Here are some Hero builds which I like to use, and below them are some Player builds I use with my main character, an Elementalist.
Hero Builds[edit]
I have been playing Guild Wars for a long time, but mostly as a casual player. I enjoy having my Heroes manage themselves, so I try to save builds that work well even if I ignore them. Resurrection skills at the end of the bar not meant for use during combat, such as Rebirth, should be kept disabled of course, but almost everything else should be in the control of the Hero. These are all meant for use in Hard Mode, but of course also work in Normal Mode. Here are a few builds I have found, tweaked, or built myself that work well with the set-it and forget-it philosophy:
Recharge-Me[edit]
Mesmer / Assassin
|
Domination Magic
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12+2+1
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Deadly Arts
|
9
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Fast Casting
|
8+1
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Inspiration Magic
|
5+1
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- Heroes use this bar to perfection, excellently timing Assassin's Promise to recharge skills frequently.
- Can use a Mantra of Earth/Flame/Frost/Lighting in place of Ether Feast (or Res Sig), for specific areas.
- Template Code: OQdUAKBPQfOXgigpjrpBWgoABAA
Get Out of the Kitchen[edit]
Elementalist / Assassin
|
Fire Magic
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12+2+1
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Energy Storage
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9+1
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Deadly Arts
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9
|
- The Ele Hero doesn't use Assassin's Promise quite as well as the Mesmer does, but it's still good.
- Crippling Dagger syngergizes well, and its half-range helps to keep the back-line from clumping.
- Template Code: OgdToYW6zZB6LQGEjiYxwBKAAA
Searing Flames[edit]
Elementalist / Mesmer
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Fire Magic
|
12+2+1
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Energy Storage
|
11+1
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Inspiration Magic
|
6
|
- Works especially well in conjunction with E/A build above, which brings Mark of Rodgort.
- One variant would be to replace Glyph of Restoration with Drain Enchantment.
- Template Code: OgVDMmy8OID62YtplBAr4CBA
Healing Light[edit]
Monk / Any
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Healing Prayers
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12+2+1
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Divine Favor
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12+1
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- Great for energy management... even more effective on enchantment heavy team.
- May need to be combined with protection monk in tougher areas.
- Template Code: OwAT043AZaspB8uZjACMC0eQmAA
Hybrid Monk[edit]
Monk / Any
|
Healing Prayers
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12+2+1
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Protection Prayers
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9+1
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Divine Favor
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9+1
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- Good when only bringing 1 Monk... excellent balance and energy management.
- Template Code: OwAT04XCzRjsRubb6p/dNgITAA
Smiter's Boon[edit]
Monk / Mesmer
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Smiting Prayers
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12+1+1
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Divine Favor
|
11+1
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Inspiration Magic
|
6
|
- Great for when you need extra Holy damage, without sacrificing defense.
- It's tempting to try Defender's Zeal in place of Energy Drain, but the hero AI isn't good at using it.
- Template Code: OwUUMMH/E4OPhqvLh6jXdrcEZCA
BHA / Magebane Ranger[edit]
Ranger / Monk/Mesmer
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Expertise
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12+1+1
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Wilderness Survival
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9+1
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Marksmanship
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9+1
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Protection Prayers
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3
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- Use a Silencing Recurve Bow to maximize Dazed and Interrupt potential.
- Template Code (/monk): OgMU8mLjzcOuyHjqZ2kXFO+GZCA
- Template Code (/mesmer): OgUUMmLjzcOuyHjqZ24EEO+GBAA
- Magebane Shot variation is for more shutdown. Synergizes well with E/A and E/Me above, Mark of Rodgort.
- Template Code (/monk): OgMU8mLjzcO+6Hjq51kXLO+GZCA
Critical Barrage[edit]
Assassin / Ranger
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Critical Strikes
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10+2+1
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Shadow Arts
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8+1
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Marksmanship
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12
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- Use a Zealous Recurve Bow to maximize the energy gain.
- In tough areas, disable Favorable Winds and activate it manually before each battle.
- Template Code: OwJjkxf4oSLGPGqG6PEQLiYHCAA
Blood Support Necro[edit]
Necromancer / Any
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Blood Magic
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12+2+1
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Soul Reaping
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12+1
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- Easy to convert MM hero to this build, just replace head rune and weapons (keep Bloodstained insignia).
- Great for situations where you need corpse control, but don't want minions.
- Template Code: OABCQsxzWgLUVNcuhHRnQAA
Sabway Minion Master[edit]
Necromancer / Monk
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Death Magic
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12+3+1
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Soul Reaping
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9+1
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Protection Prayers
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9
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- The most important element of Sabway... excellent even without the other 2 necros.
- Template Code: OANDUslfSLVVBoBKg4B1DBEVVA
Sabway Healer[edit]
Necromancer / Ritualist
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Soul Reaping
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12+1+1
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Restoration Magic
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12
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- Weapon choice is not important, hero will almost always be carrying Kaolai's ashes.
- Will never have energy problems, especially if used with a MM.
- Template Code: OAhiYwh8gtzYSzJ3wccWVTuA
Sabway Support[edit]
Necromancer / Ritualist
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Curses
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12+1+1
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Soul Reaping
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12+1
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Restoration Magic
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3
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- Not as solid alone as the other 2 members of Sabway, but synergizes well with them.
- Template Code: OAhjYwHc4Q5B2BlB7OMiYgVVJXA
Player Builds (Elementalist)[edit]
My main character is a Tyrian Elementalist named Kid-Tested. Despite having been around for more than 3 years, I am mostly just a casual player and so I don't have any farming or PvP builds. Legendary Sunspear comes in very handy for me, since Necrosis and Cry of Pain are so good they are hard to keep out of builds. "You Move Like a Dwarf!" is another PvE skill I like to use a lot. In an effort to keep track of some of my favorite builds, I will record them here.
Water Nuker[edit]
Elementalist / Mesmer
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Water Magic
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12+1+1
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Energy Storage
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12+1
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Illusion Magic
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3
|
- Powerful AoE build that is versatile in many situations with snares, interrupts and raw damage.
- Superior energy management. Occasionally GoE -> Maelstrom -> DF is fun, but usually use GoE before each one.
- Use with 40/40 water set (20/20 HCT/HSR on both wand and focus item)
- Template Code: OgVDEzyMTQiHDqDXD2kGg2gyiA
- Template Code (DoA version): OgVDEzyMTQiHDqDXDyiGg2gWcA
Thunderclap[edit]
Elementalist / Necromancer
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Air Magic
|
12+2+1
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Energy Storage
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12+1
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- Can shutdown both casters and melee, and gets energy-gain from both. Especially effective on boss casters.
- Use "You Move Like a Dwarf!" just after Thunderclap, to keep them there for the Dazed effect.
- Use with wand/focus set for 36% HSR air magic, +30hp, +5e>50
- Template Code: OgRCgMz0NI5gOE4gNZ4AtAbJ
Shatterstone[edit]
Elementalist / Necromancer
|
Water Magic
|
12+2+1
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Energy Storage
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12+1
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- Look familiar? This one is more hex-heavy whereas the Air Magic build is more condition-heavy.
- Rust actually does do AoE damage, though I think it's not supposed to.
- Use with wand/focus set for 36% HSR water magic, +30hp, +5e>50
- Template Code: OgRCsMz0NYKDkIzgNJ0AtAbJ
Shockwave[edit]
Elementalist / Mesmer
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Earth Magic
|
12+2+1
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Energy Storage
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11+1
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Inspiration Magic
|
6
|
- This is very fun to play. Rush in to the mob, drop ward, then shockwave. Glowstone for energy.
- Before running in, use Mantra and both enchantments, for energy gain and so you won't die. :)
- Use with wand/focus set for 36% HSR earth magic, +30hp, +5e>50
- Template Code: OgVDMWy8SRfpO9ZbD2kGAbVlCA
Master of Magic[edit]
Elementalist / Any
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Energy Storage
|
12+2+1
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Earth Magic
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9
|
Water Magic
|
8
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Fire Magic
|
5
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Air Magic
|
2
|
- All 4 elements, synergy combos. If elite is stripped you're much less effective of course, but not useless.
- After 9/10/08 update, can use Aura of Restoration as a cover-enchantment! (yay)
- Wear Prismatic Insignia to get a +20 armor bonus while Master of Magic is up.
- I am still experimenting with this. 1 minor variant is Glowing Gaze for Slippery Ground.
- Template Code: OgBFgSmatIz0vgTzjY03ogrgYFtA
Mind Blast[edit]
Elementalist / Necromancer
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Fire Magic
|
12+2+1
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Energy Storage
|
12+1
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Curses
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3
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- Raw (focused) power, basically nothing can survive this offensive onslaught for long.
- Use Fire Storm defensively in tougher battles, to direct and distract the mob while you pick them off.
- Use with wand/focus set for 36% HSR fire magic, +30hp, +5e>50
- Template Code: OgRDcjyMT3g+C+ZjV2kFD7OxkA