
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Just did the entirety of the Sorrow's Furnace questline with this, had no problems at all. Good stuff, Sab.
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