Build talk:Team - 7 Hero AFK Glint's Challenge Farm

Reliability
After trying some other things I ended up with these bars. I have tested them, as described, without any equipment. Ten runs produced the following results, higher scores meaning faster runs: I conclude: This team should definitely be an improvement over the currently featured builds in terms of accessiblity and reliability. Anyone can use this with apparently good chance of success, given the player input is reduced to a single hero flag and no investment into equipment has to be made. Most players have at least some runes on communing ritualist and mesmers which will further improve the team's performance. In case of fully and properly equipped heroes the improvement should be drastic and guarantee success.
 * Run 1: Scored 2079.
 * Run 2: Scored 2096.
 * Run 3: Scored 2113.
 * Run 4: Wipe against the fourth destroyer of lives in wave 5. The third had spawned outside of hero range but in my range so he'd attack me and they wouldn't react to it until all other foes were dealt with. This resulted in a lot of unusual pressure on the team, as normally the heroes will interrupt most of the elementalist skills. It was close, as the killing factor was a bed of coals that killed the resurrection while only two foes were left in total. Anyone with equipment would have survived this easily.
 * Run 5: Scored 2087. One of the dwarven scouts survived until the fourth destroyer of lifes spawned.
 * Run 6: Scored 1804. A destroyer of hordes survived in the first round and attacked a dwarven scout at long range. Due to the spirit of life it took the destroyer a couple of minutes to finish this, causing a long run and low score. (Round 1 scored 0 points + 57 from killing the foes.) I've had this sort of thing happen with all tested builds including the currently featured ones that use Zei Ri and full equipment. Flagging the heroes differently to ensure that the scouts die would probably solve this, but that'd impact the team's reliability again in an unknown fashion, so... maybe someone else would like to test that. Also, the first destroyer of lives spawned outside of hero and player range but was aggroed by the flesh golem, so at least no time loss here!
 * Run 7: Wipe against the fourth destroyer of lives. Throughout the entire wave 5 the BiP didn't support the healer's energy once, causing the team to eventually run out of health. Only three foes survived, any player with equipment would've survived this thanks to better killing speed. This was really unusual and I blame the AI to have failed against all expectations.
 * Run 8: Scored 2030. A destroyer of souls survived like the destroyer of hordes in run 6. I intervented at 4:10 so simply imagine this run would've had a lower score.
 * Run 9: Scored 2094.
 * Run 10: Scored 2013. Didn't watch at all, but all heroes had a +10 morale boost, so apparently nothing died.

Now I need someone else to verify that this team works for them, too. It should, but we want to be on the absolutely safe side, don't we?

And sorry that there's not yet a video. Apparently I stopped recording by accident, so I'll have to do another one to provide a video. --Krschkr (talk) 15:32, 1 April 2020 (UTC)
 * I've made and added a new video. --Krschkr (talk) 12:24, 5 April 2020 (UTC)
 * I went to check whether the builds would work with standard hero equipment, which often means lowered total health points of heroes. But first I had to make a new video for the page.
 * Run 11: Scored 2084 (new video).
 * The remaining runs were done using the equipment I already have on heroes. Prodigy's insignias on all mesmers, tormentor's insignias on all necromancers, blessed insignias on the ritualist. No weapons (because the equipment sections says so!). Every hero has at least one superior attribute rune. The non-MM necromancers are both BiPs, so the BiP has proper 13 blood magic and the other necro at least features 14 soul reaping for icy veins. All mesmers have 390hp. The difference is noticeable: Heroes barely ever drop in health except they're using BiP and foes die very easily. Also: Union lasts much longer and slows down the killing of dwarven scouts during wave 1. So, all following runs use aforementioned equipment.
 * Run 12: Scored flawless 2099. The armour insignias and stronger communing spirits resulted in the heroes barely taking any damage from bed of coals. Nice to see this, given heroes without any equipment would often drop dangerously low.
 * Run 13: Three foes survived wave 1 and started slowly killing the last dwarven defender. As I had to find out this happens no matter the build you run I intervented to save time. Pretend the actual score was lower. Scored flawless 2136.
 * Run 14: Scored flawless 2142. If there are 7 balling foes and one standing separated, where does the hero place panic? Heh. First destroyer of lives spawned out of range but was aggroed by the flesh golem.
 * Run 15: Scored 2142 again. Looks like one hero died during one of the earlier waves. I was afk so I can't say what happened. Two out-of-range destroyers of lives were aggroed by the flesh golem. One dwarven scout survived until halfway through wave 5.
 * If I had to estimate the success rate I'd say 85% without any equipment and 98% with equipment. That's good enough for me. I'm happy with the results and consider this gameplay puzzle satisfactorily solved. --Krschkr (talk) 23:46, 5 April 2020 (UTC)


 * Looks pretty solid. I propose that we archive the old build from Build:Team - 7 Hero AFK Glint's Challenge Farm to "Archive:Team - 7 Hero AFK Glint's Challenge Farm (2012)" and then move your build (here) to the old name. Any votes on the old build are all pre-chaos storm - I don't think they're valid anymore (fwiw, even though the old build doesn't work now, I'm reasonably sure it used to, so is worth archiving). - Chieftain Alex (talk) 19:59, 6 April 2020 (UTC)


 * I'd prefer not to do that until at least one other person confirms that this works. And I sent a guild mate to test these bars with aura of the lich instead of flesh golem as it might be an improvement. He disappeared and hasn't been seen ever since... --Krschkr (talk) 21:10, 6 April 2020 (UTC)


 * Stumbled upon the original build (and discussion, and subsequently this) and decided to test it. 7 successful runs so far, a few sup runes on my heroes, but I'm not even sure if they're the right ones.  Runs taking just over 20 minutes, only wipes so far were when I minimized GW, so might have just been the game or my computer doing something weird.  FWIW the build seems good to me, though I'll concede I have no real weight here.  Have not tested AotL yet, or the Luxon faction farm Nutrigrainbow (talk) 18:55, 7 April 2020 (UTC)


 * Thanks for the report. I'll archive the old page as suggested by Alex within the next few days and put this one up instead unless someone puts in a veto until then. As for the Zos Shivros afk farm – I don't actually think that this team would be able to do it. At least not without equipment. --Krschkr (talk) 19:28, 7 April 2020 (UTC)


 * I just ran it without changing the runes on my current team. Ran 3 times with no fails.  It actually works really well.  With the builds I was testing, I had a lot of trouble killing the Destroyer of Lives.  But this had no issue with all the rupts.  I would only suggest a small change.  Take Foul Feast off of the Icy Veins Necro and replace with mistrust.  Then replace Spirit Transfer on the Golem healer with Foul Feast.  Makes good use of the Infuse Condition since the hero only seems to enchant its self with it.  Also, Spirit Transfer drains the life out of the few spirits you have.  I vote YES for rewriting the existing page to this. Mozo (talk) 00:03, 8 April 2020 (UTC)


 * [build prof=N/Me DominationMagic=12 SoulReaping=12][Icy Veins][Signet of Lost Souls][Mistrust][Unnatural Signet][Spiritual Pain][Wastrel's Worry][Cry of Frustration][Power Spike][/build]
 * [build prof=N/Rt DeathMagic=11 SoulReaping=6 RestorationMagic=12][Animate Flesh Golem][Infuse Condition][Foul Feast][Vengeful Weapon][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Life][/build]


 * I didn't go for foul feast on the MM because sometimes the hero would draw dazed while the flesh golem is dead. Has anyone tried aura of the lich? Maybe that'll create enough minions to guarantee that there's always something to hand dazed down to. --Krschkr (talk) 12:19, 8 April 2020 (UTC)


 * (Reset indent) I was initially sceptical of Flesh Golem, but it has the nice ability of running into melee stuff, not dying instantly, and when it does die it pulls everything back to the heroes clumped at the marker. Works nicely. - Chieftain Alex (talk) 12:21, 10 April 2020 (UTC)

Equipment
Right now the page lists no equipment and suggests ways to improve the performance by adding some. Do you think it should be the other way 'round? Suggest equipment right away and place a note that it also works without equipment? --Krschkr (talk) 23:44, 1 April 2020 (UTC)
 * For comparison: this is how it looks with equipment, that without. --Krschkr (talk) 11:03, 2 April 2020 (UTC)
 * I'd go with the "without equipment" revision, i.e. https://gwpvx.gamepedia.com/index.php?title=User:Krschkr/LoBuHiReAFKGliChaFarm&oldid=1267362 - Chieftain Alex (talk) 16:29, 5 April 2020 (UTC)
 * Changes applied. --Krschkr (talk) 18:09, 5 April 2020 (UTC)
 * I would also go with the "without equipment" revision. I ran it with full runes/insignias (not optimized at all, just ran with what I had already on them.  Optimized for a E-Surge team).  If anything, I would make the runes/insignias optional but helpful. Mozo (talk) 00:10, 8 April 2020 (UTC)
 * And I'm neutral. Looks good enough to call it a consensus to go for the 'without equipment' approach. --Krschkr (talk) 12:18, 8 April 2020 (UTC)

How would this compare to an Energy Surge based composition?
Maybe worth a try? --Xanshiz (talk) 01:57, 9 April 2020 (UTC)
 * I can't tell. Since this is an afk farm the easiest way to find out whether it works is that you unequip all involved heroes and give it a dozen tries in a row, observing what's happening. --Krschkr (talk) 13:34, 9 April 2020 (UTC)
 * Current bars seem more effective, I support a rewrite. Although I found that sometimes the BiP racks up high death penalty. --Xanshiz (talk) 08:01, 10 April 2020 (UTC)
 * The BiP is the least stable character in the team. Previous build versions with SYG did a slightly better job at keeping the BiP alive but this was at the cost of a high failure rate against the destroyers of lives. Putting SYG on the ST would either mean sacrificing ST charges or making equipment mandatory. Maybe someone will come up with a build version that's sufficiently refined to make the BiP a tank without causing harm to the overall success rate. --Krschkr (talk) 10:32, 10 April 2020 (UTC)

Released
Alright, the rewrite has replaced the previous build version which is now archived. Everyone who has tested the new bars is invited to rate them so we can push this build back into the working builds category! --Krschkr (talk) 10:29, 10 April 2020 (UTC)