This is a comp designed allow players to run new characters through campaigns, using the 6 most readily available heroes, Gwen, Vekk, Ogden, M.O.X., Kahmu, and Xandra. This composition is specialized almost completely for damage, but players may switch in defensive skills for easier runs. Players can add an optional hero or henchman to fill in the gaps for the given mission. Players need not acquire runes or weapons for heroes, although minor runes or health runes could save, say, half an hour, over the course of a running through a campaign.
NightfallElementalist. Fire Magic 12Searing FlamesElite SpellTarget foe and all nearby foes are struck with Searing Flames. Foes already on fire when this Skill is cast are struck for 82 fire damage. Foes not already on fire begin Burning for 6 seconds.1512
NightfallElementalist. Fire Magic 12Glowing GazeSpellDeals 41 fire damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Burning.518
CoreElementalist. Fire Magic 12Fire AttunementEnchantment SpellFor 55 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.10130
CoreElementalist. Energy Storage 10Aura of RestorationEnchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 400% of the Energy cost each time you cast a spell.5¼20
NightfallParagon. Command 8"Never Surrender!"ShoutFor 15 seconds, all party members within earshot and below 75% Health gain +3 Health regeneration.515
NightfallDervish. Mysticism 12Avatar of BalthazarElite FormFor 74 seconds, you gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, and whenever you lose a Dervish enchantment, nearby foes are set on fire for 3 seconds. This skill is disabled for 45 seconds.5220
NightfallDervish. Scythe Mastery 11Twin Moon SweepMelee AttackYou lose 1 Dervish enchantment and gain 39 Health. If an enchantment is lost in this way, you cannot be blocked, you strike twice, and you gain an additional 54 Health.7
NightfallDervish. Scythe Mastery 11Rending SweepMelee AttackYou deal +16 damage and lose 1 Dervish enchantment. If an enchantment was lost, you remove an enchantment from each foe you hit.6
NightfallDervish. Mysticism 12Balthazar's RageFlash Enchantment SpellAll nearby foes are set on fire for 3 seconds. For 20 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 2 strikes of adrenaline if any foes are within earshot.510
NightfallDervish. Mysticism 12Heart of Holy FlameFlash Enchantment SpellAll adjacent foes take 25 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 4 seconds.510
NightfallDervish. Mysticism 12Zealous RenewalFlash Enchantment SpellAll nearby foes take 25 holy damage. For 21 seconds, you have -1 Energy regeneration and gain 1 Energy whenever you hit a foe. If this enchantment ends prematurely, you gain 4 Energy.310
NightfallDervish. Wind Prayers 6Whirling ChargeFlash Enchantment SpellFor 3 seconds, you move 33% faster than normal. The next time you strike a foe, all other nearby foes take 30 cold damage and this enchantment ends.56
NightfallDervish. Mysticism 12Avatar of BalthazarElite FormFor 74 seconds, you gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, and whenever you lose a Dervish enchantment, nearby foes are set on fire for 3 seconds. This skill is disabled for 45 seconds.5220
NightfallDervish. Scythe Mastery 11Twin Moon SweepMelee AttackYou lose 1 Dervish enchantment and gain 39 Health. If an enchantment is lost in this way, you cannot be blocked, you strike twice, and you gain an additional 54 Health.7
NightfallDervish. Scythe Mastery 11Irresistible SweepMelee AttackDeal +12 damage and lose 1 Dervish enchantment. If you lose an enchantment in this way, Irresistible Sweep cannot be blocked, removes a stance, and deals +12 additional damage.56
NightfallDervish. Mysticism 12Balthazar's RageFlash Enchantment SpellAll nearby foes are set on fire for 3 seconds. For 20 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 2 strikes of adrenaline if any foes are within earshot.510
NightfallDervish. Mysticism 12Heart of Holy FlameFlash Enchantment SpellAll adjacent foes take 25 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 4 seconds.510
NightfallDervish. Mysticism 12Zealous RenewalFlash Enchantment SpellAll nearby foes take 25 holy damage. For 21 seconds, you have -1 Energy regeneration and gain 1 Energy whenever you hit a foe. If this enchantment ends prematurely, you gain 4 Energy.310
NightfallDervish. Wind Prayers 6Whirling ChargeFlash Enchantment SpellFor 3 seconds, you move 33% faster than normal. The next time you strike a foe, all other nearby foes take 30 cold damage and this enchantment ends.56
FactionsRitualist. Channeling Magic 12Clamor of SoulsElite SpellTarget foe and all nearby foes take 54 lightning damage. If you are within earshot of a spirit or holding a bundle item, you gain 10 Energy.1018
FactionsRitualist. Channeling Magic 12Splinter WeaponWeapon SpellFor 20 (+8) seconds, target ally has a Splinter Weapon. Target ally's next 4 attacks deal 41 damage to up to 3 adjacent foes.515
FactionsRitualist. Channeling Magic 12LamentationHex SpellFor 17 seconds, target foe and all nearby foes suffer 2 Health degeneration. When this hex is applied, these foes take 42 damage if you are within earshot of a spirit or corpse.10115
FactionsRitualist. Channeling Magic 12Spirit RiftSpellOpen a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 105 lightning damage and suffer from Cracked Armor for 13 seconds. 1025
FactionsRitualist. Channeling Magic 12BloodsongBinding RitualCreate a level 10 Spirit with 200 (+80) Health and 62 armor who dies after 126 seconds. Attacks by that Spirit steal up to 21 Health.5¾30
FactionsRitualist. Channeling Magic 12Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 89 lightning damage.5¼10
FactionsRitualist. Channeling Magic 12Essence StrikeSpellTarget foe is struck for 51 lightning damage. If any Spirits are within earshot, you gain 7 Energy.518
PropheciesRanger. Beast Mastery 8Edge of ExtinctionNature RitualCreate a level 6 Spirit with 120 (+48) Health and 38 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 33 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 94 seconds.5560
You activate Spells and Signets 37% 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 30%.
CoreMesmer. Domination Magic 12Energy SurgeElite SpellTarget foe loses 8 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.315
NightfallMesmer. Domination Magic 12MistrustHex SpellFor 6 seconds, the next spell that target foe casts on one of your allies fails and deals 82 damage to that foe and all nearby foes.101.312
FactionsMesmer. Domination Magic 12Unnatural SignetSignetTarget foe takes 63 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 41 damage.0.710
CoreMesmer. Domination Magic 12Power SpikeSpellIf target foe is casting a Spell or a Chant, that Skill is interrupted and target foe takes 102 damage.50.212
FactionsRitualist. Restoration Magic 2Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 7% Energy.52.5
PropheciesMonk. Divine Favor 10Unyielding AuraElite Enchantment SpellWhile you maintain this enchantment, your Monk spells heal for +45% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location. You get healed for 32 Health.-15¼10
EotNMonk. Healing Prayers 12Patient SpiritEnchantment SpellFor 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 102 Health when the enchantment ends. Target ally gets healed for 32 Health.5¼4
FactionsMonk. Healing Prayers 12Signet of RejuvenationSignetHeal target ally for 63. If target ally is casting a spell or attacking, that ally is healed for an additional 63 Health.18
EotNMonk. Healing Prayers 12Cure HexSpellRemove one Hex from target ally. If a Hex was removed, that ally is healed for 102 Health. Target ally gets healed for 32 Health.5112
FactionsMesmer. Inspiration Magic 8Ether SignetSignetIf you have less than 8 Energy, gain 15 Energy.145
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Usage[]
Bring your own build and add an appropriate hero or henchman for each area.
It is important to call targets (Ctrl+Space) on foes that are balled up, or clumped together. This will direct your Dervish heroes to attack the balled-up foes. Otherwise, your Dervish heroes will attack a low-armor target, which might not be adjacent to any other foe, and your Dervish' damage will be lower, since scythes hit adjacent foes, and the burning effect is applied to adjacent foes.
If your Dervish is standing still, that means he or she is being bodyblocked. In this case, call target on the foe that is bodyblocking your Dervish, and he or she will start attacking again.
Counters[]
Foes immune to burning. This comp will not work well against Destroyers. However, by the time you have reached the Destroyer area, you will have unlocked enough heroes to use other builds. (Save A Gate Too Far for later and go through Asura and Charr areas first).