User:Damysticreaper/Sandbox4

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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.

Warrior Ranger Eviscerate Axe

Eviscerate.jpg
Eviscerate
Symbolic Strike.jpg
Symbolic Strike
Cyclone Axe.jpg
Cyclone Axe
Enraging Charge.jpg
Enraging Charge
Flail.jpg
Flail
"Watch Yourself!".jpg
"Watch Yourself!"
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
Antidote Signet

13 Axe Mastery, 11 Strength, 11 Tactics

Warrior Ranger Charge Axe

"Charge!".jpg
"Charge!"
Dismember.jpg
Dismember
Symbolic Strike.jpg
Symbolic Strike
Cyclone Axe.jpg
Cyclone Axe
Flail.jpg
Flail
"Watch Yourself!".jpg
"Watch Yourself!"
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
Antidote Signet

13 Axe Mastery, 11 Strength, 11 Tactics

Warrior Ranger Charge Blade

"Charge!".jpg
"Charge!"
Sever Artery.jpg
Sever Artery
Gash.jpg
Gash
Thrill of Victory.jpg
Thrill of Victory
Flail.jpg
Flail
"Watch Yourself!".jpg
"Watch Yourself!"
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
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.

Necromancer Paragon BiP MM

Blood is Power.jpg
Blood is Power
Animate Bone Minions.jpg
Animate Bone Minions
Death Nova.jpg
Death Nova
Taste of Death.jpg
Taste of Death
Signet of Lost Souls.jpg
Signet of Lost Souls
"Fall Back!".jpg
"Fall Back!"
"Stand Your Ground!".jpg
"Stand Your Ground!"
"We Shall Return!".jpg
"We Shall Return!"

7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Command

Necromancer Ritualist BiP MM

Blood is Power.jpg
Blood is Power
Animate Bone Minions.jpg
Animate Bone Minions
Death Nova.jpg
Death Nova
Taste of Death.jpg
Taste of Death
Dark Bond.jpg
Dark Bond
Signet of Lost Souls.jpg
Signet of Lost Souls
Splinter Weapon.jpg
Splinter Weapon
Flesh of My Flesh.jpg
Flesh of My Flesh

7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Channeling Magic, 1 Restoration Magic

Necromancer Paragon SS Curses

Spiteful Spirit.jpg
Spiteful Spirit
Mark of Pain.jpg
Mark of Pain
Barbs.jpg
Barbs
Enfeebling Blood.jpg
Enfeebling Blood
Rip Enchantment.jpg
Rip Enchantment
Signet of Lost Souls.jpg
Signet of Lost Souls
"Fall Back!".jpg
"Fall Back!"
"We Shall Return!".jpg
"We Shall Return!"

14 Curses, 9 Soul Reaping, 10 Command

Necromancer Ritualist SS Curses

Spiteful Spirit.jpg
Spiteful Spirit
Mark of Pain.jpg
Mark of Pain
Barbs.jpg
Barbs
Enfeebling Blood.jpg
Enfeebling Blood
Rip Enchantment.jpg
Rip Enchantment
Signet of Lost Souls.jpg
Signet of Lost Souls
Splinter Weapon.jpg
Splinter Weapon
Flesh of My Flesh.jpg
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.

Mesmer Ritualist Panic Domination

Panic.jpg
Panic
Cry of Frustration.jpg
Cry of Frustration
Mistrust.jpg
Mistrust
Empathy.jpg
Empathy
Power Drain.jpg
Power Drain
Drain Enchantment.jpg
Drain Enchantment
Ether Feast.jpg
Ether Feast
Flesh of My Flesh.jpg
Flesh of My Flesh

14 Domination Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Restoration Magic

Mesmer Monk Panic Domination

Panic.jpg
Panic
Cry of Frustration.jpg
Cry of Frustration
Mistrust.jpg
Mistrust
Power Drain.jpg
Power Drain
Drain Enchantment.jpg
Drain Enchantment
Ether Feast.jpg
Ether Feast
Mend Condition.jpg
Mend Condition
Resurrection Chant.jpg
Resurrection Chant

14 Domination Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Healing Prayers, 1 Protection Prayers

Mesmer Ritualist Ineptitude Illusion

Ineptitude.jpg
Ineptitude
Clumsiness.jpg
Clumsiness
Wandering Eye.jpg
Wandering Eye
Signet of Clumsiness.jpg
Signet of Clumsiness
Power Drain.jpg
Power Drain
Drain Enchantment.jpg
Drain Enchantment
Ether Feast.jpg
Ether Feast
Flesh of My Flesh.jpg
Flesh of My Flesh

14 Illusion Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Restoration Magic

Mesmer Monk Ineptitude Illusion

Ineptitude.jpg
Ineptitude
Clumsiness.jpg
Clumsiness
Wandering Eye.jpg
Wandering Eye
Signet of Clumsiness.jpg
Signet of Clumsiness
Power Drain.jpg
Power Drain
Ether Feast.jpg
Ether Feast
Convert Hexes.jpg
Convert Hexes
Resurrection Chant.jpg
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.

Ritualist Monk SoS Spirit Spammer

Signet of Spirits.jpg
Signet of Spirits
Bloodsong.jpg
Bloodsong
Agony.jpg
Agony
Painful Bond.jpg
Painful Bond
Splinter Weapon.jpg
Splinter Weapon
Spirit Siphon.jpg
Spirit Siphon
Flesh of My Flesh.jpg
Flesh of My Flesh
Convert Hexes.jpg
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.

Monk Mesmer Healer

Word of Healing.jpg
Word of Healing
Dwayna's Kiss.jpg
Dwayna's Kiss
Patient Spirit.jpg
Patient Spirit
Vigorous Spirit.jpg
Vigorous Spirit
Divine Healing.jpg
Divine Healing
Cure Hex.jpg
Cure Hex
Resurrection Chant.jpg
Resurrection Chant
Power Drain.jpg
Power Drain

13 Healing Prayers, 12 Divine Favor, 8 Inspiration Magic

Monk Elementalist Prot

Life Sheath.jpg
Life Sheath
Protective Spirit.jpg
Protective Spirit
Shielding Hands.jpg
Shielding Hands
Shield Guardian.jpg
Shield Guardian
Remove Hex.jpg
Remove Hex
Gift of Health.jpg
Gift of Health
Resurrection Chant.jpg
Resurrection Chant
Glyph of Lesser Energy.jpg
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

Warrior Ranger Soldier Axe

Dismember.jpg
Dismember
Symbolic Strike.jpg
Symbolic Strike
Thrill of Victory.jpg
Thrill of Victory
"To the Limit!".jpg
"To the Limit!"
"Watch Yourself!".jpg
"Watch Yourself!"
Soldier's Stance.jpg
Soldier's Stance
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
Antidote Signet

13 Axe Mastery, 11 Strength, 11 Tactics

Warrior Ranger Soldier Blade

Sever Artery.jpg
Sever Artery
Gash.jpg
Gash
Thrill of Victory.jpg
Thrill of Victory
"To the Limit!".jpg
"To the Limit!"
"Watch Yourself!".jpg
"Watch Yourself!"
Soldier's Stance.jpg
Soldier's Stance
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
Antidote Signet

13 Sword Mastery, 11 Strength, 11 Tactics

Warrior Ranger Charge Axe

"Charge!".jpg
"Charge!"
Dismember.jpg
Dismember
Symbolic Strike.jpg
Symbolic Strike
Cyclone Axe.jpg
Cyclone Axe
Flail.jpg
Flail
"Watch Yourself!".jpg
"Watch Yourself!"
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
Antidote Signet

13 Axe Mastery, 11 Strength, 11 Tactics

Warrior Ranger Charge Blade

"Charge!".jpg
"Charge!"
Sever Artery.jpg
Sever Artery
Gash.jpg
Gash
Thrill of Victory.jpg
Thrill of Victory
Flail.jpg
Flail
"Watch Yourself!".jpg
"Watch Yourself!"
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
Antidote Signet

13 Sword Mastery, 11 Strength, 11 Tactics


Paragon Commander

Barbed Spear.jpg
Barbed Spear
Blazing Spear.jpg
Blazing Spear
Vicious Attack.jpg
Vicious Attack
"Go for the Eyes!".jpg
"Go for the Eyes!"
"Incoming!".jpg
"Incoming!"
"Fall Back!".jpg
"Fall Back!"
"Stand Your Ground!".jpg
"Stand Your Ground!"
Signet of Return.jpg
Signet of Return

10 Spear Mastery, 14 Command, 10 Leadership


Elementalist Ritualist Nuker

Mind Blast.jpg
Mind Blast
Immolate.jpg
Immolate
Fireball.jpg
Fireball
Liquid Flame.jpg
Liquid Flame
Glyph of Restoration.jpg
Glyph of Restoration
Fire Attunement.jpg
Fire Attunement
Aura of Restoration.jpg
Aura of Restoration
Flesh of My Flesh.jpg
Flesh of My Flesh

16 Fire Magic, 13 Energy Storage, 3 Restoration Magic

Elementalist Paragon Command Nuker

Mind Blast.jpg
Mind Blast
Immolate.jpg
Immolate
Fireball.jpg
Fireball
Liquid Flame.jpg
Liquid Flame
Fire Attunement.jpg
Fire Attunement
Aura of Restoration.jpg
Aura of Restoration
"Fall Back!".jpg
"Fall Back!"
"Stand Your Ground!".jpg
"Stand Your Ground!"

15 Fire Magic, 11 Energy Storage, 10 Command


Monk Boon Smiter

Boon Signet.jpg
Boon Signet
Castigation Signet.jpg
Castigation Signet
Reversal of Damage.jpg
Reversal of Damage
Smite Condition.jpg
Smite Condition
Smite Hex.jpg
Smite Hex
Patient Spirit.jpg
Patient Spirit
Smiter's Boon.jpg
Smiter's Boon
Resurrection Chant.jpg
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.

Warrior Ranger Soldier Axe

Dismember.jpg
Dismember
Symbolic Strike.jpg
Symbolic Strike
Thrill of Victory.jpg
Thrill of Victory
"To the Limit!".jpg
"To the Limit!"
"Watch Yourself!".jpg
"Watch Yourself!"
Soldier's Stance.jpg
Soldier's Stance
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
Antidote Signet

13 Axe Mastery, 11 Strength, 11 Tactics

Warrior Ranger Soldier Blade

Sever Artery.jpg
Sever Artery
Gash.jpg
Gash
Thrill of Victory.jpg
Thrill of Victory
"To the Limit!".jpg
"To the Limit!"
"Watch Yourself!".jpg
"Watch Yourself!"
Soldier's Stance.jpg
Soldier's Stance
Healing Signet.jpg
Healing Signet
Antidote Signet.jpg
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.

Paragon Commander

Barbed Spear.jpg
Barbed Spear
Vicious Attack.jpg
Vicious Attack
"Go for the Eyes!".jpg
"Go for the Eyes!"
"Incoming!".jpg
"Incoming!"
"Fall Back!".jpg
"Fall Back!"
"Stand Your Ground!".jpg
"Stand Your Ground!"
Hexbreaker Aria.jpg
Hexbreaker Aria
Signet of Return.jpg
Signet of Return

10 Spear Mastery, 14 Command, 10 Leadership

Elementalist Ritualist Elemental Attunement Nuker

Fireball.jpg
Fireball
Incendiary Bonds.jpg
Incendiary Bonds
Liquid Flame.jpg
Liquid Flame
Rodgort's Invocation.jpg
Rodgort's Invocation
Elemental Attunement.jpg
Elemental Attunement
Fire Attunement.jpg
Fire Attunement
Aura of Restoration.jpg
Aura of Restoration
Flesh of My Flesh.jpg
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.

Necromancer Ritualist BiP MM

Blood is Power.jpg
Blood is Power
Animate Bone Minions.jpg
Animate Bone Minions
Death Nova.jpg
Death Nova
Taste of Death.jpg
Taste of Death
Foul Feast.jpg
Foul Feast
Infuse Condition.jpg
Infuse Condition
Signet of Lost Souls.jpg
Signet of Lost Souls
Splinter Weapon.jpg
Splinter Weapon

7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Channeling Magic

Necromancer Monk BiP MM

Blood is Power.jpg
Blood is Power
Animate Bone Minions.jpg
Animate Bone Minions
Death Nova.jpg
Death Nova
Taste of Death.jpg
Taste of Death
Signet of Lost Souls.jpg
Signet of Lost Souls
Smite Condition.jpg
Smite Condition
Holy Wrath.jpg
Holy Wrath
Restore Life.jpg
Restore Life

7 Blood Magic, 13 Death Magic, 9 Soul Reaping, 10 Smiting Prayers, 2 Healing Prayers

Mesmer Ritualist Psychic Instability Domination

Psychic Instability.jpg
Psychic Instability
Cry of Frustration.jpg
Cry of Frustration
Mistrust.jpg
Mistrust
Empathy.jpg
Empathy
Power Drain.jpg
Power Drain
Drain Enchantment.jpg
Drain Enchantment
Ether Feast.jpg
Ether Feast
Flesh of My Flesh.jpg
Flesh of My Flesh

14 Domination Magic, 10 Inspiration Magic, 10 Fast Casting, 3 Restoration Magic

Mesmer Ritualist Ineptitude Illusion

Ineptitude.jpg
Ineptitude
Clumsiness.jpg
Clumsiness
Wandering Eye.jpg
Wandering Eye
Signet of Clumsiness.jpg
Signet of Clumsiness
Power Drain.jpg
Power Drain
Drain Enchantment.jpg
Drain Enchantment
Ether Feast.jpg
Ether Feast
Flesh of My Flesh.jpg
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.

Monk Mesmer Healer

Word of Healing.jpg
Word of Healing
Dwayna's Kiss.jpg
Dwayna's Kiss
Patient Spirit.jpg
Patient Spirit
Vigorous Spirit.jpg
Vigorous Spirit
Divine Healing.jpg
Divine Healing
Cure Hex.jpg
Cure Hex
Resurrection Chant.jpg
Resurrection Chant
Power Drain.jpg
Power Drain

13 Healing Prayers, 12 Divine Favor, 8 Inspiration Magic