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For Guild Wars on the PC, a GameFAQs message board topic titled 'Warrior/Elementalist Builds?' Which of those skills you use depends mainly on whether it is PvE or PvP, and where at in either of those. In general, the most used skills are the Conjures along with a weapon of that element. But for build templates, PvX is the only source. Version 1.2.1 of the GW Team Builder is ready and available for download! Caused some templates to be rejected by the game, and some skills to be replaced.
It depends what you are playing as. Also what you're fighting against but that's more complicated. Some content can be easier with a third Mesmer, sometimes not.
Oddly the hardest content in the game is the HM WoC content you have to get through to unlock Zei Ri, so if your team build can actually unlock him in the first place you can use him however you wish. If you're a melee physical damage dealer, you can bring a Monk Hero to increase your damage with and bring. You can replace the Illusion Mesmer for an Earth Elementalist for less interrupts but more melee hate, if you have the RoJ Monk you can use Ash Blast on the Earth Elementalist for even more protection from physical enemies.
This also allows you to bring 2 Domination Mesmers without needing Zei Ri. I've even had a lot of success with Paragon Heroes - I first ran them on my Paragon with all the Echoes that re-apply themselves becasue they can't be removed and they don't need a lot of attention to upkeep them, heroes will spam 'Fall Back!'
And Anthem of Flame even out of combat. It turns out that 'They're On Fire!' Is a great skill to bring in any team that already has burning (from RoJ).
If you're a caster, you need to think of your role within the team, I normally play Ritualist, so I would run SoS and drop the SoS Hero. Don't use an ST Ritualist and a MM Necromancer in the same team, both of them can be strong but I generally use the MM unless I am on Ritualist because I prefer SoS and SoGM. The builds I run: Assassin/Dervish/Warrior (Player), MM Necromancer, PoD Necromancer, Panic Mesmer, Earth Elementalist, RoJ Monk, SoS Ritualist, SoGM Ritualist (or Paragon). SoS Ritualist (Player), SoGM Ritualist, ST Ritualist, PoD Necromancer, Icy Veins Necromancer, Panic Mesmer, Ineptitude Mesmer. Paragon (Player), SoS Ritualist, SoGM Ritualist, Panic Mesmer, Ineptitude Mesmer (or Earth Elementalist). The most important skill is Churning Earth (for Hard Mode, in Normal mode you are probably better off with the Illusion Mesmer) because in Hard Mode all enemies have increased movement and attack speed so the knockdown will happen on all non-immune foes. You should also use Earth Attunement and Glowstone for energy management, the Curses Necromancer should have Enfeebling Blood for Weakness.
From here there's a bit of flexibility, including the Elite. For harder areas or areas with less party space you can bring a few Wards, I used Ward against Melee and Ward of Stability for WoC and they are what pushed me over the line to actually be able to complete the content. You can bring Paragon skills such as 'Fall Back!' , 'Stand your Ground!' Or 'Never Surrender!'
Which are commonly used on Searing Flames Heroes. You could probably go E/Mo for Aegis and Protective Spirit or E/Rt for some additional healing. I am still testing Elite skills and skills which cause overcast, I don't want the hero to burn themselves out if they're too expensive, but I also don't want the hero to use 2 DoTs, 2 wards and stand there with no spells to cast. Obsidian Flame has been working well so far, but I could see it going wrong if fights last too long. Unsteady Ground looks like the best Elite so far, Heroes can use Stone Sheath really well but its effects are largely unnecessary in this build. Sandstorm can be a good option, it's twice the duration and radius of unsteady ground with more damage but the control is more important if you drop a Mesmer for this build. Elemental Attunement can be an option if some normal skills turn out to be more useful than the elite.
Shockwave might be good but I have a feeling the Hero will run into melee range to cast it and we don't want that. OgBCkMzTqYHuN6h9ZmGsQ1B this is what I've settled on at the moment, but I'm still looking for other options. Assuming you're a caster, then Dillway is a great build for Hard Mode. It runs 3 Illusion/Domination mesmers for massive AoE shutdown and damage with Shared Burden/Ineptitude/Panic, a BiP resto N/Rt, a ST resto Rit, an E/Mo ether renewal healer (yes 3 healers), and 2 Smite/Prot monks. The build is very defensive, but can do Hard Mode of every area of the game with an empty skillbar on the players, meaning that it can work with any player build. With that said, I'd recommend it to casters players.
I play it with my mesmer, bringing the total to 4 mesmers. Yeah I would like to know more about what other people run, here's my heroes composition (builds can be found on pvx):. Myself as SoS.
3 necros, discord builds. 2 mesmers, panic and ineptitude. 1 monk, RoJ. 1 rit, Soul Twisting. As I've said in almost all threads about this, so far this has worked for me everywhere xD Yesterday I managed to complete Kathandrax on HM and to my suprise the last boss was actually really easy.
You can solo him with spirits, just keep moving to avoid the firebombs and stay somewhat close to your healer. (sorry for the side note). I go with myself as hybrid or prot (generally, SoD or LS, LS is godly); five mesmers (merc heroes) carrying the usual assortment of damage and shutdown, a soul twister, and an SoS + resto hybrid. I've found it the most engaging way to monk with heroes in PvE; while the Soul Twister definitely provides great defense, and the SoS + resto helps with healing somewhat, and of course the mesmers suppress a lot of enemy activity, the player is definitely required, at least on HM and/or WoC, to work to keep their heroes alive, which is fun.
But also, putting this in the player's hands means you're a lot safer overall since you can protect your team more reliably than a hero would.