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This build is in the metagame and deserves to be stored.

This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Metacapecategory.png

Balanced 3 Hero team composition suitable for general HM content which works well with any player DPS build. Particularly effective in Winds of Change HM and other challenging 4-man areas where the extra security through a Soul Twisting Prot becomes more valuable.

Team Composition

Mesmer/Ritualist  
Energy Surge Cry of Frustration Mistrust Unnatural Signet Shatter Hex Power Drain optional Flesh of My Flesh
Ritualist/Mesmer  
Soul Twisting Shelter Union Displacement Armor of Unfeeling Power Drain Leech Signet Optional
Ritualist/Any  
Signet of Spirits Bloodsong Optional Spirit Transfer Mend Body and Soul Spirit Light Spirit Siphon Death Pact Signet

ESurge

You activate Spells and Signets 46% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 39%.
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Variable skill slot
  • Prophecies and Winds of Change
    • Drain Enchantment Drain Enchantment
  • Factions and Nightfall
    • Leech Signet Leech Signet
Variants
  • Empathy Empathy against melees
  • Spiritual Pain Spiritual Pain against summons

Equipment


Soul Twisting Prot

Creatures you create have 48% more Health, and weapon spells you cast last 48% longer.
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Variable skill slot
  • Waste Not, Want Not Waste Not, Want Not if running a melee.
  • Hex Eater Signet Hex Eater Signet if running a caster.
Variant

Ritualist/Monk as a melee player in areas without enchantment removal where the extra shutdown isn't necessary. Raise Spawning Power to 10+3 and Smiting Prayers to 8. Replace the three inspiration skills with:

  • Boon of Creation Boon of Creation
  • Signet of Creation Signet of Creation
  • Strength of Honor Strength of Honor

Equipment


SoS Resto

Creatures you create have 16% more Health, and weapon spells you cast last 16% longer.
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Variable skill slot

  • Splinter Weapon Splinter Weapon if running a melee.
  • Weapon of Shadow Weapon of Shadow if running a caster.
Variant
  • Remove Hex Remove Hex over Spirit Transfer Spirit Transfer for additional hex removal.

Equipment


Usage

  • Set heroes to guard Guard.png
  • Before starting a particularly difficult fight, you can force the communing prot to use ShelterUnionDisplacementArmor of Unfeeling so your team is fully protected right away.
    • If you're afraid of area damage, you can also flag the heroes apart. It is recommended to place them in a single line, so heroes won't push forward to get into casting range of foes and thus ball with the heroes in front of them again.


See also

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