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The Most FUN and EFFECTIVE Hero Compositions - Guild Wars Reforged

27:55EnglishBy VallunTranscribed Jul 12, 2026
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0:00

Heroes in Guild Wars Reforged allow you

0:03

to play the game solo, but that also

0:05

requires you to have tons of skills

0:07

unlocked, knowledge of all the

0:09

professions, and to create the builds

0:11

you want in your team composition. So,

0:14

this video is going to provide three

0:16

ideas for fun and effective eight-man

0:19

party hero compositions that will

0:21

perform in most hard mode content so

0:23

that you can enjoy the game while

0:25

testing out fun new builds. But, before

0:28

going over the hero builds, I want to go

0:30

over the main characteristics that I

0:32

think a balanced team comp needs to be

0:34

able to handle most situations.

0:37

If you're trying to beat one specific

0:38

challenge, then build to counter that.

0:41

But, when you're playing through the

0:42

game, there are many different skills

0:44

you'll encounter, so I value versatility

0:47

and consistency.

0:49

So, for me, a team composition needs

0:52

condition and hex removal.

0:54

It needs single target and AoE healing.

0:57

It needs anti-melee through blocks or

0:59

blinds. It needs anti-caster through

1:02

interrupts or slows. You want stance or

1:05

enchantment removal depending on what

1:07

counters your team composition. And then

1:09

you want some revival on probably three

1:12

of your team members at least so that

1:15

if, you know, if things go wrong, then

1:17

you can have a backup plan. So, the

1:19

first composition that I'm going to show

1:20

is a martial composition where you can

1:24

either play a paragon or a warrior in

1:27

this composition. We've got two

1:28

paragons, two warriors, and then a

1:30

ranger, which you probably would don't

1:32

want to play. This is just a buffer. And

1:34

then we've got three ritualist or

1:36

essentially necro with the ritualist

1:38

secondary. And the idea is that the

1:41

ranger is going to give out the

1:44

infuriating heat spirit, and this

1:46

doubles the adrenaline that we gain, and

1:48

then we can support our allies with all

1:50

of the shouts and stuff that require

1:53

adrenaline. And our warriors are going

1:55

to love having adrenaline cuz they can

1:57

just spam backbreaker. They can use

1:59

dragon slash off cool down. And I am

2:02

also going to be using mighty throw

2:03

spam, which you can just keep using

2:05

non-stop because it's going to give you

2:08

back two adrenaline every time it hits.

2:09

So, you can just spam that. So, our

2:12

ritualists are going to be healing. And

2:14

the important thing here is that we have

2:16

no enchantments and no hexes in this

2:21

composition because our ranger is

2:24

running the nature's renewal. And this

2:27

will counter basically anyone using

2:29

enchantments or hexes by making them

2:31

take twice as long to cast. And we're

2:33

also using the brutal weapon on our soul

2:36

twisting ritualist, which will give

2:38

extra damage sort of like a strength of

2:41

honor monk, the smiting monk

2:44

uh enchantment, except it requires them

2:47

to have no enchantments on them for it

2:49

to work. So, we have basically no

2:51

enchantments except for boon of

2:52

creation, which you kind of need on this

2:55

ritualist build here. I mean, you could

2:56

probably go for another source of energy

2:59

management, but I figure it's not that

3:01

bad because it lasts a really long

3:03

duration, so you're not casting this

3:04

that often. You're not getting screwed

3:06

over by the longer cast time of nature

3:08

renewal. So, that's kind of like the

3:10

idea, but let's go over the specific

3:12

builds. So,

3:14

we have the make your time here, which

3:16

is really important. This gives you six

3:18

adrenaline when you're with your team.

3:20

And that means that we can instantly get

3:22

into our build with the

3:25

go for the eyes, which makes your next

3:26

attack crit. And it also makes all of

3:29

your allies basically next attack crit.

3:31

It's 77% chance. It's basically going to

3:33

crit. And that's going to make your

3:35

vicious attack crit. So, we're going to

3:36

start out by using make your time,

3:39

vicious attack into go for the eyes.

3:41

That's going to give out deep wound. And

3:43

then since they have a condition on

3:45

them, we're going to use stunning

3:46

strike.

3:47

And that's going to give them daze. And

3:50

then we can just spam mighty blow or

3:52

mighty throw and we'll just keep

3:54

interrupting that target. So we want to

3:56

target like a monk or some kind of

3:57

caster first. And all of our, you know,

4:00

teammates are also going to be hitting

4:01

them. So they're just going to get spam

4:03

interrupted.

4:04

And then we just have the kind of the

4:06

PvE skills. So if you're not playing the

4:09

paragon, then you're not going to have

4:11

these skills. But we want to have

4:12

aggressive refrain for the extra attack

4:14

speed. And these are just the PvE only

4:16

skills that give your team more damage

4:17

reduction with save yourselves. So we

4:20

have a sword warrior, which is going to

4:22

be giving out the buffs from shields up.

4:25

Watch yourself. They can essentially use

4:27

that off cool down because they're

4:29

spamming dragon slash.

4:31

And dragon slash gives back five

4:32

adrenaline. And it does a good amount of

4:34

damage. But because they get double

4:36

adrenaline from the infuriating heat,

4:39

it's going to give them back enough

4:40

adrenaline to use dragon slash again. So

4:43

they can just spam dragon slash

4:44

essentially like it's mighty blow. And

4:46

in case that gets interrupted or

4:48

whatever, then I just have caliber

4:50

slash, which kind of does the same

4:51

thing.

4:53

Then we have mighty blow, which is going

4:54

to remove stances so they don't get

4:56

countered by stances cuz we are just all

4:58

pretty much physical here. We also have

5:00

wild blow on our other warrior.

5:02

And then to the limit so that we can get

5:04

adrenaline at the start very quickly.

5:07

And that will essentially ramp up your

5:09

damage really fast because, you know, we

5:12

have a lot of adrenaline using skills

5:14

here. But other than the infuriating

5:16

heat, we're just kind of auto attacking

5:19

to get up that um adrenaline. So we need

5:21

to get to our first dragon slash really

5:23

fast and this is how you do that. And

5:26

then we can immediately flail and then

5:28

we can immediately dragon slash and then

5:30

we just got everything just rolling

5:32

really easily.

5:34

And we've also got our hard res here

5:36

with restore life just in case on one of

5:39

our warriors. And then we have a hammer

5:41

warrior, which is using backbreaker,

5:43

which they can spam quite a a because

5:46

they're getting so much adrenaline even

5:47

though it costs a lot, they're getting a

5:48

lot. It will knock down for 4 seconds if

5:52

you have eight strength or higher, they

5:54

have 10.

5:55

And then we can just use renewing smash

5:57

over and over, and we have flail here as

5:59

well. So, we've just got like renewing

6:02

CC into renewing smash. And then

6:06

you'll give some blind here. I've just

6:08

got muddy blow in here just in case, but

6:09

you could probably replace that. Then

6:11

wild blow. And then I have fallback

6:14

here.

6:15

Um which is not really Wait, why do I

6:17

have Okay, I didn't have all my points

6:19

put in there, but now I have 12

6:21

strength. I could probably put some more

6:23

into fallback, but we only re- really

6:25

need this like at the start of an

6:26

encounter. We'll We'll just fall back

6:28

into the encounter, and then they'll be

6:31

in melee range, and then they'll be

6:32

fine. Now, here I have a motivation

6:35

paragon

6:36

that has the hasty refrain. So, you can

6:40

keep this up and give yourself a lot of

6:42

movement speed, but the important thing

6:44

here is using Expel Hexes as the mesmer

6:48

uh elite skill because it is a two hex

6:51

removal on an 8-second cooldown. And you

6:54

get hard countered by things like vocal

6:56

minority and soothing images that

6:59

prevent you from using shouts or having

7:02

adrenaline. So, hex removal is actually

7:04

really important on this build. And

7:06

therefore, we need the Expel Hexes,

7:08

which is like the best way to get that.

7:11

And we also have They're on Fire,

7:14

Blazing Finale. So, whenever a shout

7:16

ends on whoever the paragon here is

7:19

going to put this on, which is generally

7:20

going to be the warriors, it's going to

7:22

burn nearby enemies. And since we have

7:24

so many shouts, we have four like people

7:27

just spamming shouts,

7:29

we're going to get a ton of burning on

7:31

nearby enemies.

7:32

And then they're going to take less

7:34

damage cuz everyone's burning and

7:36

they're on fire.

7:38

Then Ballad of Restoration

7:40

uh is just going to give a little bit

7:42

more healing whenever people take

7:43

damage. You know, it's just it's nice to

7:45

have a healing on extra party members,

7:47

so I have that as well as Signet of

7:49

Synergy. Chorus of Restoration, whenever

7:51

one of my allies uses a shout, they will

7:53

heal. So, all of our like front line and

7:56

our paragons are going to be getting

7:58

extra healing here. And another reason

8:01

why I have this is just for the energy

8:03

management because it is a adrenaline

8:06

chant, and so it costs nothing to use

8:09

it, but they'll get back six energy for

8:11

using it. And it's really nice for

8:13

constantly being able to use there on

8:15

fire and expel hexes off cool down

8:17

because they can cost a lot for a

8:19

paragon that has low energy management.

8:22

The um acolyte gin here is I don't

8:26

really know if the the poison and

8:29

bleeding is really too important here,

8:31

but we can spread out the conditions

8:32

with epidemic of the mesmer secondary

8:35

profession here. And just some extra

8:37

interrupts like we're going to have days

8:39

out the wazoo because I'm also giving

8:41

out days, and then they're going to help

8:43

me spread out that days with epidemic.

8:45

You know, we've got the spirits here

8:47

which are important to always have. Just

8:50

always try to micro your infuriating

8:52

heat at the start of a fight. Just make

8:54

sure that they use that immediately cuz

8:56

that's like the entire point of your

8:58

comp is to have that double adrenaline.

9:00

And then they'll eventually use their

9:02

other spirits cuz they don't have too

9:04

many high priority skills anyways. And

9:06

then we have the Master of Whispers. So,

9:08

this is our healer with Preservation.

9:10

There are no enchantments here, so

9:12

they're just healing through the

9:14

spirits. Now, one thing that I don't

9:16

like about having ritualist healers

9:19

is that they kind of take a little bit

9:20

of time to set up. And with this

9:22

composition, you kind of want to be just

9:24

like constantly rolling through your

9:26

adrenaline, chain pulling mobs, and

9:29

therefore you are don't you don't really

9:32

give your team time to set up their

9:33

spirits. But generally, your front line

9:36

warriors are going to be tanky enough to

9:38

survive, right? Cuz they're constantly

9:40

using watch yourself, using shields up.

9:42

And then we have, you know, a an SOS.

9:45

It's just nice that there's the splinter

9:46

weapon here. And that's going to make

9:49

your your warriors, which are generally

9:51

kind of like single target, they're

9:53

going to do AoE damage now. And we've

9:55

got the AoE damage also from Ancestors'

9:57

Rage.

9:59

And then there's just a little bit of

10:00

supplemental condition cleanse here with

10:02

the restoration of mend body and soul.

10:04

They're just the spirits, and we also

10:07

have a little bit of enchantment removal

10:10

here from the gaze of contempt. And then

10:12

this is just an average kind of soul

10:14

twisting

10:15

ritualist build with, you know,

10:17

displacement, shelter, union. Those are

10:19

very overpowered with soul twisting,

10:21

armor of unfeeling, and signet of

10:23

creation for energy management. Of

10:25

course boon of creation.

10:27

But the brutal weapon here is really

10:29

important because it's going to give us

10:31

a lot of damage, and since we don't give

10:33

out any enchantments to our allies,

10:35

we're going to reliably be able to get

10:37

that damage. And uh yeah, that's So

10:39

that's pretty much the martial team comp

10:42

right there.

10:43

This next composition, you basically

10:45

only want to play it as a front-liner,

10:48

so a assassin, a warrior, or a dervish,

10:52

because I'm going to have seven party

10:54

members all supporting me so that I can

10:57

go ham, and they're just kind of letting

11:00

me be the protagonist. So the idea is

11:02

we've got, you know, splinter weapon for

11:04

AoE melee, a paragon which can remove

11:07

stances so that I can just free cast,

11:09

and they're going to give me movement

11:10

speed so I don't have to invest in it.

11:12

They're going to give me crit chance.

11:14

And then I've got a prot monk, which is

11:16

just going to keep me cleansed of all

11:18

hexes.

11:19

I've got condition cleanse as well, so I

11:22

don't ever have to remove any of those

11:24

things from me cuz I'm going to be

11:26

focused a lot cuz I'm going to be the

11:27

furthest up front. Everyone else is

11:29

midline and backline. So you've got one

11:31

front-liner, you're going to be focused

11:33

a lot. And for that reason, I've got

11:35

Dark Escape as an assassin. I generally

11:38

like to play assassin. I don't really

11:39

like warrior or dervish, but I think a

11:41

dervish is actually better for this

11:43

because you're going to have tons of

11:44

enchantments on you, and dervish is

11:46

scale kind of well with enchantments.

11:48

So, let's go over the assassin build

11:50

real quick. Since you have so many

11:52

enchantments on you,

11:54

you're going to be able to permanently

11:55

use Golden Phoenix Strike off cool down,

11:57

and that's just your lead attack and

11:59

that allows you to or it's an offhand

12:01

attack. So, it immediately allows you to

12:03

go into your dual attacks, and I just

12:05

love the mobius strike play style. It's

12:06

just fun to me. So, I play that, but you

12:08

can play any other frontline build.

12:11

But, um

12:13

yeah, you want the Assassin's Scan even

12:15

though you have so many ways to remove

12:16

stances, enchantments,

12:19

and remove hexes, and and conditions,

12:21

but you still just sometimes you're not

12:23

going to hit. So, Assassin's Scan is

12:25

just there so that you can always hit

12:27

cuz your entire team comp is built

12:29

around you. And if you can't hit, then

12:32

your entire team is countered. So, yeah,

12:34

you really need Assassin's Scan for

12:35

that. So, the Smite Monk, you're going

12:38

to immediately, whenever you enter a

12:40

zone, you're going to target yourself by

12:43

pressing F or whatever the self target

12:44

button is, and then you're just going to

12:46

use the Essence Bond,

12:48

which whenever you get hit by an attack,

12:50

it's going to give energy to the Smite

12:51

Monk. So, it's going to give them a lot

12:53

of energy cuz you're going to be tanking

12:55

all the focus. They're also going to

12:57

have Strength of Honor on you, which is

12:58

going to make you do 24

13:00

more damage per attack. And so, your

13:03

really fast dagger attacks are going to

13:05

hit really hard, and it just scales

13:08

better with faster attacks. So, I like

13:10

the assassin with that, but it works on

13:12

every frontliner. And then, Judge's

13:13

Inner um Judge's Insight gives you armor

13:16

penetration and makes you do holy

13:18

damage. So, against undead, you're just

13:20

going to do like 200 per auto attack.

13:23

Reversal of Damage,

13:25

Smite Hex, and Smite Condition are all

13:29

going to be targeted on you most of the

13:31

time because you're going to be up front

13:33

and they're going to trigger the zealots

13:35

fire which is going to make them lose

13:38

energy but they're getting all that

13:39

energy back from essence bond and you're

13:42

going to be getting just like this AoE

13:44

smiting around you while the splinter

13:46

weapon is triggering.

13:48

And they've also got ray of judgment.

13:50

Then we have the heal monk and this is

13:52

nothing you know too special but what is

13:55

kind of cool is having vigorous spirit

13:57

on you as something that's attacking

13:59

really fast. You're going to heal up a

14:01

lot but also the Dwayna's Kiss is going

14:05

to be a full heal because it has no cap

14:08

on how many enchantments it will scale

14:10

with. So you could have like 10

14:13

enchantments on you at one time right

14:15

cuz we're thinking about like two here

14:17

I'm giving myself an enchantment and

14:20

then we have you know a prot monk we

14:23

have the healing monk is giving out

14:25

vigorous spirit as well maybe like a

14:26

healing seed. You're healing for a lot

14:29

with just Dwayna's Kiss which is a low

14:30

cool down. So they can kind of just get

14:33

a lot of value from that one skill and

14:35

then they've got some other healing for

14:36

AoE with healing burst but uh hex

14:39

removal really important

14:41

and then just a little bit of you know

14:42

energy management because we do have a

14:45

bit necro but you're not you're not

14:48

using essence bond like you know the

14:50

smite monk is. And then the prot monk

14:52

has divert hexes because there is

14:54

nothing that counters you harder than

14:56

empathy spiteful spirit or you know

14:59

those

15:01

you know blurred vision things that just

15:04

make you miss and it just feels really

15:06

bad. So divert hexes is my favorite prot

15:09

skill for that.

15:10

Uh but you could take something else if

15:12

you wanted to but I guarantee you're

15:14

going to want the divert hexes some of

15:15

the time. Otherwise this is just a

15:17

pretty standard prot build. Then we have

15:21

a paragon. I've got the defensive anthem

15:24

here because this gives 50% chance to

15:26

block incoming attacks to all of your

15:29

allies and it ends when they use an

15:32

attack skill. And no one is using attack

15:34

skills except me. So if the rest of the

15:37

party is getting attacked, this I guess

15:39

the paragon itself is going to use

15:41

attack skill. So six out of eight party

15:43

members are not using attack skills. So

15:46

it's essentially going to give a lot of,

15:48

you know, mitigation to if you know,

15:51

someone isn't focusing me.

15:53

And then we've just got the they're on

15:55

fire and blazing finale kind of synergy

15:58

there so that they're going to be

15:59

constantly using blazing finale on me

16:02

and whenever a shout ends, then it's

16:03

going to burn everyone nearby and then

16:05

burned enemies are going to do less

16:07

damage to our team. So that's just going

16:09

to be nice. And then I use go for the

16:11

eyes here not because I really need that

16:14

or there's any too much synergy with the

16:16

his build, but it's just a nice easy

16:19

access

16:20

shout that yeah, it gives me a little

16:22

bit of energy management as a critical

16:25

strikes thief, right? Or assassin.

16:28

I'm mixing up the Guild Wars here

16:30

quite often, but um yeah, the go for the

16:33

eyes is just really nice for constantly

16:34

triggering the blazing finale. And then

16:36

we've just got stance removal and mighty

16:39

throw just in case we need a little bit

16:40

of extra damage.

16:42

And because I don't want to be using

16:44

dark escape as a movement skill because

16:47

it just gets rid of itself. I've got

16:49

hasty refrain here so that I've got

16:51

permanent movement speed so that as soon

16:53

as I kill my first target, I move to the

16:55

next target. I move to the next target.

16:57

As a melee, it's really important to

16:58

have that movement speed so that you

17:00

have a less DPS downtime.

17:03

And then just a hard rose.

17:05

And we have a signet of spirits

17:07

channeling

17:09

magic ritualist. Nothing special here.

17:12

I've got the death pact signet here

17:14

because if for some reason I go down, I

17:17

want to be revived immediately. And then

17:19

if I die again and then they die, I

17:21

don't really care if they die. I'm the

17:23

most important person here. I'm the

17:24

protagonist. So yeah, I want that death

17:26

pact signet for the fastest res.

17:29

And then we've just got splinter weapon,

17:31

which is really important. We've got

17:32

some AoE also from the Ancestor's Rage.

17:35

We have this on pretty much every hero

17:36

composition, so you know how it works.

17:38

And then I have an anti-caster

17:41

domination mesmer, which is just using

17:44

psychic instability. We've got the

17:46

Wastrel's Demise. They can do a bit of

17:48

extra burst, but they've got some

17:49

interrupts here with cry of frustration.

17:51

And [snorts] empathy here, you know,

17:53

honestly, I would probably We have some

17:56

extra hex removal here, but you know,

17:57

honestly, I'd probably want some extra

18:02

disruption here. I'm going to go for

18:04

power lock here. Where is power lock?

18:08

Power spike, what it's called. And

18:12

yeah, I'm just going to remove

18:15

unnatural signet.

18:17

Maybe.

18:19

Yeah, maybe. I don't know. It's not

18:20

really a big deal. You just want

18:22

interrupts here

18:23

because

18:25

we don't really have too much

18:26

anti-caster in this build setup. We're

18:29

just kind of mostly anti-melee with the

18:32

paragon and the prot. But um yeah, this

18:36

is just nice for the anti-caster.

18:38

They do a little bit of extra damage.

18:40

Then we have our Blood is Power necro

18:44

with the blood and restoration.

18:49

And that's I mean, that's pretty much

18:50

it. They just do So we have

18:52

two characters that kind of scale with

18:54

spirits, so we do have spirits on this

18:56

composition as well.

18:58

But um yeah, we just have

19:00

as much healing as possible so that I

19:03

never die and then I will just do

19:05

insane-o damage because I have so many

19:07

buffs on me.

19:09

And that's pretty much it. Now, this

19:11

final composition is great if you want

19:13

to play a midline caster like an Ele, a

19:16

Mesmer, or a Necromancer because we're

19:18

using all of those and all of the builds

19:20

that we're using are kind of fun for

19:22

players to use as well. So, I am running

19:25

an E Surge Domination Mesmer.

19:28

I just change the build up depending on

19:30

the situation like I go for E Surge if I

19:32

just want to do damage and you know,

19:35

there's not too much that I need to play

19:36

around and we're just going to kind of

19:38

steamroll through everything. I just go

19:39

E Surge. But, if there's a lot of

19:42

enemies and they group up or there's a

19:45

lot of stuff we need to interrupt, then

19:46

I'll go for a panic build which will

19:48

look a little bit different or a psychic

19:51

instability build which is basically the

19:53

same thing, just swap your lead skill.

19:55

Now, I've got a soul twisting ritualist

19:58

which is nothing special, but the

20:00

spirit's gift is important here because

20:02

we're going to be stacked up together

20:03

very often because we're all ranged. Our

20:06

entire team is ranged, so the midline

20:09

and the backline is really all we've

20:11

got. There's no frontline. So, we're

20:14

essentially going to be very close to

20:15

each other and therefore we're going to

20:18

get a lot of value from the healing from

20:21

the spirit's gift here. And then we've

20:23

got the preservation necro ritualist.

20:26

And then we've got the So, the Eles

20:30

we have a searing flame Ele which

20:33

this you could play and and have fun,

20:35

but to me this is a very one-dimensional

20:37

build. You just put up all of your

20:40

you know, attunements and your aura of

20:42

restoration. You put Mark of Rodgort on

20:45

the target and then what you're going to

20:46

do is you're going to glowing gaze to

20:48

trigger Mark of Rodgort and that's going

20:50

to give you energy at the same time

20:52

because it triggers the burning from

20:53

Mark of Rodgort and then it gives you

20:56

the energy as if they were burning and

20:58

then you're just going to spam searing

20:59

flame nonstop. And whenever you don't

21:02

have searing flame up, you're going to

21:03

use fireball

21:05

or you're going to use glowing gaze and

21:06

then just spam the searing flame and you

21:08

have tons of energy regeneration because

21:10

you have the glowing gaze, you have the

21:12

double attunement. We've also got

21:14

extinguish here because sometimes your

21:16

entire party gets, you know, conditions

21:18

on them and this is a little bit of

21:19

support in those situations where that's

21:21

nice.

21:23

And you don't need too much scaling with

21:24

it because the scaling is on the healing

21:26

and we don't really care about the

21:27

healing, we care about the cleansing.

21:30

And then we have a minion master

21:32

necromancer and this is just or the lich

21:34

and vampiric horror. Then we've got, you

21:36

know, foul fees to keep any conditions

21:39

off of anyone who potentially needs to

21:41

be cleansed. Masochism, so yeah,

21:45

essentially you're going to have like 18

21:47

death magic because of that and then you

21:49

will get another so you'll have 19 death

21:51

magic. And then we also have blood

21:53

ritual which we can use in between to

21:56

give some more energy management. And

21:58

yeah, there's not really too much you

21:59

can do here to be honest. I might even

22:02

consider taking like deathly swarm.

22:05

Yeah, maybe deathly swarm here instead

22:07

of flesh of my flesh.

22:11

It would be nice to take flesh of my

22:13

flesh. You know what, I don't need foul

22:15

fees because we have enough condition

22:16

cleanse. Let's just save this.

22:19

Yeah, let's save this as MM necro with

22:21

um

22:23

with with deathly swarm cuz this does a

22:25

good amount of damage.

22:27

And in situ- cuz like there's not really

22:29

too much skills to use here. As you can

22:32

see, like there's just a bunch of buffs.

22:35

And then nothing to do there so I can

22:36

kind of just they have something to use

22:39

here which is nice.

22:41

And then Althea, my second mesmer,

22:45

is going to give a illusion build which

22:49

I've got superior illusion there.

22:52

And this is just anti-melee. So we've

22:54

got blind from ineptitude, interrupt on

22:57

melee. This is counter to caster as

23:00

well. We're going to increase their cast

23:02

time.

23:03

And we've got the same thing on

23:04

frustration. They'll take more damage

23:06

when they get interrupted as well. So,

23:08

if I'm running a domination mesmer with

23:11

a lot of interrupt like panic, so when

23:13

I'm running the panic version, then the

23:15

frustration scales very well with that.

23:18

Then we just have hex eater signet to

23:21

remove more hexes. Then we have an earth

23:23

ally. So, since we're all just midline

23:27

and backline, we're going to be next to

23:28

each other so we can get a lot of value

23:30

out of these wards of melee to get block

23:33

against melee attacks. Now, we don't

23:35

have block against range attacks, but we

23:38

can line of sight because we're all

23:39

ranged.

23:41

And then ward against elements is really

23:43

really good because when you are stacked

23:45

together, you are more susceptible to

23:47

those allies that are just going to be

23:48

spamming those massive AoEs on you.

23:51

And you don't want your entire team to

23:52

be one-shotted, so that is really

23:54

important there. And then essentially

23:57

we're using four skills besides these

23:59

kind of like buffs, right? So, we have

24:01

earthquake to knock down in an AoE.

24:03

And then we have churning earth, which

24:06

will do a good amount of damage and

24:07

knock down enemies that are moving

24:09

faster than normal, which on a hard mode

24:11

is pretty much always.

24:13

And then unsteady ground knocks down

24:14

attacking enemies. So, both churning

24:17

earth and unsteady ground can give a lot

24:19

of knock down over time.

24:21

And they're also going to do good damage

24:22

cuz they're AoE spells that pulse.

24:25

Then we just have stone daggers to kind

24:27

of have cuz these are long cool downs. I

24:29

can't just spam these, right? 15 30

24:32

second. So,

24:34

you're not going to just sit there and

24:35

do nothing. So, the stone daggers gives

24:37

you something to use at all times

24:40

to get a little bit of value and a

24:42

little bit of damage. And it does

24:43

bleeding, so it's not bad.

24:45

And then finally, we have the battery

24:47

paragon,

24:49

which is going to give a lot of value to

24:51

spell casters cuz we're all spell

24:53

casters basically in this team comp. So,

24:55

we've gotten make your time, which is

24:57

going to give you adrenaline, and then

24:59

you can immediately use the power is

25:01

yours, and that gives 4 seconds of two

25:04

energy regeneration to all allies.

25:07

And

25:08

that doesn't sound like it's a lot,

25:11

but it is a lot over time because you're

25:13

constantly using it. So, it's like your

25:15

team has not permanent two extra engine

25:19

energy regeneration, but it's very damn

25:22

near close, and and it's AoE, so your

25:25

entire team needs it. It's not like a

25:27

blood is power necro where you're only

25:29

giving it to one at a time.

25:31

Your entire team is all spell casters,

25:33

so everyone needs more energy. So, I I

25:35

like the power is yours better than

25:36

blood is power for a team that needs

25:39

everyone basically needs energy.

25:42

And then we've got, you know, they're on

25:43

fire

25:44

and the blazing finale. So, this this

25:47

synergizes well with the searing flames

25:49

AoE,

25:50

but we've also got blazing finale, which

25:52

we can use

25:54

hopefully the I don't know if the they

25:56

actually do this, but they can use it on

25:58

the minions from the minion master,

26:01

right? Because you don't have any

26:03

front-liner, but your your minion master

26:04

kind of is your front line. So, they can

26:07

use the blazing finale on the minions,

26:09

and then we just have tons of shouts,

26:11

right? Cuz shouts work on minions. But

26:14

um the shouts that we have here or the

26:15

chance that we have here are we're going

26:18

to heal whenever we take damage. This is

26:20

our hex removal here, and this costs a

26:22

lot of adrenaline, but we get a decent

26:24

amount of adrenaline here from make your

26:26

time.

26:27

But this is really nice because once

26:29

again, it costs no energy to use, and we

26:32

have 12 leadership, so it's going to

26:33

give back six energy so that these

26:36

really expensive shouts and and chance

26:39

that we're using, we can kind of fund

26:41

that, right? Cuz you can see here 10 10

26:44

5 10

26:46

5, and then we have a massive cool down

26:48

with we shall return. So, it's just nice

26:51

to have, you know, the the power is

26:52

yours and the hex bring uh breaker Arya

26:56

are going to give you back the energy

26:58

for free basically, right? Cuz it's

26:59

adrenaline into the leadership. And then

27:02

also Arya's Zeal, whenever you use a

27:04

spell, you gain back energy. So, even

27:07

more energy management for your team and

27:09

since we're all spell casters, it

27:11

synergizes very well with us. And so,

27:14

we're we're not just getting the power

27:16

is yours, we're getting the Arya's Zeal.

27:18

So, the playstyle of of this comp is

27:20

really very defensive. You want to be

27:23

flagging your heroes back, pre-casting

27:26

your spirits, and then just pull the

27:28

enemy team into your group, and just

27:30

kill closest target while you all kind

27:31

of stack together and ball up, and your

27:33

wards, and getting your shouts, and just

27:36

kill people with your Ellie's AoE. So,

27:39

yeah, that is going to be the three most

27:41

fun comps that I've been playing in

27:44

Guild Wars Reforged. If you like this

27:46

content, please like the video,

27:47

subscribe for more, and maybe if you

27:50

guys want to see more, I will see you

27:52

next time.

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