User:ZStepmother/Team - 5 Hero BiP

Team composition meant to handle 6 Man areas. While not optimized for melee, it still is the best option currently on this site for 6 Man areas. The team uses the standard ST+BiP backline to provide powerful protection, healing and support to the rest of the team.


 * Positive points
 * 3 ESurge mesmers for maximum damage and caster control
 * Self sufficient healer
 * No mercs
 * No MM


 * Negative points
 * No blind, which may or may not be a big loss. Testing has to be done
 * Only 1 IMS (altho this might not be a big loss in 6 Man areas)
 * No melee support

Overview
=Hero Builds=

Soul Twisting
[build prof=rt/any com=12+1+3 spawning=9+3 command=9][soul twisting][shelter][union][displacement][armor of unfeeling][boon of creation][Optional]["Fall Back!"][/build] Optional slots Equipment
 * or - Sadly the hero doesn't use these skills well.
 * - When not using Splinter Weapon (and when you don't have enchantments on yourself)
 * - Disable and micro, for when you already have IMS, or when there is very little running, raise Spawning to 10+3
 * - For when you already have IMS, and already have (or cannot use it)
 * - Disable and micro, allows you to run the double inspiration skill setup on 2 mesmers instead of just 1.
 * Insignias: Full Radiant insignia or Blessed insignia
 * Since testing has not shown that one is clearly better, I would say it is up to player preference (for now).
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: Hale Spawning Power staff of Fortitude with "Aptitude not Attitude"

BiP Resto
[build prof=N/Rt resto=12 blood=10+1+2 soul=8+2][blood is power][blood bond][Optional][signet of lost souls][mend body and soul][spirit light][protective was kaolai][Life][/build] Optional slots
 * Extra healing (this is recommended for 6 Man)
 * Curses (9+1+3 Blood Magic, 5+1 Curses)
 * - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
 * - If not running (might be too much sacrifice on 1 hero, better on the other healer)
 * - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
 * - If not running (might be too much sacrifice on 1 hero, better on the other healer)

Equipment
 * Insignias: Full Radiant insignia or Tormentor's insignia
 * Since testing has not shown that one is clearly better, I would say it is up to player preference (for now).
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: 40/40 Restoration set is optimal, though the hero will be holding PwK the majority of the time

Notes
 * provides a hex for Unnatural Signet, and the heal is also pretty nice.

3x ESurge Mesmers
[build prof=Mesmer/Ritualist DominationMagic=12+1+3 FastCasting=11+2 InspirationMagic=6+1 RestorationMagic=2][Energy Surge][Mistrust][Cry of Frustration][Unnatural Signet][Shatter Hex][Spiritual Pain][Optional][Optional][/build] Optional slots Alternative
 * 2x and  mesmer
 * 1x and  mesmer
 * Give one mesmer instead of  in areas with loads of annoying enchantments


 * Notes
 * Swap in on the mesmer with both inspiration skills, for difficult content (like DoA/UW/WoC HM). For other content,  will provide faster clearing
 * The amount of Resurrection skills is up to player preference. Replace it with the missing inspiration skill if you feel less is sufficient
 * 1x instead of  might be good for caster players, if the hero uses it well (which testing will point out)

Equipment
 * Insignias: Full Radiant insignia or Prodigy's insignia
 * Since testing has not shown that one is clearly better, I would say it is up to player preference (for now).
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: 40/40 Domination Magic
 * Notes:
 * For more aggressive setups, you can use 2 superior runes: 12+1+3 Dom, 10+3 FC, 8+1 Inspiration. This is up to player preference.

General variants
For areas/missions with lots of running around.

Melee player variants
For areas/missions with a lot of mobs per group (Probably not worth it for anything other than WiK). This can possibly be better than running 3 Mesmers, but you need to put in a lot more effort. {| border="0" cellspacing="0" cellpadding="6" rules="all" style="margin:1em 1em 1em 0; border-style:solid; border-width:1px;" class="collapsible collapsed" !style=background:#a9f6f0|Mo/Rt [build prof=Mo/Rt channeling=12, smiting=10+1+3, prot=8+2, div=2, resto=1][Signet of Spirits][Splinter Weapon][Ancestors' Rage][Optional][Optional][Spirit Bond][Shield of Absorption][Strength of Honor][/build] Equipment Optional slots }}
 * Insignias: Full Radiant insignia or Anchorite's insignias
 * Anchorite's insignias will not even reliably provide +10 armor, so maybe a different insignia would be better
 * Since testing has not shown that one is clearly better, I would say it is up to player preference (for now).
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: Swift Staff of Enchanting with "Don't Think Twice"
 * At least 1 energy management skill
 * - AI has problems with using this skill correctly
 * - Having 2 res skills is recommended

{| border="0" cellspacing="0" cellpadding="6" rules="all" style="margin:1em 1em 1em 0; border-style:solid; border-width:1px;" class="collapsible collapsed" !style=background:#a9f6f0|Rt/Mo merc alternative

[build prof=Rt/mo ChannelingMagic=12+1+3, SmitingPrayers=8, ProtectionPrayers=10 SpawningPower=2+1 resto=1][Signet of Spirits][Splinter Weapon][Ancestors' Rage][Optional][Optional][Spirit Bond][Shield of Absorption][Strength of Honor][/build] Equipment Optional slots }}
 * Insignias: Full Radiant insignia or shaman's insignias
 * Since testing has not shown that one is clearly better, I would say it is up to player preference (for now).
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: Swift Channeling Magic Staff with "Don't Think Twice"
 * of Mastery for a chance to hit a break point for [[Splinter Weapon@17], improving the team's offense.
 * of Enchanting for increased durations of the defensive enchantments, improving the team's defense.
 * At least 1 energy management skill
 * - AI has problems with using this skill correctly
 * - Having 2 res skills is recommended
 * - Having 2 res skills is recommended