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Old Oct 01, 2006, 11:21 PM // 23:21   #1
Ascalonian Squire
 
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Default A build for FoW Questing Teams

Firstly, I should point out that I was in two minds as to whether this belonged here, or in the builds section, but since that seemed to be for single classes, I decided on this section - if it is wrong, then please feel free to move it.

The aim of this post is to set out a build for a whole team of 8 people which I believe to be good for questing in the Fissure of Woe.

The characters required are as follows :

1. Mo/* - Bonder/Protector - 6 Smite, 15 Prot, 15 DF.
2. Mo/Me - Divine Healer - 16 Healing, 15 DF.
3. Rt/Mo - Spirit Caller - 16 Communing, 15 Spawning.
4. E/Me - Echo Nuker - 15 (11+4) Fire, 14 (11+3) Energy Storage, Remainder on Inspiration
5. Mo/* - Bonder/Protector - 6 Smite, 15 Prot, 15 DF.
6. N/Me - Standard SS build.
7. W/Mo - Damage Warrior - 15 Weapon, 14 Tactics, remainder on Strength.
8. Me/Mo - Energy denial mesmer - 15 Inspiration, 15 Domination, 6 Fast Casting.

The basic philosophy for the team is as follows.

The two bonder/protector monks have two separate roles depending on the area :
Standard role : For areas in the absence of necros with total enchant removal skills, and in the absence of Nature's Renewal, the bonders will each bond half of the team with two bonds ( Life Barrier and Life Bond ), and maintain these bonds, using Balthazar's spirit on themselves to assist with energy management when facing mesmers.
Second role : To use, between the two of them, protection skills - condition removal, hex removal, reversal of fortune, prot spirit etc... to assist with the protection of the team in the areas where bonding is inappropriate.

The healer's role is quite trivial.

The ritualist will assist in both protecting the team with binding rituals, i.e. union and shelter, and inflicting damage and conditions on the enemy - with pain, bloodsong, shadowsong etc...

The echo-nuker should, with the assistance of energy tap and the SS's BR, be able to maintain a reasonable level of energy, besides this, their role is quite trivial.

The absence of a large number of damage dealers requires that the warrior delivers a lot of damage rather than using the traditional "tank" builds in which their sole purpose is to soak up damage. The high level of protection allows them to do this with no significant detrimental effects. The build should include balanced stance to avoid knockdowns and energy management skills, but can afford to be a high adrenaline build since one bonder should be able to maintain balthazar's spirit on the warrior.

The SS serves the usual function, in cursing groups of enemies and rending enchantments.

Finally, the mesmer serves two functions, to deny energy to enemy spellcasters, and to place and remove hexes with the stolen energy. Shatter hex is useful when dealing with both ancient skales and shadow beasts. Echo-Energy drain and energy tap, combined with spirit shackles should deal with even the most stubborn monks - essentially reducing the monk count by one without killing them. The hexes - empathy and spirit of failure - are used for damage on warriors.

Characters 1,3,7,8 ( or 3,5,7,8 ) should have repeatable resurrection capability and both the SS and Nuker builds have room for a signet if necessary.

I will provide the specific skill collections in a further post in the near future since it is getting very late now.
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Old Oct 02, 2006, 08:10 AM // 08:10   #2
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O.o....
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Old Oct 02, 2006, 09:25 AM // 09:25   #3
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Many will reply that they do it with less... but as you want to go in with 8, why not take:

2 monks, one prot, one healer.
1 warrior, with good monks can use 16 in his weapon.
1 Broad Head Arrow/Epidemic Ranger (spread da daze).
1 SS/br Necro
1 Renewal Nuker

and two of choice, above will basically be enough to rip through any mob. Good aggro management is needed with one tank though. Adding a second melee character is usually not a good idea, without them running in at the same time an aggro bubble bridge is easliy made.
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Old Oct 09, 2006, 08:18 AM // 08:18   #4
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hmmm, lots of healing - you've obviously had bad experiences with PuGs in the FoW.

The Fissure is actually VERY easy, especially when compared to the UW.

If youre looking for the fastest way to do quests in the FoW, look no further than the simple B/P group:

5 Judge's Insight Barrage/Pet/Interrupt Rangers

Rangers should be R/Mo, with Barrage, Distracting Shot, Savage Shot, Troll Unguent, Judge's Insight, Charm Animal, Comfort Animal. the 8th skill is either Favorable Winds, Winnowing, Rebirth, Smite Hex or Throw Dirt. The team should decide on roles before setting out.
1 Heal Monk (any build is good, ive use a bonder, a boon prot and OoB heal party spammer all to similar effect - u dont need to worry about hexes too much.)
1 Orders Necro with Blood Renewal <---essential for the monk.
1 Minion Master preferably with Flesh Golem.

Me and my guild have cleared the Beach, Forest, Tower of Courage and Forgemaster quests in 2 hours with this build; alot faster than other "balanced" type builds and with far fewer deaths. The run only ended when we all had to log off

there ya go enjoy

Last edited by Tuor Son Of Huor; Oct 09, 2006 at 08:24 AM // 08:24..
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Old Oct 09, 2006, 11:43 AM // 11:43   #5
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Simply.. spirit bonder, smiter bonder, and ss/sv... clear 100% with three people and get all drops for you and it its as slow as you might think.
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Old Oct 09, 2006, 05:51 PM // 17:51   #6
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Do what Effendi said, or Tuor. Both will get it done faster and easier. You have far too many people to keep the team alive. 3 monks and a rit? Half the team dedicated to it.

The standard 5-man team is also capable of doing everywhere, except the forest can sometimes be a problem for the bonder:
Bonder
Healer
Warrior
Necro (SS/BR)
Ele
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Old Oct 09, 2006, 06:57 PM // 18:57   #7
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6 rangers
orders support necro
mm with no ranged minnons

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Old Oct 09, 2006, 07:04 PM // 19:04   #8
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Quote:
Originally Posted by Tuor Son Of Huor
hmmm, lots of healing - you've obviously had bad experiences with PuGs in the FoW.

The Fissure is actually VERY easy, especially when compared to the UW.

If youre looking for the fastest way to do quests in the FoW, look no further than the simple B/P group:

5 Judge's Insight Barrage/Pet/Interrupt Rangers

Rangers should be R/Mo, with Barrage, Distracting Shot, Savage Shot, Troll Unguent, Judge's Insight, Charm Animal, Comfort Animal. the 8th skill is either Favorable Winds, Winnowing, Rebirth, Smite Hex or Throw Dirt. The team should decide on roles before setting out.
1 Heal Monk (any build is good, ive use a bonder, a boon prot and OoB heal party spammer all to similar effect - u dont need to worry about hexes too much.)
1 Orders Necro with Blood Renewal <---essential for the monk.
1 Minion Master preferably with Flesh Golem.

Me and my guild have cleared the Beach, Forest, Tower of Courage and Forgemaster quests in 2 hours with this build; alot faster than other "balanced" type builds and with far fewer deaths. The run only ended when we all had to log off

there ya go enjoy
sorry to ask but orders + judge's insight? last time I checked these didn't stack.
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Old Oct 09, 2006, 08:46 PM // 20:46   #9
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Quote:
Originally Posted by Buns United
sorry to ask but orders + judge's insight? last time I checked these didn't stack.
They do NOT stack.

Orders (OotV) turns physical damage to Life Stealing.

JI turns physical damage to Light Damage.

Whichever triggers first prevents the second one from activating.
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Old Oct 12, 2006, 04:51 AM // 04:51   #10
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i really think a minion master spamming bone fiends with aotl instead of bone golem/flesh golem, would be best to replace that rit spammer. Those 10 bone fiends nailing down targets does some awesome damage, accompanied with a curse necro(ss) throwing down barbs on the monks with his 16 curse and echoing ss every where and then accompanied with 2 echo nukers and 1 hammer (earth shaker) with 1 sword (dragon slash combo war) with both at 16 weapon mastery and you got you a nice little team, all you need for healing and etc is the basic bonder and healer

Last edited by Xaero Gouki Kriegor; Oct 12, 2006 at 05:17 AM // 05:17..
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Old Oct 12, 2006, 11:38 AM // 11:38   #11
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A MM in FoW? Have you ever been there?
A B/P group? Slow as shit.

Take 4/5 warriors, 2 monks and and orders necro. You'll kill shit so fast you don't need much healing, provided the warriors actually have a clue and don't run 4 healing prayers skills and use healing hands as their elite.

FoW is just like the rest of the PvE world. Mobs are stupid and easy to kill by anyone with more than four brain cells. Unfortunately that does preclude 85% of the GW population.
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Old Oct 12, 2006, 12:07 PM // 12:07   #12
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Quote:
Originally Posted by Hockster
A MM in FoW? Have you ever been there?
A B/P group? Slow as shit.

Take 4/5 warriors, 2 monks and and orders necro. You'll kill shit so fast you don't need much healing, provided the warriors actually have a clue and don't run 4 healing prayers skills and use healing hands as their elite.

FoW is just like the rest of the PvE world. Mobs are stupid and easy to kill by anyone with more than four brain cells. Unfortunately that does preclude 85% of the GW population.
i agree, i went in a b/p group a lot of time, but i hate it when a mm comes with the party. yesterday we went with 6 b/p, 1 order and 1 healer. it was a good and quick run, next time i gonna try to take EoE. think that would work nice.

i gonna try the 4/5 warrior could be fun. btw, replace order necro with SS necro. think that would work better.
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Old Oct 12, 2006, 01:01 PM // 13:01   #13
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Quote:
Originally Posted by Carinae Dragonblood
JI turns physical damage to Light Damage.

Whichever triggers first prevents the second one from activating.
To be a stickler, Judge's Insight turn damage into Holy damage, not Light. And it also adds +20% Armor penetration.
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Old Oct 12, 2006, 01:12 PM // 13:12   #14
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Quote:
Originally Posted by squan
i gonna try the 4/5 warrior could be fun. btw, replace order necro with SS necro. think that would work better.
Four warriors with Orders will have stuff dead befoer the SS could even be casted. I love my curses necro, but the good spells are long casts.
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Old Oct 12, 2006, 03:50 PM // 15:50   #15
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E-deny in PvE? why bother?
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Old Oct 12, 2006, 04:51 PM // 16:51   #16
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i know that build was posted some time ago, but man 3 monks + rit???
we make guild runs occasionaly, always with 2 monks (usually woh and rc) , and never have any difficulties... like posted above, it's a PvE region like everywhere else in PvE

Last edited by Daedalus Longhorn; Oct 12, 2006 at 04:54 PM // 16:54..
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Old Oct 12, 2006, 11:54 PM // 23:54   #17
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Quote:
Originally Posted by Hockster
A MM in FoW? Have you ever been there?
A B/P group? Slow as shit.

Take 4/5 warriors, 2 monks and and orders necro. You'll kill shit so fast you don't need much healing, provided the warriors actually have a clue and don't run 4 healing prayers skills and use healing hands as their elite.

FoW is just like the rest of the PvE world. Mobs are stupid and easy to kill by anyone with more than four brain cells. Unfortunately that does preclude 85% of the GW population.
beside the point of all the stereotypism in this comment, B/P groups are about the only group a ranger is most useful in and is the most easiest group for them to get in, so why down a ranger's easy trip to forge? and i must ask you the same question about ever being in FoW, have you ever even seen the damage of a mm in fow? or in any PvE area ever?

I guess the people that use something BESIDES 4 warriors and a order in their fow group are part of the 85% Four-Brain celled idiots that play this game

Last edited by Xaero Gouki Kriegor; Oct 12, 2006 at 11:58 PM // 23:58..
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Old Oct 15, 2006, 11:23 AM // 11:23   #18
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4 b/p rangers kills anything in FoW in a matter of seconds, including Shadow Monks. It is the fastest way I've seen. I'd love to see your 4 warriors all getting owned by SS and Mark of Pain. Of course they won't need a monk, all crowded together killing themselves. In fact, often it's the warriors that need the most healing when I go to FoW. The more of them there are, the worse it gets.
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