The Most FUN and EFFECTIVE Hero Compositions - Guild Wars Reforged
Heroes in Guild Wars Reforged allow you
to play the game solo, but that also
requires you to have tons of skills
unlocked, knowledge of all the
professions, and to create the builds
you want in your team composition. So,
this video is going to provide three
ideas for fun and effective eight-man
party hero compositions that will
perform in most hard mode content so
that you can enjoy the game while
testing out fun new builds. But, before
going over the hero builds, I want to go
over the main characteristics that I
think a balanced team comp needs to be
able to handle most situations.
If you're trying to beat one specific
challenge, then build to counter that.
But, when you're playing through the
game, there are many different skills
you'll encounter, so I value versatility
and consistency.
So, for me, a team composition needs
condition and hex removal.
It needs single target and AoE healing.
It needs anti-melee through blocks or
blinds. It needs anti-caster through
interrupts or slows. You want stance or
enchantment removal depending on what
counters your team composition. And then
you want some revival on probably three
of your team members at least so that
if, you know, if things go wrong, then
you can have a backup plan. So, the
first composition that I'm going to show
is a martial composition where you can
either play a paragon or a warrior in
this composition. We've got two
paragons, two warriors, and then a
ranger, which you probably would don't
want to play. This is just a buffer. And
then we've got three ritualist or
essentially necro with the ritualist
secondary. And the idea is that the
ranger is going to give out the
infuriating heat spirit, and this
doubles the adrenaline that we gain, and
then we can support our allies with all
of the shouts and stuff that require
adrenaline. And our warriors are going
to love having adrenaline cuz they can
just spam backbreaker. They can use
dragon slash off cool down. And I am
also going to be using mighty throw
spam, which you can just keep using
non-stop because it's going to give you
back two adrenaline every time it hits.
So, you can just spam that. So, our
ritualists are going to be healing. And
the important thing here is that we have
no enchantments and no hexes in this
composition because our ranger is
running the nature's renewal. And this
will counter basically anyone using
enchantments or hexes by making them
take twice as long to cast. And we're
also using the brutal weapon on our soul
twisting ritualist, which will give
extra damage sort of like a strength of
honor monk, the smiting monk
uh enchantment, except it requires them
to have no enchantments on them for it
to work. So, we have basically no
enchantments except for boon of
creation, which you kind of need on this
ritualist build here. I mean, you could
probably go for another source of energy
management, but I figure it's not that
bad because it lasts a really long
duration, so you're not casting this
that often. You're not getting screwed
over by the longer cast time of nature
renewal. So, that's kind of like the
idea, but let's go over the specific
builds. So,
we have the make your time here, which
is really important. This gives you six
adrenaline when you're with your team.
And that means that we can instantly get
into our build with the
go for the eyes, which makes your next
attack crit. And it also makes all of
your allies basically next attack crit.
It's 77% chance. It's basically going to
crit. And that's going to make your
vicious attack crit. So, we're going to
start out by using make your time,
vicious attack into go for the eyes.
That's going to give out deep wound. And
then since they have a condition on
them, we're going to use stunning
strike.
And that's going to give them daze. And
then we can just spam mighty blow or
mighty throw and we'll just keep
interrupting that target. So we want to
target like a monk or some kind of
caster first. And all of our, you know,
teammates are also going to be hitting
them. So they're just going to get spam
interrupted.
And then we just have the kind of the
PvE skills. So if you're not playing the
paragon, then you're not going to have
these skills. But we want to have
aggressive refrain for the extra attack
speed. And these are just the PvE only
skills that give your team more damage
reduction with save yourselves. So we
have a sword warrior, which is going to
be giving out the buffs from shields up.
Watch yourself. They can essentially use
that off cool down because they're
spamming dragon slash.
And dragon slash gives back five
adrenaline. And it does a good amount of
damage. But because they get double
adrenaline from the infuriating heat,
it's going to give them back enough
adrenaline to use dragon slash again. So
they can just spam dragon slash
essentially like it's mighty blow. And
in case that gets interrupted or
whatever, then I just have caliber
slash, which kind of does the same
thing.
Then we have mighty blow, which is going
to remove stances so they don't get
countered by stances cuz we are just all
pretty much physical here. We also have
wild blow on our other warrior.
And then to the limit so that we can get
adrenaline at the start very quickly.
And that will essentially ramp up your
damage really fast because, you know, we
have a lot of adrenaline using skills
here. But other than the infuriating
heat, we're just kind of auto attacking
to get up that um adrenaline. So we need
to get to our first dragon slash really
fast and this is how you do that. And
then we can immediately flail and then
we can immediately dragon slash and then
we just got everything just rolling
really easily.
And we've also got our hard res here
with restore life just in case on one of
our warriors. And then we have a hammer
warrior, which is using backbreaker,
which they can spam quite a a because
they're getting so much adrenaline even
though it costs a lot, they're getting a
lot. It will knock down for 4 seconds if
you have eight strength or higher, they
have 10.
And then we can just use renewing smash
over and over, and we have flail here as
well. So, we've just got like renewing
CC into renewing smash. And then
you'll give some blind here. I've just
got muddy blow in here just in case, but
you could probably replace that. Then
wild blow. And then I have fallback
here.
Um which is not really Wait, why do I
have Okay, I didn't have all my points
put in there, but now I have 12
strength. I could probably put some more
into fallback, but we only re- really
need this like at the start of an
encounter. We'll We'll just fall back
into the encounter, and then they'll be
in melee range, and then they'll be
fine. Now, here I have a motivation
paragon
that has the hasty refrain. So, you can
keep this up and give yourself a lot of
movement speed, but the important thing
here is using Expel Hexes as the mesmer
uh elite skill because it is a two hex
removal on an 8-second cooldown. And you
get hard countered by things like vocal
minority and soothing images that
prevent you from using shouts or having
adrenaline. So, hex removal is actually
really important on this build. And
therefore, we need the Expel Hexes,
which is like the best way to get that.
And we also have They're on Fire,
Blazing Finale. So, whenever a shout
ends on whoever the paragon here is
going to put this on, which is generally
going to be the warriors, it's going to
burn nearby enemies. And since we have
so many shouts, we have four like people
just spamming shouts,
we're going to get a ton of burning on
nearby enemies.
And then they're going to take less
damage cuz everyone's burning and
they're on fire.
Then Ballad of Restoration
uh is just going to give a little bit
more healing whenever people take
damage. You know, it's just it's nice to
have a healing on extra party members,
so I have that as well as Signet of
Synergy. Chorus of Restoration, whenever
one of my allies uses a shout, they will
heal. So, all of our like front line and
our paragons are going to be getting
extra healing here. And another reason
why I have this is just for the energy
management because it is a adrenaline
chant, and so it costs nothing to use
it, but they'll get back six energy for
using it. And it's really nice for
constantly being able to use there on
fire and expel hexes off cool down
because they can cost a lot for a
paragon that has low energy management.
The um acolyte gin here is I don't
really know if the the poison and
bleeding is really too important here,
but we can spread out the conditions
with epidemic of the mesmer secondary
profession here. And just some extra
interrupts like we're going to have days
out the wazoo because I'm also giving
out days, and then they're going to help
me spread out that days with epidemic.
You know, we've got the spirits here
which are important to always have. Just
always try to micro your infuriating
heat at the start of a fight. Just make
sure that they use that immediately cuz
that's like the entire point of your
comp is to have that double adrenaline.
And then they'll eventually use their
other spirits cuz they don't have too
many high priority skills anyways. And
then we have the Master of Whispers. So,
this is our healer with Preservation.
There are no enchantments here, so
they're just healing through the
spirits. Now, one thing that I don't
like about having ritualist healers
is that they kind of take a little bit
of time to set up. And with this
composition, you kind of want to be just
like constantly rolling through your
adrenaline, chain pulling mobs, and
therefore you are don't you don't really
give your team time to set up their
spirits. But generally, your front line
warriors are going to be tanky enough to
survive, right? Cuz they're constantly
using watch yourself, using shields up.
And then we have, you know, a an SOS.
It's just nice that there's the splinter
weapon here. And that's going to make
your your warriors, which are generally
kind of like single target, they're
going to do AoE damage now. And we've
got the AoE damage also from Ancestors'
Rage.
And then there's just a little bit of
supplemental condition cleanse here with
the restoration of mend body and soul.
They're just the spirits, and we also
have a little bit of enchantment removal
here from the gaze of contempt. And then
this is just an average kind of soul
twisting
ritualist build with, you know,
displacement, shelter, union. Those are
very overpowered with soul twisting,
armor of unfeeling, and signet of
creation for energy management. Of
course boon of creation.
But the brutal weapon here is really
important because it's going to give us
a lot of damage, and since we don't give
out any enchantments to our allies,
we're going to reliably be able to get
that damage. And uh yeah, that's So
that's pretty much the martial team comp
right there.
This next composition, you basically
only want to play it as a front-liner,
so a assassin, a warrior, or a dervish,
because I'm going to have seven party
members all supporting me so that I can
go ham, and they're just kind of letting
me be the protagonist. So the idea is
we've got, you know, splinter weapon for
AoE melee, a paragon which can remove
stances so that I can just free cast,
and they're going to give me movement
speed so I don't have to invest in it.
They're going to give me crit chance.
And then I've got a prot monk, which is
just going to keep me cleansed of all
hexes.
I've got condition cleanse as well, so I
don't ever have to remove any of those
things from me cuz I'm going to be
focused a lot cuz I'm going to be the
furthest up front. Everyone else is
midline and backline. So you've got one
front-liner, you're going to be focused
a lot. And for that reason, I've got
Dark Escape as an assassin. I generally
like to play assassin. I don't really
like warrior or dervish, but I think a
dervish is actually better for this
because you're going to have tons of
enchantments on you, and dervish is
scale kind of well with enchantments.
So, let's go over the assassin build
real quick. Since you have so many
enchantments on you,
you're going to be able to permanently
use Golden Phoenix Strike off cool down,
and that's just your lead attack and
that allows you to or it's an offhand
attack. So, it immediately allows you to
go into your dual attacks, and I just
love the mobius strike play style. It's
just fun to me. So, I play that, but you
can play any other frontline build.
But, um
yeah, you want the Assassin's Scan even
though you have so many ways to remove
stances, enchantments,
and remove hexes, and and conditions,
but you still just sometimes you're not
going to hit. So, Assassin's Scan is
just there so that you can always hit
cuz your entire team comp is built
around you. And if you can't hit, then
your entire team is countered. So, yeah,
you really need Assassin's Scan for
that. So, the Smite Monk, you're going
to immediately, whenever you enter a
zone, you're going to target yourself by
pressing F or whatever the self target
button is, and then you're just going to
use the Essence Bond,
which whenever you get hit by an attack,
it's going to give energy to the Smite
Monk. So, it's going to give them a lot
of energy cuz you're going to be tanking
all the focus. They're also going to
have Strength of Honor on you, which is
going to make you do 24
more damage per attack. And so, your
really fast dagger attacks are going to
hit really hard, and it just scales
better with faster attacks. So, I like
the assassin with that, but it works on
every frontliner. And then, Judge's
Inner um Judge's Insight gives you armor
penetration and makes you do holy
damage. So, against undead, you're just
going to do like 200 per auto attack.
Reversal of Damage,
Smite Hex, and Smite Condition are all
going to be targeted on you most of the
time because you're going to be up front
and they're going to trigger the zealots
fire which is going to make them lose
energy but they're getting all that
energy back from essence bond and you're
going to be getting just like this AoE
smiting around you while the splinter
weapon is triggering.
And they've also got ray of judgment.
Then we have the heal monk and this is
nothing you know too special but what is
kind of cool is having vigorous spirit
on you as something that's attacking
really fast. You're going to heal up a
lot but also the Dwayna's Kiss is going
to be a full heal because it has no cap
on how many enchantments it will scale
with. So you could have like 10
enchantments on you at one time right
cuz we're thinking about like two here
I'm giving myself an enchantment and
then we have you know a prot monk we
have the healing monk is giving out
vigorous spirit as well maybe like a
healing seed. You're healing for a lot
with just Dwayna's Kiss which is a low
cool down. So they can kind of just get
a lot of value from that one skill and
then they've got some other healing for
AoE with healing burst but uh hex
removal really important
and then just a little bit of you know
energy management because we do have a
bit necro but you're not you're not
using essence bond like you know the
smite monk is. And then the prot monk
has divert hexes because there is
nothing that counters you harder than
empathy spiteful spirit or you know
those
you know blurred vision things that just
make you miss and it just feels really
bad. So divert hexes is my favorite prot
skill for that.
Uh but you could take something else if
you wanted to but I guarantee you're
going to want the divert hexes some of
the time. Otherwise this is just a
pretty standard prot build. Then we have
a paragon. I've got the defensive anthem
here because this gives 50% chance to
block incoming attacks to all of your
allies and it ends when they use an
attack skill. And no one is using attack
skills except me. So if the rest of the
party is getting attacked, this I guess
the paragon itself is going to use
attack skill. So six out of eight party
members are not using attack skills. So
it's essentially going to give a lot of,
you know, mitigation to if you know,
someone isn't focusing me.
And then we've just got the they're on
fire and blazing finale kind of synergy
there so that they're going to be
constantly using blazing finale on me
and whenever a shout ends, then it's
going to burn everyone nearby and then
burned enemies are going to do less
damage to our team. So that's just going
to be nice. And then I use go for the
eyes here not because I really need that
or there's any too much synergy with the
his build, but it's just a nice easy
access
shout that yeah, it gives me a little
bit of energy management as a critical
strikes thief, right? Or assassin.
I'm mixing up the Guild Wars here
quite often, but um yeah, the go for the
eyes is just really nice for constantly
triggering the blazing finale. And then
we've just got stance removal and mighty
throw just in case we need a little bit
of extra damage.
And because I don't want to be using
dark escape as a movement skill because
it just gets rid of itself. I've got
hasty refrain here so that I've got
permanent movement speed so that as soon
as I kill my first target, I move to the
next target. I move to the next target.
As a melee, it's really important to
have that movement speed so that you
have a less DPS downtime.
And then just a hard rose.
And we have a signet of spirits
channeling
magic ritualist. Nothing special here.
I've got the death pact signet here
because if for some reason I go down, I
want to be revived immediately. And then
if I die again and then they die, I
don't really care if they die. I'm the
most important person here. I'm the
protagonist. So yeah, I want that death
pact signet for the fastest res.
And then we've just got splinter weapon,
which is really important. We've got
some AoE also from the Ancestor's Rage.
We have this on pretty much every hero
composition, so you know how it works.
And then I have an anti-caster
domination mesmer, which is just using
psychic instability. We've got the
Wastrel's Demise. They can do a bit of
extra burst, but they've got some
interrupts here with cry of frustration.
And [snorts] empathy here, you know,
honestly, I would probably We have some
extra hex removal here, but you know,
honestly, I'd probably want some extra
disruption here. I'm going to go for
power lock here. Where is power lock?
Power spike, what it's called. And
yeah, I'm just going to remove
unnatural signet.
Maybe.
Yeah, maybe. I don't know. It's not
really a big deal. You just want
interrupts here
because
we don't really have too much
anti-caster in this build setup. We're
just kind of mostly anti-melee with the
paragon and the prot. But um yeah, this
is just nice for the anti-caster.
They do a little bit of extra damage.
Then we have our Blood is Power necro
with the blood and restoration.
And that's I mean, that's pretty much
it. They just do So we have
two characters that kind of scale with
spirits, so we do have spirits on this
composition as well.
But um yeah, we just have
as much healing as possible so that I
never die and then I will just do
insane-o damage because I have so many
buffs on me.
And that's pretty much it. Now, this
final composition is great if you want
to play a midline caster like an Ele, a
Mesmer, or a Necromancer because we're
using all of those and all of the builds
that we're using are kind of fun for
players to use as well. So, I am running
an E Surge Domination Mesmer.
I just change the build up depending on
the situation like I go for E Surge if I
just want to do damage and you know,
there's not too much that I need to play
around and we're just going to kind of
steamroll through everything. I just go
E Surge. But, if there's a lot of
enemies and they group up or there's a
lot of stuff we need to interrupt, then
I'll go for a panic build which will
look a little bit different or a psychic
instability build which is basically the
same thing, just swap your lead skill.
Now, I've got a soul twisting ritualist
which is nothing special, but the
spirit's gift is important here because
we're going to be stacked up together
very often because we're all ranged. Our
entire team is ranged, so the midline
and the backline is really all we've
got. There's no frontline. So, we're
essentially going to be very close to
each other and therefore we're going to
get a lot of value from the healing from
the spirit's gift here. And then we've
got the preservation necro ritualist.
And then we've got the So, the Eles
we have a searing flame Ele which
this you could play and and have fun,
but to me this is a very one-dimensional
build. You just put up all of your
you know, attunements and your aura of
restoration. You put Mark of Rodgort on
the target and then what you're going to
do is you're going to glowing gaze to
trigger Mark of Rodgort and that's going
to give you energy at the same time
because it triggers the burning from
Mark of Rodgort and then it gives you
the energy as if they were burning and
then you're just going to spam searing
flame nonstop. And whenever you don't
have searing flame up, you're going to
use fireball
or you're going to use glowing gaze and
then just spam the searing flame and you
have tons of energy regeneration because
you have the glowing gaze, you have the
double attunement. We've also got
extinguish here because sometimes your
entire party gets, you know, conditions
on them and this is a little bit of
support in those situations where that's
nice.
And you don't need too much scaling with
it because the scaling is on the healing
and we don't really care about the
healing, we care about the cleansing.
And then we have a minion master
necromancer and this is just or the lich
and vampiric horror. Then we've got, you
know, foul fees to keep any conditions
off of anyone who potentially needs to
be cleansed. Masochism, so yeah,
essentially you're going to have like 18
death magic because of that and then you
will get another so you'll have 19 death
magic. And then we also have blood
ritual which we can use in between to
give some more energy management. And
yeah, there's not really too much you
can do here to be honest. I might even
consider taking like deathly swarm.
Yeah, maybe deathly swarm here instead
of flesh of my flesh.
It would be nice to take flesh of my
flesh. You know what, I don't need foul
fees because we have enough condition
cleanse. Let's just save this.
Yeah, let's save this as MM necro with
um
with with deathly swarm cuz this does a
good amount of damage.
And in situ- cuz like there's not really
too much skills to use here. As you can
see, like there's just a bunch of buffs.
And then nothing to do there so I can
kind of just they have something to use
here which is nice.
And then Althea, my second mesmer,
is going to give a illusion build which
I've got superior illusion there.
And this is just anti-melee. So we've
got blind from ineptitude, interrupt on
melee. This is counter to caster as
well. We're going to increase their cast
time.
And we've got the same thing on
frustration. They'll take more damage
when they get interrupted as well. So,
if I'm running a domination mesmer with
a lot of interrupt like panic, so when
I'm running the panic version, then the
frustration scales very well with that.
Then we just have hex eater signet to
remove more hexes. Then we have an earth
ally. So, since we're all just midline
and backline, we're going to be next to
each other so we can get a lot of value
out of these wards of melee to get block
against melee attacks. Now, we don't
have block against range attacks, but we
can line of sight because we're all
ranged.
And then ward against elements is really
really good because when you are stacked
together, you are more susceptible to
those allies that are just going to be
spamming those massive AoEs on you.
And you don't want your entire team to
be one-shotted, so that is really
important there. And then essentially
we're using four skills besides these
kind of like buffs, right? So, we have
earthquake to knock down in an AoE.
And then we have churning earth, which
will do a good amount of damage and
knock down enemies that are moving
faster than normal, which on a hard mode
is pretty much always.
And then unsteady ground knocks down
attacking enemies. So, both churning
earth and unsteady ground can give a lot
of knock down over time.
And they're also going to do good damage
cuz they're AoE spells that pulse.
Then we just have stone daggers to kind
of have cuz these are long cool downs. I
can't just spam these, right? 15 30
second. So,
you're not going to just sit there and
do nothing. So, the stone daggers gives
you something to use at all times
to get a little bit of value and a
little bit of damage. And it does
bleeding, so it's not bad.
And then finally, we have the battery
paragon,
which is going to give a lot of value to
spell casters cuz we're all spell
casters basically in this team comp. So,
we've gotten make your time, which is
going to give you adrenaline, and then
you can immediately use the power is
yours, and that gives 4 seconds of two
energy regeneration to all allies.
And
that doesn't sound like it's a lot,
but it is a lot over time because you're
constantly using it. So, it's like your
team has not permanent two extra engine
energy regeneration, but it's very damn
near close, and and it's AoE, so your
entire team needs it. It's not like a
blood is power necro where you're only
giving it to one at a time.
Your entire team is all spell casters,
so everyone needs more energy. So, I I
like the power is yours better than
blood is power for a team that needs
everyone basically needs energy.
And then we've got, you know, they're on
fire
and the blazing finale. So, this this
synergizes well with the searing flames
AoE,
but we've also got blazing finale, which
we can use
hopefully the I don't know if the they
actually do this, but they can use it on
the minions from the minion master,
right? Because you don't have any
front-liner, but your your minion master
kind of is your front line. So, they can
use the blazing finale on the minions,
and then we just have tons of shouts,
right? Cuz shouts work on minions. But
um the shouts that we have here or the
chance that we have here are we're going
to heal whenever we take damage. This is
our hex removal here, and this costs a
lot of adrenaline, but we get a decent
amount of adrenaline here from make your
time.
But this is really nice because once
again, it costs no energy to use, and we
have 12 leadership, so it's going to
give back six energy so that these
really expensive shouts and and chance
that we're using, we can kind of fund
that, right? Cuz you can see here 10 10
5 10
5, and then we have a massive cool down
with we shall return. So, it's just nice
to have, you know, the the power is
yours and the hex bring uh breaker Arya
are going to give you back the energy
for free basically, right? Cuz it's
adrenaline into the leadership. And then
also Arya's Zeal, whenever you use a
spell, you gain back energy. So, even
more energy management for your team and
since we're all spell casters, it
synergizes very well with us. And so,
we're we're not just getting the power
is yours, we're getting the Arya's Zeal.
So, the playstyle of of this comp is
really very defensive. You want to be
flagging your heroes back, pre-casting
your spirits, and then just pull the
enemy team into your group, and just
kill closest target while you all kind
of stack together and ball up, and your
wards, and getting your shouts, and just
kill people with your Ellie's AoE. So,
yeah, that is going to be the three most
fun comps that I've been playing in
Guild Wars Reforged. If you like this
content, please like the video,
subscribe for more, and maybe if you
guys want to see more, I will see you
next time.
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