User:Kyou/challenge/universal team builds

From Guild Wars Wiki
Jump to navigationJump to search

Description[edit]

There's nothing more annoying than looking up a team build only to find you don't have the right set of heroes to run it. Or going through nightfall and being told you MUST bring a certain hero into the mission, but you hate that profession. The goal here was to make a team that was as free with hero selection as it could be.

These builds work very well on heroes that have caster class energy regen (which basically means everyone except warriors, paragons, and to a lesser extent rangers). For anyone else you might consider bringing a "battery" hero to keep energy levels up. I ended up sticking with casters though.


Rules[edit]

The rules are as follows:

  • only secondary skills & attributes can be used, NOTHING FROM THE PRIMARY
  • if a primary hero was used they can only act as if it was their secondary profession (i.e. no runes and no points in the primary attribute)
  • PvE-only skills are allowed
  • all rules apply to all members of the team (heroes AND players)


Builds[edit]

The builds come in 5 parts. The first is a set of optional build for the player to use, and has choices between wide area damage, single target damage, and support / interupt. The second is a set of healer builds that can be used with any of the team versions. The third and fourth sets are two different styles of teams. The mesmer and the paragon versions can be switched back and forth depending on what map you are on; some are better to use casters, some are better for physical teams. The last set is a unique problem for the final fight of Eye of the North, where traditional builds are not as effective.


optional player[edit]

Spirit Spammer

Any any / Ritualist Ritualist
Channeling Magic 11
Communing 10
Restoration 10
Signet of Spirits.jpg
Signet of Spirits
Pain.jpg
Pain
Bloodsong.jpg
Bloodsong
Vampirism.jpg
Vampirism
Painful Bond.jpg
Painful Bond
Armor of Unfeeling.jpg
Armor of Unfeeling
Spiritleech Aura.jpg
Spiritleech Aura
Summon Spirits (Luxon).jpg
Summon Spirits (Luxon)


SY! Shouter

Any any / Warrior Warrior
Tactics 12
(optional weapon) 12
Auspicious Parry.jpg
Auspicious Parry
"Save Yourselves!" (Luxon).jpg
"Save Yourselves!" (Luxon)
"For Great Justice!".jpg
"For Great Justice!"
"I Am the Strongest!".jpg
"I Am the Strongest!"
"Dodge This!".jpg
"Dodge This!"
Blank.jpg
Blank
Blank.jpg
Blank
Resurrection Signet.jpg
Resurrection Signet


Beastmaster

Any any / Ranger Ranger
Beast Mastery 12
(optional weapon) 12
Enraged Lunge.jpg
Enraged Lunge
Brutal Strike.jpg
Brutal Strike
Predator's Pounce.jpg
Predator's Pounce
Scavenger Strike.jpg
Scavenger Strike
Great Dwarf Weapon.jpg
Great Dwarf Weapon
Call of Protection.jpg
Call of Protection
Call of Haste.jpg
Call of Haste
Comfort Animal.jpg
Comfort Animal
Heal as One.jpg
Heal as One
Bestial Pounce.jpg
Bestial Pounce
Savage Pounce.jpg
Savage Pounce
Maiming Strike.jpg
Maiming Strike
Sunspear Rebirth Signet.jpg
Sunspear Rebirth Signet
Never Rampage Alone.jpg
Never Rampage Alone
Otyugh's Cry.jpg
Otyugh's Cry
Call of Protection.jpg
Call of Protection


Panic

Any any / Mesmer Mesmer
Domination Magic 12
Inspiration Magic 12
Panic.jpg
Panic
Cry of Pain.jpg
Cry of Pain
Power Spike.jpg
Power Spike
Empathy.jpg
Empathy
Diversion.jpg
Diversion
Mistrust.jpg
Mistrust
Ether Feast.jpg
Ether Feast
Sunspear Rebirth Signet.jpg
Sunspear Rebirth Signet



Healers[edit]

1x healer
Word of Healing.jpg
Patient Spirit.jpg
Healing Ribbon.jpg
Protective Spirit.jpg
Shield of Absorption.jpg
Cure Hex.jpg
Dismiss Condition.jpg
Resurrection Chant.jpg
1x protector
Aura of Faith.jpg
Signet of Rejuvenation.jpg
Gift of Health.jpg
Shield of Absorption.jpg
Protective Spirit.jpg
Patient Spirit.jpg
Dismiss Condition.jpg
Resurrection Chant.jpg


Usage: Take these two healers with you for both the mesmer version and the paragon version. In area with less than 8 party members one of the two can be droped. They both include protection and healing spells, so the one you drop is a matter of personal preferance.

Obviously these will not put out the same level of healing as a traditional monk build or as much prot spamming as an Ether Renewal elementalist, but they lack ranks in divine favor to keep with the spirit of the challenge - only as a secondary!


Healer

Any any / Monk Monk
Healing Prayers 12
Protection Prayers 12
Word of Healing.jpg
Word of Healing
Patient Spirit.jpg
Patient Spirit
Healing Ribbon.jpg
Healing Ribbon
Protective Spirit.jpg
Protective Spirit
Shield of Absorption.jpg
Shield of Absorption
Cure Hex.jpg
Cure Hex
Dismiss Condition.jpg
Dismiss Condition
Resurrection Chant.jpg
Resurrection Chant

Use any caster items. Having a 40/40 set or a +20% enchant weapon is useful, but not necessary. You might want as much +energy as possible if the primary profession does not have much energy.

Protective spirit limits large damage packets to a smaller, more manageble level. Shield of Absorbtion then takes those smaller damage packets and repeatedly makes them even smaller. Not enough to save you completely, but enough to take the edge off if you're getting mobbed.


Protector

Any any / Monk Monk
Healing Prayers 12
Protection Prayers 12
Aura of Faith.jpg
Aura of Faith
Signet of Rejuvenation.jpg
Signet of Rejuvenation
Gift of Health.jpg
Gift of Health
Shield of Absorption.jpg
Shield of Absorption
Protective Spirit.jpg
Protective Spirit
Patient Spirit.jpg
Patient Spirit
Dismiss Condition.jpg
Dismiss Condition
Resurrection Chant.jpg
Resurrection Chant

Equipment: Again, using any caster weapon sets are beneficial, but not necessary unless the primary profession does not have a high enough energy pool.

Aura of Faith gives a similar effect (bonus healing) as the traditional Healer's Boon or Unyeilding Aura, but without the required divine favor. Additional benefit of reducing damage. Using gift of health and signet of rejuvenation together probably wasn't a good idea, but it kindof works. The heroes mostly spam gift of health, which puts signet of rejuvenaiton on a recharge. If this isn't working for you, try switching gift of health for dwayna's kiss (keeping the signet will help with energy management).



Mesmer Version[edit]

2x Healers
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
1x Panic
Panic.jpg
Mistrust.jpg
Power Spike.jpg
Unnatural Signet.jpg
Wastrel's Demise.jpg
Leech Signet.jpg
Waste Not, Want Not.jpg
Resurrection Signet.jpg
1x Ineptitude
Arcane Conundrum.jpg
Ineptitude.jpg
Wandering Eye.jpg
Signet of Clumsiness.jpg
Clumsiness.jpg
Leech Signet.jpg
Waste Not, Want Not.jpg
Resurrection Signet.jpg
1x Tease
Tease.jpg
Cry of Frustration.jpg
Mistrust.jpg
Wastrel's Demise.jpg
Wastrel's Worry.jpg
Unnatural Signet.jpg
Waste Not, Want Not.jpg
Resurrection Signet.jpg
1x Energy Surge
Energy Surge.jpg
Power Spike.jpg
Cry of Frustration.jpg
Overload.jpg
Unnatural Signet.jpg
Leech Signet.jpg
Waste Not, Want Not.jpg
Resurrection Signet.jpg
1x optional
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg


Usage: Call priority targets if you want, but it seemed to work better for me to let the mesmers pick their own targets. Nearly all of the mesmers here have an area of effect so letting them find their own targets means the AoEs are spread out in the enemy group (at least in my experience). It may seem like an unreasonable amount of interupts but it makes sure the enemies have as little chance of doing anything as possible - is also a great setup for spamming the Wastrel spells.


Panic domination

Any any / Mesmer Mesmer
Domination 12
Inspiration 12
Panic.jpg
Panic
Mistrust.jpg
Mistrust
Power Spike.jpg
Power Spike
Unnatural Signet.jpg
Unnatural Signet
Wastrel's Demise.jpg
Wastrel's Demise
Leech Signet.jpg
Leech Signet
Waste Not, Want Not.jpg
Waste Not, Want Not
Resurrection Signet.jpg
Resurrection Signet

This is the most important of the four mesmers to have. Panic creates a persistant interupt effect that only gets more impressive the more enemies are balled together. Wastrel's demise is for the off times where there's no need to cast an active interupt.


Ineptitude illusion

Any any / Mesmer Mesmer
Illusion 12
Inspiration 12
Arcane Conundrum.jpg
Arcane Conundrum
Ineptitude.jpg
Ineptitude
Wandering Eye.jpg
Wandering Eye
Signet of Clumsiness.jpg
Signet of Clumsiness
Clumsiness.jpg
Clumsiness
Leech Signet.jpg
Leech Signet
Waste Not, Want Not.jpg
Waste Not, Want Not
Resurrection Signet.jpg
Resurrection Signet

Once you have a Panic mesmer in the team Ineptitude becomes the next best skill. While only about half the enemies are spellcasters, they all autoattack which triggers Ineptitude. The blinding is just a minor annoyance to casters but the interupt and the damage effects are universal. Even if you're running with a team that uses energy denial the autoattacking means this illusion build can always be triggered.


Tease domination

Any any / Mesmer Mesmer
Domination 12
Inspiration 12
Tease.jpg
Tease
Cry of Frustration.jpg
Cry of Frustration
Mistrust.jpg
Mistrust
Wastrel's Demise.jpg
Wastrel's Demise
Wastrel's Worry.jpg
Wastrel's Worry
Unnatural Signet.jpg
Unnatural Signet
Waste Not, Want Not.jpg
Waste Not, Want Not
Resurrection Signet.jpg
Resurrection Signet

Tease targets one foe but interupts others in the area. The side benefit is this also works as energy management at a minimum gaining back its casting cost each use.


Enegy Surge domination

Any any / Mesmer Mesmer
Domination 12
Inspiration 12
Energy Surge.jpg
Energy Surge
Power Spike.jpg
Power Spike
Cry of Frustration.jpg
Cry of Frustration
Overload.jpg
Overload
Unnatural Signet.jpg
Unnatural Signet
Leech Signet.jpg
Leech Signet
Waste Not, Want Not.jpg
Waste Not, Want Not
Resurrection Signet.jpg
Resurrection Signet

When most of the interupting tasks are handled Energy Surge comes in for pure damage. The two second casting time is a but annoying without the fstcasting attribute to speed it up, but the damage it puts out in AoE makes it tolerable (and it doesn't need the enemies doing anything to trigger it).



Paragon Version[edit]

1x Order of the Vampire
Order of the Vampire.jpg
Blood Bond.jpg
Mark of Pain.jpg
Barbs.jpg
Insidious Parasite.jpg
Well of Blood.jpg
Blood Renewal.jpg
Signet of Lost Souls.jpg
1x Commandagon v1
Barbed Spear.jpg
Stunning Strike.jpg
Disrupting Throw.jpg
"Go for the Eyes!".jpg
Anthem of Disruption.jpg
Bladeturn Refrain.jpg
"Stand Your Ground!".jpg
"We Shall Return!".jpg
1x Commandagon v2
Barbed Spear.jpg
Stunning Strike.jpg
Disrupting Throw.jpg
"Go for the Eyes!".jpg
Anthem of Disruption.jpg
Anthem of Weariness.jpg
"Stand Your Ground!".jpg
"We Shall Return!".jpg
1x Commandagon v3
Disrupting Throw.jpg
Merciless Spear.jpg
Vicious Attack.jpg
"Go for the Eyes!".jpg
Anthem of Disruption.jpg
"Never Give Up!".jpg
"Never Surrender!".jpg
"We Shall Return!".jpg
2x Healer motigons
Disrupting Throw.jpg
Song of Restoration.jpg
Ballad of Restoration.jpg
Chorus of Restoration.jpg
Finale of Restoration.jpg
Zealous Anthem.jpg
Leader's Zeal.jpg
Signet of Synergy.jpg
1x optional
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg
Blank.jpg


Usage: Some areas of the game are just not caster friendly. This team is more defensive than the mesmers by virtue of the overlaping shouts. Paragons are rather pathetic individually, but in groups like this the trigger-on-shout effects start flying like crazy. The order of the vampire caster helps both with a somewhat passive healing and damage boost for physical attackers.

The armor boost is almost always active and the paragons have a few interupts to keep the team safe. Anthem of weakness also improves survivability. Go for the eyes raises the critical hits - it's not much, but it also doubles as a shout trigger.


Order of the Vampire

Any any / Necromancer Necromancer
Blood Magic 12
Curses 12
Order of the Vampire.jpg
Order of the Vampire
Blood Bond.jpg
Blood Bond
Mark of Pain.jpg
Mark of Pain
Barbs.jpg
Barbs
Insidious Parasite.jpg
Insidious Parasite
Well of Blood.jpg
Well of Blood
Blood Renewal.jpg
Blood Renewal
Signet of Lost Souls.jpg
Signet of Lost Souls

Order of the Vampire both heals your team as they attack and gives bonus damage. To counter the health sacrifice the necro also has blood bond (the hero will probably be attacking the same foe targeted with the hex) and insidious parasite (all foes autoattack). Blood renewal is mostly to help with energy management of non-caster heroes (warriors and paragon who aren't using leadership). Signet of lost souls isn't nearly as impressive without soul reaping, but still gives back energy for free on apretty fast recharge.


Commandagon 1

Any any / Paragon Paragon
Spear Mastery 12
Command 12
Barbed Spear.jpg
Barbed Spear
Stunning Strike.jpg
Stunning Strike
Disrupting Throw.jpg
Disrupting Throw
"Go for the Eyes!".jpg
"Go for the Eyes!"
Anthem of Disruption.jpg
Anthem of Disruption
Bladeturn Refrain.jpg
Bladeturn Refrain
"Stand Your Ground!".jpg
"Stand Your Ground!"
"We Shall Return!".jpg
"We Shall Return!"

Recomended to use a command shield. A spear is required, but upgrades are optional.

Stunning strike is used to limit enemy spellcasters, and disrupting throw does the same for any foe type. "Go for the eyes" adds a slight bit of damage to the team from critical hits but is mostly to trigger refrains. "Stand your ground" and bladeturn refrain add a surprising amount of durability, even to a squishy hero with only level 60 armor.


Commandagon 2

Any any / Paragon Paragon
Spear Mastery 12
Command 12
Barbed Spear.jpg
Barbed Spear
Stunning Strike.jpg
Stunning Strike
Disrupting Throw.jpg
Disrupting Throw
"Go for the Eyes!".jpg
"Go for the Eyes!"
Anthem of Disruption.jpg
Anthem of Disruption
Anthem of Weariness.jpg
Anthem of Weariness
"Stand Your Ground!".jpg
"Stand Your Ground!"
"We Shall Return!".jpg
"We Shall Return!"

Same recommended command shield. Same required spear.

Added anthem of disruption to stagger the interupt attacks better. Anthem of weariness reduces attribute ranks of the enemies making their damage less. "Stand your ground" is meant to be cast while the same one on the first commandagon is recharging (the heroes won't cast this one until the other runs out).


Commandagon 3

Any any / Paragon Paragon
Spear Mastery 12
Command 12
Disrupting Throw.jpg
Disrupting Throw
Merciless Spear.jpg
Merciless Spear
Vicious Attack.jpg
Vicious Attack
"Go for the Eyes!".jpg
"Go for the Eyes!"
Anthem of Disruption.jpg
Anthem of Disruption
"Never Give Up!".jpg
"Never Give Up!"
"Never Surrender!".jpg
"Never Surrender!"
"We Shall Return!".jpg
"We Shall Return!"

Same recommended command shield. Same required spear.

Vicious attack deals nice extra damage and makes use of "go for the eyes" as something beyond a refrain trigger. "Never give up" and "never surrender" are for an emergency boost when the team is getting too roughed-up. The health regeneration helps a little to relieve pressure and the energy gain should give enough to case off some protection skills.


Healer Motigon

Any any / Paragon Paragon
Spear Mastery 12
Motivation 12
Disrupting Throw.jpg
Disrupting Throw
Song of Restoration.jpg
Song of Restoration
Ballad of Restoration.jpg
Ballad of Restoration
Chorus of Restoration.jpg
Chorus of Restoration
Finale of Restoration.jpg
Finale of Restoration
Zealous Anthem.jpg
Zealous Anthem
Leader's Zeal.jpg
Leader's Zeal
Signet of Synergy.jpg
Signet of Synergy

The points in spear mastery are just for using up points. If you wanted to these healer could go with no-requirement starter spears. Please note however that SOME level of spear is required to use disrupting throw.

Since the commandagons are already boosting the team defense these motigons can do pure healing. All four "...of restoration" skills allow for healing from different triggers making for a fairly constant team heal. Signet of synergy allows for a targeted heal (unfortunetly it will almost never heal the caster because of being enchanted with Order of the Vampire).



A Time For Heroes Version[edit]

player bar
Lyssa's Assault.jpg
Ear Bite.jpg
Reap Impurities.jpg
Radiant Scythe.jpg
Brawling Headbutt.jpg
Grenth's Aura.jpg
Mystic Regeneration.jpg
Conviction.jpg
Bonder 1
Essence Bond.jpg
Protective Bond.jpg
Balthazar's Spirit.jpg
Succor.jpg
Boon Signet.jpg
Signet of Rejuvenation.jpg
Signet of Devotion.jpg
Blessed Signet.jpg
Bonder 2
Essence Bond.jpg
Protective Bond.jpg
Life Bond.jpg
Strength of Honor.jpg
Boon Signet.jpg
Signet of Rejuvenation.jpg
Signet of Devotion.jpg
Blessed Signet.jpg
Bonder 3
Essence Bond.jpg
Protective Bond.jpg
Mending.jpg
Watchful Spirit.jpg
Boon Signet.jpg
Signet of Rejuvenation.jpg
Signet of Devotion.jpg
Blessed Signet.jpg
Bonder 4
Essence Bond.jpg
Protective Bond.jpg
Life Barrier.jpg
Life Bond.jpg
Blank.jpg
Signet of Rejuvenation.jpg
Signet of Devotion.jpg
Blessed Signet.jpg


Usage: This team is only really effective for the A Time For Heroes mission at the end of Eye of the North. Battling the Great Destroyer is very frustrating with a balanced team. As players have found out, bonding a single attacker turns this mission from nearly impossible to a walk in the park.

Disable the first 4 skills on all the heroes, but let them cast the last 4 whenever (these are their healing and energy managements). Cast the bonds in the following order: all of the skills in slot 1 of all the heroes, all of the skills in slot 2 of all the heroes ... etc. By the time the last hero has started casting their first skill, the first hero will have finished his and be ready to cast his second skill.

Once all the bonds are active, flag the heroes just before the last shadow at the edge of the lava (so you can just barely target the Great Destroyer as a foe). Recast your defensive skills just before they are about to expire, and save brawling headbut to interupt the lava wave skill.


Player bar

Any any / Dervish Dervish
Wind Prayers 12
Scythe Mastery 10
Earth Prayers 8
Lyssa's Assault.jpg
Lyssa's Assault
Ear Bite.jpg
Ear Bite
Reap Impurities.jpg
Reap Impurities
Radiant Scythe.jpg
Radiant Scythe
Brawling Headbutt.jpg
Brawling Headbutt
Grenth's Aura.jpg
Grenth's Aura
Mystic Regeneration.jpg
Mystic Regeneration
Conviction.jpg
Conviction

A scythe is required, upgrades are optional. Using superior runes to lower your health is an option but not completely necessary.

Spam the damage skils at will but save brawling headbut as an interupt for lava wave; it takes MUCH longer to will the great destroyer if you let him heal.


Bonder v1

Any any / Monk Monk
Smiting Prayers 12
Protection Prayers 12
Healing Prayers 3
Essence Bond.jpg
Essence Bond
Protective Bond.jpg
Protective Bond
Balthazar's Spirit.jpg
Balthazar's Spirit
Succor.jpg
Succor
Boon Signet.jpg
Boon Signet
Signet of Rejuvenation.jpg
Signet of Rejuvenation
Signet of Devotion.jpg
Signet of Devotion
Blessed Signet.jpg
Blessed Signet


Bonder v2

Any any / Monk Monk
Smiting Prayers 12
Protection Prayers 12
Healing Prayers 3
Essence Bond.jpg
Essence Bond
Protective Bond.jpg
Protective Bond
Life Bond.jpg
Life Bond
Strength of Honor.jpg
Strength of Honor
Boon Signet.jpg
Boon Signet
Signet of Rejuvenation.jpg
Signet of Rejuvenation
Signet of Devotion.jpg
Signet of Devotion
Blessed Signet.jpg
Blessed Signet


Bonder v3

Any any / Monk Monk
Healing Prayers 12
Protection Prayers 12
Essence Bond.jpg
Essence Bond
Protective Bond.jpg
Protective Bond
Mending.jpg
Mending
Watchful Spirit.jpg
Watchful Spirit
Boon Signet.jpg
Boon Signet
Signet of Rejuvenation.jpg
Signet of Rejuvenation
Signet of Devotion.jpg
Signet of Devotion
Blessed Signet.jpg
Blessed Signet


Bonder v4

Any any / Monk Monk
Healing Prayers 12
Protection Prayers 12
Essence Bond.jpg
Essence Bond
Protective Bond.jpg
Protective Bond
Life Barrier.jpg
Life Barrier
Life Bond.jpg
Life Bond
Blank.jpg
Blank
Signet of Rejuvenation.jpg
Signet of Rejuvenation
Signet of Devotion.jpg
Signet of Devotion
Blessed Signet.jpg
Blessed Signet


Conclusion & Commentary[edit]

These builds were enough to get me through all of Prophesies, Factions, Nightfall, and Eye of the North primary quests in normal mode. There were the occasional dealths but very very rarely did it ever get to a full team wipe.

Most of the time I played using the mesmer team. The interupts served as team protection and all the damage was armor ignoring. Stopping the enemy monk from healing was very effective... so much so that even my paragon builds include interupts to make life easier.

All in all the builds work. Obviously using primary attributes and runes would make them better, as would combining two professions instead of being limited to one. Other than that these can actually function as normal-use builds.


Download Builds[edit]