User:Khomet/Flameway v1

From Guild Wars Wiki
Jump to: navigation, search

Synopsis[edit]

Flameway is built around the Burning Barrage paragon and heros designed to maximize its potential. Burning Barrage provides mass damage and degen and both offensive and defensive support for the team, but in order to make the most of this build we need more burning (since Burning Refrain by itself is not enough), damage buffs such as Splinter Weapon, Judge's Insight, Cracked Armor, snaring capability and additional damage for spiking groups quickly. The team below is what I consider to the the optimal companions for Burning Barrage at present but it is certain to be improved over time. The reduction of armor levels in hardmode has made this build stronger since Barrage does more damage and the elementalist and ritualist skills do more damage as well. Some characters are secondary Paragons so that they can bring Signet of Return; this is not required, but I like this skill because it resurrects fallen comrades at 40% health and 8% energy even at 0 Leadership, it costs nothing to activate and recharges quickly. In short, a good combat resurrection skill.

Key features:

  • Burning Barrage has Imbagon-like damage resistance for the team while delivering massive damage; with damage buffs applied the paragon can deliver 1500+ damage in one barrage while giving the team up to 59% damage reduction against any kind of damage.
  • Mass burning, weakness, and cracked armor on foes.
  • AoE snaring and knockdown to keep foes in the killzone
  • AoE damage from Barrage, Splinter Weapon, Ray of Judgment, Searing Flames and other skills
  • Ebon Battle Standard of Honor boosts elemental damage as well as arrow damage.

Advantages vs. melee teams:

  • All team members stay in the ward and shout zone to gain maximum benefit from them
  • Not affected by crippled, snares, kiting, etc.
  • Can switch targets instantly

Team Build[edit]

  • Player: P/R Burning Barrage : OQKjkxmDKTLGtYWYAh9YoYzk5iA
  • Hero 1: Mo/P Ray of Judgment : Owkj4wQjJPLEfG13lY99x1Y5NA
  • Hero 2: Rt/P Channeling/Restoration : OAmjEyiM5MYsfJlbcO5kmDT5NA , OAmjEyiM5MYsrZ5saKNncMT5NA
  • Hero 3: E/N Searing Flames 1 : OgRDcpycOfC62uYs2IQG0CcB
  • Hero 4: E/N Searing Flames 2 : OgRDcpycO+C62uYsaHQG0CcB
  • Hero 5: Me/P Domination : OQlDApwTO0ATHyPHkBaCFV5N , OQlDApwTOF1gqpbDkByBkO5N
  • Hero 6: Me/N Shared Burden : OQRDAZwUO3ASwEoomnHEgtOB
  • Hero 7: Mo/Me Healing Burst : OwUTMwGDV6uxLqB0fICECMDoHAA

If you don't have all of these heroes, don't worry, henchmen will do fine. For the remainder of the group, the following henchmen are best: barrage ranger (Aidan), mesmer (Odurra/Dunham), elementalist(Cynn), healer(Mhenlo). If you are with another player, physical attackers and elementalists have good synergy, especially those that can cause Burning.

Author's note: I bind keys so that 9, 0, and - activate skill 1 on each of the first three heroes, so I get Judge's Insight, Splinter Weapon and Protective Spirit on demand... it's like having 11 skills on your bar.

Burning Barrage[edit]

Paragon Paragon / Ranger Ranger
Marksmanship 12
Leadership 12+3+1
Command 3+1
Barrage.jpg
Barrage
Glowing Signet.jpg
Glowing Signet
"Go for the Eyes!".jpg
"Go for the Eyes!"
"There's Nothing to Fear!".jpg
"There's Nothing to Fear!"
"They're on Fire!".jpg
"They're on Fire!"
Burning Refrain.jpg
Burning Refrain
"I Am The Strongest!".jpg
"I Am The Strongest!"
Ebon Battle Standard of Honor.jpg
Ebon Battle Standard of Honor

Mass damage and strong team defense. PvE skills can be changed as required; for example, replace "I Am The Strongest" with "You Move Like A Dwarf" when doing The Deep. This can provide roughly 60% damage reduction against everything, including armor ignoring damage. Team skills such as Enfeebling Blood and Stand Your Ground reduce damage even further. PvE skills can be swapped out as needed, I usually replace IatS with something else when required. More info and screenshots at http://wiki.guildwars.com/wiki/User:Khomet/Burning_Barrage

Ray of Judgment[edit]

Monk Monk / Paragon Paragon
Command 12
Smiting Prayers 12+3+1
Divine Favor 3+1
Judge's Insight.jpg
Judge's Insight
Ray of Judgment.jpg
Ray of Judgment
Smite Condition.jpg
Smite Condition
Smite Hex.jpg
Smite Hex
Castigation Signet.jpg
Castigation Signet
"Never Surrender!".jpg
"Never Surrender!"
"Stand Your Ground!".jpg
"Stand Your Ground!"
Signet of Return.jpg
Signet of Return

Ray of Judgment delivers armor ignoring AoE damage and burning, Judge's Insight increases Barrage damage and destroys undead, and command shouts protect and heal the group.

Clamor of Souls / SoS[edit]

Ritualist Ritualist / Paragon Paragon
Restoration 12+1
Channeling 12+3+1
Spawning 3+1
Splinter Weapon.jpg
Splinter Weapon
Clamor of Souls.jpg
Clamor of Souls
Lamentation.jpg
Lamentation
Life.jpg
Life
Spirit Light.jpg
Spirit Light
Mend Body and Soul.jpg
Mend Body and Soul
Protective Was Kaolai.jpg
Protective Was Kaolai
Signet of Return.jpg
Signet of Return
Ritualist Ritualist / Paragon Paragon
Restoration 12+1
Channeling 12+3+1
Spawning 3+1
Splinter Weapon.jpg
Splinter Weapon
Signet of Spirits.jpg
Signet of Spirits
Bloodsong.jpg
Bloodsong
Painful Bond.jpg
Painful Bond
Spirit Light.jpg
Spirit Light
Mend Body and Soul.jpg
Mend Body and Soul
Spirit Siphon.jpg
Spirit Siphon
Signet of Return.jpg
Signet of Return

This hero is a partial healer but the main reason to bring it is Splinter Weapon at 16 channeling magic. Clamor of Souls and Lamentation are additional AoE damage. Splinter Weapon @ 16 can deliver 1060 armor ignoring damage, and with consumables the hero can reach 17 channeling magic which increases splinter weapon's damage potential from 1060 to 1344 (4 x 56 x 6). Splinter Weapon appears to have a bug, it damages 4 adjacent targets instead of 3... however I am not complaining. :) If you are expecting big mobs bring Clamor of Souls for AoE damage, if there are fewer targets bring SoS for single target damage.

Searing Flames[edit]

Elementalist Elementalist / Necromancer Necromancer
Fire Magic 12+3+1
Energy Storage 9+1
Curses 9
Weaken Armor.jpg
Weaken Armor
Searing Flames.jpg
Searing Flames
Meteor.jpg
Meteor
Glowing Gaze.jpg
Glowing Gaze
Rend Enchantments.jpg
Rend Enchantments
Glyph of Lesser Energy.jpg
Glyph of Lesser Energy
Aura of Restoration.jpg
Aura of Restoration
Fire Attunement.jpg
Fire Attunement
Elementalist Elementalist / Necromancer Necromancer
Fire Magic 12+3+1
Energy Storage 9+1
Curses 9
Mark of Rodgort.jpg
Mark of Rodgort
Searing Flames.jpg
Searing Flames
Meteor.jpg
Meteor
Glowing Gaze.jpg
Glowing Gaze
Enfeebling Blood.jpg
Enfeebling Blood
Glyph of Lesser Energy.jpg
Glyph of Lesser Energy
Aura of Restoration.jpg
Aura of Restoration
Fire Attunement.jpg
Fire Attunement

Bring these two elementalists for mass damage, burning, cracked armor, weakness and knockdown. Energy stays high all the time with 4 energy management skills. (!!) The bars are designed such that each one casts a critical skill at the start of the battle (Weaken Armor and Mark of Rodgort, respectively) and then they start blasting.

Domination Mesmer[edit]

Mesmer Mesmer / Paragon Paragon
Domination 12+2+1
Fast Casting 9+1
Inspiration 9+1
Panic.jpg
Panic
Unnatural Signet.jpg
Unnatural Signet
Signet of Distraction.jpg
Signet of Distraction
Cry of Frustration.jpg
Cry of Frustration
Power Drain.jpg
Power Drain
Chaos Storm.jpg
Chaos Storm
Mirror of Disenchantment.jpg
Mirror of Disenchantment
Signet of Return.jpg
Signet of Return
Mesmer Mesmer / Paragon Paragon
Domination 12+2+1
Fast Casting 9+1
Inspiration 9+1
Mirror of Disenchantment.jpg
Mirror of Disenchantment
Enchanter's Conundrum.jpg
Enchanter's Conundrum
Unnatural Signet.jpg
Unnatural Signet
Shatter Delusions.jpg
Shatter Delusions
Power Drain.jpg
Power Drain
Cry of Frustration.jpg
Cry of Frustration
Complicate.jpg
Complicate
Signet of Return.jpg
Signet of Return

This hero delivers AoE damage and interrupts; I configure it with Panic, Energy Surge, or Enchanter's Conundrum depending on the area. Enchanter's Conundrum + Shatter Delusions is 175 armor ignoring damage to all adjacent, or you can bring Panic for more defense at the expense of damage; also considerer ESurge + Mistrust. Consider bringing Hex Eater Signet and Inspired Hex on this hero in hex-heavy areas.

Shared Burden[edit]

Mesmer Mesmer / Necromancer Necromancer
Illusion Magic 12+3+1
Fast Casting 8+1
Blood Magic 10
Shared Burden.jpg
Shared Burden
Fragility.jpg
Fragility
Mirror of Disenchantment.jpg
Mirror of Disenchantment
Wandering Eye.jpg
Wandering Eye
Signet of Clumsiness.jpg
Signet of Clumsiness
Barbed Signet.jpg
Barbed Signet
Oppressive Gaze.jpg
Oppressive Gaze
Blood Ritual.jpg
Blood Ritual

This hero provides AoE damage, debuffing, condition spam and gives your casters energy.

Healing Burst[edit]

Monk Monk / Mesmer Mesmer
Healing Prayers 12+1+1
Divine Favor 10+1
Inspiration Magic 8
Signet of Rejuvenation.jpg
Signet of Rejuvenation
Healing Burst.jpg
Healing Burst
Patient Spirit.jpg
Patient Spirit
Vigorous Spirit.jpg
Vigorous Spirit
Spotless Soul.jpg
Spotless Soul
Spotless Mind.jpg
Spotless Mind
Power Drain.jpg
Power Drain
Leech Signet.jpg
Leech Signet

Generic healer. You can use whatever you want, this one works well for me.

Screenshots (The Deep hardmode)[edit]

These were taken during a guild run through The Deep in Hard Mode on 2012-01-06. No consumables were used, we didn't need them. The Hardmode/Elementalist update gave the monsters lower armor and higher health, and this has made the Flameway build even stronger... Barrage and the elementalist spells do more damage and Burning Refrain triggers more often. (Flameway v1)

Oni horde getting hammered

1454 damage in one shot

Bye bye Kanaxai

Screenshots (Urgoz hardmode)[edit]

Doing Urgoz hardmode with a close friend, no consumables were used anywhere in the run. (Flameway v3)

Splinter power

Barraged, burning, splinter'd and Panic'd...

Victory

Screenshots (ToPK hardmode)[edit]

The next set of screenshots were taken from a heroes-only run through Tomb of the Primeval Kings in hardmode. As usual, no consumables were used. ToPK is among the harder areas for this kind of build because the enemies don't usually ball up nicely, most groups have both melee and casters and this reduces the effectiveness of all AoE damage including Splinter Barrage, Searing Flames, etc. Still, it works well enough. (Flameway v1)

Splinter powered pulling

Splinter powered pulling

Splinter powered pulling

So nice of them to stand in a nice tight group...

Destroying the Darknesses

Victory

Screenshots (Villainy of Galrath hardmode)[edit]

Team composition was Flameway v2. No consumables other than some DP removal. Another glorious day in the Corps

Screenshots (When Kappa Attack hardmode)[edit]

Used a modified Flameway team for this one; I replaced the Unsteady Ground elementalist with a minion bomber, replaced the Healing Burst monk with an N/Rt Icy Veins healer, and replaced the smite monk with a UA monk. Continual improvements to the team eventually led to Flameway v3.
Los tortugas estan muerte