Archive talk:Team - Slaver's Exile

Archived some Solved issues. PheNaxKian  (T /c) 14:55, 29 January 2008 (EST)

Misc
wow this build is slow and shit, just run it with heroway, 2 monks, 3 nukers, 1 normal damage tank w/ swap, sv, ss

I noticed we didn't have the current Meta Slaver's exile Build (and only one Slavers Exile build that's been Successfully Vetted anyway) so I decided to make this-it's pretty much the current meta (might need a few tweaks).Phe Nax Kian  15:19, 30 December 2007 (EST)
 * I'm confused... "When you come to the final dungeon the Necro will have to change skills". Now, I've not been in the dungeon, but all dungeons are explorable areas right? You can only change skills in a town or outpost... explain... Again, sorry if I've missed something obvious. Everlong 11:20, 2 January 2008 (EST)
 * I think author expects people to run to town after killing all bosses before final one. &mdash; Abedeus  [[Image:User Abedeus Sig.jpg|19px]] 13:15, 2 January 2008 (EST)
 * Basically after you've finished a dungeon half the team leaves because they've done the other bosses or something so you end up needing a new team and you need to clear out your invo so you go back to town after each dungeon any way, so you kill each boss individually (with the exception of Thom/Rand who are in the same dungeon so you kill them together....)Phe Nax Kian [[Image:Phenaxkian_christmas_sig.gif|19px]] 14:07, 2 January 2008 (EST)

1. Ranger can't have his attributes 10/10/9/9 because he doesn't have enough attribute points. 2. Savannah Heat instead of Searing Flames is only needed in Forgewight because Burning Spirit can't be set on fire, everwhere else Searing Flames works just fine.

3. Curses necromancer might want to take Well of Ruin, Barrage will triger it's effect and all foes will get -20 armor. 4. Not sure how much bonds will be effective here because Blasphemer uses Well of the Profane.--78.3.33.170 14:31, 2 January 2008 (EST)
 * 1. Sorry i must have made a mistake there-I'll correct it (Wilderness should be at 7) 2.Savanah heat's the current meta, however to keep you happy I'll add a SF build underneath the SH as a variant (Sh will cause more damage because the enemies will be snared by Grasping earth so they're in it for the full duration 3.Not really needed, most damage is armor ignoring, and the stuff that isn't is still enough, and there wouldn't be a slot on the necro anyway. 4.You always take a bonder-again It's Meta and it works fine. Phe Nax Kian [[Image:Phenaxkian_christmas_sig.gif|19px]] 15:04, 2 January 2008 (EST)

I usually see swap on one of the eles, not the necro, but that's real minor. --Mafaraxas 15:07, 2 January 2008 (EST)
 * You could run it on the Ele but i normaly see it on the necro because they go Sv/SoS so they don't need arcane echo and van free up the secondary meaning they can take swap without messing up their build (Eles ideally need arcane echo to do a lot of damage.)Phe Nax Kian [[Image:Phenaxkian_christmas_sig.gif|19px]] 15:30, 2 January 2008 (EST)

This is pretty bad imo, just run imbagon and monks and wipe through it with nukes/barrage/splinter weapon taking a lot less time than this would =/. OF tanks are so clunky, you should never use them unless you absolutely have to (pre-TNTF SY DoA) &mdash;  Skadiddly [슴Mc슴] Diddles  15:44, 2 January 2008 (EST)
 * It might be bad in your opinion but this is the team that's being run-if you go to umbrell Grotto or w/e it's called you will find this is the standard team for any dungeon, if not the ONLY team that's run....<font color="#228B22" face="comic sans ms">Phe <font color="#4F94CD" face="comic sans ms">Nax <font color="Red" face="comic sans ms">Kian [[Image:Phenaxkian_christmas_sig.gif|19px]] 16:36, 2 January 2008 (EST)
 * That's because people are idiots. &mdash;  Skadiddly [슴Mc슴] Diddles  21:22, 2 January 2008 (EST)
 * DoA? [[Image:Shogunshen_Sig.jpg|19px]]<font color="Black"> Shen (contribs) 22:03, 2 January 2008 (EST)
 * Domain of anguish (Nightfall elite area). @Skakid-True most people you find with a PuG are idiots, but that's what makes this group so good, you can go with iditos and still manage to do it-I did Duncan for the first time the other day and on my very first time i went HM (for the obvious extra loot from the chest), and i was playing the SV/SoS Necro and had no idea what to do-someone told me and it was idiot proof really (unless you can't use swap(like me)and end up putting all the spirits next to your team (which i didn't =D))<font color="#228B22" face="comic sans ms">Phe <font color="#4F94CD" face="comic sans ms">Nax <font color="Red" face="comic sans ms">Kian [[Image:Phenaxkian_christmas_sig.gif|19px]] 06:09, 3 January 2008 (EST)

Why FOC? i hate it ('s recharge), still thanks for posting not into PvE much but I sometimes give elite area's a try ,this helps. Watch me work it 16:36, 6 January 2008 (EST)
 * TYCN posted it up, doesn't hurt to have it as a variant. and no prob at all =) <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 16:52, 6 January 2008 (EST)
 * The reason for FoC is when you have a group with two necs (not ideal but happens). Not efficient to have two SS, so FoC is an alternative. No good reason to use it with one nec though, imo. Pucktrapper 13:51, 15 January 2008 (EST)

Obsidian Tank
I don't see the need for Armor of Earth for an OB Tank anymore. Obsidian Flesh has armor and Dolyak Signet or I Am Unstoppable provide armor. Since Armor doesn't stack anymore, Armor of Earth simply eats energy and provides a spell to be interrupted in Slavers. I find Armor of Earth rather useless and in many cases counter-productive. I much prefer the vetted Archive:W/E Obsidian Tank build. ImperialMike 13:02, 9 January 2008 (EST)
 * Doyalk signant=pointless, it gives less armor and always has a 75% lower movement so it's worse than armor of earth, as for i am unstopable it can't be kept up all the time which to be honest you want (tanks take a LOT of damage and you need to give the monks as much time as possiable), also OF can't be kept up indefinatly so if you have to keep aggro then armor of earth is VERY useful. <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 13:07, 9 January 2008 (EST)
 * Plus I believe the highest armor is used, so the obsidian armor would be ignored in favor of Armor of Earth. Dolyak Signet and Obsidian stack for the max 90% reduction in movement speed, which would make this crawl tedious. --False Prophet 12:45, 10 January 2008 (EST)
 * Also armor of earth provides as a cover if needs be (cover enchantment because there are spirits of disenchantments everywhere) also you're barley ever going to get interrupted in Slaver's, the odd marksman (but really you cast your main enchantments before hand) and if you get Dazed or something (but the monks have some sort of condition removal anyway) so Doylak is really pointless (less armor and a huge movement reduction (doesn't provide cover for OF either...)) <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 13:23, 10 January 2008 (EST)
 * Still feel like there should be a glyph of swiftness variant added to all obby tanks. With a +20% enchant mod, obsidian flesh can be kept up indefinitely. Also, the E/Me obsidian variant works as well, with Mantra of Earth and Stone Striker. Ruse 21:07, 12 January 2008 (EST)
 * Glyph of swiftness can be added as a varient, OF isn't need perma. As for the E/ME stone striker.Mantra, it's completly pointless, your already at max armor (or near enough anyway), and you have a huge damage reduction from stonflesh and bond). <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:41, 29 January 2008 (EST)

Great
Calls for a WTF party =p <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) 11:53, 5 January 2008 (EST)

Too many efficient variables to be really useful
I know this has already been vetted, but. There are too many other builds that work just fine here -- too many to include, I grant you. But fact of the matter is, Slavers isn't -that- hard to need a very specific team build.

What about channeling rits? They nuke just fine. Crit barrage assassins are awesome. A heal paragon can replace a monk. A heal rit can replace a monk. Dervs can obby tank. Rangers can obby tank. Smite monks do a lot of damage most of the areas. More SS necs work with fewer SH eles. A spell-breaker tank works fine. A mesmer with Signet of Illusions + high degen and Great Dwarf Weapon can have Duncan on his behind and dead just as efficiently as an SV necro.

I'm not just saying this in general, I'm saying this having actually done slavers with all of the builds I just mentioned, quite successfully. As long as you keep the basic concept of heals + tank + bonds maybe (in normal mode anyhow you don't even need -that-) + high damage dealer squishies, you're basically fine in Slavers.

When builds like this are posted, people get the idea that only these builds are viable, which is nowhere near the case. No, the builds posted here aren't bad. They work well. Point is, there are a ton of others that work -just- as well and aren't mentioned. Just my two cents. Ruse 21:23, 12 January 2008 (EST)
 * I agree, but this is basically the template all pugs follow, as far as I've seen. Feel free to post some builds for discussion and we could add a Variants section at the bottom.  Or just submit new buildpages with the builds. --[[Image:Mafaraxas_sig.jpg|click moar]] <font color="black" face="calibri">Mafaraxas  22:10, 12 January 2008 (EST)
 * /agree with maf. all team builds are like that then, you really have one of 2 choices, submit your own team build or add a varien-oh 3rd option, do nothing. But this is the Standard team build used for Slaver's. <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 06:47, 13 January 2008 (EST)

Necro needs a well, a Better FS, and How to stop your monk from breaking agro
THE NECRO: Both the SS and the SV/SoS builds should have at least one well like WoB for two reasons: 1) The tank is constantly standing on piles of corpses, so +5 health regen takes pressure off monks, and 2) Wells cast faster than minions, so the nec lessens the effectiveness of the dwarven summoners.

THE FS: Serpeant's Quickness is a very usefull skill for the FS player. If used prior to FS or Winter or Symbi, the spirits recharge fast enough to be recast when spirits get destroyed early. Serp Quick also effects other skills, so the archer will do more damage as well. (Incidentally, I play both ranger and rit in Slaver's... my rit does tons more damage, though the primary job is the FS regardless of whether ranger or rit).

THE MONK: In article, you mention using Seed of Life on tank, and only on bonder when maintaining more than one Life Bond. This is incorrect. Healer uses Seed of Life on BONDER, because this triggers party-wide healing without the healer risking agro-break, and the bonder is safe distance from disenchanting spirits. In many fights, healer can get off Seed on bonder, plus two Heal Parties (under SoLE) by the time tank has called grasping, thus never encroaching early on tank's agro, and the tank stays close to full health.

One more tip: In dwarven mobs, locate the Defender. He's their prot monk. If he dies, the priest dies easy and the rest fall. Since the Defender will often stand back from the melees, it's up to tank to get him into the agro so the eles can target him first. I see some noob Pugs go after the priest first, and it takes longer for them to succeed. Pucktrapper 12:29, 14 January 2008 (EST)

Answers Necro: Look at the builds. The SS has no room (unless you take off the rez which is possiable) for a well. The SV/SoS HAS A WELL! well of the profane is better then well of blood because of enchantment removal making it easier to kill the mob, and has Vetra's to steal the Summoner's minions anyway so you can get a small army with you.

FS: Again no room, the FS needs what skills they ahve really )barrage and interupts for obv. reasons, and splinter again for obv. FS gaze and FomF again obv.... so really that leavs Lightning Reflexes but that provides an IAS and a chance to block which is usefull) I've run slaver's a few times (i won't claim to be an expert by any means), but whenever FS gets destroyed it never normaly causes problems, the Ranger can interrupt rezes where possiable and as long as you kill of the ones with hard rezes first you shouldn't be to bad. Also your FS shouldn't be getting destroyed if your ranger can place it properly.

Monk: That's perfectly correct, as the monk shouldn't really be taking any damage (well bonder never seems to with me anyway might take a small amount, in which case yes it should be cast on the bonder). Bare in mind that the spirits for the most part pop up BEHIND you, so in actual fact the Tank is quite safe from Disenchantment (except in duncan where spirits are everywhere...). Also if the healers doing a good job (with heal party (necro using BR where possiable) and GoLE)the tank shouldn't be losing much health. Again the Monk doesn't draw much aggro if they go at the right time, instead of running straight in, The tank doesn't have to stay near full health, as long as they're alive and tanking they're fine.

I'm not going to bother putting that in, there's a certain element of common sense invovled as with all builds.... Thanks for your thoughts anyway (i'll make it clear about the Seed of life thing and add a varient under the necros about wells) <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) 12:56, 14 January 2008 (EST)
 * FS doesn't need two interupts, so yes, there's room for Serp Quick. And this isn't my idea.... the more experienced slaver's teams are using it. In an ideal world, your party never gets overrun and spirits never get taken out early. But those that spend an appreciable amount of time in Slaver's know that reality doesn't work that way. And you shouldn't have to kill the Defender and Priest twice unless you have lots of extra time on your hands.

Regarding the nec... nec doesn't need a rez. Typically the monks have them, as does the FS. Regarding wells, to each his own... but I'd argue that a cheaper well with fast recharge is more useful when summoners are present. Well of Prof is death magic, so that takes points away from blood, curse, or soul reap... Also, it's counterproductive to use with desecrate enchantments or defile enchantments. If I bring Well of Prof, I do it as a second well. But spending lots of energy can be bad when your healing monk needs BR, so it should be used smartly.

On the Monks: My comment regarding Seed of Life is common sense to me... was only mentioned because of the many monks that come to slavers and encroach on agro to Seed the tank, which was sort of advised in your article originally. Spirits don't "pop-up behind you" unless you are sprinting. They spawn. After being destroyed, they RE-SPAWN where they were after a period of time. Yes, this is often behind the party. But wise monks don't stand next to where a disenchant is going to respawn. I hope that helps. Pucktrapper 13:46, 15 January 2008 (EST)


 * (EC)I appreciate that more experienced teams might not need a second interrupt, but like you say-they're more experienced, this is so you can just go get a PuG, and tbh not everyone you find is necessarily experienced, however i appreciate what your trying to say so i will add a note underneath it saying you can switch out an interrupt for SQ. As for the killing twice i also agree but unfourtunetly such incidents happen. As for the necro(s), i didn't design the FoC necro-i think that was Tycn, and i have added a note underneath saying you can replace it for a well. As for the well of the profane issue, it's taken so enchantments are ripped (notice how it's only on the main bar on the SV/SoS necro which is only used at Duncan's), it will be the only necro there, so they won't have defile/des. enchant. taking profane instead of blood means that basicly any prot/heal enchatns on the enemy are removed allowing you to more easily kill the enemy. As for the death issue, points re already in death for Vetra's so you can steal any summoner's minions that come up from the corpses you don't exploit, so you do have some benefit, as for the energy, i've run the build and i don't tend to have energy problems (mind you i take a high energy set as well), rember Sig of lost souls can be used as e-managment. As for seed of life, i have corrected it, it perhaps wasn't the clearest thing (i'm not sure but i think someone else added the bit about placing it on the bonder with more enchantments or w/e), but i was doing slaver's the other day and the monk was going up and seeding the tank without any aggro problems, as long as they know when to use it (when the tank has firmly got all the aggro focused on him and not still coming towards him).As for the spirits coming up behind you, they do, i don;'t know how better to explain it, after you;ve cleared a group and perhaps move forward slightly so you can aggrp/kill the next group, a spirit might just pop up, it might be there was a spirit there in the first place, but i never seem to notice if this is the case. Thanks for the input again =) <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:10, 15 January 2008 (EST)
 * You still haven't added Serp Quick. Until you do, your FS skillbar is not worthy of being the standard. Regarding Seed of Life, you changed the notes to say, "if the bonder is taking damage from bonding..." That is just wrong. You need to find someone you respect to explain to you how it works and why it works the way it does. I suggest you remove all notes in the article describing the monk's actions until you've learned how it's done correctly. On the Nec: Verata's Aura might be your preferred method of dealing with Summoners in Slaver's, but it is far from being the standard. It's an alternative method at best. Aura is much more difficult to use effectively than minion prevention (wells or putrid expl). And wells don't turn on the party at inopportune times the way stolen minions do. my suggestion is to make Aura/Profane in your alternative nec build, and use Well of Blood in your main nec builds. Peace! Pucktrapper 21:11, 16 January 2008 (EST)

Necro Bar: I see no reason for Parasitic Bond your cover hex would essentially be Reckless haste, most of the time as a necro I can barely get haste off before everything is dead. Also as much as I love Necrosis I do not see a use for it really, drop enfeeble in there for some serious damage reduction (66%). And I ALWAYS take a well for corpse control. Also Well of Profane may see action a couple times but thats a high cost for a well, Blood is truely a better option to support your tank and everyone around you. (Mr Pink57 04:38, 16 January 2008 (EST))


 * I agree with that you barley have time to cast, neither do i, but in the cases where you do, parasitic provides as an extra cover, it's cheap, fast, and recharges quick, unlike RH so cast it on your S target that means there's 2 cover hexes, which never hurts. Necrosis is cheap, fast and recharges quick (deja vu), it's armor ignoring as well, and does a fair bit of damag. a note has been added below the bar about the wells, look futher down for the rest od discusion on wells. <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:43, 29 January 2008 (EST)

Mesmer nuker variant
Having a character that can pull off a meteor shower nigh-instantly is immensely useful. Here's a suggestion:

[build prof=Me/E inspir=4+1 Fire=12 fastc=11+1+3][Fire Attunement][Savannah Heat][Arcane Echo][Meteor Shower][Auspicious Incantation][Mindbender][Breath of Fire][Persistence of Memory][/build]

PoM us useful in case one of the choking gas dwarves break off from the tank and works as a cover enchant. The damage difference from an ele primary is marginal.  Seb2net  (Talk)  11:53, 23 January 2008 (EST)
 * Hmm possibly but i'd still say it has major energy problems,maybe drop persistence (because tbh anything that breaks off can be killed quickly and easily enough anyway...), and take glowing gaze, and maybe drop Auspicious for mark of rodgert or something-i duno, if you can convince me it's not going to have energy problems then I'll stick it under the SH eles as a variant, but don't mention the necro can BR you, the necro shouldn't have to BR the eles at all really (I run necro and never have the eles complaining about energy, or if i do it's only about once a dungeon)-(sorry i'm being overly possessive of this build XD) <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 13:49, 23 January 2008 (EST)

[build prof=Me/E Inspiration=4+1 Fire=12 fastc=12+1+3][Fire Attunement][Savannah Heat][Arcane Echo][Meteor Shower][Glyph of lesser energy][Mindbender][Breath of Fire][Spirit of Failure][/build]
 * There you go. No energy problems. The whole chain is 60 energy minus the reward from attuney and the 4 pips of regen. BoF IS teinai's heat, just without 3 seconds of burning and 10 en. cheaper, but that's not necessary since other people will have cast it at the same time. [[Image:Sebsig.jpg|19px]]  Seb2net  (Talk)  01:39, 24 January 2008 (EST)

Cry of Pain Spike
E/ME

Mind Wrack is the cheap spammable conditional Hex required by Cry of Pain. N/Me

Zealot 15:35, 23 January 2008 (EST)

I think Cry of Pain spike will do better job than the common non elite ele dmg skills.Zealot 11:16, 27 January 2008 (EST)
 * not really, a common non elite ele skill, can easily punch out a lot of damage, without the requirement of having a high sunspear rank. Fireball, immolate, inferno <b>LIQUID FLAME</B> are all skills that cost 10 energy (same as CoP, which an ele can easily afford), don't require sunspear rank or another attribute/title, and deal near enough the same amount of damage as CoP at r10 and some cause burning, sure CoP get's the interrupt, but you have a ranger with interrupts, you don't need anymore than that. <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 11:29, 27 January 2008 (EST)

lol

Inferno is PBAOE and Immolate is single target so they are not good for comparrison with CoP

Fireball - 112 fire dmg adjacent

Liquid F - 112 fire dmg nearby

112 fire dmg to high AL targets like those in slavers results in approx 50-60 dmg

CoP - 100 armour ignoring dmg -in the area

look at the talk page of CoP for detales

sunspear rank is so easy to build up so i dont thisn this is a problem

Zealot 12:36, 27 January 2008 (EST)
 * Despite Zealot being a bit of an asshat, he's right. Especially after the double SS/LB point weekend, anyone you meet in Slaver's should be high rank.  The problem with CoP is that you need to take up 2-3 slots (whether or not you take MoR) to accomodate it. --[[Image:Mafaraxas_sig.jpg|click moar]] <font color="black" face="calibri">Mafaraxas  15:44, 27 January 2008 (EST)
 * I'll assume for w/e reason you can't take one of the eles, and you have a slot free, why not simply take another SS with necrosis?, it's much less conditional, half the energy, 1/6th the recharge time, and does nearly the same amount of damage, plus you have the added bonus of having a useful elite (ss or FoC) none of the mesmer elites would really be of any use....go ahead and show us a build you think would be more useful than and ele.... <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 16:11, 27 January 2008 (EST)

necrosis -->single target, CoP -->AoE...

E/Me - Cry of pain Spike

E/Me - Reneval MS+Cry of pain

all 16 fire, 12(+rune) e-storage Ebon Battle Standard of Wisdom is optional Zealot 05:46, 28 January 2008 (EST)


 * The current SH ele would do a lot more damage, 2 SH's per ele times by 3/4 for however many eles you have, without even your other AoE skills that's more than enough, it doesn't require anything to use and keeps your other skills fairly free and open, and while the above build has some energy managment, considering about half of the skills on the top bar alone are mesmer skills, you gain little benfit from fire attunment, and echos+goLE ahve quite a long recharge, plus you have NOTHING in those builds that causes burning, meaning glowing gaze doesn't even give you energy, so it's far inferior to the current SH eles... As for this thing about necrosis, yes it's single target but, it does near enough the same damage, it costs half as much to use, and rechrages in a 6th of the time, as well as being less conditional, so tbh i'd rather have a team of players with Necrosis than a team of players with CoP. <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 13:18, 28 January 2008 (EST)

Dude cmon, if you are new or dont know the gw skills, dont post and dispute, cuz lots of people are looking this pages for answers and get your noob advices. This Teambuild is 3.5-4.5 rated, and is far from perfect, so we are here to change it and make it better, not to be stubborn about keeping it the way it is...

SH does a total of 300 fire dmg (150-200 dmg), it makes the mob flee and break aggro, has long rech time!

a single CoP is instant, does not make mob flee, it has just 12 rech time.

The only condition is a mes hex --> Mind Wrack30sec mes hex recastable every 5 sec, 5en cost - simple as that.

So CoP is better than SH, but they can be used both since CoP is not an elite!

For the builds i have posted, if you look better there is a certan Mark of Rodgort spell, here is the link you might wanna take a look what its about that causes the burning and makes Glowing Gaze an exelent en mamagement skill. ;)

And i still dont see the point of naming Necrosis here... 1 we are talking about Eles not Necro, 2 Necros use this skill alrdy so whats the point of naming it? 3 we are talking about AOE skills, dude single target skills have nothing to do with AOE skills... And for the time necrosis kills a single foe, CoP will kill all the foes in the area, if not faster. Zealot 14:55, 28 January 2008 (EST)

Would you stop QQing? Cry of Pain is fucking awesome because it's an imba PvE skill designed for an unfavorable class, so it's obviously overpowered (TNTF, anyone?). The armor ignoring, big AoE, + interrupt it has makes it incredibly favorable. &mdash;  Skadiddly [슴Mc슴] Diddles  21:45, 28 January 2008 (EST)


 * Suggest what to lose from the SH bar then in order to take it?, you have an optional there so you need at leas one other skill slot for your hex that you need for the damage. <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:29, 29 January 2008 (EST)
 * Searing/Tenai's -> Ether Nightmare imo. --71.229 14:32, 29 January 2008 (EST)
 * Hmm i guess one could be ditched for it, others thoughts? <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:57, 29 January 2008 (EST)
 * Anyone? <font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 16:27, 5 February 2008 (EST)

this build needs a lot of work
this slavers build is not that effective, takes too much time and is quite risky... needs work Zealot 12:29, 25 January 2008 (EST)
 * Time yes-Risky not at all, i run this with the with PuGs with the most retarded people and still get it finished without any major problems, it's very effective at what it does, hence why every PuG runs it....... <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 13:13, 25 January 2008 (EST)

Any builds the other non-mentioned professions?
Do you have any builds that work for Dervish? Or any other profession? Am a Dervish my builds have a lot to be desired. 118.92.35.136 16:20, 26 January 2008 (EST)
 * This is just a basic outline, as long as you run something similar you'd be fine, for a derv i'd say really your only looking at an obsidian tank here, mesmers would be some sort of spike(replace an ele perhaps), Ritualst is mentioned under the R/RT, and i'm not sure about paras+sins. <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 18:43, 26 January 2008 (EST)
 * Mesmer = MoR Cry of Pain nuker, Paras = imbagon, sins are worthless.
 * Perma Shadow form might work.--[[Image:Assassin-icon.png|20px]] The Gates Assassin 03:52, 27 January 2008 (EST)

How can we make the team dmg go up? Swap 1more Ele for the R/Rt and make one of the Mo take gaze and fs? Zealot 07:33, 27 January 2008 (EST)
 * The monk skills are quite set unfortunately, very little room for maneuver(?) and that would mean both monks would have to drop a skill each, plus the ranger has the added bonus of splinter barrage, and some interrupts. As for perma shadow form-no, wouldn't work touchers>shadow form, and even if that wasn't the case, it's really difficult to maintain shadow form permanently, timing is key, if you screw it up your dead, also i'm well aware of Imbagons, but just what role would it play? who would you drop? <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 09:34, 27 January 2008 (EST)

Monk Synergy
I have a small change to the monk HB build that I think this build should take to heart. First off, even though they have nerfed the skill time, from 8 seconds to now 4-5 seconds depending on your level of Sunspear, Seed of Life should be taken. Also monks should be using an enchantment extension weapon, Enchantments last 20% longer.

The typical Bonder is the following, which I think is good: Protection: 12 + 1 + 3 Divine Favor:  12 + 1

And I propose a one skill change for the HB monk that will make a large difference from the typical build. Often either Holy Haste or some other skill is brought, but I suggest having the HB monk bring Life Bond as well.

Healing: 12 + 1 + 3  Divine Favor:  12 + 1

This Life Bond on the HB monk serves two purposes, primarily benefiting the monks, but it willl take cooperation of the monks. So the the bonder monks typically puts all three bonds on the tank, vital blessing, life bond, and balthazar's spirit. In addition, the bonder should put balthazar's spirit on themselves, which I am not sure inexperience bonder know to do. As, putting balthazar spirit on themselves will give them energy everytime the tank is hit, since a little damage is passed on to the bonder through Life Bond which will trigger Balthazar's Spirit.

Well similar to this energy gain method, the HB monk will put Life Bond on the tank and the Bonder Monk then should put Balthazar's Spirit on the HB monk. So you may ask why not just use Essence Bond for the HB monk, and here is why, since both monks have Life Bond, Seed of Life will trigger through the bonds. In that way the monks can cast Seed of Life on each other which will trigger Seed of Life to work, healing the whole party. That way the monks do not have to be close to the tank to heal and it will heal the whole party in addition to the tank, this is especially true for the bonder monk, who can help with the healing by putting Seed of Life on the HB monk.

The higher protection Life Bond takes precidence, so the tank will get the full benefit of the bonders high protection, but LB are not stackable.)

Bonder Monk Bond Target:

Tank: Vital Blessing, Life Bond, Balthazar's Spirit

Bonder Monk: Balthazar's Spirit

HB Monk: Balthazar's Spirit

HB Monk Bond Target:

Tank: Life Bond

The optimum way to do this is to have an understanding which monk goes first with Seed of Life, and then to alternate trying to avoid having it up simultaneously so to maximize the time it is up all the time. Swapping it on each other, the monks can tell when its up and when its down because it was put on them. When, Seed of Life, was at 8 seconds, with an enchantment extensions weapon (1.2*8=10),(and Divine Blessing on one monk), you could keep this up allmost all the time with two monks. Now with the nerf to 4-5 seconds, 1.2*5=6, you can cover about 1/2 the recharge time of the seed of life skill, but that is still very good. The only thing to watch out for is when the bonds are stripped it will not obviously work as intended, and for toucher (life draining skill), as this is not triggered as damage, so seed of life will not heal regardless of the whether applied through bonds or directly. So for Restless Dead direct healing skills are necessary, such as Dwayna's Kiss, and the key here is to rubber band cast this so that you avoid breaking aggro (or having the restless shadowstep to you).

So with this one skill change of the typical HB build and applying the tactics described, it can have a huge impact on the success, aggro risk, energy management, and work of the monks. Having Life Bond on the HB monk provided 3 major opportunites.

1. With Balthazar's Spirit on the Monk it will provide energy

2. Will allow swaping of Seed of Life on each monk, maximizing time applied

3. Minimizes need to be near tank so avoids breaking aggro

I know many folks know this already, so it may be nothing new, but I know many folks that played monks but have not bonded much nor played much in OF Tank teams that do not know this technique.Gerg 10:10, 29 January 2008 (EST)


 * Good suggestions, but i'd like to point out a few problems, the main being the change to the bonders bar, you dropped dismiss conditions for life attunment (or whatever it is can never remember that one), while i like the idea of life attunement for the extra health, the main thing is you need some condition removal.
 * I like life bond on the other monk, and with Balth on them your making up for the loss of energy regen,. As for the 20% longer mods, i must have forgotten about it, i'll add it in as another set (you only need it for Seed of life (and PS with the bonder)) <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:36, 29 January 2008 (EST)

Minimize Minions
The necro should bring a Well to use up bodies as foes die. Often a necro MM foe is hanging back just waiting to raise minions. Having the SS/BR necro bring a fast casting Well, such as Well of Blood, can use up the bodies denying the necro MM from raising minions. Well of Blood as a side benefit of healing who ever is in it and generally that would be the tank, which can help put less stress on the monks. Also if there is an aggro break having wells as foes die can help the whole party better survive. Other Wells may have other benefits, such as Well of Profane, but the recharge time of many of these are very long (20sec), where as Well of Blood is only 2 seconds. Gerg 10:10, 29 January 2008 (EST)

I support your suggestion for the Weils. If the Nec is SV (blood) he should take Weil of Blood.

If the Nec is SS or FoC (curse)he should take Well of Silencefor -5 AoE degen  at lvl 18 curse or/and Well of Weariness for well spamming (5sec rech time, 5en) Zealot 13:16, 29 January 2008 (EST)


 * Btw, Zealot, you should use GW:Page link here or GWW:Page link here (notice the pipe) instead of doing an external link when you're linking to guildwiki or GWW; it accomplishes the same thing and is easier for everyone. For example, gw:Well of Blood translates to Well of Blood. --[[Image:Mafaraxas_sig.jpg|click moar]] <font color="black" face="calibri">Mafaraxas  14:04, 29 January 2008 (EST)
 * Look under the Ss and FoC bar-itr says you can take a well if your that botherd, but i run Necro and i NEVER need a well, the minions have never caused a problem for me, if people still want it on th main bar, suggest what to remvoe and we'll see from there. As for the SV/SoS it does have well fo the profane, it mentions it can be chnged for Well of blood if you want, again if people are that botherd, fine it can be put the other way around. <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:28, 29 January 2008 (EST)

winter
I;m wanting to put winter on the rangers baer, meaning that the eles do a crap load more damage (so it speeds up the run, so people can't complaiun as much about the speed.), but i can't decided what should be dropped, it needs to be either savag, distracting, or lightning the way i see it...thoughts? <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) 11:58, 30 January 2008 (EST)
 * Savage or dshot, imo. Probably dshot, since savage has the lower recharge and disable doesn't matter much (could be wrong there, forget how the monks behave there) --[[Image:Mafaraxas_sig.jpg|click moar]] <font color="black" face="calibri">Mafaraxas  13:31, 30 January 2008 (EST)

Winter is bugged so it will not change a thing, see the page and the discussion about it. To boost the build put CoP as main dmg dealing skill.Zealot 15:06, 30 January 2008 (EST)
 * didn't realize winter was bugged (might have to go nag over at the official wiki to get it sorted...XD), look a couple of sections up-CoP talk goes there. <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 15:15, 30 January 2008 (EST)

Ah sorry it seemed to me you were wondering how to boost the dmg of the team...Zealot 15:39, 30 January 2008 (EST)
 * Yes and no. I wanted to boost the damage but i meant in other ways than current discussions, and looking over our disagreement above i noticed that we were talking about fire damage, so i thought if it was changed to something else it would do more, the easiest way being winter, but i didn't realize it was bugged =s <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 15:49, 30 January 2008 (EST)

Even if winter had worked properly - converting the elemental dmg to cold dmg it still would be the same since the dwarfs have high armour vs all type of dmg, not just fire, also cold, physical etc. So the only thing to do is to use armour ignoring type of dmg skills.Zealot 15:58, 30 January 2008 (EST)

Winter does effect the Fire Ele damage as well, and all the issues I would not take it. Now EoE may be a choice if you could put enough in Beast.Gerg 20:19, 30 January 2008 (EST)


 * We realise that winter effects fire damage from eles, but it changes the damage type AFTER the damage is applied, Basicly as an exampl:


 * Savanaha heat does 315 fire damage to an enemy, this is reduced to about 150 fire damage due to high armor vs fire
 * Savanaha heat used while under winter should do 315 cold damage, meaning that savanaha heat does 260 cold damage
 * Savanaha heat while uinder the effects of winter does 315 Fire damage which is reduced to 150 damage due to armor, which is converted into cold damage.
 * So basicly winter's applying the effects AFTER damage not before.
 * As for EoE it would require points being put into BM, which is stupid considering your already on about 4 atts, and EoE won't do a resonable amount of damage anyway, and will much more easily backfire on you then help you IMO. <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 12:25, 31 January 2008 (EST)

To say it in simple words the dmg with winter or whitout winter is the same so winter is useless. I agree, EoE is risky and not a decent dmg dealer. Zealot 12:48, 31 January 2008 (EST)

Possiable Redo
Right i'm posting thoughts about what to amke the team here, based on votes, and above suggestions, and would like peoples thoughts on the matter.

W/E - Obby tank.

Mo/any - Healer's boon

Mo/any - Bonder

The above monk bars mean that you can drop the ranger for an extra ele or necro (or something else), as long as the monks go ranger and ritualist, and take FS and gaze

N/Me - SS

Well can be switchd for well fo blodd (points put into blood) or desecrate/defile enchant.

E/ME SH CoP spike

Rodgert's is fairly optional, mind wrack can be switched for any cheap fast recharge mesmer hex (this just ahs a none variable duration and enemies have near unlimited energy anyway...)

N/A - SV/SoS SWAP (duncan only)

If you do take a ranger/rit it would be the same bar. If not take either another ele or another SS (or FoC)

So thoughts? <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) 12:36, 16 February 2008 (EST) /Bump <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) 15:35, 21 February 2008 (EST)
 * Mind Wrack -> Ether Nightmare, less ZB in multi-healer situations. --71.229 17:02, 21 February 2008 (EST)
 * While ether nightmare is better, the hex was more for the sue of CoP (which i assume you knew) and because of that you need something cheap (ideally) and quick recharging (incase it's ermoved), which is why i suggestd mind wrack, because it's cheap and fast recharge (and doen't need any points into anything putting in) plus mind wrack has a decent duration, so you can get a couple of CoPs in (assuming it's not removed) <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 17:55, 21 February 2008 (EST)

so anyone have any objections/suggestions to that then before i put it in? <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) 08:20, 22 March 2008 (EDT)
 * yay? nay?...*whistles to pass time* <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 14:34, 7 April 2008 (EDT)

Assassin?
Could an assassin be useful at all in Slaver's Exile? Haven't seen any builds for it yet. Frans  15:36, 21 February 2008 (EST)
 * i'm sure they could be used in some sort of Slaver's team. I don't know about in the PuG team though (this being the basic standard one), i could only really see an assassin being used in Duncan, for Swap really (but there the necro has it on anyway). I guess the best role for a sin in slavers would probably be some sort of DB spammer or something of the sort (or possiably mass conditioning) *shrugs* dunno. <B><font color="#4F94CD">PheNaxKian </B> (<font color="Red">T /c) [[Image:Phenaxkian_sig_phoenix.jpg|19px]] 15:44, 21 February 2008 (EST)
 * Critical Barrager. You could take FS and Swap, and the Necro could take Gaze of Fury. Poki#3 @ 83.26.190.141 13:02, 29 February 2008 (EST)

Heros
Is there any way to do this with 2 players and heros? The builds are viable, but can they actually handle it? Hyperpower! 00:22, 14 August 2008 (EDT)

I tried it and no it doesn't work. Does anyone know of a good Slavers build using heroes?

This entire build makes me lol
Not to mention, why the fuck would you do any of the other dungeons in HM? ··· Danny   Does   Drugs  17:58, 13 May 2009 (UTC)
 * 1) You can solo Duncan in HM.
 * 2) You can RoJ/Ebon Vanguard Sin Duncan to death in HM with 2 Necrit hero healers. Just stand below him tbh.
 * 3) Slaver's Exile is srs bsns.
 * Should archive anything with obsidian flesh tanks in really. <font color="Maroon">Athrun [[image:Athrun_Sig.gif]]<font color="Grey">Feya  09:34, 31 August 2009 (UTC)
 * you could probably switch the Obby for a perma if you wanted, it would still be quite viable, but if this has fallen out of meta i'm happy with an archive. <font color="#4169E1"> ~ PheNaxKian <font color="#8A2BE2">talk  10:31, 31 August 2009 (UTC)
 * Yeah it could easily be improved to match current meta but noone really has a reason to run a full 8-man slaver team anymore. The dungeon lacks reason to be replayed (no really sought after drops at the end that cant be got from a VSF, easier ways of gaining norn rep) and runners are really too efficient and too common for anyone with the right professions to make or find a team like this. <font color="Maroon">Athrun [[image:Athrun_Sig.gif]]<font color="Grey">Feya  11:03, 31 August 2009 (UTC)