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Sir Sheep- 02-09-2008

I put together a list of skills that I though would come in handy in City. For now, I've only put the Paragon skills. I haven't put what the attributes will be and this is definitely not the final skill bar. Paragon Support 1 Paragon/Warrior Song of Restoration (Motivation) For 10 seconds, the next time each party member within earshot uses a Skill, that party member gains 86 Health. Energy:5 Cast:1 Recharge:15 Song of Power (Motivation) For 19 seconds, each ally within earshot gains +4 Energy regeneration untill that ally uses a Skill. Energy:25 Cast:1 Recharge:30 Aria of Restoration (Motivation) For 10 seconds, the next time each party member within earshot uses a Spell, that party member gains 86 Health. Energy:10 Cast:1 Recharge:20 Aria of Zeal (Motivation) For 10 seconds, the next time each ally within earshot uses a Spell, that ally gains 6 Energy. Energy:10 Cast:2 Recharge:20 Ballad of Restoration (Motivation) For 10 seconds, the next time each party member within earshot takes damage, that party member gains 71 Health. Energy:10 Cast:1 Recharge:20 Energizing Chorus (Motivation) For 10 seconds, the next Shout or Chant used by each ally within earshot costs 7 less Energy. Adrenaline:4 "Save Yourselves!" (Warrior other) For 3..6 seconds all other Party Members gain 100 armor Adrenaline:8 "There's Nothing to Fear!" (Paragon Other) For 4 seconds and 1 second for every 2 ranks in Leadership, all allies within earshot take 20..60% less damageAffected allies are healed for 15..35 health when this shout ends Energy:15 Cast:0 Recharge:20 Paragon Support 2 Paragon/Warrior Level: 20 LightBringer's Gaze ( ) Target Demonic servant of Abaddon and 0..7 additional servant(s) takes 100 holy damage and are interrupted Energy:5 Cast:1 Recharge:15 Holy Spear (Spear Mastery) If this attack hits, you deal +5..17 damage. If it hits a summoned creature, all nearby foes take 15..75 holy damage and are set on fire for 3 seconds. Adrenaline:4 Spear of Fury (Paragon Other) This attack deals +20..40 damage. If this attack hits a foe suffering from a condition you gain 2..4 strikes of adrenaline Energy:5 Cast:1 Recharge:8 Signet of Aggression (Paragon Other) If you are under the effects of a Shout or Chant, you gain 2 strike of ardrenaline. Energy:0 Cast:1 Recharge:5 Hexbreaker Aria (Leadership) For the next 10 seconds, the next time each ally within earshot casts a Spell, that ally loses 1 Hex. Adrenaline:8 "Never Give Up!" (Command) All allies within earshot and below 75% Health gain 1..8 Energy. Energy:5 Cast:0 Recharge:20 "Never Surrender!" (Command) For 15 seconds, all party members within earshot and below 75% Health gain +1..4 Health regeneration. Energy:5 Cast:0 Recharge:20 Signet of Return (Leadership) Resurrect target party member with 5..13% Health and 1..3% Energy for each party member within earshot. Energy:0 Cast:5 Recharge:20

cyvil- 02-09-2008

Is Holy Spear for the Margonite Ranger spirits? I have not found Margonites to be "summoned," and I was through NF before I obtained Holy Spear to know myself. Spear of Fury needs a condition to work, will the conditions be spread by another toon? I typically package Barbed Spear with Spear of Fury. With a second paragon, and no Elite on #2, consider Soldier's Fury in place of Signet of Agression? I am not sure where they might fit in, but with more than one toon shouting, Energizing Finale and Finale of Restoration begin to look more attractive.

God of Thunder- 02-10-2008

As promised... My Restoration build that helped me on my way to Survivor. forumer.com/viewtopic.php?p=24725#24725>Build Its made to replace a healer and as I said previously, Sheep can attest to its ability. I've sent the template codes to Sheep, along with some other variants that I have used. I hope that you'll find the build as effective as I have. :)

Sir Sheep- 02-11-2008

I actually put in Holy Spear because it has a low adrenaline charge cost. Wasn't thinking about the spirits, but yes, the secondary effect will trigger if you hit them. I was thinking of having a ranger (or other character) put up Infuriating Heat, which means that we now gain twice as much adrenaline. This is the cap, so there is no need to bring similar skills like "For Great Justice" if the spirit is placed well. At the same time, a ritualist primary or secondary could bring Gaze of Fury to take out the Quickening Zephyr spirits. So with IH, Barbed Spear becomes even more attractive for rapid condition spreading. Adding Signet of Infection and Toxicity, and you can quickly put at least -6 degen on the foes (-9 while the bleeding lasts). Can even add Fevered Dreams for added punishment. :twisted: In line with Thor's suggestion, having both "There's Nothing to Fear" and "Save Yourselves" will really help in mitigating the damage.

Sir Sheep- 02-11-2008

A couple more possible skill bars: Spirit Bowman Ranger/Monk Level: 20 Infuriating Heat (Expertise) Create a level 1..8 Spirit. Non-Spirit creatures within its range gain adrenaline twice as fast. This Spirit dies after 30..54 seconds. Energy:5 Cast:3 Recharge:15 Toxicity (Beast Mastery) Create a level 1..8 Spirit. Poisoned or Diseased creatures within its range suffer -2 Health degeneration. This Spirit dies after 30..78 seconds. Energy:15 Cast:5 Recharge:60 Screaming Shot (Marksmanship) If this attack hits, you deal +10..22 damage. If your target is within earshot, that foe begins Bleeding for 5..17 seconds. Energy:10 Cast:0 Recharge:8 Distracting Shot (Expertise) If Distracting Shot hits, it interrupts target foe's action but deals only 1..13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Energy:5 Cast:0.5 Recharge:10 Penetrating Attack (Marksmanship) If Penetrating Attack hits, you strike for +3..15 damage and this attack has 20% armor penetration. Duplicate: Sundering Attack, Factions. Energy:10 Cast:0 Recharge:3 Needling Shot (Marksmanship) Needling Shot strikes for only 5..25 damage and moves faster than normal. If Needling Shot strikes a foe below 50% Health, Needling Shot recharges instantly. Energy:5 Cast:1 Recharge:4 Signet of Infection ( ) If Target Foe is Bleeding, that foe is Diseased for 8..20 seconds Energy:0 Cast:1 Recharge:10 Rebirth (Protection Prayers) Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4 seconds. This Spell consumes all of your remaining Energy. Energy:10 Cast:5 Recharge:0 Dragon Slash Warrior Warrior/Monk Level: 20 Dragon Slash (Swordsmanship) If Dragon Slash hits, you strike for +10..34 damage and gain 1..4 strike(s) of adrenaline. Adrenaline:10 Barbarous Slice (Swordsmanship) If this attack hits, you deal +5..25 damage. If you are currently not in a Stance, you also inflict Bleeding for 5..13 seconds. Adrenaline:6 Soldier's Strike (Tactics) If this attack hits, you deal +10..34 more damage. If you are under the effects of a Chant or Shout, this attack cannot be blocked. Energy:5 Cast:0 Recharge:4 Griffon's Sweep (Strength) If this attack hits, you strike for +5..17 damage. If this attack is blocked, your target is knocked down and suffers 10..29 damage. Duplicate: Leviathan's Sweep, Factions. Energy:5 Cast:0 Recharge:8 Sneak Attack ( ) If this attack hits, target foe is Blinded for 4..8 seconds. This attack counts as a lead attack Energy:5 Cast:0 Recharge:5 "I Am The Strongest!" ( ) Your next 10..20 attacks do an additional +4..8 damage Energy:5 Cast:0 Recharge:20 LightBringer's Gaze ( ) Target Demonic servant of Abaddon and 0..7 additional servant(s) takes 100 holy damage and are interrupted Energy:5 Cast:1 Recharge:15 Rebirth (Protection Prayers) Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4 seconds. This Spell consumes all of your remaining Energy. Energy:10 Cast:5 Recharge:0 Thoughts? Ideas? (BTW...changed one of the Paragons to incorporate suggestions made by Cyvil and Thor. Keep the ideas coming :D)

God of Thunder- 02-11-2008

Badly phrased opinion was here 8) Edit: Just re-read the build. I apologise. Energizing Chorus is A based at 4a. So my point is moot. :)

jhaedin- 02-15-2008

Well even though I havent been in DoA I have a few thoughts on this. Some of it might seem way too obvious but I havent seen anyone say it. I have to wonder what would happen if 8 players used Lightbringers gaze at every opportunity? It seems to me that would decimate most groups in DoA and it only costs 5 energy. Target demonic servant of Abaddon takes 100 holy damage and is interrupted. This skill strikes one additional foe in the area for each rank of Lightbringer you have attained In the area is a huge AOE. These 2 NF skills synergize great together: searing flames - we all know this They're on Fire! - Shout. For 10 seconds, party members within earshot take 5...29...35% less damage from foes suffering from Burning. They're on fire can be kept up 100% of the time very easily. If there are 2 sf eles, pretty much all foes will be on fire all the time also. This combo has high damage output as well as great damage reduction for the entire party. If casters are a problem then broad head arrow and fevered dreams should totally own clusters of casters. I have an "air conditioner" ele that uses fevered dreams, enervating charge, shell shock, blinding flash. Illusion magic-10, Air-15, energy-11. Fevered dreams lasts 20 seconds with 10 in illusion. By the time all that is over all foes in the area are: weakened, have cracked armor, and are blinded. Add dazed to that and you have some pretty worthless enemies fighting you. The condition + fevered dreams combo should call a target. The rest of the team should not hit that target so that the conditions continue to spread from that target to all other foes. So to recap my suggestions... 3 different players could inflict the following, leaving room for 5 more players to fill other roles. Start off with lightbringers gaze spikes tearing up groups. Those who survive that will be on fire, blind, weakened, have cracked armor, and possibly be dazed. Then when they finally do hit someone the damage will be reduced by whatever % the para can get the whole party to with all his shouts/chants.

Sir Sheep- 02-15-2008

One of the skills that DoA groups have is Enraged. This is primarily the reason AoE on the enemy can lead to a party wipe, unless you can contain them. For this area, the presence of the Margonite Kis can make too much hexing couter-productive (due to Dwayna's Kiss). So conditions may be the way to go. I'll add the "Air Conditioner" to the party when I get back home and see where we stand.

jhaedin- 02-15-2008

I just looked up Margonite Ki and they use Words of Comfort which provides extra healing if target is suffering from a condition. I dont see any that use Dwayna's Kiss. This opens up the options to include hexes. I would also say that even though they have Words of Comfort, having mass conditions spread would out-weigh their healing. Blind and Weakness greatly decrease their damage output (all the better when they become enraged) And cracked armor will help kill them faster even though they may be getting healed for an extra amount (as if we would let the monk live long enough anyway)

Sir Sheep- 02-15-2008

Oh..great catch. I was thinking about how Word of Comfort works differently from Dwayna's Kiss (in that the conditional healing is not for every condition), and thought the Kis had DK too. So Hexes are back in! :D

Sir Sheep- 02-24-2008

Some more possible builds: Air Conditioner Elementalist/Mesmer Level: 20 Fevered Dreams (Illusion Magic) For 20 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well. Energy:10 Cast:2 Recharge:10 Enervating Charge (Air Magic) Target foe is struck for 50 lightning damage and suffers from Weakness for 20 seconds. This Spell has 25% armor penetration. Energy:10 Cast:1 Recharge:8 Shell Shock (Air Magic) Target foe takes 20 lightning damage and has Cracked Armor for 40 seconds This skill has 25% armor penetration Energy:5 Cast:1 Recharge:8 Blinding Flash (Air Magic) Target foe is Blinded for 10 seconds. Energy:15 Cast:0.75 Recharge:4 Glyph of Lesser Energy (Energy Storage) For 15 seconds, your next 2 Spells costs 16 less Energy to cast. Energy:5 Cast:1 Recharge:30 Lightning Hammer (Air Magic) Target foe is struck for 100 lightning damage. Lightning Hammer has 25% armor penetration. Energy:25 Cast:2 Recharge:4 Air Attunement (Air Magic) For 60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic. Energy:10 Cast:2 Recharge:45 Resurrection Signet ( ) Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission. Energy:0 Cast:3 Recharge:0 Spirit Healer Ritualist/Elementalist Level: 20 Spirit Light Weapon (Restoration Magic) For 10 seconds, target ally gains 16 Health per second and additional 16 Health per second if that ally is within earshot of a Spirit. Energy:5 Cast:1 Recharge:5 Weapon of Warding (Restoration Magic) For 10 seconds, target ally has a Weapon of Warding that grants target ally +4 Health regeneration and a 50% chance to block. Energy:10 Cast:1 Recharge:5 Spirit Light (Restoration Magic) Scrifice 17% Health. Target ally is healed for 188. If any Spirits are within earshot, you don't sacrifice Health. Energy:5 Cast:1 Recharge:4 Recuperation (Restoration Magic) Create a level 11 Spirit. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 47 seconds. Energy:25 Cast:3 Recharge:45 Life (Restoration Magic) Create a level 11 spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 7 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Energy:10 Cast:3 Recharge:20 Glyph of Lesser Energy (Energy Storage) For 15 seconds, your next 2 Spells costs 10..16 less Energy to cast. Energy:5 Cast:1 Recharge:30 Mend Body and Soul (Restoration Magic) Target ally is healed for 121 Health. That ally loses one Condition for each allied Spirit within earshot Energy:5 Cast:0.75 Recharge:3 Flesh of my Flesh (Restoration Magic) Lose half your Health. Resurrect target ally with your current Health and 21% Energy. Energy:5 Cast:4 Recharge:0

Sir Sheep- 02-24-2008

Protector Monk/Elementalist Level: 20 Glyph of Restoration (Energy Storage) For 15 seconds, your next Spell heals you for 30..90 Health, and you are healed for 150..350% of the Energy cost of that Spell Energy:5 Cast:1 Recharge:8 Divert Hexes (Protection Prayers) Remove up to 3 Hexes from target ally. For each Hex removed in this way, that ally loses 1 Condition and gains 79 Health. Energy:10 Cast:1 Recharge:5 Protective Spirit (Protection Prayers) For 24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Energy:10 Cast:0.25 Recharge:5 Shield of Absorption (Protection Prayers) For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Energy:5 Cast:1 Recharge:10 Spirit Bond (Protection Prayers) For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 104 Health. Energy:10 Cast:0.25 Recharge:2 Shielding Hands (Protection Prayers) For 8 seconds, damage received by target ally is reduced by 19. Energy:5 Cast:0.25 Recharge:15 Convert Hexes (Protection Prayers) Remove all Hexes from target other ally. For 21 seconds, that ally gains +10 armor for each Necromancer Hex that was removed. Energy:15 Cast:1 Recharge:12 Rebirth (Protection Prayers) Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 3 seconds. This Spell consumes all of your remaining Energy. Energy:10 Cast:5 Recharge:0 Healer Monk/Elementalist Level: 20 Glyph of Lesser Energy (Energy Storage) For 15 seconds, your next 2 Spells costs 10..16 less Energy to cast. Energy:5 Cast:1 Recharge:30 Healer's Boon (Divine Favor) For 49 seconds your Healing Prayers Spells cast 50% faster and heal for 50% more Health. Energy:5 Cast:0.25 Recharge:10 Dwayna's Kiss (Healing Prayers) Heal target other ally for 63 Health and an additional 37 Health for each Enchantment or Hex on that ally. Energy:5 Cast:1 Recharge:3 Spotless Soul (Healing Prayers) For 16 seconds, target other ally loses a Condition every 3 seconds Energy:5 Cast:0.25 Recharge:12 Spotless Mind (Healing Prayers) For 16 seconds, target other ally loses a Hex every 5 seconds Energy:5 Cast:0.25 Recharge:12 Heal Party (Healing Prayers) Heal entire party for 94 Health. Energy:15 Cast:2 Recharge:2 Seed of Life (Monk other) For 1..5 seconds whenever target other ally takes damage, all party members are healed for 2 health for each rank in Divine Favor Energy:5 Cast:0.25 Recharge:25 Resurrection Chant (Healing Prayers) Resurrect target party member with up to your current Health and 37% Energy. This spell has half the normal range. Energy:10 Cast:6 Recharge:15

Sir Sheep- 02-24-2008

So any thoughts on the team build at this point? I know it is certainly more defensive than offensive, so would like ideas on changes that could be made to make it better and have a little less overlap in the skills :D Paragon Support 1 Song of Restoration (Motivation) Song of Power (Motivation) Aria of Restoration (Motivation) Aria of Zeal (Motivation) Ballad of Restoration (Motivation) Energizing Chorus (Motivation) "Save Yourselves!" (Warrior other) "There's Nothing to Fear!" (Paragon Other) Paragon Support 2 Cautery Signet (Paragon Other) Holy Spear (Spear Mastery) Spear of Fury (Paragon Other) Barbed Spear (Spear Mastery) Hexbreaker Aria (Leadership) "Never Give Up!" (Command) "Never Surrender!" (Command) Signet of Return (Leadership) Spirit Bowman Infuriating Heat (Expertise) Toxicity (Beast Mastery) Screaming Shot (Marksmanship) Distracting Shot (Expertise) Penetrating Attack (Marksmanship) Needling Shot (Marksmanship) Signet of Infection ( ) Rebirth (Protection Prayers) Dragon Slash Warrior Dragon Slash (Swordsmanship) Barbarous Slice (Swordsmanship) Soldier's Strike (Tactics) Griffon's Sweep (Strength) Sneak Attack ( ) "I Am The Strongest!" ( ) LightBringer's Gaze ( ) Rebirth (Protection Prayers) Air Conditioner Fevered Dreams (Illusion Magic) Enervating Charge (Air Magic) Shell Shock (Air Magic) Blinding Flash (Air Magic) Glyph of Lesser Energy (Energy Storage) Lightning Hammer (Air Magic) Air Attunement (Air Magic) Resurrection Signet ( ) Spirit Healer Spirit Light Weapon (Restoration Magic) Weapon of Warding (Restoration Magic) Spirit Light (Restoration Magic) Recuperation (Restoration Magic) Life (Restoration Magic) Glyph of Lesser Energy (Energy Storage) Mend Body and Soul (Restoration Magic) Flesh of my Flesh (Restoration Magic) Protector Glyph of Restoration (Energy Storage) Divert Hexes (Protection Prayers) Protective Spirit (Protection Prayers) Shield of Absorption (Protection Prayers) Spirit Bond (Protection Prayers) Shielding Hands (Protection Prayers) Convert Hexes (Protection Prayers) Rebirth (Protection Prayers) Healer Glyph of Lesser Energy (Energy Storage) Healer's Boon (Divine Favor) Dwayna's Kiss (Healing Prayers) Spotless Soul (Healing Prayers) Spotless Mind (Healing Prayers) Heal Party (Healing Prayers) Seed of Life (Monk other) Resurrection Chant (Healing Prayers)

Sir Sheep- 07-05-2008

We did it! :D City of Torc'qua was cleared with a normal party. No UB. No Tanking. No trapping foes on a corner. Just pure and simple smacking them around. :twisted: Oh...did I mention we used heroes? Six of them??! :shock:

Sir Sheep- 07-05-2008

Below are the builds we used to clear City. We can certainly refine the skills some more but even in this non-optimized state, it did pretty well. :D Menel Andrachyon (Sheep) - Warrior/Paragon Strength: 13 (12+1) Swordsmanship: 14 (12+2) Dragon Slash (Swordsmanship) Club of a Thousand Bears ( ) Steelfang Slash (Swordsmanship) "Save Yourselves!" (Warrior other) Enraging Charge (Strength) Enduring Harmony (Leadership) "For Great Justice!" (Warrior other) Signet of Return (Leadership) Build code: OQkSEZKTLO5kmaxgGWmYXFyb Dunkoro - Monk/Elementalist Divine Favor: 13 (12+1) Healing Prayers: 15 (12+2+1) Protection Prayers: 3 Healer's Boon (Divine Favor) Words of Comfort (Healing Prayers) Patient Spirit (Healing Prayers) Ethereal Light (Healing Prayers) Dwayna's Sorrow (Healing Prayers) Heal Party (Healing Prayers) Glyph of Lesser Energy (Energy Storage) Resurrection Chant (Healing Prayers) Build code: OwYT043AZKuiuqB83xo5jAZANCA Morgahn - Paragon/Monk Leadership: 12 (11+1) Spear Mastery: 10 Motivation: 13 (10+2+1) Wild Throw (Spear Mastery) Merciless Spear (Spear Mastery) Empathic Removal (Monk other) Mending Refrain (Motivation) Aria of Zeal (Motivation) Hexbreaker Aria (Leadership) Aggressive Refrain (Leadership) Signet of Return (Leadership) Build code: OQOjUqnK6OF5hsZUFrhHxub5NA Xandra - Ritualist/Elementalist Spawning Power: 13 (12+1) Restoration Magic: 15 (12+2+1) Spirit Light Weapon (Restoration Magic) Recuperation (Restoration Magic) Life (Restoration Magic) Spirit Light (Restoration Magic) Mend Body and Soul (Restoration Magic) Glyph of Lesser Energy (Energy Storage) Spirit Transfer (Restoration Magic) Flesh of my Flesh (Restoration Magic) Build code: OAaiEyk8kOrejzJn0EZI8uYA Rift Soulcatcher (Jet) - Ritualist/Monk Spawning Power: 10 (9+1) Communing: 10 (9+1) Channeling Magic: 16 (12+1+3) Restoration Magic: 4 (3+1) Rebirth (Protection Prayers) Gaze of Fury (Channeling Magic) Vampirism (Ritualist None) Pain (Communing) Bloodsong (Channeling Magic) Offering of Spirit (Channeling Magic) Spirit Rift (Channeling Magic) Painful Bond (Channeling Magic) Build code: OAOkAmhjITmkMhxmP43U50xljT1E Tahlkora - Monk/Elementalist Divine Favor: 14 (12+2) Healing Prayers: 4 (3+1) Protection Prayers: 13 (12+1) Glyph of Lesser Energy (Energy Storage) Divert Hexes (Protection Prayers) Protective Spirit (Protection Prayers) Shielding Hands (Protection Prayers) Shield of Absorption (Protection Prayers) Spirit Bond (Protection Prayers) Aegis (Protection Prayers) Restore Life (Healing Prayers) Build code: OwYT0mHD5BZwprHrk7qWMgoTAA Zhed - Elementalist/Monk Energy Storage: 11 (10+1) Water Magic: 13 (12+1) Healing Prayers: 4 Water Attunement (Water Magic) Glyph of Lesser Energy (Energy Storage) Water Trident (Water Magic) Deep Freeze (Water Magic) Ice Spikes (Water Magic) Shard Storm (Water Magic) Maelstrom (Water Magic) Renew Life (Healing Prayers) Build code: OgNDsMrNNQDkR7QdMNqGXj3J Olias - Necromancer/Elementalist Soul Reaping: 10 (9+1) Death Magic: 15 (12+2+1) Earth Magic: 9 Jagged Bones (Death Magic) Animate Bone Minions (Death Magic) Blood of the Master (Death Magic) Death Nova (Death Magic) Signet of Lost Souls (Soul Reaping) Glyph of Lesser Energy (Energy Storage) Churning Earth (Earth Magic) Eruption (Earth Magic) Build code: OAZDUslZOL1qAeANUVRGMtTB EDIT: Added rune info for my character and heros. JET

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