Posts by Gentleman Xander

    Gentleman Xander that is some solid buffing right there and very impressive timestamps for a hm hero endeavour! I am more used to 4h for such vanquishes - usually 2h to kill the batch and then another 2h (worst case) to track down the last sneaky patrol lol. I am a bit oldschool and never use cons - do you have experience on how the team performs without them?

    I usually don’t play without Cons to be honest, it just makes it that much faster and easier imo (since you dont need to bring anything special and necessary on the heroes like Incoming/Fall Back). This team is also build around a N/X Soul Taker Build, so for another profession or build you can change the setup quite a bit. What also helps is that I kinda know where spawns are and patrols that I have missed in the past, which saves a lot of time. Only way to know that is by doing it a lot xd


    But the builds should work well in HM without cons with minimal changes.

    Clean Varajar Fells VQ 500 foes in 43mins


    Followed by Ravens Point HM in 20mins (got 3 Elite Tomes from this Dungeon lol)


    These builds work so well, and the Mo/R you can literally change for whatever zone from either Divine/Healing/Smiting so you can really adapt a lot :D (Healing Burst works very well because SoH shouldnt have to be recasted once it's on you)

    Another clean VQ for the books. This one took about 16mins for 185 foes. Note: This was also the best route to get maximum points from this VQ. This is something I try to do if I still need to max Sunspear and Lightbringer titles. Not that it mattered for this one as most people would start from Lair of the Forgotten :p

    Would people be interested in a "Vanquish Guide" with stuff like screenshots of clean runs and potential spots people might miss mobs (out of the way or patrols)? If so, I might start that on my next GWAMM^^



    Edit: After this very clean one, I had one of THE worst VQ experience I've had... In Alkali Pan, there were 2(!!!) groups of 4 Cavaliers and 2 Monks INSIDE the Desolation stuff... So only way to kill were the wurms. The first group took about 8 minutes to kill and the second about 5 minutes QQ

    Alright hello here I am again. Just finished VQ'ing Poisoned Outcrops and took a screenshot to show you the damage this build can do :D. This is Holy Damage against Undead but still... Highest damage I've seen this VQ was ~350 lol

    Also funny timing on I am the strongest! and the screenshot. It clearly shows that I am, indeed, the strongest xD

    I’ll try and see if it works, might have to change halo then. Kinda wanted to go for an angel of death kinda vibe. Chaos gloves fit the halo glow in that sense^^ And also very stoked to use Shiro’s Blades for the first time ever. Always thought “it’s req13 so it sucks”. But after playing N/A Dagger Spam with a full team build around it, it won’t even matter if they would suck (which they don’t because look at them 👀). Fashion Wars above all 💪🏻

    Alright I think I found the team setup that I will use to get GWAMM on Necromancer (VQs, Title Points and Skill Hunter remaining).

    So I have already done a couple of VQs to try and optimise this build. Reasons why I run this:

    - N/Mo: Restore Condition is just very OP since it will remove all conditions and has very short CD. This hero will be #2 damage thanks to Dark Aura. Holy Veil is there to make hexes have double cast time on Player, and this will also help the heroes interrupt those spells more.

    - N/Rt: Standard BiP Support with Blood Bond to counter health loss from Soul Taker on Player bar.

    - Rt/Me: Channeling/Restoration split for more heals, weapon support and strong hex removal thanks to Expel Hexes

    - Mo/X: Healing Burst is just a very good skill. I have decided to bring an extra Healer since damage really is not a problem with Dagger Necromancer. Vigorous Spirit also counters Soul Taker's health loss.

    - Me/Rt: Standard Domination PI. PI allows for cleaner spikes since mobs wont be able to scatter

    - Me/E: Keystone with Deep Freeze. Prevents scatter

    - Me/N: Keystone Curses. Strips all those annoying Enchantments

    Decided to get my Warrior a new outfit, not sure yet about which one I like the most but here is what I tried so far:

    Option 1: Divine Warrior


    Option 2: Kormir's Number one


    Option 3: Charr - Grasping Half Blood (before any says the dyes on the legs/boots don't really match, this is the best it gets at Brown/Red/White/White everything else didnt come any closer QQ)

    Okay so the deadly paradox kinda sucks more than the other Me/A Keystone builds. Also something I love about Keystone, is that you can change it super easily based on what you need or what works (better). For example, I am about to do Gate of Desolation HM and Poison doesn't work on all of them, so I decided to drop that for this mission. Basically all foes you fight outside of the wurm are undead, so the obvious decision was to go for Me/Mo with some holy business. Give me a bit and I will provide a screen after the first phase (before wurm). Zhed is here because he has to be, so I decided to give him a weird build cuz why not^^ Aura of Restoration offsets the energy cost of Zealot's Fire so it might be quite interesting. Too bad it deals fire damage and not holy:(

    Here is after the first phase

    And here is also at the end (had to fight 2 groups in wurms cuz I couldnt run through safely) but the rest of damage was on Margonites.


    And here's proof why this team is so amazing: Gate of Madness HM + Bonus in 14mins lol

    Alright so after this screenshot above was taken, I encountered some difficulties in some Cantha HM missions (mostly due to my "yolo let's just jump in and see how it goes" playstyle with this build (it's a lot of fun to test the limits! :D)), I changed one Me/A to Me/Mo with Heal Party and Healing Seed along with more damage signets. But now that I think I know what is doable and by giving the N/Mo Unyielding Aura, I think I can go back to 3 Me/A for ultimate DPS (honestly, it's no joke! I even added more poison sources on heroes to make sure there is as much of it as possible. Even though they wont have much attribute points invested in blood magic, they will last long enough for the Me/A to cast atleast Toxic Shock (they will only use it if there is poison so it works pretty well), whereas Signet of Deadly Corruption they use freely as long as there is atleast 1 condition on them (I try to put atleast 2 on them (Poison and Weakness) but we also have Blind (N/Rt), Cracked Armor (Me/N PI), and Bleeding (Me/N Keystone) while also having Oppressive Gaze for the extra Poison+Weakness that again fuels Signet of Deadly Corruption. With Psychic Instability and the amount of rupts from Keystone, it'll be very hard for them to remove conditions from that many targets in between the Keystone siege + Ravenous Lifesteal Bomber build that I play.


    Or... Should I try something like this:

    I just tested whether Deadly Paradox also works on the Signets, and it does. This will make (@17FC):

    Signet of Toxic Shock (112 Damage; 10sec CD -> 8sec CD with Essence of Celerity)

    Signet of Deadly Corruption (130 Damage; 8sec CD -> 6.4sec CD with Essence of Celerity)

    Sadist's Signet (44hp per condition; 5.4sec CD -> 4.3sec CD with Essence of Celerity)

    ---> This will ensure that there are a lot more Signets to be used for the mesmer, while also providing some self-heal capabilities (up to 5 conditions with current setup -> max 220hp heal every 4.3sec) which is kinda insane tbh. I might run 1 of these instead of the Me/A illusion hero atm to test out the dmg etc. And since you also put attribute points into Deadly Arts, it wont be as bad if Symbolic Celerity gets stripped as the Deadly Arts signets will still be at 12(13 with cons).

    Can also take Mark of Death instead of Sadist’s Signet. Since it has kind of a long cooldown, it’s also worth keeping Deadly Paradox. Energy wise should also be kinda okay, BiP will probably be necessary but still a decent way to kill harder enemies if there are healers.

    I have tried AP spammers before and I have to say I am not a fan. If AP gets stripped/interrupted you are pretty much useless for the duration of the CD. Besides that issue, I honestly dont see how it would benefit this current setup. I am free to run certain skills still, but by the time I have done the usual AP skill spam, I wont have much left to do anyways. I know EVAS will act as a tank in most cases, but on HM they die so fast that it'd say it's only really worth it if you bring full shut down compared to a more heavy damage team than the one I made above. Furthermore it's a very non-interactive build (aka press 1-8 and win; and which I really want to avoid) whereas this build makes me feel like a Necromancer can be invincible and also gives a feeling of control over mobs (you can jump in and pretty much survive for quite a while; especially if you precast atleast Prot Spirit and/or Spirit Bond). And another "problem" with AP builds is, is that imo they are very limited to what "works". For example, you are saying EVAS, YMLAD and FH are pretty much must haves - this means you have already lost your pick of 3 potential amazing PvE skills that you can't really play around with. Besides that, since your PvE skills are already limited, and a 2nd profession (has to be Assassin for AP), there aren't a lot of good skills to really fill it up. Sure you can throw in some good damage etc, but it wont synergize as well as I would like it to xD

    Well Red, I think most of the value from 20/20 staves is the attribute. A 20/20 communing dead staff wont sell for much, but protection/domination/fire are some of the more popular attributes that tend to sell for a higher price. Additionally the skin of Dead Staff is a bit meh compared to Bo Staff, which also impacts the price and/or desire for players to have one.

    Dead staves do drop in GoK mission, but they only drop from casters. So if all you do is the farm to the left once you enter, there will be a total of 3 necromancers that will attack you. Considering the odds of a gold drop and “only” from 3 out of 30-40(?) mobs in total. You can kill more but most people really only farm the melee mobs there iirc (been ages since I did it myself on HM so cant really help).

    As for Stone/Wooden Chakram, I have tried farming these a lot, and was only ever lucky enough to drop 2-3 in total during all my GW career (15-17 years with breaks etc) and they were all single mod.

    I changed it again a bit and ended up with this:


    Reason why I didnt go for Icy Veins: Sure it can deal decent damage, but from what I have experienced from playing with all these Keystone mesmers is that usually the target I ping is the one left alive since keystone is so crazy in the AoE damage. That's why I decided to try this out (Already tried Fevered Dreams over Psychic Instability but it wasn't used enough (or couldn't be used enough to be worthwile):

    N/Rt has Oppressive Gaze (Weakness+Poison) and Weapon of Shadow (Blind)

    N/Mo has additional heals over some small prots. Also has Restore Condition for some guaranteed healing (Signet of Agony (bleeding) and Poison Heart (poison) on player & Chilblains (poison) on Me/N)

    Me/A has Signet of Toxic Shock (112dmg @17FC) and Signet of Deadly Corruption (130dmg cap @17FC only 3 condis needed) while providing strong Domination and Illusion spells

    Me/N has huge Enchant removal with Chilblains (Bleeding and Cracked Armor) -> (dropped minions since I jumped in anyways and stuff dies very fast, so wanted to try without)

    Player has good Life Steal (34 per target from Elite and 80 per target from Unholy Feast (max 5) @19 Blood) while also providing an AoE Poison around you. "You Are All Weaklings!" provides damage reduction and also functions as a cover condition.

    Total amount of conditions: 6 (optimally, realistically atleast 2-3 should be possible on all foes, including Poison)

    The Me/A builds definitely deal a lot more damage than any of the Keystone builds I have ran so far. With two very strong single target signets, spikes could be more even than before.


    Btw sorry for the build spam:D

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    Decided to go for this instead. Still kinda figuring out the optimal hero builds, tried a lot of different secondary profession & skills but not sure yet. Player build def very good and fun to play. I usually just jump in and go 1-2-3-4 and things die^^ IAU is good if you know there is KD or cripple, skill 6 is also very good as it blinds around you, so you are able to tank even better :D

    With cons/pcons skill 1 steals 34hp from all nearby foes and target, skill 2 hits for 86 on nearby foes, Skill 3 steals 80hp from 5 foes nearby, LoD hits for 80 nearby.

    Here you see an example of Tahnnakai Temple NM (finished in 8mins with cons, still seemed very fast imo)