Category talk:HB builds

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[edit] Lack of Builds

I don't see any builds added to this page and I don't see that changing anytime soon. Heroes need customized builds to be utilized effectively as AI and human intellegence differ greatly. I don't see effective untested HB builds becoming favored as they look ineffective to players who don't go to HB, and player builds are run poorly by heroes. Rez sig is poor here, hex removal and condition removal needs to be carefully chosen. Heroes also have no concept of cast time and energy management, nor do they prioritize abilities. They just cast when conditions are me. Its always fun to watch a hero start using rez sig when they are the only teammate alive giving free points to the opponent, or meteor shower used against one player, or a hero monk use a 2 sec hex removal skill on an ally while at 25% hp and being chased by 2 mellee. In an arena with an emphasis on builds over twitch skill, the general lack of knowledge and builds available makes farming faction here borring. You can run a crap build and have 10-20 game win streaks. --128.255.55.235 11:57, 4 December 2006 (CST)

Also, if anyone puts HB in the title of the hero build, I will favor it if it looks like the AI will make good use of it to put some builds here.--128.255.55.235 12:13, 4 December 2006 (CST)

I would like to see a PvE Hero Builds page --SK Image:Warrior-icon-small.png 02:36, 5 December 2006 (CST)

I disagree with the deletion of this page. Nightfall hasn't been out that long and even now people are still testing what works and what skills Computer AI can use effectively. I've made a couple HB builds, but NOONE seems interested in testing them. Wiseblade 13:19, 5 December 2006 (CST)

I also disagree with the deletion of this page. Making this page a canidate for deletion only reflects the elitist attitude that hero battles are not important and the ignorance of effective AI builds. Deletion of this page would undermine the purpose of a "Wiki" site.--Jhffmn 11:22, 6 December 2006 (CST)

Start writing builds, then. --Fyren 11:34, 6 December 2006 (CST)

I did make a build, it was unfavored for not including a rez sig and using leech sig and powerdrain as energy management. Shows the general knowledge of hero battles and AI lol. http://gw.gamewikis.org/wiki/Build:D/Me_Ebon_hero . Anyway, more time is needed so that effective builds arrise.--Jhffmn 12:03, 6 December 2006 (CST)

I don't aggree in removing this page, cause it's pvp too and there must be some nice builds. I have a nice build for it but don't know hot to add.... :P (iway, touchranger party, ...)Selu

Well, I've got lotsa builds, but right now HvH is just so imbalanced. They need to make henchmen stop counting towards a capping location, and then it'll be fine. I've seen so many gay builds that focus on a group running to the henchman shrine, usually 3 monks and a paragon, take the henchmen, and then go to the local point and outheal you and outcap you. What do you do? Nothing, because HvH isn't properly made right now. It was fun for about 4 or 5 matches when my original build beat other original builds, but then the 6th and 7th time when I went against 3 man touches and 1 Mo/Rt spamming spirits and heals, it just got boring.

Sure 3 man touchers + Mo/Rt are powerfull but my build can take them lots of builds can. Runners can be a pain if the runner is a good solo sin especially with fiegned nuetrality atm and all the teleport abilities give a huge mobility edge, I think 2 monks + rit + solo sin is the strongest build out there at the moment. I agree mercs need to not count a players, but that doesnt really change anything. Getting rid of the center shrine all together would fix everything. Till then make sure are running a split build and play a runner or play a build that can break through the defense. I run a Grenths dervish, a ebon dust derv + mez/mo (spiritual pain, diversion ect) + boon.. make all heros /mez for powerdrain/leech sig and have 7-8 interupts per 30 seconds running and voila make the runners feel some pain. The runner setup was ALOT stronger pre paragon nerf (rit heros are easier to deal with considering spiritual pain). Now lets hope the skill balancing doesn't shift things back defensively.

Uh, this may be just me, but I see a large similarity between Alliance Battles and Hero battles. In each there are several shrines each starting as neutral. When you cap them you gain a special bonus depending on which shrines you own. You enter in with a team of four against another enemy team. You each have a base in which you can ressurect and you ressurect automatically, negating the need to bring ressurection skills. All in all, I think we will need to consider if several builds we have approved for alliance battles can be approved, with minor adjustments according to AI, for HB. Marin Bloodbane 08:11, 14 January 2007 (CST)

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