Archive talk:Team - 3 Hero Melee Support

Review
I think we should rewrite this. When I initially voted on it I thought, "oh looks similar enough to what I ran", but didn't notice that there were only 2 healing skills in the entire team. Even experienced players would consider that rather lean for most situations. For 4 man I didn't run MoP in most of those areas: mob sizes are usually too small to justify the balling needed to make use of the 20r MoP effectively. MoP is probably not a 'general' melee skill even though it's strong - VoS/HB make the most out of it while killing quickly enough to prevent the scatter it causes. Other melee will probably experience undesirable scattering without snare support (which won't fit in a 4-man team). Also there are a fair number of pop-up mobs in those areas that I don't bother memorizing and are still not large or threatening enough to play defensively against (as Krschkr mentions in ratings) where I obviously wouldn't be able to leverage MoP very well/at all.

Also I'd like to note that this was split from (still not vetted at this time - and I have also removed my own vote from that build), and it's entirely possible that I missed something during the split that may have had unintended effects on the build's viability. -Toraen (talk) 08:10, 3 September 2018 (UTC)
 * I took a look at the version history of the original build page, and I don't think you missed anything when doing the page split. There actually wasn't anything in that build page other than the builds and a headline which told that the player is primarily responsible for damage. I guess it'd be best if someone who is used to a spirit/minion playing style in party size 4 areas tweaked this build as I'm more a mesmer player and might make improper changes. I don't think it's necessary to have as much healing as in the tweaked version I made. --Krschkr (talk) 08:53, 3 September 2018 (UTC)

This is what I run in 4M areas:

In more difficult areas I'd change the MM into a healer and take a ST instead of the PoD I had no troubles at all with this team, even in the so called difficult areas (Grawls is an example I read somewhere). The damage the player deals thanks to the buffs is so high you can easily burst through powerful healing. Combine that with the DPS spirits and Bone Fiends bring (okay, you don't always have an army of fiends but you should have some with you unless you wait 3 minutes between every fight), nothing can survive for long. For annoying enchants you have PoD, and obviously there is room for some skill swaps (maybe we should list those). I do agree with the comment on MoP, I always brought PwK over it (even tho it's healing is a bit "wasted" because of the small party, I like the nice instant party heal). ZStepmother (talk) 09:10, 3 September 2018 (UTC)