User:Krschkr/Summonings in party size 4

This team build is based on the same core idea as 3 Hero Melee Support: Support a melee player while placing spirits and spawning minions everywhere. Except that the concept did not prove to work for me at all when played with a curses healer, as suggested here on PvX. You can see this build page as a tweaked version of the "actual" PvX Melee Support, if you're inclined.

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How these tweaks improve the team
This build version deals less damage, but at least you don't end up 60ed after 8 minutes in the area. Yes, that's what happened to me with PvX Melee Support. Didn't even die on frenzy, the healing simply was insufficient to keep a 121 armor party member alive against 10 degen and some wanding casters. The weak spot was the curses healer which just could not at all provide enough healing to keep the team alive. Not alone were two healing skills too few given the lack of shutdown; the hybrid AI made matters worse by driving the hero to attack foes instead of healing damage plenty of times, resulting in deaths, close-to wipes and actual fullwipes.

To tackle that issue healing has been spread to all three heroes: Restoration magic replaces smiting prayers on the ritualist; smiting prayers are instead provided by a monk smiter which replaces the curses healer; restoration magic replaces protection prayers on the minion master because healing seems to be worth more in this kind of team setup and more importantly the hero would usually use prots too late or on the wrong target. Leave protting to full prots which have plenty of time and energy to mindlessly spam their enchantments on all party members. We have nec prots and ele prots for this purpose, although in the context of party size 4 the elementalist is the hero to chose (as done in the dual mesmer team below).

Undoubtedly better tweaks to this general build idea can be found, but someone else will have to make them. I'm pretty content with my mesmer team builds and don't see a need to spend more time on a build concept which does not work well for me and isn't that much fun to play. I will leave it to the Vow of Strength dervishes (although they could probably play triple mesmer aswell, heh). Instead I wholeheartedly recommend one of these teams:.
 * Dual Mesmer for physicals and offensive casters.
 * Triple Mesmer for defensive midliners.
 * Mesmer Hexway for backliners.

Smiter
[build prof=Monk/Mesmer SmitingPrayers=12+1+3 DivineFavor=10+1 InspirationMagic=8][Tease][Power Drain][Optional][Smiter's Boon][Reversal of Damage][Smite Condition][Smite Hex][Strength of Honor][/build] Variable skill slot Equipment Main article: Smiter Hero
 * Prophecies
 * Factions/Nightfall
 * Factions/Nightfall
 * 40/20/20 smiting prayers.
 * 5 blessed insignias.
 * Rune of superior vigor.
 * 2 runes of vitae.

Splinter Weapon Support
[build prof=Ritualist/ ChannelingMagic=12+1+3 RestorationMagic=12+1 SpawningPower=3][Signet of Spirits][Splinter Weapon][Ancestors' Rage][Lamentation][Spirit Siphon][Mend Body and Soul][Spirit Light][Death Pact Signet][/build] Main article: Signet of Spirits Hero
 * Adept restoration magic staff of channeling magic with "Aptitude not Attitude".
 * 5 shaman's insignias.
 * Rune of superior vigor.
 * Rune of vitae.

Minion Bomber
[build prof=Necromancer/Ritualist DeathMagic=12+1+3 SoulReaping=9+1 RestorationMagic=9][Aura of the Lich@19][Animate Bone Minions@19][Death Nova@19][Putrid Bile@19][Masochism@12][Signet of Lost Souls@12][Spirit Light][Flesh of My Flesh][/build] Main article: Minion Bomber Hero
 * 40/40 death magic.
 * 4 minion master's insignias.
 * 1 bloodstained insignia (on a small piece of armor).
 * Rune of superior vigor.
 * 2 runes of vitae.

Exemplary Video
These are on my usual testing route: Eastern frontier against grawl and charr, Panjiang peninsula against naga and crimson skull pirates. Grawl have proven difficult for many players due to their multiple healers and dangerous knock downs, often resulting in this area being called the hardest to vanquish of them all. Charr have a nice pressure team build and are faced in plenty of missions, so their vicinity to the grawl results in having them as one of the test foes aswell. There are tougher charr armies elsewhere, but I didn't want to unnessecarily run into more areas. The naga have been chosen because they attack teams from multiple sides and can wreck teams with their delayed AoE damage from spirit rift and shatterstone. The crimson skull has to be visited because there's just a whole lot of them, making them deal some good pressure.