• Hey, thank you for your Suggestions the last time. Do u mind giving me some new pointers. Am getting bored of my Standard ES Mesmer Heroes on my Heroic Refrain Build. Do u got some Ideas to switch up the Build if i like to keep the Mesmers and the Heroic Refrain? Thank you!

  • Was looking for possibly more Damage but still would like to add a bit more Variation. Was thinking a bit along the KSS Mesmers if seen in your Builds or maybe every Mesmer with a different Elite. My understanding ist that Mesmers benefit the most out of the +4 to all Attributes. If there are maybe some other Builds im overlooking i would be up for that as well.

  • Alright, so for the cons version I would run these attributes. I tried getting their main attributes to 15 (+4 HR +1 Conset = 20).

    I have done the calcs below, so check it out and enjoy the madness :P

    P/W HR Boiii (or Guuurrlllll)

    OQGkgqlqpWVEAQQWPWNGPxVRMIQI

    Leadership: 10 + 1 + 3 + 5 = 19

    Command: 10 + 1 + 5 = 16

    Spear Mastery: 10 + 1 + 5 = 16

    Tactics: 5 + 5 = 10

    N/Rt BiP Resto

    OAhjEyEqBS3BVVciDTSTRTTOZM

    Blood Magic: 10 + 1 + 2 + 5 = 18 (BiP caps at +7 here, no need for more)

    Soul Reaping: 8 + 2 + 5 = 15

    Restoration Magic: 12 + 5 = 17

    Rt/P ST Command

    OAmjQqgrpOYTnZ40694gm07dM

    Spawning Power: 10 + 1 + 3 + 5 = 19 (ST caps here, no need for more)

    Communing: 11 + 3 + 5 = 19 (felt like Command deserved more points compared to 19vs20 Communing)

    Command: 10 + 5 = 15

    Me/Mo VoR Gift of Health

    OQNEILkD1642yBZATXRYIgTDj

    Fast Casting: 9 + 3 +5 = 17 (this is plenty already, wanted the heal to be very OP to recover the BiP)

    Domination Magic: 10 + 1 + 3 + 5 = 19 (again, plenty)

    Inspiration Magic: 4 + 2 + 5 = 11

    Healing Magic: 10 + 5 = 15

    Me/E Keystone Domination DF

    OQZDArwrN/AuGy30VEGC4U1B

    Fast Casting: 11 + 1 + 3 + 5 = 20 (gotta love keystone + HR ftw ^^)

    Domination Magic: 12 + 3 + 5 = 20 (gotta love keystone + HR ftw ^^)

    Water Magic: 6 + 5 = 11

    Me/P Keystone Domination Command

    OQljAsCspN/AuGy30VEGC17dM

    Fast Casting: 11 + 1 + 3 + 5 = 20 (gotta love keystone + HR ftw ^^)

    Domination Magic: 12 + 3 + 5 = 20 (gotta love keystone + HR ftw ^^)

    Command: 6 + 5 = 11

    Me/N Keystone Bone Fiend

    OQRFAbxRJ0EzPgnmnNd9gq6UlKA

    Fast Casting: 11 + 1 + 3 + 5 = 20 (gotta love keystone + HR ftw ^^)

    Illusion Magic: 5 + 1 + 5 = 11

    Domination Magic: 4 + 1 + 5 = 10

    Death Magic: 12 + 5 = 17

    Me/N Keystone Bone Fiend

    OQRFAbxRJ0EzPgnmnNd9gq6UlKA

    Fast Casting: 11 + 1 + 3 + 5 = 20 (gotta love keystone + HR ftw ^^)

    Illusion Magic: 5 + 1 + 5 = 11

    Domination Magic: 4 + 1 + 5 = 10

    Death Magic: 12 + 5 = 17

  • I was thinking maybe something like this would work pretty well. Rt/E has quite good offensive AoE pressure thanks to 2x PI mesmers for Aftershock. Weaken Armor for more armor-respecting damage, 2x PI for AoE knockdown, Deep Freeze for another snare, Me/Mo Keystone for a little extra healing to be on the safer side:p

    Another masterpiece. I vote for 10/10 gwamms

    So how this build ended? Can we have codes? Do you recommend it?

  • Hey Gentleman Xander , nice builds you have here!
    I was thinking of running Order of the Vampire on my necro and I am trying to find a good hero team (mercenaries included) based on physical damage.

    If you are still doing this, would you try to think of a player build with Order of the Vampire (any other skill can be in the bar) and a physical damage hero team to supplement it? The goal is to be able to clear HM content with it. Thanks 🙂

  • Heyo,


    Sorry for late reply, it’s not going smooth 😅 still no internet etc but I did type it all out. If you like it I can let u know about attributes etc Hesper (no resses, force of habit but can be weaved in if u want)

    N/D

    • Order of the vampire
    • Technobabble
    • Ebon battle standard of honor
    • Summon ice imp
    • Oppressive gaze/Blood Bond
    • Dark pact
    • Awaken the blood
    • Mystic regeneration

    Rt/Mo

    • Soul Twisting
    • Boon of creation
    • Displacement
    • Shelter
    • Armor of unfeeling
    • Mend body and soul
    • Remove hex
    • Signet of creation

    Rt/Me

    • Psychic instability
    • Power drain
    • Shatter hex
    • Splinter weapon
    • Rejuvenation
    • Essence strike
    • Mend body and soul
    • Spirit light

    Rt/Me

    • Psychic instability
    • Power drain
    • Shatter hex
    • Splinter weapon
    • Life
    • Essence strike
    • Mend body and soul
    • Spirit light

    Me/N

    • Keystone signet
    • Symbolic celerity
    • Signet of clumsiness
    • Unnatural signet
    • Signet of sorrow
    • Signet of lost souls
    • Barbs/Mark of Pain
    • Chilblains

    R/N

    • Barrage
    • Savage shot
    • Disrupting shot
    • Comfort animal
    • Brutal strike
    • Scavenger strike
    • Enfeebling blood
    • Weaken armor

    R/P

    • Barrage
    • Savage shot
    • Disrupting shot
    • Comfort animal
    • Brutal strike
    • Scavenger strike
    • Go for the eyes
    • Fall back

    R/P

    • Barrage
    • Savage shot
    • Disrupting shot
    • Comfort animal
    • Brutal strike
    • Scavenger strike
    • Go for the eyes
    • Fall back
  • Alright, trial 1 was quite a success. I did the boss quest chain to get IAU, no deaths but still the healing feels a bit off. I think 1 AoD derv might just not be enough. I have changed a few other things across the heroes. The build really is fun and it's also fun to know that you only have each prof only once in the team :D

    Just a few sidenotes:

    • R/W: Pretty much had full energy the whole time, will try a few things out to make sure we get the most out of him (i.e. take hamstring after all and/or swap Riposte for Deadly Riposte)
    • P/W: Same story as R/W. Added in Awe (10 energy cost) which dazes KD'd foes -> PI synergy. Mostly curious to see how the hero will use it.
    • Me/N: Swapped Arcane Conundrum for Mark of Pain. I felt like the hero didn't need the extra energy alongside a BiP (same goes for Drain Enchantment)
    • D/Mo: Can easily maintain Strength of Honor on all 3 melees (can even maintain 4 with a BiP very easily).
    • N/E: Dropped Jaundiced Gaze for Dark Fury (Might be dropping points here in Blood and/or Fire and also take Curses here and drop the adrenaline stuff (or atleast one of them)).
    • Mo/Me: Dropped Shield of Absorption for Shield Guardian (Like I mentioned, the healing felt off. I think Shield Guardian might be a good addition to heal a bit better).
    • Rt/Me: Swapped Nightmare Weapon for Warmonger's Weapon (very good rupts esp on any of the 3 melees with speedy attacks) and Lamenation for Mending Grip (again; healing).

  • Very bold of you to try melee ele dhuum. Respect :thumbup:

    Have you considered constant upkeep of Shelter, plus Protective Bond / Protective Spirit? The % max life protection might give you enough time to retreat from difficult situations.

    I usually run ST hero with Shelter, Shadowsong, and Disenchantment, gives more uptime for Shelter. Just an idea ;)

  • The idea was to take as little as meta builds I could. I know there are way better ways to not die, but where’s the fun in that:D Also I have always preferred a protter over ST personally for the build options it offers. ST is always stuck to ST, but previously I used to run N/Mo with any elite tbh, all were viable (UA, Aura of Faith, divert hexes you name it)

  • The idea was to take as little as meta builds I could. I know there are way better ways to not die, but where’s the fun in that:D Also I have always preferred a protter over ST personally for the build options it offers. ST is always stuck to ST, but previously I used to run N/Mo with any elite tbh, all were viable (UA, Aura of Faith, divert hexes you name it)

  • Alrighty, this is the current setup! It's been working wonders. So far things are looking like they are reaching their maximum potential. However... :D I am not too sure about my own build since I haven't tried anything else over Starburst yet. Judging from the numbers, Starburst will most likely be the most damage. But there are of course many more potential builds u can run.


    Which is why I made a few of them (including my current Starburst build). For NM Greater Drawf Armor is quite unnecessary, however it is a melee ele afterall..... xD

    My preference will probably go to either air ele. The Earth eles seem great, but WHY... WHY.... WHY is there no earth conjure? :( #EarthDeservesJustice&Conjure! So yeah, just put them in there for good measure, but will very likely not run those for that single reason xd


    Btw, I just put in the same attack and pve skills in ,most places just for the sake of convenience. The biggest change comes from the elite skills so that's my starting point :p

  • Alright, here's v1.99999999999 in action. Completed Dalada Uplands vq (31mins) and Sacnoth Valley (54mins as u can see below). I gotta admit, a few pulls were scary. Some heroes had perished, but all were gloriously rescued by the Para hero^^. A few things I will be changing: Dark Aura on the Necro; I forgot Spirit Light also sacrifices, so hero ends up using it a lot on the rit :(. Also not too sure about the Ranger BiP. AI doesn't seem to like it as much as a normal BiP.

    Fun Fact: during Dalada VQ Vael was tagging along; the dude didn't die :D. All deaths happened during overaggroes where there were more than 2 eles on HM (esp burning forest part was scary; a lot of "obstacles" to get stuck on for heroes and a lot of AoE spells xd). But all that matters is that my ele is still Deathless! ^^