Fow HM - 7 heroes - NO EOTN!

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I
Infanta
Academy Page
#1
So I've been thinking about a build to be able to clear FoW in HM with 7 heroes. The kicker is - I don't have EOTN. That means I only have 1 mesmer, 2 necros and 1 ritualist to work with.

That being said, I do have 2 warriors and 2 rangers - so I'm thinking along the lines of a physical based team, 2 rangers, 1 warrior, 2 support/hexers and 2 support/healing/proters

I did put together a quick something with an Orders/Renewal ele and 2 R/P barrage rangers with adrenal command skills, but it didn't seem to be that effective because the rangers didn't build up much adrenaline. Now I'm back to square one and trying to build up something from scratch.

For FoW specifically, I need mainly strong anti-mele, and the ability to counter healers. Any tips on a good base to start with?
Milennin
Milennin
Jungle Guide
#2
Well, basically anything does well in FoW as long as it's decently built and balanced.

Could use the 1 Ritualist for a Soul Twisting build, using Union, Shelter and Displacement spirits. Offers easy and good party-wide defences VS melee and casters.
Aeromancer if you think you'll need extra anti-melee.
To counter healers, consider bringing a Mesmer with interrupts or Panic? Or a Ranger with Barrage/Volley and apply Great Dwarf Weapon on it for AoE knockdowns. Not sure why they would need adrenaline skills on them, as they'll do fine with just Ranger skills.
For the rest, just bring a dedicated healer and protector.
Throw in a nuker or something and it should do ok.
Boogz
Boogz
Lion's Arch Merchant
#3
1 soul twist rit
1 SoS/resto rit
1 communing N/Rt
1 Panic mes
generic healer, nukers, etc
Racthoh
Racthoh
Did I hear 7 heroes?
#4
The monks don't have hex removal so Backfire will reduce their healing output to practically nothing. Dazed, and knockdowns will always work too.
distilledwill
distilledwill
Forge Runner
#5
FoW really isn't too much of a problem. Just follow the rules:

Decent hex defense. I run a E/Mo with Convert Hexes and a Mo/E with Cure Hex as all as a D/N with Avatar of Dwayna.

Interupts/Knockdowns. Either or. There are some pretty nasty casters in FoW and you're going to need to shut down some of their spells (and move out of the AoE of others).

Holy Damage can really help against the undead mobs. So a smiter is always a good idea.
I
Infanta
Academy Page
#6
good tips so far! I'm working on a build now, been testing it in ROT HM areas which are a decent analog for FoW, right now my team is VERY hex heavy with two SS necros, but my idea is that I have a bunch of "set it and forget" hexes, and while those are on cool down those characters can be healing and playing support roles as the hexes do their thing.

This seems more practical because I can just stack all the best prot/heals across a bunch of casters who can use them in their down times, but are still being effective offensively because their hexes are reeking havoc.
subarucar
subarucar
Desert Nomad
#7
I just ran through it quickly in NM with ease using the following:
R/A - Assassin's Promise caller
N/Rt - Healing & Discord
N/Mo - Discord, curses & prot
Rt/X - Channeling spirits (SOS) & healing.
Rt/X - Communing Spirits (Ghostly Might).
Mo/Me - ROJ Smiter.
Mo/X - ROJ Smiter & prots.
Me/X - Domination & Interupts (Teaste).

Don't see why it wouldn't work in HM.

I realize you won't be able to play the AP caller, or use the second Rit, I'm not really sure what could be added in instead, perhaps a R/Rt for the spirits as they can take advantage of expertise. And I don't know what profession you are, so I don't really know what could replace the AP
Saru The Boss
Saru The Boss
Frost Gate Guardian
#8
I'd take panic over Tease if you're going for HM. (I'm fairly certain that's not am EoTN skill)
subarucar
subarucar
Desert Nomad
#10
+1
I'm just running Tease for NM as the groups drop so quickly Panic doesn't justify use.