Greetings. I'd like to share the team I use for general gameplay.
This is a variation of 7-Hero Mesmerway on PvX wiki. It is suitable for any primary profession, and functions very well without any consumables. As an example of its efficiency, the team can complete HM Eternal Grove with no splitting with relative ease.
My own assessment of this team:
❅ Pros: Runs around fast, kills fast, can do most Hard Mode contents.
❅ Cons: Defense is only moderate.
The main perk is Fall Back x3 on the Mesmers, as most of the time questing is spent running around. The Mesmers will follow you closely and will not stop for casting outside of battles (while other heroes may lag behind to summon minions or cast bundled ashes). You can always expect Fall Back to cover you when running.
Player Build: Assassin's Promise spiker (for quick kills)
[Build=OwVTMWP/NaBaX0mMmURc5LCitBA]
Description of Player Build
❅ Equipment: Anything that adds up to 2x 10% HCT for spells, for faster AP and EVAS casting. For example, a staff with "Don't Think Twice" and "Swift" staff head, or a spear with "Don't Think Twice" + focus with "Swiftness" core. Consider adding Soul Reaping 5 mod for better energy management.
❅ Estimated armor ignoring damage per enemy (at 12 Deadly Arts): EVAS [Iron Palm (32), Fox Fangs (35), Nine Tail Strike (40x2)], YMLAD (80), FH (80), Signet of Shadows (80), Signet of Deadly Corruption with 4 conditions (116) = 503, not counting EVAS attack damage and FH deep wound.
❅ Combined with damage from heroes, you will likely kill a foe before using the whole skill chain. Cast AP when a foe is at 2/3 or 1/2 health (and not targeted by enemy healer). Consider skipping EVAS if the foe is under 50% health when targeted.
❅ The last 4 skills can be profession-specific energy management skills.
W: has to rely on BiP; use Stonefist insignia for +1 second knock-down
R: Scavenger Strike, Call of Protection, Comfort Animal
Mo: Castigation Signet
N: Soul Reaping gives enough energy, use Death's Charge to close in on foes
Me: Waste Not Want Not (use after YMLAD)
E: Glyph of Lesser Energy
A: use Me, E, or P variant
Rt: Spirit Siphon, other optional skills: Splinter Weapon (for EVAS), Agony
D: Eremite's Zeal
P: Leader's Zeal, instant and has no after-cast, use miniature for additional ally
❅ If you don't want BiP to be casted on you, use a spear for non-caster professions (W, R, A, D, P). For caster professions, keep your energy above 50% (a high-energy staff helps).
❅ For Paragons, Heroic Refrain is a good alternative for with this setup especially in hard areas, since most heroes have rather spread-out attributes points.
❅ If you use a spear (or a melee weapon), Splinter Weapon will be casted on you, which gives your auto-attackes considerable splash damage. Spears have the advantage of not needing to run up to foes.
Me/P Mesmer Runners:
[Build=OQlkAkC8gZezO+EkDmemuhQGgIA]
[Build=OQlkAkC8gZezO+EkDmemuhQGoGD]
[Build=OQlkAkB8gZe0O2LACIJQeWGARQNG]
Description of Mesmer Runners
❅ Equipment: 20/20 wand + focus (or staff with SR5). Prodigy's insignias. For runes, aim for at least 15 Domination / Illusion, and 10 Fast Casting (breakpoint for 10-second recharge for 15-second spells).
❅ Soul Reaping 5 mods can be used on these Mesmers. The 2nd hero (with E-Surge and 2 shouts) runs out of energy most often, so will benefit from a high energy staff with SR5 the most. However, with BiP readily available, 40/40 sets are the standard equipment to optimize short bursts of damage output needed for general gameplay. SR5 mods are more useful in prolonged battles for more sustainable damage output, and also alleviates the pressure on the BiP hero.
❅ Disable Fall Back during fights to save energy (set hotkeys for this).
❅ Alternative skills: (Shatter Hex or Drain Enchantment can be situationally substituted)
Spiritual Pain: more damage in easier areas
Power Spike / Power Return: more interruption
Waste Not Want Not: better energy management
Shatter Enchantment / Mirror of Disenchantment: enchantment removal
Hex Eater Signet: hex removal
N/Mo Minion Master:
[Build=OANDUshvSyBUB4BKgbhVVaR3VA]
Description of Minion Master
❅ Equipment: Staff with 20+20 HCT Death, +20% enchantments. Bloodstained and Minion Master's insignias. For runes, aim for 16 Death Magic and 9 Soul Reaping (19 Death Magic and 11 Soul Reaping after enchantments).
❅ Spawning Power 5 mod can be used for stronger minions. However, keep in mind that +20% enchantments benefits the Protection Prayers skills.
❅ If using Heroic Refrain, aim for 13 Death Magic with runes (16 after enchantments), because the maximum is 20. Personally I don't bother with this adjustment, since it only gives the hero more health.
❅ At 19 Death Magic the Bone Fiends will be level 21 (heath 500, armor 63), making them somewhat compatible with Shelter from the ST Rit. If not using Shelter, consider taking Protective Spirit instead of Spirit Bond.
N/Rt SoS Healer:
[Build=OAhjYghqIPXzyJGrqKNncDzLGA]
Description of SoS Healer
❅ Equipment: 20/20 Restoration wand + focus. Tormentor's Insignias. For runes, aim for 10 Soul Reaping (SoLS breakpoint).
❅ Instead of the Channeling Magic skills, you can bring any elite you prefer. Examples: Xinrae's Weapon, Icy Veins, Discord, Spiteful Spirit, Pain of Disenchantment.
❅ You can also use Rt/N with the same build for higher Channeling Magic at the cost of energy management. Take Spirit Siphon instead of SoLS. Consider using Soul Reaping 5 mod.
❅ I usually have 2 hard-resurrection skills on the team, in case one teamate dies from accidental spike. The BiP hero is a vulnerability, so this other N/Rt brings the resurrection.
N/Rt BiP Healer:
[Build=OAhkYgE6hEyzd4RUVFeSzJ3wccC]
Description of BiP Healer
❅ Equipment: 20/20 Restoration wand + focus. Tormentor's Insignias. For runes, aim for 13 Blood Magic (BiP breakpoint) and 10 Soul Reaping (SoLS breakpoint).
❅ The hero maintains Protective Was Kaolai and Life outside combat. Disable to make him follow more closely.
Rt/Mo ST Rit:
[Build=OAOjAyhDJPYTr3ZbzBNdmtkLGA]
Description of ST Rit
❅ Equipment: Staff with Soul Reaping 5 or +60hp. Shaman's insignias. For runes, aim for 16 Communing and 14 Spawning Power (Boon of Creation breakpoint).
❅ Why is there no Union or Displacement? To save the ST charges for Shelter, which usually gives the most protection. At 16 Communing and 14 Spawning Power, the Shelter spirit has 406 health, and loses 43 health per use (can trigger 10 times).
❅ Shadowsong can continuously shut down hard-hitting melee bosses. It can be substituted with Dissonance, Earthbind, or Anguish.
❅ Disenchantment can counter enemy Monks with Protection Prayers skills. In prolonged fights with Monks, follow the targets of Disenchantment for easier kills.
Overall, the team has:
- 4 enchantment removals
- 3 hex removals
- 2 condition removals
- 2 hard resurrections
- Maintainable Fall Back and Stand Your Ground
❅ ❅ ❅ Mission-Specific Adjustments ❅ ❅ ❅
- 4-men areas: take E-Surge, Minion Master, SoS Healer
- 6-men areas: leave out BiP, ST
- Imperial Sanctum or Gate of Madness (when facing Shiro), take an Assassin with Flashing Blades and Wild Blow for Shiro. Micro Wild Blow for Battle Scars.
- A Time For Heros: take 2 Unyielding Aura Monks and a Mesmer (can be Any/Me) instead of the heros with spirits and minions
- Moddok Crevice: take an Elementalist with Deep Freeze to snare the 2 Corsair Runners
- A Chance Encounter (WoC farm): take an UA Monk instead of the Minion Master
- Nightfall missions: if a specific hero is required, give it a staff and use this bar:
[Build=OgWjIwDLrNygLQOAna6GCZgWGA]
No team is perfect for any situation, and may need adjustments here and there. Please share your thoughts and suggestions. Any comments are appreciated. Thank you for reading.