Mercenary team composition suitable for all general HM content and elite areas. Blood is Power fuels the mesmer midline while a Soul Twisting ritualist provides party-wide protection. Features both Melee and Caster variants which work well with any player DPS build.
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%.
CoreMesmer. Domination Magic 16Energy SurgeElite SpellTarget foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.115
CoreMesmer. Domination Magic 16Cry of FrustrationSpellIf target foe is using a skill, that foe and all foes in the area are interrupted and suffer 79 damage.100.115
NightfallMesmer. Domination Magic 16MistrustHex SpellFor 6 seconds, the next spell that target foe casts on one of your allies fails and deals 106 damage to that foe and all nearby foes.101.112
FactionsMesmer. Domination Magic 16Unnatural SignetSignetTarget foe takes 79 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 53 damage.0.610
NightfallMesmer. Domination Magic 16Spiritual PainSpellTarget foe takes 79 damage. All hostile summoned creatures in the area of that foe take 132 damage.50.57
CoreMesmer. Inspiration Magic 7Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy and 77 Health.51.120
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PanicPropheciesMesmer. Domination Magic 16PanicElite Hex SpellFor 11 seconds, target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted.10115 over Energy SurgeCoreMesmer. Domination Magic 16Energy SurgeElite SpellTarget foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.5215 for increased AoE shutdown for more difficult areas/quests.
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%.
CoreMesmer. Domination Magic 16Energy SurgeElite SpellTarget foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.115
CoreMesmer. Domination Magic 16Cry of FrustrationSpellIf target foe is using a skill, that foe and all foes in the area are interrupted and suffer 79 damage.100.115
NightfallMesmer. Domination Magic 16MistrustHex SpellFor 6 seconds, the next spell that target foe casts on one of your allies fails and deals 106 damage to that foe and all nearby foes.101.112
FactionsMesmer. Domination Magic 16Unnatural SignetSignetTarget foe takes 79 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 53 damage.0.610
NightfallMesmer. Domination Magic 16Spiritual PainSpellTarget foe takes 79 damage. All hostile summoned creatures in the area of that foe take 132 damage.50.57
FactionsRitualist. Restoration Magic 2Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 7% Energy.52.2
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Hex Eater SignetFactionsMesmer. Inspiration Magic 7Hex Eater SignetSignetTarget touched ally and up to 3 adjacent allies each lose one Hex. You gain 2 Energy for each Hex removed this way.125 over Shatter HexCoreMesmer. Domination Magic 16Shatter HexSpellRemove a Hex from target ally. If a Hex is removed, foes near that ally take 126 damage.10110 in areas with annoying AoE hexes. Do not run as a melee due to the risk of the hero running into the front line.
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%.
CoreMesmer. Domination Magic 16Energy SurgeElite SpellTarget foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.115
CoreMesmer. Domination Magic 16Cry of FrustrationSpellIf target foe is using a skill, that foe and all foes in the area are interrupted and suffer 79 damage.100.115
NightfallMesmer. Domination Magic 16MistrustHex SpellFor 6 seconds, the next spell that target foe casts on one of your allies fails and deals 106 damage to that foe and all nearby foes.101.112
FactionsMesmer. Domination Magic 16Unnatural SignetSignetTarget foe takes 79 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 53 damage.0.610
CoreMesmer. Inspiration Magic 7Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy and 77 Health.51.120
FactionsRitualist. Restoration Magic 2Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 7% Energy.52.2
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Spiritual PainNightfallMesmer. Domination Magic 16Spiritual PainSpellTarget foe takes 79 damage. All hostile summoned creatures in the area of that foe take 132 damage.517 over Drain EnchantmentCoreMesmer. Inspiration Magic 7Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy and 77 Health.5220 for increased damage.
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%.
PropheciesMesmer. Illusion Magic 16IneptitudeElite Hex SpellFor 4 seconds, the next time target foe or any adjacent foes attacks, that foe takes 142 damage and becomes Blinded for 10 seconds.100.615
EotNMesmer. Illusion Magic 16Wandering EyeHex SpellFor 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 115 damage.51.312
FactionsMesmer. Illusion Magic 16Accumulated PainSpellTarget foe takes 79 damage. If target foe is suffering from 2 or more Hexes, that foe suffers a Deep Wound for 21 seconds.51.312
NightfallMesmer. Illusion Magic 16Signet of ClumsinessSignetIf target foe is attacking, that foe and all adjacent foes are interrupted and take 63 damage. Any foes using attack skills are knocked down.0.28
CoreMesmer. Illusion Magic 16Arcane ConundrumHex SpellFor 16 seconds, Spells cast by target foe and all adjacent foes take twice as long to cast. When this hex ends, you gain 7 Energy.101.320
NightfallParagon. Command 9"Fall Back!"ShoutFor 8 seconds, all allies within earshot gain 11 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.2.1
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"Find Their Weakness!"NightfallParagon. Command 9"Find Their Weakness!"ShoutFor 14 seconds, the next time target ally attacks, that ally deals +32 damage and inflicts a Deep Wound for 14 seconds.1015 over "Stand Your Ground!"NightfallParagon. Command 9"Stand Your Ground!"ShoutFor 14 seconds, all party members within earshot receive +24 armor when not moving.1020 if the player build has "Save Yourselves!"FactionsWarrior. Kurzick rank "Save Yourselves!" (Kurzick)ShoutFor 4..6 seconds, all other party members gain 100 armor. PvE only.8
"We Shall Return!"NightfallParagon. Command 9"We Shall Return!"ShoutAll party members in earshot are resurrected with 40% Health and 14% Energy.2530 over Resurrection SignetCoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.3 for a hard res. Disable and micro for optimal use.
"Can't Touch This!"NightfallParagon. Command 9"Can't Touch This!"ShoutFor 20 seconds, the next 3 Touch Skills used against allies within earshot fail.520 in areas with touch-heavy foes.
FactionsRitualist. Spawning Power 12Soul TwistingElite SkillFor 37 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 3 Binding Rituals.515
FactionsRitualist. Communing 16ShelterBinding RitualCreate a level 13 Spirit with 260 (+125) Health and 79 armor. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 43 Health. This Spirit lasts 62 seconds.25145
FactionsRitualist. Communing 16UnionBinding RitualCreate a level 13 Spirit with 260 (+125) Health and 79 armor. Whenever a non-Spirit ally in its range takes damage or life steal, it is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 62 seconds.15¾45
FactionsRitualist. Communing 16DisplacementBinding RitualCreate a level 15 Spirit with 300 (+144) Health and 91 armor. All non-Spirit allies within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit takes 60 damage. This Spirit dies after 62 seconds.15¾45
FactionsRitualist. Communing 16Armor of UnfeelingSkillFor 37 seconds, your spirits within earshot take 50% less damage and are immune to critical attacks.5120
FactionsRitualist. Spawning Power 12Boon of CreationEnchantment SpellFor 51 seconds, whenever you create a creature, you gain 41 Health and 5 Energy.10245
NightfallParagon. Command 9"Fall Back!"ShoutFor 8 seconds, all allies within earshot gain 11 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020
FactionsRitualist. Spawning Power 12Signet of CreationSignetYou gain 4 Energy for every summoned creature you control within earshot, maximum 10 Energy.120
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Brutal WeaponFactionsRitualist. Communing 16Brutal WeaponWeapon SpellGive target ally a Brutal Weapon for 42 seconds. The bearer's weapon strikes for +16 damage as long as the bearer is under no Enchantments.10115 over Signet of CreationFactionsRitualist. Spawning Power 12Signet of CreationSignetYou gain 4 Energy for every summoned creature you control within earshot, maximum 10 Energy.120 -- only as a martial players without any enchantments running the Quintuple Mesmer Variant (due to the loss of Splinter WeaponFactionsRitualist. Channeling Magic Splinter WeaponWeapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 1..4..5 attacks deal 5..41..53 damage to up to 3 adjacent foes.515).
FactionsNecromancer. Blood Magic 13Blood BondHex SpellFor 11 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 18 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 89 Health.518
FactionsRitualist. Restoration Magic 12Spirit TransferSpellThe Spirit nearest you loses 41 Health. Target ally is healed for 5 for each point of Health lost.10¼5
FactionsRitualist. Restoration Magic 12Mend Body and SoulSpellTarget ally is healed for 96 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 12Spirit LightSpellTarget ally is healed for 156. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 12Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 70 Health10125
FactionsRitualist. Restoration Magic 12LifeBinding RitualCreate a level 11 Spirit with 220 Health and 68 armor. When this Spirit dies, all non-Spirit allies within its range are healed for 6 Health for each second this Spirit was alive. This Spirit dies after 20 seconds.10¾20
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Replace Blood BondFactionsNecromancer. Blood Magic 13Blood BondHex SpellFor 11 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 18 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 89 Health.518 with:
Strip EnchantmentCoreNecromancer. Blood Magic 13Strip EnchantmentSpellRemove 2 enchantments from target foe. If an enchantment is removed, you steal 57 Health.10120
RecuperationFactionsRitualist. Restoration Magic 12RecuperationBinding RitualCreate a level 11 Spirit with 220 Health and 68 armor. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 39 seconds.25¾45
RecoveryNightfallRitualist. Restoration Magic 12RecoveryBinding RitualCreate a level 11 Spirit with 220 Health and 68 armor. Conditions on allies within range of this Spirit expire 44% faster. This Spirit dies after 54 seconds.15¾30
FactionsRitualist. Channeling Magic 16Signet of SpiritsElite SignetCreate three level 13 spirits. These spirits deal 21 damage with attacks. These spirits die after 60 seconds.130
FactionsRitualist. Channeling Magic 16Splinter WeaponWeapon SpellFor 20 (+2.4) seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes.515
FactionsRitualist. Channeling Magic 16Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 117 lightning damage.5¼10
FactionsRitualist. Channeling Magic 16Essence StrikeSpellTarget foe is struck for 63 lightning damage. If any Spirits are within earshot, you gain 10 Energy.518
FactionsRitualist. Restoration Magic 11Mend Body and SoulSpellTarget ally is healed for 90 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 11Spirit LightSpellTarget ally is healed for 148. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 11Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 48 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 65 Health10125
CoreMonk. Smiting Prayers 8Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 16 more damage in melee.-110215
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Ranged martial players should replace Strength of HonorCoreMonk. Smiting Prayers Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 5..21..26 more damage in melee.-110215 with BloodsongFactionsRitualist. Channeling Magic 16BloodsongBinding RitualCreate a level 13 Spirit with 260 Health and 79 armor who dies after 158 seconds. Attacks by that Spirit steal up to 26 Health.5¾30. Raise Restoration Magic to 12+1 and Spawning Power to 3+1.
Spirit SiphonFactionsRitualist. Channeling Magic 16Spirit SiphonSpellTarget Spirit loses all Energy. You gain 52% of that Energy.5¼3 over Essence StrikeFactionsRitualist. Channeling Magic 16Essence StrikeSpellTarget foe is struck for 63 lightning damage. If any Spirits are within earshot, you gain 10 Energy.518
FactionsRitualist. Channeling Magic 15Signet of SpiritsElite SignetCreate three level 12 spirits. These spirits deal 20 damage with attacks. These spirits die after 60 seconds.130
FactionsRitualist. Channeling Magic 15BloodsongBinding RitualCreate a level 12 Spirit with 240 (+38) Health and 73 armor who dies after 150 seconds. Attacks by that Spirit steal up to 25 Health.5¾30
FactionsRitualist. Channeling Magic 15Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 110 lightning damage.5¼10
FactionsRitualist. Channeling Magic 15Essence StrikeSpellTarget foe is struck for 60 lightning damage. If any Spirits are within earshot, you gain 9 Energy.518
FactionsRitualist. Restoration Magic 14Mend Body and SoulSpellTarget ally is healed for 109 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 14Spirit LightSpellTarget ally is healed for 172. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 14Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 57 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 80 Health10125
EotNRitualist. Restoration Magic 14RejuvenationBinding RitualCreate a level 19 Spirit with 380 (+61) Health and 114 armor. This Spirit heals all party members within earshot for 10 Health each second. This Spirit loses 10 Health for each party member healed in this way. This Spirit dies after 86 seconds.10¾30
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Spirit SiphonFactionsRitualist. Channeling Magic 15Spirit SiphonSpellTarget Spirit loses all Energy. You gain 50% of that Energy.5¼3 over Essence StrikeFactionsRitualist. Channeling Magic 15Essence StrikeSpellTarget foe is struck for 60 lightning damage. If any Spirits are within earshot, you gain 9 Energy.518
In lieu of a third backline hero, a fifth Mesmer can be run instead of the SoS Resto. An extra mesmer provides additional damage and shutdown at the cost of reduced direct healing. This substitution is preferred (a) if the player is running a defensive build, (b) if the player is running an SoS ritualist, or (c) in areas where the extra healing is unnecessary. The fifth mesmer can either be an additional Domination Magic Mesmer (for more offense) or a second Illusion Magic Mesmer (for stability):
Quintuple Mesmer Midline Variants
Offensive setup
Defensive setup
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SoS Prot Variant[]
It is situationally advantageous to run Protection Prayers secondary on the SoS Melee Support Hero over Restoration Magic. This variant is preferred in scenarios in which the player is expected to tank a large share of the damage. This is often the case with aggressive playstyles or when frequently employing tactics such as cornerblocking:
Position 7 Variant: Melee Players SoS Prot Alternative
FactionsRitualist. Channeling Magic 16Signet of SpiritsElite SignetCreate three level 13 spirits. These spirits deal 21 damage with attacks. These spirits die after 60 seconds.130
FactionsRitualist. Channeling Magic 16BloodsongBinding RitualCreate a level 13 Spirit with 260 (+31) Health and 79 armor who dies after 158 seconds. Attacks by that Spirit steal up to 26 Health.5¾30
FactionsRitualist. Channeling Magic 16Splinter WeaponWeapon SpellFor 20 (+2.4) seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes.515
FactionsRitualist. Channeling Magic 16Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 117 lightning damage.5¼10
FactionsMonk. Protection Prayers 10Spirit BondEnchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 70 Health.10¼2
NightfallMonk. Protection Prayers 10Shield of AbsorptionEnchantment SpellFor 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment.5110
Use a staff wrapping of mastery for a chance to hit a break point for Splinter WeaponFactionsRitualist. Channeling Magic 17Splinter WeaponWeapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 6 attacks deal 56 damage to up to 3 adjacent foes.515, improving the team's offense
Use a staff wrapping of enchanting for increased durations of the defensive enchantments, improving the team's defense
A downside of Protection Prayers (compared to Restoration Magic) is its lack of direct and party healing and is thus weaker in areas with heavy degeneration or area of effect damage.
Zei Ri or Single Mercenary Variant[]
If you only have access to Zei Ri or a single Mercenary Hero, this build can be adapted by replacing the Ineptitude Command with a Blinding Surge Command Elementalist. This substitution maintains both a source of AoE blind and command support:
Position 4 Variant: Zei Ri or Single Mercenary Alternative
NightfallElementalist. Air Magic 16Blinding SurgeElite SpellTarget foe is struck for 53 lightning damage. That foe and all adjacent foes are Blinded for 8 seconds. This spell has 25% armor penetration. If this spell strikes an attacking foe, all adjacent foes are also struck and this spell deals 50% more damage.10¾6
PropheciesElementalist. Air Magic 16Chain LightningSpellTarget foe and up to two other foes near your target are struck for 90 lightning damage. This spell has 25% armor penetration.51026
CoreElementalist. Air Magic 16Lightning StrikeHex SpellStrike target foe for 53 lightning damage. This spell has 25% armor penetration. If you are Overcast, that foe is hexed with Lightning Strike for 3 seconds. When this hex ends, that foe is struck again for 53 lightning damage.515
EotNElementalist. Air Magic 16Shell ShockSpellTarget foe takes 31 lightning damage and has Cracked Armor for 21 seconds. This Spell has 25% armor penetration. If you are Overcast, this spell strikes adjacent foes.518
FactionsElementalist. Air Magic 16Shock ArrowSpellSend out a shocking arrow that flies swiftly toward target foe, striking for 53 lightning damage. If Shock Arrow strikes a foe suffering from Cracked Armor, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Shock Arrow has 25% armor penetration.518
CoreElementalist. Air Magic 16Air AttunementEnchantment SpellFor 62 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.10130
NightfallParagon. Command 9"Fall Back!"ShoutFor 8 seconds, all allies within earshot gain 11 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020
Fight will make heroes more proactive when engaging the enemy and less likely to waste time kiting.
Guard will prevent heroes from accidentally aggroing nearby groups.
If you play this team as a melee, micro the splinter weapon support hero to maintain Strength of HonorCoreMonk. Smiting Prayers 8Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 16 more damage in melee.-110215 on you.
Invite the hero to your party.
Click on the number next to the hero in the party window. This opens the hero control panel.
Hold down left shift and left click once on strength of honour. A red crossed circle shows that it is disabled.
Target yourself (standard hotkey: F) and left click once on strength of honour. The hero will now cast the enchantment on you and maintain it.
Repeat step 4 if the enchantment gets removed in combat.
Advanced users can set a custom hotkey for Action: Order Hero # to use Skill # in the controls options to force heroes to use certain skills. If playing a melee frequently it is recommended to make such hotkeys for both strength of honour and Splinter WeaponFactionsRitualist. Channeling Magic 16Splinter WeaponWeapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes.515.
Before starting a particularly difficult fight, you can force the communing prot to use ShelterFactionsRitualist. Communing 16ShelterBinding RitualCreate a level 13 Spirit with 260 Health and 79 armor. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 43 Health. This Spirit lasts 62 seconds.25145↦UnionFactionsRitualist. Communing 16UnionBinding RitualCreate a level 13 Spirit with 260 Health and 79 armor. Whenever a non-Spirit ally in its range takes damage or life steal, it is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 62 seconds.15¾45→DisplacementFactionsRitualist. Communing 16DisplacementBinding RitualCreate a level 15 Spirit with 300 Health and 91 armor. All non-Spirit allies within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit takes 60 damage. This Spirit dies after 62 seconds.15¾45⇥Armor of UnfeelingFactionsRitualist. Communing 16Armor of UnfeelingSkillFor 37 seconds, your spirits within earshot take 50% less damage and are immune to critical attacks.5120 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.
Natively only the first three heroes can be commanded individually. For the remaining four heroes you need to set up custom hotkeys in the controls option for Action: Command Hero #.
Notes[]
In 6-man areas, this build can be adapted by the removal of party members:
This provides two additional points in Inspiration Magic and a chance to halve the recharge time of inspiration magic spells, at the cost of -4 maximum energy and a reduced chance to halve the recharge time of Domination Magic spells.