User:Lerajie13/Heroic Refrain hero team build

Small templates:

Ranger hero
[build prof=Ranger/ BeastMastery=10+3+4 Expertise=11+1+3+4 Marksmanship=10+3+4][Penetrating Attack][Sundering Attack][Optional][Otyugh's Cry][Brutal Strike][Optional][Call of Haste][Comfort Animal][/build] Variants: Equipment: Notes:
 * Enraged Lunge variant seems best because of the additional deep wound, but heal as one has equal dps (minus DW) while giving the pet a bit more healing
 * Enraged Lunge variant seems best because of the additional deep wound, but heal as one has equal dps (minus DW) while giving the pet a bit more healing
 * Enraged Lunge variant seems best because of the additional deep wound, but heal as one has equal dps (minus DW) while giving the pet a bit more healing
 * Enraged Lunge variant seems best because of the additional deep wound, but heal as one has equal dps (minus DW) while giving the pet a bit more healing
 * Enraged Lunge variant seems best because of the additional deep wound, but heal as one has equal dps (minus DW) while giving the pet a bit more healing
 * Dire racing beetle pet.
 * 5 Beastmaster's Insignias or Radiant insignias.
 * Rune of Superior Vigor.
 * Rune of Vitae.
 * Hornbow or Shortbow, 15^50 or 15/-5, Vampiric or Sundering, Fortitude
 * Equipment needs further testing (Shortbow vs Hornbow seems to be similar in damage output)
 * Deals very high single target DPS but offers no utility.

Mesmer Heroes
[build prof=Mesmer/Dervish FastCasting=12+1+3+4 Domination=12+3+4][Psychic Instability][Optional][Optional][Optional][Optional][Optional][Optional][Optional][/build] 5 second KD with 5 sec cooldown

Necromancer Heroes
[build prof=Necromancer/ DeathMagic=10+1+3+4+2 BloodMagic=11+3+4 SoulReaping=10+1+4+2 Curses=1+4][Contagion][Dark Aura][Foul Feast][Signet Of Agony][Poisoned Heart][Masochism][Unholy Feast][Putrid Explosion][/build] Run 2 of these, probably best equipped with an axe or sword to force them into melee, where one drops Putrid Explosion or Unholy Feast or Poisoned Heart for Burning Speed, Fall Back, or perhaps some Earth Prayers skill like Veil of Thorns, Armor of Sanctity and Mirage Cloak (these will also encourage the hero to go into melee range). Running 1 alongside a burning speed starburst fire ele is also effective.

Contagion, Dark Aura, Foul Feast, Signet of Agony and Masochism are staples. The Signet is the only skill which has an inherent sacrifice cost, which is a requirement for the hero to maintain Dark Aura on itself. It does not recognize Contagion and Masochism as sacrifice skills. Potentially really good is bringing Draw Conditions to increase the condition transfer, but it limits your utility because it forces you to be Mo secondary.

Recovery and MBaS on the team did not seem to affect the damage output too much.

Contagion builds conclusion: These necros seem to deal 20-30% more damage on average than Searing Flames eles (although burning from the eles is not counted, neither is poison and bleed and other conditions from Contagion). However they offer no paragon utility (fall back). The main drawback is that they are much more risky to use, because even with the teams defenses they can get an unlucky deep sac during a damage spike and die. In that regard eles are much more solid. Contagion necros can spread burning with burning speed but do so less reliably than SF eles. They do however not get hard countered by destroyers (burning immunity makes SF deal no damage, and fire damage in general is weak against destroyers). The fact that they need to go in melee makes them more prone to taking damage, but provides shatter hex targets. They can be very effective condition cleansers and send them right back to the enemies (daze, blind). Snares counter them somewhat, and AoE spells can make them wait outside it when they are taking damage together. It is noticeable that they do not optimize their positioning to deal damage with foul feast all the time, nevertheless they still outdamage the eles. In some fights where everything is ideal and enemies ball up around them, they can deal tons of damage very quickly. Overall though the risk doesn't seem worth the reward. Testing was done in Tahnnakai temple, where daze is an extra condition they can transfer for damage. Lots of balled up enemies also works to their benefit.

[build prof=Necromancer/Dervish DeathMagic=10+1+3+4+2 BloodMagic=11+3+4 SoulReaping=6+1+4+2 EarthPrayers=8+4][Ravenous Gaze][Signet of Agony][Unholy Feast][Putrid Explosion][Masochism][Dark Aura][Veil of Thorns][Armor of Sanctity][/build]

First test in Tahnnakai temple: Deals a lot of damage and is less fragile than a contagion necro. One idea is to run Dark Aura on 1 death necro (e.g. bone fiend MM for incoming+fallback), in order to free up skill slots and attribute points on this blood necro. This would allow higher Earth Prayers and perhaps Mirage Cloak and Dark Pact. The Earth Prayers spells help to get the hero in adjacent range and also contribute to dark aura triggers with masochism, while offering extra defense. Downsides for this build: offers no utility (fall back), needs to go in melee range, no burning.

[build prof=Necromancer/Elementalist DeathMagic=10+1+3+4+2 BloodMagic=11+3+4 SoulReaping=6+1+4+2 AirMagic=8+4][Ride The Lightning][Signet of Agony][Unholy Feast][Putrid Explosion][Masochism][Dark Aura][Jaundiced Gaze][Whirlwind][/build]

Some ideas to improve these builds: RTL: Vampiric swarm, deathly chill as extra damage options // Order of pain with jaundiced gaze as additional sacrifice spell (might be too heavy on sac) for a physical team Ravenous Gaze: drop 1 shadowstep for dash, look into vampiric swarm, deathly chill and putrid bile as extra damage options. Especially with multiple necros/fewer corpses Putrid bile instead of Putrid explosion, or if there are enough corpses, both. N/D: find a reliable speed boost + test again.