Note: Point by point makes it easier for me to compose my thoughts. Whatevers easier for you.
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Originally Posted by Blackbirdx61
The page I pointed out has a good many well thought out builds in one place; which can be used as a guide - I was not suggesting the original poster should slavishly stick to any of them, and the page itself makes clear they are GvG oriented; but they should give the poster a feel as to what a good build looks like. While the PvX while ultimately more complete is a bit of a Maze and good luck finding something in it that is not dated/nerfed/ or otherwise suspect; unless an actual player should point you to a link to something useful like the 7Hero Build. The Wiki also assumes you've played forever have all the skills, and all the Elites and again is not all that useful to a new player. I still recommend the Hero Contest page as a good place to start looking at builds and learning what a good solid well focused build looks, and feels like; so you can better sculpt builds out of your available skills.
At the same time having an Idea of what the player wants his team to look like in the end of the day; be that the for the 7Hero Build quoted or another should help the player avoid wasting plat on skills that sound good; but have no great use in actual play; while the player is building that skills tool Box; Freeing up precious funds for Runes, Insignias, and scripts which offer a more immedately available way to increase the survivablity of the players team, - perhaps not as good as having a Rit Running Shelter, but if he returns to Prophs right away, hes not going to have a Rit running shelter for weeks, maybe months.
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These two paragraphs contradict themselves somewhat. You're saying you don't want people to waste time/money on skills they'll never use, but then recommend they look at a page with several things that are only really useful in a PvP context, like water magic, melee builds, single target damage/shutdown, etc. PvP is entirely different to PvE. I appreciate your 'look at how good builds are constructed' point, but for translating into PvE I wouldn't consider it the best place to start. I'm not sure why you think the 'look at good build x and try to make it work with what you've got' technique won't work with PvE builds. It'd be a lot easier, in fact, and help to make sure you're understanding the principles for the format you're working with. Being able to construct a really good interrupt/snare build for a ranger is fine, but it ignores the point they're largely unneeded and would better serve the party by focusing more on damage.
One thing those PvP builds do have in their favour though is that they don't have PvE skills in them, so they'll be a decent starting point for professions that don't get a lot of hero love, like warriors (though there's a good reason for that). However, the
sticky in the Heroes and AI forum (scroll down to section 3) covers this point better than the PvP build page, so I'm still unconvinced you've got the right starting point.
PS: Perhaps it was only an example, but arguing equipment over skills due to the relative difficulty in assembling an ST bar is poor. A few monk prots here, a few mesmer shutdown spells there, and you're already making solid progress towards better hero builds. ST is overkill, and arguably only a necessity for HM DoA and UW. It's a wasted slot for NM.
PPS: PvX navigation is pretty straightforward (follow the links on the main page or use the search box - it's the same as any other wiki) and the builds are kept up to date.
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Originally Posted by Blackbirdx61
And While in EoTN he can capture inscribable weapons and Staffs. A Staff with Sieze the day +11 Energy will give you one or two powerful spells more, ease energy managment problems and tip the balance in more than a few sharp fights; I dont disagree he wants to finish Prophs, I am only suggesting so long as he has opend up EoTN he get the most out of what is available to him there; Better Loot, Better Weapons, Better Trainers, and some Awesome PvE skills.
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First off, I'd advise against using the word 'capture' to describe getting new equipment. It's potentially confusing when you consider elites.
Secondly, you've got this backwards too. More energy is NOT the same as energy management. Sure, seize the day will let you pop out another spell or two, but after that you've screwed yourself by taking longer to get it back. Energy management is about sustainability. The aim is to balance the amount of energy you're expending against your ability to regain it (via natural regen, e management skills, etc) such that you'll get through to the end of the encounter (and preferably to be able to roll through to the next fight without having to wait for regen). The only time you should consider +e/-eregen items is when you've run completely dry on your normal set and NEED to get a spell off (and even then, it's possible to get a staff with +20e without needing to lose any e regen). That's really a PvP matter though; if you're relying on that you're probably trying to put too much on your bar in the first place. This is a fundamental GW principle, and you really don't want to get it wrong. Sure, having an energy pool large enough to burn mobs down in one go might work now, but if you were to go to DoA (for example) where fights can be sustained for long periods, you're screwed.
Lastly, by the point you're able to access EotN (LA), the difference in equipment isn't that great. Diligent explorers / quest doers could possibly be close to having enough disposable cash to be able to buy a reasonably decent green without having to go to EotN at all.
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Originally Posted by Blackbirdx61
Running an Aura of the Litch MM is really nice; never leave home without one; but you cap that skill on the very last mission of Prophecies, so again not of much immedate use to the poster, it does not speak to the immediate problem of team survival. I've run up toons both through killing and Questing now, Questing might be slightly faster but is infiantely more boring (IMHO) while killing is - the fundemental mechanic of the game if you dont enjoy burning down mobs, why play, and killing rewards you not only in experiance, but in plat and booty; so I expect we will have to agree to disagree here.
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Questing isn't 'slightly faster'. It's massively faster. Going by numbers on the wiki, you're going to have to kill about 100 foes just to match a 3k xp quest reward. Nonetheless, that's pretty much irrelevant - you're neglecting the fact that most quests involve combat anyway, so the difference between going out and randomly killing things and doing quests is really just that quests give a reward at the end. More xp, more cash, skills, reward tokens (imperial commendations and the like, which mean free id and salvage kits for a really long time), etc. If the op was capable of properly farming something it'd be a different story, but I doubt the op is at that stage yet.
Also, you'll get plenty of opportunity to randomly kill things later when you vanquish. Doing quests now to get on your feet and vanquishing later to satisfy your need to randomly kill things seems to be a win win, at least as far as I'm concerned. Better loot that way, and quests offer a plot aspect too. This point is pretty subjective though (as you've pointed out), so there's little point arguing it. Do whatever makes you happy.
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Originally Posted by Blackbirdx61
To the Orignal poster, you've probably reached the point where all your Charactors/Hero's need some sort of Damage Avoidance skill, like Lightning Relex's on a Ranger; or Riposte for a Warrior; as I mentioned above; beyond a certain point it is nearly always better to avoid damage than to try to heal damage.
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You'll generally only want to run Riposte against the doppelganger. You're correct in saying that preventing damage is better than healing, but each character does not need to be completely self sufficient. A warriors job is to kill things and a monks job is to keep things alive. Throw prot spirit and shield of absorption on the monk (or any midliner, really) and you're set. No need to water the warrior down with the generally obsolete tactics attribute. It screws with your adrenaline too, which would be a pain.