Synergizing Hero Builds?

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~ Dan ~
Forge Runner
#1
Ok, so i've looked around in this section often. Most of the builds posted aren't actually 3 hero builds synergizing with each other, rather just alot of different hero bars.

There are some exceptions i've found, such as Zinger's tof tank + 2 mm build, which i found worked great. However, as said in the thread it doesn't work for HM - with all normal mode done this is what i want to be trying more of. As a Dervish, i doubt i'll ever see myself being accepted in well organized HM pugs (when there actually are any ), and with hench being pretty, well, crap, alot depends on the hero builds.

To sum up, can someone post 3 hero builds here that synergize with each other and are proved to work on HM. If there are a few skills that heroes are retarded with thats np, i don't mind micro'ing. Also it would help if they didn't depend alot on the player's profession, although if so, geared towards working with a Dervish.

Thanks in advance
Sab
Sab
Desert Nomad
#2
Please move all discussion here:

http://www.guildwarsguru.com/forum/s....php?p=3986869
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~ Dan ~
Forge Runner
#3
Thx for the builds, i'll try them out and let you know how it goes

EDIT: Builds work fine, vanquished 5 areas so far with no problems. Thanks again
Psychology
Psychology
Frost Gate Guardian
#4
I've used something similar but i find that my heroes only use weapon spells only when im on the verge of death or when i micro them.

Do you encounter any of those problems?
N
Novalon
Academy Page
#5
Sab, that's an interesting build, but I can't see it working amazing in Ascalon and other 4 man areas.

Unless, of course, you or someone else has actually done that. What are your recommended stats (besides the obvious, of course)?
Free Wind
Free Wind
Frost Gate Guardian
#6
Hell, Sab, this is crazy, we simply steam rolled the area on screenshot = 14 min, agroed everything, no flagging, no Frozen either

Miss is full smiter by the way:
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~ Dan ~
Forge Runner
#7
Quote: Originally Posted by Novalon
Sab, that's an interesting build, but I can't see it working amazing in Ascalon and other 4 man areas.

Unless, of course, you or someone else has actually done that. What are your recommended stats (besides the obvious, of course)? #

Well so far the build works wonders for me. I can happily C-Space HM like it was Shing Jea NM Also had no problems in 4 man areas ( on factions). Should be even easier in Ascalon with the vanguard title effect
N
Novalon
Academy Page
#8
Well, that certainly answers my question, but what still confuses me is that second build listed there. I was thinking perhaps a Ritualist/Necro might work that build better, but I'm not sure how effective SoLS is on zero SR.

I'd even consider going Rt/Me and tossing in an interrupt in place of said previously mentioned signet.
Elena
Elena
Desert Nomad
#9
i guess if youre a necro youreself going spitefull would be best option ? get the 2 necro heroe's to run the other builds then ?
N
Novalon
Academy Page
#10
I meant the build that has mostly restoration skills. That's the one I'm confused about. I didn't mean what build I should run, I just wondered why have necro instead of ritualist with that build.
D
Draikin
Krytan Explorer
#11
Quote: Originally Posted by Novalon
Well, that certainly answers my question, but what still confuses me is that second build listed there. I was thinking perhaps a Ritualist/Necro might work that build better, but I'm not sure how effective SoLS is on zero SR. It wouldn't be effective at all on a Rt/Ne. The synergy here comes from the minions providing an insane amount of energy to all the necro's, on a Ne/Rt that restoration build is simply never going to run out of energy.

If you're a necro yourself then running the curses necro is indeed the best option. You could take an extra channeling Ne/Rt (or Rt/X) as your third hero.
C
CyberNigma
Jungle Guide
#12
Here are the templates without any attributes assigned... Btw, what assignments worked for you?

[N/Rt sab ha jagged bones 1;OAhQM5BhmdYPUGCEV1kL]
[N/Rt sab ha jagged bones 2;OAhQMYbin0cyNMHnV1kL]
[N/Rt sab ha jagged bones 3;OAhQML1qAaAPINncV1LG]
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Novalon
Academy Page
#13
The only time I can see this build falling apart is when there are no bodies. In which case, I believe a different build would be acceptable.

In that case? I believe there are other builds to fit the situation. Right now I am going through what I thought were incredibly difficult Hard Mode missions with greater ease than I originally anticipated. I'm quite impressed with how it all works out.
jimmyboveto
jimmyboveto
Krytan Explorer
#14
Quote: Originally Posted by Elena
i guess if youre a necro youreself going spitefull would be best option ? get the 2 necro heroe's to run the other builds then ? I'm wondering exactly the same thing, is it purely for teh soul reaping benefits?
mage767
mage767
Desert Nomad
#15
Quote: Originally Posted by Free Wind
Hell, Sab, this is crazy, we simply steam rolled the area on screenshot = 14 min, agroed everything, no flagging, no Frozen either

Miss is full smiter by the way: Not bad, but you actually used 3 monks (1 heal, 1 prot, 1 smite - I'm guessing) and 2 resto rits basically. Thats a lot of healing if you ask me.

I use 2 Rits (1 channeling, 1 resto) and 2 henchie monks (1 prot, 1 heal). Plus 1 MM (that's Olias).

I can breeze through all of GWEN up to Duncan without any issues at all. Plus, HM areas in Nightfall isn't a problem either. And I don't pug unless there is a crazy Rit/Ele boss in an area. (although Pain Inverter works wonders)
Sab
Sab
Desert Nomad
#16
The reason for the N/Rt healer is because going Rt/ doesn't give you much of an advantage. You get to use Rit runes to boost Resto up to 14, that's about it. Well, also slightly stronger spirits and longer weapon spells, but neither are relevant in this build. So there's a choice between either 14 Resto or infinite energy from Soul Reaping, I chose the latter.

If there are no bodies, drop a skill from the Curse Necro for Power Drain, swap the MM out for something else (like another Curse Necro). And without Soul Reaping to fuel the N/Rt healer, you might as well get an LoD Monk.

Attributes should be pretty straightforward, 12/12 or 12/9/9, any runes or no runes, it doesn't really matter.

But it's good to hear that the build is working so well, I haven't had the chance to try it everywhere yet, but for Asura/Norn point farming, drop the N/Rt healer for another Jagged MM and remove the two heal spells for Putrid Bile and Rising Bile on both of them.
N
Novalon
Academy Page
#17
Just did Hard Mode for Ruins of Surmia, Nolani Academy, and Gates of Kryta with this build. Thanks for the suggestions on what to do without bodies too, that helps a bunch.
trobinson97
trobinson97
Wilds Pathfinder
#18
Quote: Originally Posted by Novalon
Sab, that's an interesting build, but I can't see it working amazing in Ascalon and other 4 man areas.

Unless, of course, you or someone else has actually done that. What are your recommended stats (besides the obvious, of course)?
Worked great in Diessa Lowlands. No issues for me.
D
Davros Uitar
Wilds Pathfinder
#19
Decided to test this out as well seeing as it had cool reviews. Vanquished the Breach quite easily running just that 4 man team out of Piken (I was pretty much a straight up warrior just using 100 blade sword build and you move like a dwarf - the latter because I hate chasing things about).

I did have one party wipe, and that was my bad for not waiting for the one key spirit to recharge before taking on the next (and largest) group (ie the only bunch that has 6 charr - at the Diessa gate). Not having that spirit up and having the "healers" spam the sac 17% health thing at the first damage spike was the party killer.

When I try it next I think I will include a spirit in my own skills to double the healer protection against sac health, and to double the condition removal - something simple with no req like the (never had a use for it yet) Winds from the Ebon Vanguard. The 15% chance for missile attacks to miss will be a side benefit, and there are many other spirits that could alternate depending on the situation (ie winter for Hells etc).
MelechRic
MelechRic
Desert Nomad
#20
Some observations:

Works very well in areas with corpses. It's mediocre in areas where the creatures don't leave a corpse or other necro monsters steal the corpse. However, that's to be expected.

Also, beware of [skill]Banishing Strike[/skill]. This is the bane of this build because you'll have a lot of summoned creatures (minions/spirits).

You lack any interrupts on the heroes so you'll either need to bring along an interrupt henchman or be an interrupter yourself. Not the most critical problem if you're just clearing areas, but some bosses with their double damage AoE will be very problematic for this build.

Overall it's a very effective build at keeping itself healed and powered. If used where it's strong it will be like pressing C-space.

P.S. Forgot to mention I'm running my Rit with this team and it synergizes nicely. Here's the bar:

[skill]Pain[/skill][skill]Anguish[/skill][skill]Wanderlust[/skill][skill]Bloodsong[/skill][skill]Painful Bond[/skill][skill]Essence Strike[/skill][skill]Summon Spirits[/skill][skill]Flesh of My Flesh[/skill]
Channeling 13, Communing 16, Spawing 4