User:Damysticreaper/Sandbox4
Rainbow Team[edit]
A balanced Hero team setup inspired by the traditional Tank/DPS/Healer teams designed to be used for a party of 8. The team is designed to be flexible and cover all bases of what you are going to face, providing mobility, durability, crowd control and a good damage output.
You take 1 Warrior to tank if you aren't playing a melee profession yourself.
Out of my experience, having 1 Warrior on the frontline really helps to alleviate some of the pressure on your mid and backrow.
I always go with a Warrior because they are the easiest and most efficient for the AI to control while having a decent damage output with a good defense.
Eviscerate | Symbolic Strike | Cyclone Axe | Enraging Charge | Flail | "Watch Yourself!" | Healing Signet | Antidote Signet |
13 Axe Mastery, 11 Strength, 11 Tactics
"Charge!" | Dismember | Symbolic Strike | Cyclone Axe | Flail | "Watch Yourself!" | Healing Signet | Antidote Signet |
13 Axe Mastery, 11 Strength, 11 Tactics
"Charge!" | Sever Artery | Gash | Thrill of Victory | Flail | "Watch Yourself!" | Healing Signet | Antidote Signet |
13 Sword Mastery, 11 Strength, 11 Tactics
The Necromancers are your mid-range pressure. The minions of the Minion Master and the hexes of Curses make sure that the damage keeps on going.
They also function as your toolboxes providing energy management for your party with Blood is Power, mobility with Fall Back and protection with Stand Your Ground and Brace Yourself.
If you are facing enemies that use knock down or if knock down then you can also take "Brace Yourself!". To counter pressure and health degeneration you can take "Never Surrender!" for party healing. If you are facing many touch skills then "Can't Touch This!" is adviced. You take the Splinter Weapon variant of the Curses build if you are the one who is dealing the damage at mid-range, be it as a Ranger who is spiking a single enemy or an Elementalist who is nuking a large group of enemies.
Blood is Power | Animate Bone Minions | Death Nova | Taste of Death | Signet of Lost Souls | "Fall Back!" | "Stand Your Ground!" | "We Shall Return!" |
7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Command
Blood is Power | Animate Bone Minions | Death Nova | Taste of Death | Dark Bond | Signet of Lost Souls | Splinter Weapon | Flesh of My Flesh |
7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Channeling Magic, 1 Restoration Magic
Spiteful Spirit | Mark of Pain | Barbs | Enfeebling Blood | Rip Enchantment | Signet of Lost Souls | "Fall Back!" | "We Shall Return!" |
14 Curses, 9 Soul Reaping, 10 Command
Spiteful Spirit | Mark of Pain | Barbs | Enfeebling Blood | Rip Enchantment | Signet of Lost Souls | Splinter Weapon | Flesh of My Flesh |
14 Curses, 9 Soul Reaping, 10 Channeling Magic, 1 Restoration Magic
The Mesmers are your mid-range crowd control. The Hero AI can read every skill that every enemy in the group you are engaged in is using at all times and has inhuman reaction time which makes them way superior at interrupting skills than any human player could ever be. The only downside is that the Hero AI cannot prioritize which skills they should be interrupting and thus taking a plethora of interruption skills is highly adviced. The Mesmers also deal the most of your party's damage when they succesfully disrupt the enemies.
The Domination Mesmer is the one who keeps the enemy's spellcasters in check using Panic, the best crowd control skill available for a Hero, and spell focused disruption.
The Illusion Mesmer is the one who keeps the enemy's martial classes in check using Ineptitude to blind the enemies and skills that interrupt attacks.
If you are playing a Mesmer yourself you will be complementing the additional Mesmer Heroes you take as the mid-range damage. If you are playing any mid-range damage build you will be taking the Convert Hexes variant of the Illusion Mesmer.
Panic | Cry of Frustration | Mistrust | Empathy | Power Drain | Drain Enchantment | Ether Feast | Flesh of My Flesh |
14 Domination Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Restoration Magic
Panic | Cry of Frustration | Mistrust | Power Drain | Drain Enchantment | Ether Feast | Mend Condition | Resurrection Chant |
14 Domination Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Healing Prayers, 1 Protection Prayers
Ineptitude | Clumsiness | Wandering Eye | Signet of Clumsiness | Power Drain | Drain Enchantment | Ether Feast | Flesh of My Flesh |
14 Illusion Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Restoration Magic
Ineptitude | Clumsiness | Wandering Eye | Signet of Clumsiness | Power Drain | Ether Feast | Convert Hexes | Resurrection Chant |
14 Illusion Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Healing Prayers, 1 Protection Prayers
The Signet of Spirits Ritualist is a mid-range damage Hero you take if you aren't playing the mid-range damage yourself.
The spirits are used to spike a single enemy at mid-range since they usually attack a single target. They also provide additional targets for the enemy AI to attack and keeping damage away from your party. Splinter Weapon provides an AoE damage spike for your martial classes, primarily the frontline while Convert Hexes deals with hex heavy enemies, even at 0 attribute investment.
Signet of Spirits | Bloodsong | Agony | Painful Bond | Splinter Weapon | Spirit Siphon | Flesh of My Flesh | Convert Hexes |
14 Channeling Magic, 13 Spawning Power, 3 Restoration Magic, 0 Protection Prayers
The Monks are your backrow support that keep your party alive.
Since the Blood is Power build I have found Monks to be efficient in the backrow that the Necromancer/Ritualist Restoration healers because their energy management isn't much of an issue anymore and they have the superior healing skills in my opinion.
As their names imply, the healer provides the healing for your party with Word of Healing and Dwayna's Kiss being powerful and energy efficient spike healing spells, Divine Healing serving as the party heal and Power Drain provides an additional interrupt for your party and serves as energy management. The Protection Monk serves as the primary form of protection for your party with Life Sheath being the primary form of condition removal for your party and Protective Spirit and Shielding Hands being quick activating enchantments that protect you against spike damage while Shield Guardian and Gift of Health provide healing. Since this team build comes with Stand Your Ground! and Watch Yourself! that provided a party wide armor buff and reduces damage for your entire party, the Protection Monk is focused more on reducing damage dealt to a single ally. As with the other Heroes, if you play a backrow support yourself, you do not take the Hero who fills the same role you are already playing yourself.
Word of Healing | Dwayna's Kiss | Patient Spirit | Vigorous Spirit | Divine Healing | Cure Hex | Resurrection Chant | Power Drain |
13 Healing Prayers, 12 Divine Favor, 8 Inspiration Magic
Life Sheath | Protective Spirit | Shielding Hands | Shield Guardian | Remove Hex | Gift of Health | Resurrection Chant | Glyph of Lesser Energy |
13 Protection Prayers, 12 Divine Favor, 9 Healing Prayers
4-Man Trinity Team[edit]
A 4-Man Hero team designed for the low level areas. Its team setup is inspired by the holy trinity of RPG gaming, the tank, the DPS and the healer. Since enemies die quickly in these areas you don't need disruption and you want speed and mobility instead as you will be moving from 1 group to another very quickly. Depending on the role you play in your party, you take a Warrior as the tank, a Paragon as the mind-range, an Elementalist as the DPS and a Monk as the backrow healer.
If you play the tank, you take the Paragon, the Elementalist and the Monk.
If you play the mid-range, you take the Charge Warrior, the Command Elementalist and the Monk
If you play the DPS, you take the Soldier Warrior, the Paragon and the Monk
If you play the healer, you take the Soldier Warrior, the Paragon and the Elementalist
Dismember | Symbolic Strike | Thrill of Victory | "To the Limit!" | "Watch Yourself!" | Soldier's Stance | Healing Signet | Antidote Signet |
13 Axe Mastery, 11 Strength, 11 Tactics
Sever Artery | Gash | Thrill of Victory | "To the Limit!" | "Watch Yourself!" | Soldier's Stance | Healing Signet | Antidote Signet |
13 Sword Mastery, 11 Strength, 11 Tactics
"Charge!" | Dismember | Symbolic Strike | Cyclone Axe | Flail | "Watch Yourself!" | Healing Signet | Antidote Signet |
13 Axe Mastery, 11 Strength, 11 Tactics
"Charge!" | Sever Artery | Gash | Thrill of Victory | Flail | "Watch Yourself!" | Healing Signet | Antidote Signet |
13 Sword Mastery, 11 Strength, 11 Tactics
Barbed Spear | Blazing Spear | Vicious Attack | "Go for the Eyes!" | "Incoming!" | "Fall Back!" | "Stand Your Ground!" | Signet of Return |
10 Spear Mastery, 14 Command, 10 Leadership
Mind Blast | Immolate | Fireball | Liquid Flame | Glyph of Restoration | Fire Attunement | Aura of Restoration | Flesh of My Flesh |
16 Fire Magic, 13 Energy Storage, 3 Restoration Magic
Mind Blast | Immolate | Fireball | Liquid Flame | Fire Attunement | Aura of Restoration | "Fall Back!" | "Stand Your Ground!" |
15 Fire Magic, 11 Energy Storage, 10 Command
Boon Signet | Castigation Signet | Reversal of Damage | Smite Condition | Smite Hex | Patient Spirit | Smiter's Boon | Resurrection Chant |
9 Healing Prayers, 12 Smiting Prayers, 13 Divine Favor
6-Man Rainbow Team[edit]
In the areas where you can take a party of 6, enemy mobs in general become tougher and your team need to cover a bit more ground. This is a Hero team that is a combination of the 4-Man Trinity and the 8-Man Rainbow Hero teams.
If you aren't playing the tank you take a Warrior to tank. While the build you take for your Warrior might be up to your own preference, I like to take a build that provised an IAS, has the ability to inflict a deep wound, adrenaline management, has "Watch Yourself" for defense anbd party support and Antidote Signet for condition removal.
Dismember | Symbolic Strike | Thrill of Victory | "To the Limit!" | "Watch Yourself!" | Soldier's Stance | Healing Signet | Antidote Signet |
13 Axe Mastery, 11 Strength, 11 Tactics
Sever Artery | Gash | Thrill of Victory | "To the Limit!" | "Watch Yourself!" | Soldier's Stance | Healing Signet | Antidote Signet |
13 Sword Mastery, 11 Strength, 11 Tactics
For your mid-range you can still take your Paragon to provide your party with an IMS and improve your mobility outside of combat. Hexbreaker Aria has been added to provide hex removal for your party.
The Elementalist has its build updated to be able to deal more damage to groups, but with spells that activate a bit slower. Since enemies in these areas don't die as fast as in the 4-man areas you don't need ffast casting and fast recharging spells but spells that pack more power.
If you play a mid-range yourself you can replace either of these 2. I prefer to take a Paragon for mobility since your party won't be lacking DPS to deal with enemies if your party is at level 20.
Barbed Spear | Vicious Attack | "Go for the Eyes!" | "Incoming!" | "Fall Back!" | "Stand Your Ground!" | Hexbreaker Aria | Signet of Return |
10 Spear Mastery, 14 Command, 10 Leadership
Fireball | Incendiary Bonds | Liquid Flame | Rodgort's Invocation | Elemental Attunement | Fire Attunement | Aura of Restoration | Flesh of My Flesh |
16 Fire Magic, 13 Energy Storage, 3 Restoration Magic
Since you have a Paragon in your party to provide your party with an IMS the build of the BiP MM has been updated with a conditon removal in the form of Foul Feast and Splinter Weapon for AoE damage. At this point having Blood is Power in your party to provide energy management is quite useful and minions are always useful as they take away aggro from your party. There is also a Smiting Prayers version with Smite Condition to remove conditions and Holy Wrath that deals back damage to enemies.
You are also at the point where you want disruption in your part for crowd control so the Domination Mesmer is added to provide that disruption, however in this buld the elite skill of choice is Psychic Instability instead of Panic. In these areas the enemy groups aren't always as large as in the high level areas nor are skills as spammed as much making Panic less effective as in the high level areas. Psychic Instability as an AoE disruption with a knock down is efficient enough in these areas to keep enemies in check. If you are going into areas that have martial heavy groups then taking an Illusion Mesmer is the better option.
Blood is Power | Animate Bone Minions | Death Nova | Taste of Death | Foul Feast | Infuse Condition | Signet of Lost Souls | Splinter Weapon |
7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Channeling Magic
Blood is Power | Animate Bone Minions | Death Nova | Taste of Death | Signet of Lost Souls | Smite Condition | Holy Wrath | Restore Life |
7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Smiting Prayers, 2 Healing Prayers
Psychic Instability Domination
Psychic Instability | Cry of Frustration | Mistrust | Empathy | Power Drain | Drain Enchantment | Ether Feast | Flesh of My Flesh |
14 Domination Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Restoration Magic
Ineptitude | Clumsiness | Wandering Eye | Signet of Clumsiness | Power Drain | Drain Enchantment | Ether Feast | Flesh of My Flesh |
14 Illusion Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Restoration Magic
At this point you also need more healing power so the Boon Smiter won't always suffice which is why I prefer to take a single healer instead. Because this build doesn't provide condition removal the condition removal has been added to the Necromancer so your party still has condition removal.
Word of Healing | Dwayna's Kiss | Patient Spirit | Vigorous Spirit | Divine Healing | Cure Hex | Resurrection Chant | Power Drain |
13 Healing Prayers, 12 Divine Favor, 8 Inspiration Magic