Nov 07, 2007, 10:50 PM // 22:50
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#241
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Ascalonian Squire
Join Date: Oct 2006
Location: Fort Worth, Texas
Guild: Premium Blend [XIX]
Profession: W/R
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Anet has major issues, but I'm not gonna start flaming about it in this thread. But I agree with DTS and Strokey.
Balance the game, dont Nerf everything cause its not the same as balancing.
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Nov 08, 2007, 04:01 AM // 04:01
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#242
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Pre-Searing Cadet
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It's impossible to balance without nerfing, just picture a scale in your head.
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Nov 08, 2007, 08:26 PM // 20:26
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#243
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Krytan Explorer
Join Date: Jul 2005
Profession: W/R
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Ugh, nerf coming soon? :/
I've been avoiding vanquishing stuff and have been farming reputation points instead, but I suppose I should go vanquish some of the more annoying areas while this build is still as strong. Does anyone have any advice as to what really sucky areas I should go clear out ASAP before the nerfbat arrives? I know the four-man areas are supposed to be the most difficult, but if there are any other difficult areas this build especially kicks ass at for vanquishing I'd like to go do them while it's still enjoyable with this build.
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Nov 09, 2007, 08:43 AM // 08:43
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#244
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Tired of reading posts about who made what? No one cares... I've deleted it all and any further posts about this being a HA build or whatever are going to get deleted and user noted. No further warnings will be given.
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Guru Event Guide Editor
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Nov 09, 2007, 02:18 PM // 14:18
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#245
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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Soul Reaping is the underlying balance issue here, and I think any other balance to this build other than soul reaping would be crazy, because none of the skills are that overpowered. Perhaps Soul Reaping shouldn't work on spirits... though considering how long people have said that (like way back when EW FoC spiked months and months ago ) I can see Izzy being very reluctant to doing what it correct. And Jagged Bones should never have been made, pretty big mistake there.
I guess it might be worth looking at how good the heroes are with the ashes, they are so fast at dropping kaolai you sometimes won't even see the bars drop. The ashes themselves are far from overpowered though
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Nov 09, 2007, 03:00 PM // 15:00
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#246
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by yesitsrob
Soul Reaping is the underlying balance issue here, and I think any other balance to this build other than soul reaping would be crazy, because none of the skills are that overpowered. Perhaps Soul Reaping shouldn't work on spirits... though considering how long people have said that (like way back when EW FoC spiked months and months ago ) I can see Izzy being very reluctant to doing what it correct. And Jagged Bones should never have been made, pretty big mistake there.
I guess it might be worth looking at how good the heroes are with the ashes, they are so fast at dropping kaolai you sometimes won't even see the bars drop. The ashes themselves are far from overpowered though
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Hmm the fact ritualists heal for a crap load while only investing 8-9 in restoration magic has something to do with it as well. Dropping SR from spirits wouldn't hurt this build. It would be good for balance, that's probably why everyone and his granny is suggesting that. I am most surprised aNet didn't nerf it that way as it is the most perfect solution you could think of.
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Nov 09, 2007, 06:52 PM // 18:52
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#247
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Desert Nomad
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Also wanted to chime in and thank Sab for this build. I used a variant of it for Glint's Challenge to remarkable effect along with my own condition necro. I'm always loathe to use other people's build designs without understanding them in a complete enough way that I feel confident retooling them myself, though. As I understand it (and please correct me if I'm wrong) the fundamental elements that make this thing work are:
1) MM minion bombing with JB results in an enormous amount of death, fueling SR for all three characters. It also spreads bleeding and disease throughout enemy mobs, and Barbs from the Curse necro amplifies the physical damage output of the minion swarm.
2) The N/Rt healer uses this pool of energy to continuously cast Resto spells thus providing an inordinate amount of healing and a bit of protection despite the skills all being off-primary and thus runeless.
3) SS does what SS always does.
I'm not tremendously familiar with Rits, so if I'm missing something let me know. I'm particularly curious about the prot spells on the MM. Those are an anti-spike measure, I gather, because the resto line doesn't really provide for that kind of thing?
Furthermore, am I right in thinking that the SS's only "synergy" with the other two is barbs for the minions and, of course, the infinite energy supply from the minions? It seems like, conceptually, there's a lot of room for skill flexibility here outside of the JB minion skills (to keep the engine going). Is that right?
Last edited by Vinraith; Nov 09, 2007 at 06:56 PM // 18:56..
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Nov 09, 2007, 07:21 PM // 19:21
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#248
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Wilds Pathfinder
Join Date: Jul 2006
Guild: SOS
Profession: R/
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You are pretty much spot on with your summaries of the synergy and individual skill. The N/any has enough energy coming in from the minions to do whatever they like.
A secondary Rit healer is generally much more effective than a secondary Mo healer. Largely because a Monks healing skills are 'buffed' further by Divine Favour bonus.
Originally the 2 'spare' slots on the MM build were duplicates of Spirit Light and Mend Body and Soul, but Sab changed that somewhere along the line deciding that Aegis and Prot Spirit provided mnore utility.
The curses Nec is the most changeable bar. Barbs is a must with minions, SS is .... well..... just the best really. The rest can be changed depending on preference/available skills/location. Sab actually stated in a post, that 2 of the skills were just 'meh'.
This is what my curses ended up as,
[skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Mark of Pain[/skill][skill]Barbs[/skill][skill]Price of Failure[/skill][skill]Enfeebling Blood[/skill][skill]Signet of Lost Souls[/skill][skill]Death Pact Signet[/skill]
Where there is a lot of enchant hate I still use rit skills on the MM. Just change what works for you.
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Nov 09, 2007, 07:38 PM // 19:38
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#249
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Desert Nomad
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Thanks mcsumo, I appreciate the confirmation and clarification. I feel reasonably well equipped to tweak now.
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Nov 10, 2007, 06:08 PM // 18:08
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#250
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Frost Gate Guardian
Join Date: Nov 2006
Profession: E/Mo
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I just want to thank to the OP and Sab for sharing/creating this amazing build. As far as I'm concerned it really is the holy grail of Hero Team builds; builds which heroes can run (common enough I suppose), which are not just sub-par but great (rare), and additionally synergise with each other (unheard-of, by me anyway).
I just now finished Rragar's menagerie in HM with H/H, which I had just about given up on. It was still hard but at least it was possible.
Fantastic work, guys.
Last edited by Vamis Threen; Nov 10, 2007 at 06:17 PM // 18:17..
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Nov 13, 2007, 07:32 PM // 19:32
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#251
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Jungle Guide
Join Date: Aug 2005
Location: Bellevue, WA
Profession: W/
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I've switched to using Weaken Armor instead of Insidious Parasite, now that weaken is 5e, applies cracked armor (applies to both physical and elemental damage, unlike the old weaken armor), and has a quick recast. I was never a big fan of Insidious Parasite, it's expensive and the health gain part may be wasted.
Cracked armor benefits the minions, any damage casters you happen to have around (I usually use the earth and fire eles), as well as yourself depending on what you are playing.
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Nov 13, 2007, 09:41 PM // 21:41
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#252
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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I use Splinter Weapon and Warmonger's Weapon on the SS.
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Nov 14, 2007, 02:44 AM // 02:44
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#253
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Community Works Moderator
Join Date: Jan 2007
Location: USA
Guild: Centre of the Aerodrome
Profession: R/Mo
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With the latest skill balance has this build seen the end of days?
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Vist my user page at the offical wiki!
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Nov 14, 2007, 03:43 AM // 03:43
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#254
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Melbourne, Australia
Guild: Morporkian Mercenaries
Profession: N/Me
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It's only the spirits, in PVE there is already enough corpses.
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Nov 14, 2007, 04:29 AM // 04:29
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#255
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Desert Nomad
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I expected Soul Reaping to be nerfed a lot harder, but the only thing that's changed is that you won't get the 10e back from Life.
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Nov 14, 2007, 04:30 AM // 04:30
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#256
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Wilds Pathfinder
Join Date: Jun 2006
Location: Way to Cold at Home:Illnois and School:Iowa.
Guild: We Trip Hard On [AcID]
Profession: N/
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ya but the pets I used for my build in my runs is now gone. Nerf my build. This is making me mad. They make changes just for pvp and never leave PvE alone. Im about to Cry for Pets.
Last edited by Avatar Exico; Nov 14, 2007 at 04:34 AM // 04:34..
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Nov 14, 2007, 04:35 AM // 04:35
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#257
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The Greatest
Join Date: Feb 2006
Profession: W/
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The SR nerf barely affects the build seeing as theres only 1 spirit in the build.
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Nov 14, 2007, 08:41 AM // 08:41
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#258
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Arkantos
The SR nerf barely affects the build seeing as theres only 1 spirit in the build.
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QFT... this update changes nothing for this build.
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Guru Event Guide Editor
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Nov 14, 2007, 08:44 AM // 08:44
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#259
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by Avatar Exico
ya but the pets I used for my build in my runs is now gone. Nerf my build. This is making me mad. They make changes just for pvp and never leave PvE alone. Im about to Cry for Pets.
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If your builds success depended on the ability to molest your pet's corpse then.....well *ahem*
Yeah.
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Nov 14, 2007, 12:04 PM // 12:04
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#260
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by blue.rellik
If your builds success depended on the ability to molest your pet's corpse then.....well *ahem*
Yeah.
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I didn't try it yet, but I'm pretty sure the build isn't hurt beyond repair.
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