SPECIAL NOTE :
My first successor on the Guru, with currently over 52,000 views it has surprised me that so many people got helped by this!
First of all I want too thank everyone that have tried my team-build.
I really never expected any of this too become so popular and even helpful for so many people.
It makes me proud too hear the stories of people that were able to get their VQ title done, have been able to clear really hard content like DoA and UW which they never thought to be possible, or even dealing with the strongest of the strongest.
Thank You!, I always knew it had the potential to become this, and luckly alot of you people agreed on that aswell!
Happy hunting, and enjoy the convenience and reliability of my team!
https://gwpvx.gamepedia.com/Build:Team_-_7_Hero_Z-Way
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..:: Intro ::..
Hello everyone, i'v been thinking for quite a while to do this so im finally posting my creation in this section of guildwarslegacy.com
This team may not be as fast as some hero setups designed for specific zones, but can complete 90% of the game by shutting down enemys and controlling any fight which ensures always a win.
A great resource to fill up alot of things in you're HoM, and being able to run (buildwise) anything you want too play yourself.
..:: Index ::..
1: Why?
2: Build Breakdown.
2.1 : Z-Way
2.2 : Z-Merc
2.3 : Dps/Healer Player Team
3 : Player Healer Templates
4 : Gear Breakdown.
5 : Useage.
6 : Verdict.
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1 | ..:: Why? ::..
Q: Why should I run Z-Way?
A: Z-Way is mainly designed due too this games AI, and abusing the AI in the most beneficial way.
These statements below from the Official GW Wiki states in short what heroes and capable of doing, and how they function.
That information is the foundation this team is build on.
"Heroes can detect enemy skill activation, and will only use interrupts which are appropriate to the skill type. They have no reaction time; their interrupts are never late." - GWWiki.
"Heroes are like "toddlers": give them skills that are effectively impossible to use incorrectly, or skills that focus on a single target without conditional secondary effects. While they can "auto-pilot" their way through enemies with the correct skills, they do so less effectively than a human team might. When using heroes, calling targets and directing them will always increase their use." - GWWiki
This means that the skills on their bar are "toddler" skills, they cant go wrong, always will be used at full potentional, and they will never fail when used.
I'v tested most of this myself too make sure not a single skill was mis-used or even not at all.
Q: Why did you chose to make a full Mesmer Team, there are also other teams that can do the trick?
A: My intention of making Z-Way was being able to draw and engage any fight which I would have control over any given situation, in any area where I would put my foot on, and especially prolonged battles like at Boss fights.
As how the AI works, and how Hard Mode gives a huge disadvantage towards any form of damage that is elemental of physical, you will notice that all sources of damage will be armor ignoring. (Except Icy Veins)
That being said, Mesmer (Armor-Ignoring) AoE Damage is also just stupidly overpowered, just the sheer damage of these skills is what barely any other profession can upkeep at the many diffrent enemies you will face, only their health will determine how long they stay alive, it does not matter if their armor is 60 or 220.
This also means this Team is designed to be as "User-Friendly" as possible, in the way of only having to do a single minor skill adjustment too suit your needs if necessary (see optionals below).
You notice that many of these skills towards any enemy require an Action; Spell Use, Skill Use, or Physical Attacks.
Once an enemy engages combat they will stay in combat mode untill either you die or they die, its a permanent state of the AI being engaged in spellcasting or attacking.
If the enemy AI is shut down so that they wont cast spells, or fail at doing so
They will automaticly start attacking with their weapon, means the Ineptitude Mesmers take care of not only Melee, but also on Caster enemys.
Mesmers quite frankly don't use their skills too Damage, no.
Mesmers use their skills too interfere with Attacks, and Spellcasting, the side effect of their interrupts is the Damage, but never is their primairy intent of ''doing damage''.
You will sometimes notices that things either explode right infront you're eyes, and sometimes (observed sometimes vs Melee) it will take a few seconds longer then expected.
Q: Why did you choose Elementist over Necromancers as optional Mesmers?
A: For my feeling, Ele's will conquer Necro's in situations where Soul Reaping cant keep up with the high energy demand those build take, they will simply run themselves out of energy by spamming Wastrel's Demise/Worry if there are not enough things dying.
There are times that a necromancer isen't able too keep up its spell casting vs various waves of enemies (May it be Patrols, or actual Waves) due the fact it only can gain 48-54 energy from Soul Reaping every 15 seconds.
It may seem much, but its only 4-5 spell-casts away from being in a Downtime before being able too regain energy from things dying.
My priority is to control any fight and being able to upkeep their own energy for that time being.
The only sacrifice it made for the Elementist, is the Elite Skill, but honestly E-Surge and/or Panic just is a waste of elite when it can only run with 12 Domination Magic on Necromancers.
And with Ether Renewal it sacrifices the (Mesmer) Elite for something more useful.
Very heavy spam skills like Wastrel's Demise/Worry, and a Hex Removal or Emphaty, without going out of energy, EVER.
I'v been in plenty of situations that even normal Mesmers and Necromancers run dry on energy in very prolonged fights, while the Elementist was being able too upkeep 90 to 100% of its energy during the entire encounter.
Necro's are good, just not in this setup as Damage, but only for Healing, period.
Q: So have you actually done any area's of what you claim it can do?
A: Yes, iv done every single dungeon on HM, Winds of Change, War in Kryta, FoW, DoA, UW, AFK Glints, AFK Mallyx, and even AFK'd my own Legendary Survivor title, all thanks to Z-Way.
There are some screenshots throughout the thread of stuff accomplished, also the many positive reactions from people telling how they did things they weren't succesful in before!
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Z-Way can take on ALL:
HM Dungeons
HM 6-8 Party Vanquishing
HM 6-8 Party Missions
HM Fissure of Woe
HM War in Kryta
HM Winds of Change
HM World Bosses
HM Urgoz
HM The Deep
NM Domain of Anguish (HM needs cons & caution)
NM Underworld (HM needs cons & caution)
AFK Zos Shivros Channel (HM)
AFK Glints Challenge (NM)
AFK Mallyx Citadel (NM / Gem Farm)
AFK Gate of Madness L-Survivor (HM) 100k Exp/Hour
AFK Abbadons Gate L-Survivor (HM) 87k Exp/Hour - 2 Ineptitude, 1 ST, 1 IV
Without requiring consets, or minimal to none adjustments in setup.
Conset just to speed things up by Spell Recharge/Casting, or Critical Immunity, but as said it can do without in any situation.
(except UW HM and DoA HM)
You can AFK hard fights like Duncan, Rotwing, Fendi etc and observe how they do all the work, just for fun.
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2 | ..:: Build Breakdown ::..
2.1 | ..:: Z-Way ::..
Requirement : PLAYER HEALER (Dervish, Monk, Ritualist, Necro, Elementist)
The build includes the following proffessions :
1x Ritualist.
1x Necromancer.
2x Elementist.
3x Mesmer.
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
ER 1 <> OgVCIMzTtY6lDuA3UAAAgWA
ER 2 <> OgVCIMzStM95wFIDAAAQLA
Inepti 1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inepti 2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQBDAowjO0gpXOAAY6yALfAA
Team Setup :
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Ether Renewal - Shatter Delusion, Emphaty, Shatter Hex, Unnatural Signet, Spirit Pain, Complicate.
Panic - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Enfeebling Blood (6 Curses), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge
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2.2 ..:: Z-Merc Edition ::..
NOTE : This is for Mercenary users ONLY !!
Requirement : PLAYER HEALER Dervish, Monk, Ritualist, Necro, Elementist)
The build includes the following proffessions :
1x Ritualist
1x Necromancer
5x Mesmer
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
Inep1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inep2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQhkAgC8gGKDNY6lDAAmuMwyHAA
ES 1 <> OQBDAowjOngpXOAAY6yALfAA
ES 2 <> OQhkAgC8gGKzJY6lDAAmuMwy/iB
Merc Team Setup :
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Esurge - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
Panic - Power Spike, Spirit Pain, Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender (8 Command), Edge of Extinction (8 Beast Mastery).
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge)
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2.3 | ..:: Player DPS / HEALER Team Setup ::..
Requirement : PLAYER DPS or HEALER - Melee DPS "Save Yourselves!" - Ranged/Caster "Ebon Battle Standard of Wisdom
Note : Viable too use as player DPS or Healer, the Infuse acts as a second (or third) healer/protector too make this team even more solid, and capable of handling extreme pressure
Note 2 : You can trade in 1 Ineptitude Mesmer for an additional Esurge Mesmer if preferred, especially when facing more Casters then Melee, and Vice Versa.
Build Codes :
ST <> OAWkIIDCITyD206FOhmWTkrzc5D
Resto <> OAhiYwhMBAUVNMFNN5INxJOOBA
Infuse <> OgNDwcb/O1CSS9QLeXnJBEaB
Inep1 <> OQREAXwTeG9CgAyBln1DkBs8ZHA
Inep2 <> OQhkAgB8gGK0LACIJQeWPQGwy3FD
Panic <> OQhkAgC8gGKDNY6lDAAmuMwyHAA
OPTIONAL HERO <> See Templates Above.
DPS Player Setup (Heroes & Mercenaries Supported):
Optional Skill slots :
Necro - Icy Veins, Reaper's Mark.
Esurge - Power Spike, Spirit Pain. Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender(8 Command), Edge of Extinction (8 Beast Mastery).
Panic - Power Spike, Spirit Pain. Flesh of My Flesh (2 Restoration), Fallback / Stand You're Ground / Never Give Up / Can't Touch This / Never Surrender(8 Command), Edge of Extinction (8 Beast Mastery).
Ether Renewal - Shatter Delusion, Emphaty, Shatter Hex, Unnatural Signet, Spirit Pain, Complicate.
(Atleast 1x Power Spike or Spirit Pain before taking one of the other Optional Skills : Flesh of my Flesh, Edge of Exctinction, ''Stand Your Ground!'', ''Fallback!'', ''Never Give Up!'', ''Can't Touch This!'', ''Never Surrender!'' @ Panic / Esurge)
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3 | ..:: Player Healer Template Codes ::..
If you have problems comming up with a decent build for player healing, then this might help you out on what too run.
Monk
16 Divine Favor (+3 Rune head)
13 Healing Prayers (+1 Rune)
(40/40 Divine + Heal set)
Template code : OwAS0YITMENgbEXEdRAAAAAA
Optional skills : Ebon Battle Standard of Wisdom, Selfless Spirit, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, Summon Naga, Summon Mursaat, Summon Ice Imp, ''I Am Unstoppable!'', Cure Hex, Seed of Life, Signet of Rejuvenation.
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Dervish
16 Wind Prayers (+3 Rune head)
13 Mysticism (+1 Rune)
(10/10 Wand + 10/10 offhand - triggers global spells / wind prayers / mysticism)
Template code : OgCioys8sdnv537L+l+CAAAA
Optional skills : Optional skills : Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!'', Eternal Aura, Lyssa's Haste,
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Ritualist
15 Restoration Magic (+2 Rune head)
11 Spawning Power (+1 Rune)
10 Channeling Magic (+2 Rune)
(40/40 Resto Set, or 10/10 wand + 20/20 offhand)
Template code : OACjEyiIpOAAm5wcyJNBAAAAAA
Optional skills : (Elite) Signet of Spirits, (Elite) Xinrae's Weapon, (Elite) Spirit Light Weapon, (Elite) Echo, (Elite) Expel Hexes, (Elite) Emphatic Removal, (Elite) Unyielding Aura, Vengeful Weapon, Spirit Transfer, Soothing Memories,, Recupperation, Recovery, Weapon of Warding, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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Elementist / Monk
ATTENTION : replace Vigorous Spirit for the PvE Skill : Elemental Lord
16 Energy Storage (+3 Rune head)
(Maintain Life Attunement, Aura of Restoration, Elemental Lord & Ether Renewal on yourself all the time)
(+20% Ench Energy Storage Staff)
Template code : OgNDwcrPO1CaBJpeoF9H0DAA
Optional skills : Spirit Bond, Aegis, Heal Party, Cure Hex, Shield of Absorbtion, Life Bond, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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Necromancer / Monk
16 Soul Reaping (+3 Rune head)
(+20% Ench Prot Staff)
Template code : OANCY8zDAoqWP0i31ACAAAA
Optional skills : (Elite) Restore Conditions, (Elite) Life Sheath, (Elite) Reaper's Mark, (Elite) Unyielding Aura, (Elite) Air of Enchantments, (Elite) Aura of Faith, (Elite) Emphatic Removal, (Elite) Grenths Balance, (Elite) Divert Hexes, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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Necro / Ritualist
16 Soul Reaping (+3 Rune head)
(40/40 Restoration Set)
Template code : OAhiYwh8AAqqDzJn0EAAAAAA
Optional skills : Xinrae's Weapon, (Elite) Spirit Light Weapon, (Elite) Icy Veins, (Elite) Reaper's Mark, (Elite) Grenths Balance, (Elite) Blood Ritual , (Elite) Spoil Victor, Spirit Transfer, Recovery, Recupperation, Vengeful Weapon, Soothing Memories, Ebon Battle Standard of Wisdom, ''By Urals Hammer!'', Air of Superiority, Pain Inverter, Summon Ruby Djinn, ''I Am Unstoppable!''
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>>>>> [font="Arial Black"]I'm not showing player dps builds that everyone is capable of making themselves.[/font] <<<<<
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4 | ..:: Gear Breakdown ::..
Gear, its half the battle.
However, they dont require alot of things to function good.
Every hero has Runes and Insignia's placed on indentical places as the others.
Here is how it looks like, from top to bottom.
~Armor~
Head: +3 Communing, +3 Domination, +3 Illusion, +3 Energy Storage, +2 Soul Reaping.
Chest : Rune of Vitae, Blessed Insignia.
Hands : Rune of Minor/Major/Sup Health, Blessed Insignia
Legs : Rune of Attunement, Blessed Insignia
Feet : Rune of Attunement, Blessed Insignia
NOTE : If NOT taking an E/Mo reguarly in this team, consider changing their Blessed Insignia's, for their Highest Armor Insignia linked too their Profession /Global.
~Weaponry~
(Note - by proffession)
ST : 20/20/20 +1/20% Spawning Power Staff <or> +5e +30hp Spear & 20%HCT +1 20% Spawning Power Offhand or +30hp +10AL vs xx Shield.
IV : 20/20/20 +1/20% Restoration Staff <or> +5e +30hp Spear & 20%HCT +1 20% Restoration Offhand or +30hp +10AL vs xx Shield.
ER1&2 : 20/20/20 +20% Enchanting Domination Staff <or> +5e +20% Ench Spear & 20% HCT +1 20% Domination Offhand or or +30hp +10AL vs xx Shield.
ES1/2/3 : 20/20/20 +1/20% Domination Staff <or> +5e +30hp Spear & 20%HCT +1 20% Domination Offhand or +30hp +10AL vs xx Shield.
Inep1/2 : 20/20/20 +1/20% Illusion Staff <or> +5e +30hp Spear & 20%HCT +1 20% Illusion Offhand or +30hp +10AL vs xx Shield.
Optionals Hero :
Emo 20/20/20 +20% Ench Protection Staff <or> +5e +20% Ench Spear & 20%HSR +1 20% Protection Offhand or +30hp +10AL vs xx Shield.
(Spear/Offhand/Shield = Required for The Deep, and optional for negiating Chaos Storm, Frustration, Backfire in regular area's).
These are the ideal weaponry and runes for you're heroes used for this team setup.
However, if you are LOW on cash, just a +3 rune on the head, and a green staff takes care of normal mode and hard mode pretty easily.
With the exception of hard area's, obviously due to lack of stats.
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5 | ..:: Useage ::..
As you noticed, this team is full of low armor casters, with no minions, melee, or spirits to back you up, you will take the full force of you're enemies.
This is a problem for alot of people, unless you do it right.
A way to prevent your party from taking excessive amounts of damage you could place you're Hero's like this.
The trick of staying alive well, is having your ST(1) and IV(2) stand across eachother with some distance in between (area/earshot), Having Hero 3 set on Fight will cause him to run in first if you Ctrl+Space an enemy making them ideal tank(s), and diverting dangerous spells that may leak through away from your party.
Its also very recommended too Keybind the first 3 or 4 skills on the Ritualist Bar, so you're just one push of a button away from placing Spirits the moment you desire.
I have mine keybinded like this (config yourself for you're own convenience)
Numpad 1 : Soul Twisting
Numpad 2 : Shelter
Numpad 3 : Displacement
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6 | ..:: Verdict ::..
It has advanced uses for Perma Tanks that want to clear DoA, FoW, or Urgoz in a similar style like the Speedclearers do.
It allows hero spiking when you need it, non scatter, and speeds up the process, make sure too Disable Healing Spells (Not Spirits / Protective Was Kaolai while ur Perma Tanking) so your healer wont run towards you're balled foes trying to heal you, and thus stealing aggro -ADVANCED USERS ONLY-
But best of all the team is very beginner friendly and will allow you right off the bat to do vanquishing and dungeons.
This 8 man team is also is versatile enough to be able to split into two 4 man teams for certain missions or tactics (Thunderhead Keep, Four Horseman, Eternal Grove, etc..)
I hope you guys enjoy this team guide and helps you smoothen Hard Mode to EZ Mode.
**This thread also serves as a place for discussion, and too share you're experience!**
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~Zephyr