User:Krschkr/Testing Routes/Party Size 4

A testing route for party size 4 team builds and the results with various teams.

Preface
The goal is to find general use builds for missions and vanquishing which support the usually aggressive playing style of mine. In order to make general builds they are tested against the more troublesome foes found in party size 4 missions and vanquishing. The assumption is that builds which can deal with those foes very well are likely to be suitable for the entirety of party size 4 content, excluding Titan quests and Winds of Change. In order to keep the testing time reasonable there are just two areas on the route which cover two of the four more troublesome foe types each. The charr in eastern frontier aren't as plenty as those you may face at the end of some missions, but doing a medium difficulty test in 5 minutes serves the purpose of this project more than a higher difficulty test consuming 25 minutes. As a result this route should take about 20 minutes in total for a single test run. This is not taking into account additional runs with the purpose of getting used to a build in the first place, testing build tweaks and checking against RNG influences, so the actual testing time for a team build will usually be decisively greater.
 * (Prophecies) Grawls. The combination of knockdown warriors, multiple healers and patrolling foes renders eastern frontier the most difficult party size 4 area. Even before 2011 there have been notions of this area being especially hard to beat.
 * (Prophecies) Charr. Rangers deal much damage and cause scattering. Warriors can deal great AoE damage with [[Hundred Blades] triggering [[Mark of Pain]. [[Lingering Curse] puts the team under long-lasting pressure and [[Lava Font] is especially dangerous for melee heavy teams.
 * (Factions) Naga. Their delayed AoE damage from [[Spirit Rift] and [[Shatterstone] can add up to troublesome spikes. They can also swarm the team due to their patrolling behaviour.
 * (Factions) Crimson Skull. They appear in large numbers and thus inflict much pressure.

Player builds for generalized testing
In order to make team builds which are designed for general player roles rather than specific builds they will be tested with builds which don't provide anything that's unique to them without being so bad that the player could aswell be idle.