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Old Dec 03, 2006, 06:58 PM // 18:58   #21
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The PuG team I made last night was raping 2 ki groups np. The ele's couldn't deal enough damage to drop them ( was 2 sf ele's in our pug.) SS and defile flesh, and a good tank that knows how to use terrain to gather up large groups=gg. Spiteful spirit rapes margonites. They don't flee
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Old Dec 04, 2006, 05:57 AM // 05:57   #22
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Came up with a necro skill spike combo anyone can use. Rip enchant at 0 and Grenth's balance. might wanna prot spirit the GB ripper or the dmg might take him out. Not entirely sure if it'll work in DoA.
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Old Dec 04, 2006, 06:11 AM // 06:11   #23
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For the record, you can't spike. The Healers are freaking ridiculous.

But, there are two things that the ideal DoA build must have: A way to shut down casters and a way to shut down melee. Shutting down casters can be done with a Practiced Stance/Choking Gas Ranger or, I will want to test, a Maelstrom Elementalist (and, ofcourse, Lightbringer's Gaze does a good job against casters). The Melee can be shut down by a Curses Necro, and maybe an Illusion Mesmer.

No group can withstand the spike damage the enemies can produce. You have to stop the damage at its source.
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Old Dec 04, 2006, 08:26 AM // 08:26   #24
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Quote:
Originally Posted by Ensign
Eight copies of Lightbringer's Gaze will blow up a lot of the monsters instantly. Have a couple people echo it, or start with another AoE skill (Surge/Deep Freeze), and you can one-shot quite a few packs. Before they can respond.

Peace,
-CxE
well im not sure about LB gaze, but i played with pug with 1 monk (rly good protter) 1 nec, 1 tank, rit (me) and the rest were eles and mes. they asked me to spirit spam (my fav anyway) and tank soaked the damage, eles/mes were killing 1 by 1, my spirits absorbed qute alot of damage (shelter/unions were going down sooooo fast, and i had to help monky with heals of cos) i think nec was ran 2ndry and spammed some spirits also.... worked great till i err-ed out

so i guess it might work... providing that target caller choose the right target and team does enough damage of cos
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Old Dec 04, 2006, 10:13 AM // 10:13   #25
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I didnt give it too much tries already, so maybe it's a silly idea, but any ideas how a classic b/p group would do out there? I saw ppl forming those groups, maybe someone knows how they did...
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Old Dec 04, 2006, 10:33 AM // 10:33   #26
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Quote:
Originally Posted by bungusmaximus
I didnt give it too much tries already, so maybe it's a silly idea, but any ideas how a classic b/p group would do out there? I saw ppl forming those groups, maybe someone knows how they did...
Formed and tried B/P group with 5*Barrage/Pet rangers, 1*Order of the Vampire necro, Healer's Boon healer and a Bonder (which also changed to active ZB prot after bonder ragequitted). We died few times first...without even killing the first Margonite group. It wasn't an alliance group (it was pug) so not very well organized...but all had barrage spam same time with OotV and eventually it killed 1 Margonite at first try. After some Rebirths and the second try we had killed 2 more of them and after second Rebirths we eventually killed the whole group...after which the next spawned group of Titans rolled over us. So...a pug B/P wont make it imo. (At least in Foundry of Fallen Creations as there we were trying it.)
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Old Dec 04, 2006, 10:36 AM // 10:36   #27
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Well, I think the only thing is what u need is a good tank & a team, which can use adventages of the walls. (I made the city of something quest alrdy, we had mantra of frost & cg rangers, but usually they were not even needed, just good aggro management, good positioning & alot of time & oh the most important REBIRTH)

Last edited by conjurer; Dec 05, 2006 at 09:42 AM // 09:42..
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Old Dec 04, 2006, 11:29 AM // 11:29   #28
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I never realised this thread was here! I posted this on the Domain of Anguish thread...

Quote:
Originally Posted by Celestial Beaver
Ok, so me and an alliance member came up with an idea for a team build...any comments or suggestions welcome.

I seems to me that if you can keep them shut down they might not be so bad...

1 Ritualist with Earthbind / Binding Chains / Union / Shelter..

1 Necro with Soul Bind & Spammable hexes

1 Ele with Thunderclap (ZOMG!) / Blinding Flash..

1 Ranger with Choking Gas

1 Ele for generic nuking.

1 "Tank"

2 Monks.


It was the top 4 that are the important ones. The idea was to keep things shut down as much as much as possible. Thunderclap, Soul Bind (and Dragon's Stomp / Meteor Shower from the second ele) knocks down, Earthbind keeps them down. Binding Chains can stop some from attacking...until they take damage so you need to tell your wammo to resist the desire to stab them with their FDS. Choking Gas can obviously interrupt. I would have the Air ele take skills like Blinding Flash so as to further support the team as if they spam most air skills Thunderclap will leave them with no energy.

Anyway, is just an idea. Any thoughts?
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Old Dec 04, 2006, 09:36 PM // 21:36   #29
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well I figure bring monks with SB, warrior with Obsidian Flesh and symbiotic bond. that should make keeping the warrior alive FAR easier and reduce damage by a lot. This can also be done with a MoF group, all you need is sentinel's armor for the warrior and a +10 shield vs cold. The warrior should also be using dolyak and a bonder will help bring his health high. It's important to note that symbiotic bond will raise the health of the ki's so enchant strip will also be helpful
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Old Dec 05, 2006, 12:08 AM // 00:08   #30
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I was in a PUG group last night with 2 monks, 2 tanks, and 4 nukers and we killed 4 groups

I came up with the idea that using Spell Breaker (found out people suggest SB on forum before but i didnt read forum until after ward) on the tank (me). Pretty much the prot monk put a few prot spell on me and SB right before i run in to pull them. We used wall and try to body block while nukers nuke. Using this strategy we got to the 5th group which is harder to pull and body block and they wiped us out. I think this team build might work:

1 tank use Maelstrom after goes in and hold agro (casters should stay out of range until tank finish holding agro). 16 seconds on SB should help and Maelstrom hopefully will interrupt casters and waste their enery

2 nuker will dual meteor shower (using glyph of renewal or Echo for fast nuking) and other AoE spells

1 earth nuker to do those spell that make them take dmg when kd. Also some snare or wand

1 prot monk

1 heal monk

few other classes to help -- maybe a Rit to help with regen and blinding (shadow song spirit or something like that) I havent play Rit, Dervish, or Paragon to know their skills. Maybe Dervish should use those Avatar to help with generating dmg.

Cant think anymore.......
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Old Dec 05, 2006, 12:30 AM // 00:30   #31
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SOMEONE MAKE A BUILD THAT REQUIRES A PARAGON!!! I"M PISSED FOR PLAYING 15 STRAIGHT HOURS TO FINISH THE GAME AND END UP WITH NO GROUP WANTING A PARAGON.

PS : DoA creatures have skills that works when you attack, such as blood of aggression ( steal x hp if target ennemy is target or receive x dmg)
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Old Dec 05, 2006, 01:28 AM // 01:28   #32
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Quote:
Originally Posted by Yragorn
SOMEONE MAKE A BUILD THAT REQUIRES A PARAGON!!! I"M PISSED FOR PLAYING 15 STRAIGHT HOURS TO FINISH THE GAME AND END UP WITH NO GROUP WANTING A PARAGON.
Okay, I agree. Paragons should be included.

Since you are so passionate about the subject, how about you be the first?
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Old Dec 05, 2006, 02:07 AM // 02:07   #33
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Sure,y not, but only paragon, the reset you decide whats best


You have Angelic Bond Build, very similar to the monk's life bond. It is a SKILL, not an enchantment, so the monsters CANNOT remove it. Or, They're on Fire, which is already used by some people.

It is cheap that the creators of Guild Wars have nerfed the "Incoming!" skill and many chants and shouts .

Ok your turn to complete this build. Include 2 monks as usual ..... and GC if we use "They're on Fire!"
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Old Dec 05, 2006, 02:33 AM // 02:33   #34
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Signet of Return

It's invaluable as there's no way to recharge your sunspear rebirth signets until after you kill the boss. You can cast all your shouts while casting this, making you the prime rezzer in the middle of battles.
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Old Dec 05, 2006, 08:54 AM // 08:54   #35
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Quote:
Originally Posted by sumasage
use Maelstrom
I like that idea. I would have liked to try out a water build in there since their armor vs fire seems a little extreme. Searing Flames did 60 damage instead of 112.

My idea was maybe to go in with:

[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ice Spear[/skill][skill]Shard Storm[/skill][skill]Ice Spikes[/skill][skill]Deep Freeze[/skill][skill]Maelstrom[/skill][skill]Feast of Corruption[/skill]

Seems noone wants a water ele...unfortunately Meteor Shower seems to be everyone's comfort blanket. If you have an ele in the group with MS everything will be OK. Yea Right.
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Old Dec 05, 2006, 04:40 PM // 16:40   #36
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Quote:
Originally Posted by Celestial Beaver
I like that idea. I would have liked to try out a water build in there since their armor vs fire seems a little extreme. Searing Flames did 60 damage instead of 112.

My idea was maybe to go in with:

[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ice Spear[/skill][skill]Shard Storm[/skill][skill]Ice Spikes[/skill][skill]Deep Freeze[/skill][skill]Maelstrom[/skill][skill]Feast of Corruption[/skill]

Seems noone wants a water ele...unfortunately Meteor Shower seems to be everyone's comfort blanket. If you have an ele in the group with MS everything will be OK. Yea Right.
Feast Of Corruption.

You put FOC on a Water ele with no other curse skills.

AND you wonder why noone wants you.
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Old Dec 05, 2006, 05:36 PM // 17:36   #37
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4 or 5 man team

Warrior

Earth Magic - 12 (necessary for 21 second Obsidian)
Strength - 10+1+2
Weapon attriute - Rest
Necessary skills: Obsidian Flesh/Armor of Earth/Dolyak Signet/Watch Yourself.
Must know how to get aggro and keep it, +20% enchant weapon mod, Sentinel's Armor recommended.

2 Monks

Divine Spirit - 8+1 (necessary for 26 second SB)
Protection - 12+1+3
Healing - Rest

Necessary skills: SB, Blessed Aura
Recommended skills:
Dwayna's kiss Sig of Rejuvi and Sig of Dev, Dismiss Condition
Essence Bond: Energy Maintenance (cast on Warrior)
Possibly ele secondary for energy management (Glyph of Energy for SB)

One Bonder
(self explanatory)

Necessary skills: Balthazar's Spirit, Life Barrier, Life Bond,
Optional skills:
Essence Bond: Cast on Tank instead of Balthazar on self, make Dwayna's kiss more efficient
Life attunement: tank will be doing little damage anyway, will increase Dwayna's kiss and make tank easy to maintain

1 SS necro
(self explanatory)
Necessary skills:SS, Arcane Echo

(Optional Slot)

1 ranger with EoE (could be placed on the bonder considering the bonder doesn't need to maintain more than 3 enchants (only tank))
1 SV necro to kill kai's or other important enemies, speed up killing, trigger EoE

Notes:
*Bond only the Tank
*Cast Balthazar's spirit on Tank
*ALWAYS keep either SB or Obsidian Flesh up.
*Possible to bring a battery necro to maintain energy
*The Tank must have ALL aggro or this build falls apart quickly
*Tank should not be attacking when under the energy denial enviro effect, must have enough energy for obs flesh.
*If all this is done, Dwayna's Kiss should heal the tank for a min of 366 health (without Divine Favor). This can of course be increased by adding more enchants, like Prot Spirit or others.
*Warrior can be replaced by a single Dervish with 9 second Vow of Silence won't need an SB monk then, however he will be harder to maintain than warrior due to less armor. Also I think Vow has a 1 second vulnerability between recasting.

Add:
Thought of an alternative to the Warrior Tank:
Get a 55 Ele/Mo. This Characters only job would be to maintain Prot Spirit on himself and cast Obsidian Flesh. This would eliminate the need for a bonder and would make the only skill the SB monk has to bring other than SB, Shield of Absorption. This would have to be maintained at nearly all times.
Benefits: easier to maintain immunity to all spells, easier to keep the character alive, Monk would need no points in Healing Spells, (place all in divine to maximize Shield of Absorption making it possible to always maintain it)
Negatives: More Fragile makes keeping anti spell up vital, also more prone to interrupts, not feasible vs touch mobs

Last edited by Crimson Baron; Dec 06, 2006 at 01:04 AM // 01:04.. Reason: cleaned post
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Old Dec 05, 2006, 11:09 PM // 23:09   #38
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Quote:
Originally Posted by ubermancer
Feast Of Corruption.

You put FOC on a Water ele with no other curse skills.

AND you wonder why noone wants you.
Ice spikes+deep freeze
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Old Dec 05, 2006, 11:57 PM // 23:57   #39
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Quote:
Originally Posted by getalifebud
Ice spikes+deep freeze
Yeah... so um...
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Old Dec 06, 2006, 04:46 PM // 16:46   #40
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Quote:
Originally Posted by ubermancer
Yeah... so um...
*sigh*

Because I consider myself a good elementalist I don't need all my attributes in Energy Storage. SO, I have 9 in Energy Storage (8 + 1) and 16 in Water Magic (12 + 1 + 3)...the rest goes into Curses.

Obviously you either can't read or didn't understand the description of Feast of Corruption. FoC Deals so much damage to multiple foes and if they are under the influence of a hex I also steal health. And that damage is pretty much, more often than not, what it says on the tin. Not like Searing Flames which says it deals 112 and actually deals 60 damage.

So Deep Freeze + FoC actually deals much more damage than you actually give it credit for. Maybe you should try it. And, FYI, I have currently only gone fire in DoA because EVERYONE wants a stupid fire ele with Meteor Shower. Other elements in DoA apparently don't exist. Also...when did I say I couldn't get a group? I said noone wants a Water ele. I have every elementalist elite and none elite in all three games...I can run any build I am asked to.

Last edited by Cebe; Dec 06, 2006 at 04:48 PM // 16:48..
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