• Alright, as you may have expected... it's Skull Crack :D

    Did a first trial in DD HM (was a breeze, the screen above is afterwards with things I was missing or felt were lacking). This will need to be tested now, but dinner first :p First trial was a big success tho, destroyers were melting (especially with the extra 15dmg from the title :D)


    Edit: Proof xd

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  • Alright.... I decided to see if I can make it harder for myself (as one does... xD)

    I wanted to see if I can do it without really running any mesmer. Attributes aren't 100% set in stone, just what I currently have in mind :p I think I might need to run AoDwayna eventually, but idk how well the healing output of it is while relying on adrenaline attacks

  • Yello o/

    I will post proper layout and explanation once heatwave is over xd (tomorrow 40°C)

    D/E Fire (8/8)

    • Starburst
    • Flame burst
    • Ermite’s zeal
    • Heart of holy flame
    • Balthazar’s rage
    • Twin moon sweep
    • Wearying strike
    • Radiant scythe

    P/ Command (8/8)

    • It’s just a flesh wound
    • Cant touch this
    • Help
    • Find their weakness
    • Fall back
    • Anthem of envy
    • Mighty throw
    • Harriers toss

    P/Me Motivation (8/8)

    • Song of restoration
    • Finale of restoration
    • Aria of zeal
    • Go for the eyes
    • Ballad of restoration
    • Mighty throw
    • Harriers toss
    • Mirror of disenchantment

    P/ Motivation (8/8)

    • Anthem of fury
    • Finale of restoration
    • Aria of zeal
    • Aria of restoration
    • Go for the eyes
    • They’re on fire
    • Mighty throw
    • Harriers toss

    Mo/Me Prot Heal (8/8)

    • Aura of faith
    • Spirit bond
    • Shield of absorption
    • Divine healing
    • Deny hexes
    • Gift of health
    • Divine spirit
    • Power drain

    N/Mo Blood Smite (8/8)

    • Ravenous gaze
    • Dark fury
    • Mark of fury
    • Blood bond
    • Signet of lost souls
    • Strength of honor
    • Symbol of wrath
    • Smite hex

    Rt/Mo Channeling Prot (8/8)

    • Divert hexes
    • Protective spirit
    • Shield guardian
    • Shield of absorption
    • Splinter weapon
    • Nightmare weapon
    • Ancestors rage
    • Renewing surge
  • Alright, so I did some thinking and finetuning... This is what I ended up with:

    Codes

    #1 OgljssMWJTCZ5ioiAhPDtTLYNY

    #2 OglkgoMVpeqE5gHWHWKW3gO0CmGI

    #3 OQWjUinL6SRYaYcYpYFVWYLYag

    #4 OQGkUNl45iuz6WDnh7xcl3yCuID

    #5 Owkj4wlqJS+M3DuEUf0bWYLYag

    #6 OAlkYgHapai0PmlAj4uznQN2CWDG

    #7 OANDQrpvOEk6hWEqO02XGiJB

    #8 OQhDAbwjRCVIgDBFBjQYMXbXP

    So... Since I dropped the Warrior (only melee char left), I was able to take Hex Eater Signet for some nice AoE hex removal. With that, I was able to drop Divert Hexes and take Aura of Faith. Honestly I am a little terrified how that will look with the para healers (I have seen a lot of 71's from Finale of Restoration; this will be around 132 per shout that ends during that period.... Song of Restoration heals for 110 / 205 with AoF). By taking another Spear Ele (cuz why not :D) with Thunderclap (rupt, larger AoE with recent update) that does Weakness and Cracked Armor I was able to drop Enfeebling on the Curses Nec and throw in another nice Shout to fully go nuts :P So far I still need to test it out in HM, will be doing something in like an hour. I will keep you posted (and ofc hopefully not die cuz this is a nice deathless char xd)

  • Alrighty, I think it's time I explain myself :D

    This post will show you the templates, codes and gear for the most recent version of my setup. I hope this will help some people somehow :D

    E/P Player

    Code: -|- OglkosMWJbKUuwwwCW9GQIqYuotA -|-

    Gear: Blessed Insignia, +1+3 Fire Magic, +2 Energy Storage, +50HP, Restoration, Clarity

    Reasoning:

    • Mind Burn: Great skill; triggers Exhaustion for Lava Font, deals good AoE damage, but most important of all it has a long burning duration for "They're on Fire!".
    • Lava Font: Good AoE damage, bigger range with exhaustion, will cause melee to scatter (this is on purpose; sure they will run out of the damage, but as long as they're running no damage will be dealt :D).
    • Mighty Throw: If you have used this skill, seen someone use it I don't need to say anything :D. If you don't know: it's broken AF (you will see this on 6/8 party members for this reason^^).
    • "Find Their Weakness!": Causes Deep Wound (great for faster kills), will trigger Echoes (Energizing Finale, Finale of Restoration and Purifying Finale) and deals more deeps:).
    • "There's Nothing to Fear!": Great damage reduction, triggers Echoes and will heal for 60 at the end (more if you have Aura of Faith^^).
    • "Don't Trip!": Party-Wide Anti-Knockdown for 5 seconds, very good if timed right (I still struggle with it sometimes haha) and triggers Echoes.
    • Ebon Battle Standard of Honor: Party-Wide damage boost what is not to love about it!
    • Conjure Flame: Damage increase do I need to say more?
    P/E Blinding Surge

    Code: -|- OQalgcln5cqo7QOkxL4ecKG6fh5w -|-

    Gear: Centurion's Insignia, +1+3 Leadership, +2 Motivation, +2 Spear Mastery, +50HP, Clarity

    Reasoning:

    • Thunderclap: Great AoE Cracked Armor and Weakness, triggers Anthems which trigger Echoes, and hits through Blocks (yes, I know... xD)
    • Angelic Protection: Any damage above a certain amount is converted to healing (@16 Leadership any damage above 69), allows for N/Mo to drop Protective Spirit (which was causing Energy issues with the other skills) and will help keep this Ele's Dhuum alive xD.
    • Mighty Throw: If you have used this skill, seen someone use it I don't need to say anything :D. If you don't know: it's broken AF (you will see this on 6/8 party members for this reason^^).
    • "They're on Fire!": Great damage reduction, sadly with Essence of Celerity the shout will be renewed before it ends so it doesn't trigger Echoes, however it does mean permanent coverage of 37% damage reduction vs Burning foes.
    • Finale of Restoration: This skill is probably the most broken for a team build around Chants and Shouts, amazing heal spike potential and it CAN heal when the whole party cannot do a thing (if shouts end when KD'd for example).
    • Earthen Shackles: This was really a free slot, chose this for it's longer CD (Teinai's Wind was causing Energy problems and I also do not like that heroes do not take secondary effect into consideration), but decent snare (especially with Ray of Judgment, Symbol of Wrath and Lava Font), triggers certain Anthems and causes short Weakness.
    • Anthem of Envy: I didn't feel like adding more Motivation Anthems would really work so I added this, helps a bit with energy (Adrenaline Chant) and just gives all the Spear Throwers another Chant to end^^.
    • Ballad of Restoration: Great Party-Wide heal on damage, triggers Echoes and is just very good in general.
    P/E Thunderclap

    Code: -|- OQakgkl4JiuzVVGvgXxp4QcGmDD -|-

    Gear: Centurion Insignia, +1+3 Leadership, +2 Motivation, +2 Spear Mastery, +50HP, Clarity

    Reasoning:

    • Blinding Surge: AoE Blind on attacking foes, helps against my overaggro tendencies and some AoE damage.
    • Angelic Protection: Any damage above a certain amount is converted to healing (@16 Leadership any damage above 69), allows for N/Mo to drop Protective Spirit (which was causing Energy issues with the other skills) and will help keep this Ele's Dhuum alive xD.
    • Mighty Throw: If you have used this skill, seen someone use it I don't need to say anything :D. If you don't know: it's broken AF (you will see this on 6/8 party members for this reason^^).
    • Purifying Finale: With just 1 copy of the skill it should be possible to maintain on 6-8 party members and it will remove a lot of conditions (some of which you may not even notice:D).
    • Finale of Restoration: This skill is probably the most broken for a team build around Chants and Shouts, amazing heal spike potential and it CAN heal when the whole party cannot do a thing (if shouts end when KD'd for example).
    • Energizing Chorus: Reduces Energy cost for Chants & Shouts, triggers Echoes and helps with energy (Adrenaline Chant).
    • Zealous Anthem: Gives back Energy on Attack skills which is great for an Adrenaline Attack such as Mighty Throw (=free Energy).
    • Ballad of Restoration: Great Party-Wide heal on damage, triggers Echoes and is just very good in general.
    P/Me Psychic Instability

    Code: -|- OQWlMclpZcqo6ECLqL4R472Crh9w -|-

    Gear: Centurion Insignia, +1+2 Motivation, +3 Leadership, +2 Spear Mastery, +50HP, Clarity (Attribute points wouldn't fit with +1+3 Leadership and +2 Motivation; see below. And yes, I really put this much effort into min-maxing values from builds xd)

    Reasoning:

    • Psychic Instability: AoE KD for 3 seconds with +5 Fast Casting mod, CD got nerfed from 12 to 20 seconds but how do you cover that? Just double the amount you bring :D, and triggers Anthems.
    • Mirror of Disenchantment: Enemy Party-Wide Enchantment Remover (as long as they have the same Enchantment; great for Aegis) and triggers Anthems.
    • Mighty Throw: If you have used this skill, seen someone use it I don't need to say anything :D. If you don't know: it's broken AF (you will see this on 6/8 party members for this reason^^).
    • Hex Eater Signet: AoE Hex Remover (around caster 4 @8 Inspiration Magic (+1 from Conset); heroes should be balled up most of the time so that helps a lot^^) and gives back some Energy (not sure if this part is necessary).
    • Energizing Finale: For casters on a team with a Paragon no BiP is necessary, this will run numbers across your screen :D.
    • "Go for the Eyes!": Helps with Energy (Adrenaline Shout) and another trigger for Echoes.
    • Aria of Zeal: Helps with Energy for Casters (and Paragons with Spells, which all of them do^^) and triggers Echoes.
    • Aria of Restoration: Heal on Spell use and triggers Echoes.
    P/Mo Song of Restoration

    Code: -|- OQOk8Ml5Jjmz6WGvgfdp4OsG2DD -|-

    Gear: Centurion Insignia, +1+3 Leadership, +2 Motivation, +2 Spear Mastery, +50HP, Clarity

    Reasoning:

    • Song of Restoration: Amazing Heal Chant (+110HP on skill use @15 Motivation) and triggers Echoes.
    • Angelic Protection: Any damage above a certain amount is converted to healing (@14 Leadership any damage above 91), allows for N/Mo to drop Protective Spirit (which was causing Energy issues with the other skills) and will help keep this Ele's Dhuum alive xD.
    • Mighty Throw: If you have used this skill, seen someone use it I don't need to say anything :D. If you don't know: it's broken AF (you will see this on 6/8 party members for this reason^^).
    • Finale of Restoration: This skill is probably the most broken for a team build around Chants and Shouts, amazing heal spike potential and it CAN heal when the whole party cannot do a thing (if shouts end when KD'd for example).
    • Chorus of Restoration: Heals on Chant or Shout use, helps with Energy and triggers Echoes.
    • Aria of Zeal: Helps with Energy for Casters (and Paragons with Spells, which all of them do^^) and triggers Echoes.
    • Aria of Restoration: Heal on Spell use and triggers Echoes.
    Mo/P Ray of Judgment

    Code: -|- Owkj4wlqJO+s7xCmeXvtw1YxPA -|-

    Gear: Blessed Insignia, +1+3 Smiting Prayers, +50HP, Vitae, Clarity, Recovery

    Reasoning:

    • Ray of Judgment: With recent buff this is amazing damage (haven't really found undead yet, but I might lose in damage to this build then :D), triggers Anthems and causes Burning.
    • Symbol of Wrath: With recent buff this is good damage and triggers Anthems.
    • Mighty Throw: If you have used this skill, seen someone use it I don't need to say anything :D. If you don't know: it's broken AF (you will see this on 6/8 party members for this reason^^).
    • "Can't Touch This!":
    • "Find Their Weakness!": Causes Deep Wound (great for faster kills), will trigger Echoes (Energizing Finale, Finale of Restoration and Purifying Finale) and deals more deeps:).
    • "Go for the Eyes!": Helps with Energy (Adrenaline Shout) and another trigger for Echoes.
    • "Stand Your Ground!": Decent Armor increase and triggers Echoes.
    • Anthem of Disruption: Interrupt on Attack skill is decent for 6 Spears and triggers Echoes.
    N/Mo Aura of Faith

    Code : -|- OANEQUpW+LRQoFdXtSU3MJoA+FA -|-

    Gear: Blessed Insignia, +1+3 Death Magic, +1 Blood Magic, +2 Soul Reaping, +50HP, Recovery

    Reasoning:

    • Aura of Faith: Great damage reduction for short duration, also increases healing (which pretty much means instant full health no matter how low you were :D) and triggers Anthems.
    • Spirit Bond: Must have Protection spell (relying on Burning and "There's Nothing to Fear!" damage reduction mostly) so it's dangerous without for squishy Casters (the crazy Ele with a Spear included lmao) and triggers Anthems.
    • Shield of Absorption: Great damage reduction if target is getting spiked, with amount of heals and this spell nothing should die (as long as it's not stripped) and triggers Anthems.
    • Shielding Hands: Decent damage reduction, small heal when it ends and triggers Anthems.
    • Shield Guardian: Party-Wide Block for very short duration, mostly here for the heal when party is getting hit and triggers Anthems.
    • Dark Fury: The OG spell that allows Mighty Spear to be spammed without having a hero constantly in the back casting Infuriating Heat and/or having to do it manually) and triggers Anthems.
    • Putrid Bile: Decent AoE damage on death of target, ideal for single target spikes from the Spears and triggers Anthems.
    • Putrid Explosion: Good AoE damage on foes near corpses, prevents foes from using corpses and triggers Anthems.
    Rt/Me Psychic Instability

    Code: -|- OAWlIIDYoKykxECHCF1RIGbjdtve -|-

    Gear: Blessed Insignia, +1+3 Channeling Magic, +2 Restoration Magic, +50HP, Recovery, Vitae

    Reasoning:

    • Psychic Instability: AoE KD for 3 seconds with +5 Fast Casting mod, CD got nerfed from 12 to 20 seconds but how do you cover that? Just double the amount you bring :D, and triggers Anthems.
    • Shatter Hex: Hex Remover, helps with the quite long CD of Hex Eater Signet, had Cry of Frustration before (and had Reverse Hex over Shield Guardian but had Energy issues without Signet of Lost Souls) and triggers Anthems
    • Mirror of Disenchantment: Enemy Party-Wide Enchantment Remover (as long as they have the same Enchantment; great for Aegis) and triggers Anthems.
    • Hex Eater Signet: AoE Hex Remover (around caster 4 @8 Inspiration Magic (+1 from Conset); heroes should be balled up most of the time so that helps a lot^^) and gives back some Energy (not sure if this part is necessary).
    • Splinter Weapon: Great AoE potential and triggers Anthems
    • Nightmare Weapon: Good "heal" and triggers Anthems.
    • Warmonger's Weapon: Interrupts on casting foes, decent for this team and triggers Anthems.
    • Weapon of Shadow: Causes blind on allies getting hit and causes blind on allies who land 2 hits, great for reducing spike potential from a lot of physical attacks and triggers Anthems.
    Team Synergy

    The overall Team Synergy is very good. The amount of Chants and Shouts that keep popping up and ending is a sight to see. Combined with the use of Energizing Finale, Finale of Restoration and Purifying Finale there is almost nothing that can stop this team (unless we're talking about the mortal enemy Vocal Minority because yikes :D).

    • "They're on Fire!": With Mind Burn and Ray of Judgment, Burning should have decent coverage in order to reduce the damage the party takes.
    • Echoes (Energizing Finale, Finale of Restoration and Purifying Finale): With 20 Chants and Shouts on the team (including doubles), the Echoes will be triggered a lot which causes great sustain for longer fights.
    • Energy: Overall Energy is not an issue for this party. The Casters rely on Motivation Anthems and Echo, while the Paragons (including E/P and Mo/P) rely on Anthem of Zeal (including E/P and Mo/P) Leadership and Echo. I am not sure yet what will trigger the hero to cast Energizing Finale yet, but I will be curious to see what will be the result^^.
    Struggles, obstacles & annoyances

    The team struggles to kill foes with a lot of Blocks and Hexes that cause missing. While the Hexes are (mostly) dealt with with 2x Hex Eater Signet and Shatter Hex, the problem remains the Blocking (especially from Stances; Enchantments such as Aegis are usually removed pretty quickly). I have tried running Wild Throw on 1-3 heroes, but I do not like them using it. The only solution would be to put it on my bar, but what would I drop? Additionally, I wouldn't want to take a skill for 1 reason that is really not necessary everywhere. So far, using Lava Font to brute force my way through seems to work fine, but it's a pain to run up to them (if they're Rangers).

    Another "problem" is obstructive views. Relying on the Spear to hit their target requires a clear line of view (sadly teleporting Spears were not part of the recent patches). All the fix this needs is a simple flag to a clear line of sight and start chucking.

    Things I am still considering of changing

    E/P:

    • Lava Font: Most recent addition, it does work very well. I am just unsure if I will be keeping this forever and/or there is something more fun/better functionality wise to bring.
    • "Find Their Weakness!": While it is great to have Deep Wound on command (see what I did there.... xD), I am not sure if there are better skills to fill this slot.


    P/E Thunderclap

    • Earthen Shackles: This really feels like the best skill to fill the slot, but I am not sure if this stay on the bar forever.


    N/Mo Aura of Faith

    • Shielding Hands & Shield Guardian: I'm really not sure about these two spells. It feels like it's either Aegis and Condition and/or Hex Removers.


    Rt/Me Psychic Instability

    • Shatter Hex: This might be changed back to Cry of Frustration or I will look into Restoration Magic as long as I still have Weapon of Shadow.
    • Weapon of Shadow: Haven't really tested this one out much. I think it will only be good as long as it's cast on either the N/Mo and Rt/Me (who are usually the targets considering they have lowest Armor). But I am not sure what else to bring. Most Channeling skills either require a spirit for their full effects.
    Proof of Amazingness
  • Stuck on the last 2 slots...

    Options I have in mind:

    Cry of frustration -> nice rupt, esp since I dropped PI on this rit

    Essence strike -> necessary if taking certain skills (weapon of warding costs 10 energy and 5sec cd)

    Lamenation -> decent dmg

    Warmongers -> single target caster shutdown

    Vengeful -> kinda worried about energy for this one

    Shadow -> alrdy have blind from blinding surge so I dont think it will add that much value

    Warding -> decent protective weapon, worried it will get in the way of Spirit Light Weapon

    Ghostly haste -> reduces cd of spells, not sure about value since essence strike will almost be necessary with increase of spamability of spells

  • What did you choose?

    P.S. What would you bring instead of one para? if you would have to limit para to 3 slots

  • We ended up Weapon of remedy for Cond remove and DPS. 🙂👍🏻

    I play HR refrain and 3-4 para heros. So I sadly can't help you much on the 3 para topic but I can at least confirm that 3 para + the Mo/P is doing the job and makes the team playable

    IGN: Mr Clean Value

    :!: Important: Please if i win an auction/or u want to sell me an item write me an PM so we can organize the Trade :!:

    ...................................................................( Thanks for understanding and appreciate the help <3 )......................................................................................................

    "Keep it clean!" 🧽💦

    WTB: x00g - Clean Value items - 360g Roundshield - 256g RAM-hammer - Waterwand with 20/20 Fire

  • I introduce "Pokeyway"!

    Notice:

    This team is build around the use of full Consets (and PCons). Without them the team will not perform as it should and/or skills need to be changed out to take that into account (i.e. Increase Attack Speed, Increase Movement Speed).


    If you're playing Deathless, I am not taking any responsibility if you die using this team. Nothing is foolproof xD

    E/P Player

    OglkosMWJbKUuwwwCW9GQIqYuotA

    P/E Thunderclap

    OQalgYJSJeqo7QOkxL4UM0fF3h1w

    P/Me Psychic Instability

    OQWkMgl4ZiuTI8dvgHhF1NMH2DD

    P/Mo Aura of Faith

    OQOk8sl4JimDBpHvgTxvOLMH2DD

    P/Mo Song of Restoration

    OQOk8Ml45iuz6WGvgTxvkQcGWDD

    Mo/P Ray of Judgment

    Owkj4wlpZO+s7xCme7W9x1bxPA

    N/Mo Shield of Regeneration

    OANEQUpW+7UQurrk6mWsqOJ+CA

    Rt/Me Weapon of Remedy

    OAWlIIDY4KukzgtxYLzRYRNHMOre

    The road to the final version

    I'll start off by saying that the process of getting here has been a ton of fun (and only a few close calls which were not great for my heart :D).


    Starting off with Stunning Strike. It was definitely to most "Pokeyway" build you could play with this setup. Sadly it was severely lacking in AoE damage and while the Daze was nice to have, I learned pretty quickly that most mobs just get poked to death quite fast. So I wanted to have some better AoE and pressure while not losing the essence of the Spear! Mind Burn seemed to have to best synergy with the team (very long burning duration for "They're on Fire!"). The only question was the second slot to fill. I tried out Smoldering Embers first since Damage over Time seemed like a nice way to increase the "spike" damage from spear attacks. However the cast time and again the fact that mobs died fairly quickly made it feel like a wasted spot. I really did want to find a great spell that benefits from Exhaustion since Mind Burn will give me plenty :D. Next contender was Lava Font. At first I was quite hesitant since I never really used it. However it proved to be a great fit. While I focus with my spear on targets further away, I can cast Lava Font (with increased range thanks to Exhaustion) that will deal great damage. You might think "won't mobs scatter?" and yes, you would be 100% right! There are a couple of things: (1) the Mo/P has Ray of Judgment, this spell will cause scatter anyways so I wasn't really worried about this; (2) we have some quite great Crowd Control on the team (Psychic Instability on P/Me and Earthen Shackles on P/E) that might (note: might because we're relying on hero AI and they do not always do what we want :D) cause mobs to stay in the AoE for an extended period of time; and (3) if they are running, they are not attacking! This one is quite important since I have this thing next to my name!


    P/E Thunderclap

    Which started out as E/P (to mimic my own player build) I noticed that it was either way to caster-y for me or that it was just lacking overall. Flipped it around for P/E. Much better! The way Paragons work is pretty much the more the merrier. Echoes combined with a tons of Shouts and Chants have great sustain and allows for situations that feel VERY scary (I imagine everyone has had a scary encounter with the Wind Rinders outside of Rata Sum when they first played through Eye of the North.... Most caster-based parties will guarantee a wipe if overaggroed; this team thrived on HM :P). Blind Surge was my first choice of spell; Blind is better than Weakened since there is a huge chance of preventing damage. It definitely worked great, however due to the amount of stuff I wanted to cram into this setup, I ended up going for Thunderclap. It's honestly one of the best Elementalist elites. I had been running 2x P/E with Blinding Surge and Thunderclap but eventually dropped the BSurge for P/Mo Aura of Faith. Great AoE range (recently increased ^^) while also interrupting and inflicting Weakness and Cracked Armor (this is a big one for this team; any foe with Cracked Armor will receive more damage from the pokeys we throw at them).


    P/Me Psychic Instability

    This one has not really changed that much over time. I had always planned to run Psychic Instability on a Paragon since (1) they do not have that many very viable elites to choose from, and (2) with a +5 Fast Casting Spear Mod it takes zero investment while gaining a 3 second KD. I mean what is not to love :D! The only changes have been moving Anthems and Shouts between the other Paragon builds.


    P/Mo Aura of Faith

    Alrighty, previously this was the P/E Blinding Surge. With both Thunderclap and BSurge, it felt very overkill to have both on this team. While changing things around for the N/Mo and Rt/Me, I decided to swap Aura of Faith over to the Paragon. It's probably the best spell you could run on a Dhuum character; it does not only reduce damage taken by 41% but also increases healing by 90% (note: with the amount of healing that is being pumped out by Finale of Restoration and literally any Anthem or Shout ending plus maybe additional healing from those.... Let's just say that it's ridiculous). Adding in Convert Hexes (since energy is not much of an issue on the paragons if they work together) allowed for the N/Mo and Mo/P to drop Hex Removers and opening up slots for better spells^^.


    P/Mo Song of Restoration

    Song of Restoration has been here from the start. It's probably the strongest heal in the game (if you're considering everything: 110HP heal @15Motivation with 8sec CD (Essence of Celerity) and is almost a guaranteed heal for the entire team while only costing 3(!!) energy). Combine this with Aura of Faith and/or Finale of Restoration and you're all set again. Extinguish combined with Purifying Finale (P/E) and Weapon of Remedy (Rt/Me) felt like enough Condition Removers for the team; Purifying Finale can be maintained on pretty much 7 out of 8 party members, Weapon of Remedy is used very well for party members taking damage (and always steals a certain amount unlike Xinrae's Weapon which steals for UP TO a certain amount (aka Weakness will decrease your healing from it and it costs more energy:P) and Extinguish is just great to also have party-wide Condition Remove (plus additional healing if burning is removed).


    Mo/P Ray of Judgment

    Ray of Judgment has been here from the start. Since the increase in damage from the update and the reduction of Casting time from 2 seconds to 1, I felt like I had to try it. Additionally, the Burning from this spell has great synergy with the team. Overall I really cannot complain about this build. From what I have seen so far, this hero will always be guaranteed to be #2 in damage of the team. Combined with Symbol of Wrath (also increased damage and reduced Casting time) this build pumps out great AoE Holy damage while not wasting time to throw some spears in the meantime!


    N/Mo Shield of Regeneration

    As mentioned before, this used to run Aura of Faith. However, after dropping Convert Hexes and moving it over to the P/Mo Aura of Faith, this build had freed up some energy. The choice came down to Shield of Regeneration (10 energy | 8 second CD) and Shield of Deflection (10 energy | 5 second CD). Both looked great, but I already had a favorite before I even decided. Shield of Regeneration gives +9 Health Regeneration (aka 18HP per second) and gives +40 Armor, while Shield of Deflection gives 75% Block Chance and "only" +27 Armor. Considering the fact that Health Regeneration and Armor have more benefits than Block Chance and (less) Armor, the choice was quite clear. With a Conset and Recuperation, it's possible to hit +13 Health Regeneration (capped at +10 but will counter heavy Degeneration very well). Dark Fury is pretty much the key spell on this team. It allows for the Pokeys to pokey very hard and very fast (and in my opinion a much better option than Infuriating Heat as heroes will cast it off CD or as soon as they are out of range from previous spirit and therefore might lack behind and also you'd have to "sacrifice" an elite skill AND a primary or secondary profession, which already does not seem worth it to me for this setup.


    Rt/Me Weapon of Remedy

    This build probably has the most amount of variations I have played, tried, thought off and also erased from existence again. It was very hard to decide what to bring, which would work and also very importantly whether heroes can use the skills effectively. Psychic Instability, Fevered Dreams, Expel Hexes, and Spirit Light Weapon were the options I used before. Psychic Instability was definitely a good fit, but it does lock you in with a +5 Fast Casting Mod while +5 Soul Reaping leaves more room for spells with a higher energy cost. Fevered Dreams didn't feel that great since the target of the Hex would also die pretty quickly which did not leave a lot of room for the Daze to really have that much effect. Expel Hexes seemed like a waste compared to Convert Hexes (higher energy cost but not issue for this team; plus removes ALL Hexes). Spirit Light Weapon seemed to be a dream on paper. Ran it first with Recovery and Recuperation (since I did want 2 spirits to pretty much guarantee the double healing from Spirit Light Weapon) and the theory looked great. However... the hero does not use it consistently enough for me. Sure, when he did use it, you could just see HP bars jumping up like crazy. But the issue was when he did not cast it. Even with "only" 6 skills to really use during a fight (some with decent CDs), I'd expected the hero to use it quite well as a heal. Sadly.. NOPE! So my next option was either Preservation or Weapon of Remedy. While Preservation is a good heal, I did not benefit that much from an elite Spirit as much as an elite Weapon. Weapon of Remedy always steals 76HP, removes 2 conditions upon Life Steal, has a 3 second CD and only costs 3 energy. Plus, the hero actually uses it very well :D!


    Long story short: team is great, spears are great, anthems are great, shouts are great, judgment is great, regeneration is great... but above all: THE POKEY IS GREAT!!!!!

  • DPS tho and it's always flat amount DMG while xin reas is up to DMG Amount of the receiver. Since we have lots of DMG reducing the DPS wouldn't be as good and it costs 5 mana while remedy is 3 mana now. That makes it way more spamable. Hence more DPS. Also its occupies only one slot and we only need the Cond Remove the upside ( max DMG reduce) of xin reas is not really useful in the Paraway.

    Still your suggestion is really nice it unfortunately doesn't fit the Paraway as good once you dive into the details.


    Maybe you have a good (Elite)Weapon choice to pair your suggested skill with and it may improve the way.

    But keep in mind Enches are still vulnerable to removes wich remedy also isn't and from my point of view the para ways big strength is not relying to much on enches/stances ( removable Conditions) since shouts and weapons can't be efficiently removed by foes.

    IGN: Mr Clean Value

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  • I sent that out to xander Yesterday if it can help anyone with para team

    I recommend consume soul which is a very nice élite since the up

    Indeed xin rae is shit then here if it only steal upon dmg

    Doleance can also be a good weapon

    The only pro of wielder remedy is that it removes conditions upon cast rather than upon hit for weapon of remedy (if am right ?)

    Then élite wise there isnt really a lot of choices except quickness weapon (kinda useless with conset / not many spells) or fury weapon (kinda useless seeing how adre stacks up)

    Better look at other profession then

  • Consume soul looks not to shabby 😁


    The Ench is a nice flex option since it opens up an elite slot removing Remedy. The upside of the Ench indeed is that it's on cast and not on attack/DMG receive only.

    Maybe expel hexes since it doesn't need more attributes spread for hex heavy areas. It gives some room for tinkering again and the bar you end overall looks pretty straight forward in terms of attributes as well*


    *Xanders specialty is like spreading into 5 different attributes to synergize like no one else would comprehend. 😂

    He notoriously hates ST Ritus and 12/12 Attribute skill trees 😂

    I so far play the new Pokeway and really enjoy it's AoE and single target power as well as the sustainability and stability running even HM (without consent also)


    Everyone joining in the Pokey-Path and tweaking/tinkering/improving will just make it more refined 🙏🏻

    As Lady Gaga once sang:

    "Pa Pa Pa Pa Pa Pokey-Way"

  • Hello, as you helped me out quite a lot last time, back again ^^

    Not sure if u can help me again, but am trying to build on the KSS Mesmers more after the recent balance patch and me coming back to Guild Wars, so i was thinking of incorporating KSS in all my Builds. Am running 4 -5 Mesmers most of the time.
    I have read that ES should be best regardless of the balance patch but not that broken to the other Mesmers Options anymore. So i was thinking of switching it up with KSS and maybe some variable options in the bars depending on circumstances. Is going conditions the best way here in combination to two KSS/Assassin Bars?
    Do u have some recommendations for that?
    Also is one Mesmer with PI still worth running or is that more or less Dead?

    Thank you.

  • I’ll reply more when I get home but:

    • keystone is definitely good skill to have
    • Esurge is still good elite, but not a fan of the dmg drop; better elites for sure!
    • Psychic Instability is def still worth it. Especially on a mesmer with decent FC (which will reduce recharge time)