From DOGWiki
Ideally, I prefer Souske, Morgahn, Olias, and Talkora, as they are good almost everywhere. Margrid, Goren, Gwen, Master, Livia, and Zhed depend on conditions. Alas they only let us have 3...
[edit] Hero List
[edit] from Nightfall and Eye of the North, alphabetic order
[edit]
Acolyte Jin
no signature build
[edit]
Acolyte Sousuke
Burning Wuv, or loves burning
- Fire Magic 12 + 2 + 1
- Energy Storage 10 + 1
- Earth 8 + 1
- Note: Sousuke will usually be paired with General Morgahn
- I have the most hero variants for Souske, including anti-fire and -knockdown
Elementalist / Paragon |
8 Earth Magic 12 Fire Magic 10 Energy Storage Your maximum Energy is raised by 30.
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Pure Daggers, those swords are for his back problem
- Dagger Mastery 12 + 2 + 1
- Critical Strikes 11 + 1
- Shadow Arts 8 + 1
- Thought I should have one 'Sin to use daggers
Assassin / Paragon |
11 Dagger Mastery 8 Shadow Arts 11 Critical Strikes You have an additonal 11% chance to critical hit. Whenever you critical hit, you get 2 Energy.
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[edit]
Dunkoro
bumbling healer
- Healing Prayers 12 + 2 + 1
- Divine Favor 11 + 1
- Inspiration Magic 6
Monk / Mesmer |
6 Inspiration Magic 12 Healing Prayers 11 Divine Favor
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[edit]
General Morgan
SUPPORT: damage reduction, buff, and condition removal
- Command 11 + 2 + 1
- Leadership 11 + 1
- Motivation 3 + 1 just high enough to get 2 conditions removed per person
- Spear Mastery 7 + 1
- Wilderness Survival 4
- Notes: Poison Tip Signet can be swapped to Disrupting Throw or Agressive Refrain
- boosts searing flames nuker(s).
- Fall Back is disabled and used manually to help slither through areas to avoid fights or timed areas
Paragon / Ranger |
4 Wilderness Survival 7 Spear Mastery 11 Command 3 Motivation 11 Leadership
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knockdown hammer
- Hammer Mastery 12 + 2 + 1
- Tactics 10 + 1
- Strength 8 + 1
Warrior / Any |
8 Strength 12 Hammer Mastery 10 Tactics
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energy leech, since she's such a loon, she leeches my energy already...
- Inspiration Magic 12 + 2 + 1
- Illusion Magic 11 + 1
- Fast Casting 6 + 1
- Note: still has 4 interrupts, but emphasis is on energy
Mesmer / Monk |
6 Fast Casting 11 Illusion Magic 12 Inspiration Magic 2 Healing Prayers
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Gwen |
  |  
 Factions | Elite Hex Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and for 10 seconds, whenever that foe casts a Spell, you steal up to 13 Energy from that foe. (12 Inspiration Magic) |
 
 Core | Mantra of Inscriptions (PvE)- 20
 - 10

Stance. For 78 seconds, signets you successfully activate while in this stance recharge 45% faster. (12 Inspiration Magic) |
 
 Core | Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 25 Energy. (12 Inspiration Magic) |
 
 Core | Leech Signet- 30
 - ¼(0.21)

Signet. Interrupt target foe's action. If that action was a Spell, you gain 13 Energy. (12 Inspiration Magic) |
 
 Factions | Hex Eater Signet- 25
 - 1(0.82)

Signet. Target touched ally and up to 4 adjacent allies each lose one Hex. You gain 3 Energy for each Hex removed this way. (12 Inspiration Magic) |
 
 Factions | Hex Spell. For 9 seconds, target foe suffers -2 Health degeneration. If that foe was attacking, that foe takes 41 damage. (11 Illusion Magic) |
 
 Core | Hex Spell. For 4 seconds, target and adjacent foes are hexed with Clumsiness. The next time each foe attacks, the attack is interrupted and that foe suffers 70 damage. (11 Illusion Magic) |
 
 Factions | Spell. Resurrect target party member with up to your current Health and 9% Energy. This spell has half the normal range. (2 Healing Prayers) |
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| ![Copy [Gwen;OQNUAswO4mMjsHQGoHMCHcrA0I]](/forum/gwbbcode/img_interface/download.gif) |
no signature build
don't touch me swordswoman
- Swordsmanship 12 + 2 + 1
- Tactics 11 + 1
- Strength 5 + 1
- Blood Magic 4
- Note: hack-n-slasher, completing the warrior tryptich
Warrior / Necromancer |
4 Blood Magic 5 Strength 12 Swordsmanship 11 Tactics
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no signature build
axe tank, because he so epitomizes a tank-
- Axe Mastery 12 + 2
- Strength 11 + 1 + 1
- Tactics 9 + 1
- Protection Prayers 3
Warrior / Monk |
3 Protection Prayers 9 Strength 12 Axe Mastery 9 Tactics
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Spiteful Spirit
- Curses 12 + 2 + 1
- Blood Magic 10 + 1
- Soul Reaping 8 + 1
Necromancer / Any |
10 Blood Magic 8 Soul Reaping 12 Curses When they die near you, you gain 8 Energy per creature, or 4 Energy per Spirit under your control, up to 3 times every 15 seconds.
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Livia |
  |  
 Prophecies | Enchantment Spell. For 36 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. (10 Blood Magic) |
 
 Prophecies | Elite Hex Spell. For 18 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 29 shadow damage to that foe and all adjacent allies of that foe. (12 Curses) |
 
 Core | Hex Spell. For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 34 shadow damage to adjacent foes. (12 Curses) |
 
 Prophecies | Hex Spell. Target foe and all adjacent foes attack 50% slower for the next 25 seconds. (12 Curses) |
 
 Prophecies | Hex Spell. For 13 seconds, whenever target foe hits with an attack, you steal up to 39 Health from that foe. (12 Curses) |
 
 Core | Hex Spell. For 20 seconds, target foe suffers -2 Health degeneration, and you gain +2 Health regeneration. (10 Blood Magic) |
 
 Core | Hex Spell. For 20 seconds, target foe suffers -1 Health degeneration. The caster is healed for 102 when Parasitic Bond ends. (12 Curses) |
 
 Nightfall | Signet of Lost Souls- 8
 - ¼

Signet. If target foe is below 50% Health, you gain 58 Health and 6 Energy. (8 Soul Reaping) |
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| ![Copy [Livia;OABTQUDe45NkHsEIi9QbYMUVB]](/forum/gwbbcode/img_interface/download.gif) |
[edit]
Margrid the Sly
BHA and interrupt ranger
- Expertise 12 + 1
- Wilderness Survival 8 + 1
- Marksmanship 10 + 3 + 1
- Protection Prayers 2
- Note: Winter is usually disabled, and controlled manually
- swap in frozen soil for winter if enemy rez or undead a problem
Ranger / Monk |
3 Protection Prayers 9 Expertise 9 Wilderness Survival 12 Marksmanship
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Margrid |
  |  
 Core | Rebirth- 5
 - 10

Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 9 seconds. This Spell consumes all of your remaining Energy. (3 Protection Prayers) |
 
 Core | Skill. For 13 seconds, you gain +7 Health regeneration. (9 Wilderness Survival) |
 
 Nightfall | Preparation. For 36 seconds, whenever your arrows critical, they also interrupt your target. (12 Marksmanship) |
 
 Factions | Broad Head Arrow- 15
 - 15(10)

Elite Bow Attack. You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 17 seconds, and if target foe is casting a Spell that Spell is interrupted. (12 Marksmanship) |
 
 Prophecies | Serpent's Quickness- 45
 - 5(3)

Stance. For 24 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (9 Wilderness Survival) |
 
 Core | Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 10 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. (9 Expertise) |
 
 Nightfall | Keen Arrow- 6
 - 5(3)

Bow Attack. If this attack hits, you strike for +17 damage. If you land a critical hit, you deal an additional +29 damage. (12 Marksmanship) |
 
 Prophecies | Nature Ritual. Create a level 6 Spirit with 120 Health and 38 armor. For creatures within its range, all elemental damage is cold damage instead. This Spirit dies after 102 seconds. (9 Wilderness Survival) |
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| ![Copy [Margrid;OgMU8mbizMPyEfzu2ViceM4anD]](/forum/gwbbcode/img_interface/download.gif) |
[edit]
Master of Whispers
blood spiker
- Blood Magic 12 + 2 + 1
- Soul Reaping 10 + 1
- Healing 8
- Note: damage ignores armor
Necromancer / Monk |
12 Blood Magic 10 Soul Reaping 8 Healing Prayers When they die near you, you gain 10 Energy per creature, or 5 Energy per Spirit under your control, up to 3 times every 15 seconds.
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Master |
  |  
 Core | Rebirth- 5
 - 10

Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4..3 seconds. This Spell consumes all of your remaining Energy. (Protection Prayers) |
 
 Prophecies | Enchantment Spell. For 39 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. (12 Blood Magic) |
 
 Nightfall | Elite Hex Spell. For 30 seconds, target foe suffers -4 Health degeneration. If that foe dies while hexed with Reaper's Mark, you gain 12 Energy. (10 Soul Reaping) |
 
 Core | Hex Spell. For 22 seconds, target foe suffers -3 Health degeneration, and you gain +3 Health regeneration. (12 Blood Magic) |
 
 Factions | Spell. Target foe takes 41 shadow damage. If that foe's Health is above 50%, you steal up to 41 Health. (12 Blood Magic) |
 
 Prophecies | Spell. Target foe takes 41 shadow damage. If that foe's Health is above 50%, you steal up to 41 Health. (12 Blood Magic) |
 
 Core | Spell. Steal up to 52 Health from target foe. (12 Blood Magic) |
 
 Factions | Spell. Heal yourself and all adjacent creatures for 110 points. (8 Healing Prayers) |
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| ![Copy [Master;OANTQYj2wRm8GQZthVoZIT8FB]](/forum/gwbbcode/img_interface/download.gif) |
[edit]
Melonni
holy tank, Batman!
- Mysticism 11 + 2 + 1
- Scythe Mastery 11 + 1
- Earth Prayers 8 + 1
Dervish / Monk |
11 Scythe Mastery 8 Earth Prayers 11 Mysticism Whenever an Enchantment ends, you gain 11 Health and 3 Energy.
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Melonni |
  |  
 Core | Rebirth- 5
 - 10

Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4..3 seconds. This Spell consumes all of your remaining Energy. (Protection Prayers) |
 
 Nightfall | Enchantment Spell. If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 118 Health. (11 Mysticism) |
 
 Nightfall | Enchantment Spell. All adjacent foes take 48 holy damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, you gain 1 Energy for each successful hit while under the effects of this Enchantment. (11 Mysticism) |
 
 Nightfall | Enchantment Spell. For 20 seconds, you have +72 maximum Health. When this Enchantment ends, you are healed for 142 Health. (8 Earth Prayers) |
 
 Nightfall | Melee Attack. If this attack hits, you deal +9 damage for each Enchantment on you (maximum 30 bonus damage). (11 Scythe Mastery) |
 
 Nightfall | Banishing Strike- 6
 - 5

Melee Attack. If this attack hits, you deal +16 damage. If it hits a summoned creature, all nearby foes take 65 holy damage. (11 Scythe Mastery) |
 
 Nightfall | Enchantment Spell. All adjacent foes take 48 holy damage. For 30 seconds, your attacks deal holy damage. When this Enchantment ends, all adjacent foes are set on fire for 3 seconds. (11 Mysticism) |
 
 Nightfall | Elite Form. For 69 seconds, you gain +40 armor, you move 33% faster, and your attacks deal holy damage. This Skill is disabled for 120 seconds. (11 Mysticism) |
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| ![Copy [Melonni;OgOjkurI7Oyky74W8ycXujX3L]](/forum/gwbbcode/img_interface/download.gif) |
interrupter
- Fast Casting 12 + 2 + 1
- Domination 10 + 2
- Inspiration 8 + 1
- Protection Prayers 2
- Note: He is only hero to have more than 1 rune above minor, but with vigor, survivor, and health weapon, he still has 531 health...
Mesmer / Monk |
12 Fast Casting 10 Domination Magic 8 Inspiration Magic 2 Protection Prayers
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[edit]
Ogden Stonehealer
smiting monk
- Smiting 12 + 2 + 1
- Tactics 10
- Divine Favor 8 + 1
- Protection Prayers 2 + 1
- Note: warning newer build
Monk / Warrior |
12 Smiting Prayers 2 Protection Prayers 8 Divine Favor 10 Tactics
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minion master supreme
- Death Magic 12 + 2 + 1
- Soul Reaping 8 + 1
- Curses 8 + 1
- Healing Prayers 7
- Note: the Well spell can be disabled if enemy are spread out. This works best when enemy are all clustered around your tank.
Necromancer / Monk |
12 Death Magic 8 Soul Reaping 8 Curses 7 Healing Prayers When they die near you, you gain 8 Energy per creature, or 4 Energy per Spirit under your control, up to 3 times every 15 seconds.
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[edit]
Pyre Fierceshot
splinter barrager
- Marksmanship 12 + 2 + 1
- Channeling 10
- Expertise 7 + 1
- Wildernes Survival 4 + 1
Ranger / Ritualist |
7 Expertise 4 Wilderness Survival 12 Marksmanship 10 Channeling Magic
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Mr. Enigma Spirits with wanderlust
- Channeling 12 + 2 + 1
- Communing 12 + 1
- Note: If you can do without a rez, swap in Spirit Boon Strike or Essence Strike
Ritualist / Paragon |
12 Communing 12 Channeling Magic
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[edit]
Tahlkora
prot monk Old reliable, often last one standing. Alas, in GWEN, I need the hero punch more than hero heal...
- Protection Prayers 12 + 2 + 1
- Divine Favor 12 + 1
- Note: If you have General Morgahn, you can drop Dismiss Condition, and reduce divine favor enough to get Earth magic to 8, then take either Kinetic Armor for personal defence or one of the fine Ward spells for Elemental damage or Stability.
Monk / Elementalist |
12 Protection Prayers 12 Divine Favor
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Tahlkora |
  |  
 Core | Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 67. (12 Protection Prayers) Target ally gets healed for 38 Health. |
 
 Nightfall | Spell. Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 63 Health. (12 Protection Prayers) Target ally gets healed for 38 Health. |
 
 Nightfall | Elite Spell. Heal target ally for 150 (+38) Health. If target was below 50% Health, you gain 7 Energy. (12 Protection Prayers) |
 
 Core | Enchantment Spell. For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (12 Protection Prayers) Target ally gets healed for 38 Health. |
 
 Core | Glyph. For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. (0 Energy Storage) |
 
 Core | Enchantment Spell. For 10 seconds, all party members within earshot have a 50% chance to block attacks. (12 Protection Prayers) You get healed for 38 Health. |
 
 Core | Spell. Remove all Hexes from target other ally. For 18 seconds, that ally gains +10 armor for each Necromancer Hex that was removed. (12 Protection Prayers) Target ally gets healed for 38 Health. |
 
 Core | Rebirth- 5
 - 10

Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 4 seconds. This Spell consumes all of your remaining Energy. (12 Protection Prayers) |
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| ![Copy [Tahlkora;OwYS8YIPzkN9luegMCIvEZC]](/forum/gwbbcode/img_interface/download.gif) |
Air head Useful against Destroyers, but less DPS than other heroes
- Air Magic 12 + 2 + 1
- Energy Storage 12 + 1
Elementalist / Monk |
12 Air Magic 12 Energy Storage Your maximum Energy is raised by 36.
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[edit]
Xandra
no signature build
[edit]
Zhed Shadowhoof
ice and wards
- Water Magic 11 + 2 + 1
- Earth Magic 10 + 1
- Energy Storage 10 + 1
- Note: No rez, if you want to add a rez, swap out one of the wards for signet of return
Elementalist / Any |
10 Earth Magic 11 Water Magic 10 Energy Storage Your maximum Energy is raised by 30.
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Zhed |
  |  
 Core | Enchantment Spell. For 54 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic. (11 Water Magic) |
 
 Core | Elite Enchantment Spell. For 47 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements. (10 Energy Storage) |
 
 Nightfall | Enchantment Spell. For 21 seconds, you have +32 armor against physical damage and cannot be set on fire. (11 Water Magic) |
 
 Core | Hex Spell. For 8 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. (11 Water Magic) |
 
 Nightfall | Hex Spell. If target foe is under the effect of a Water Magic Hex, that foe is struck for 64 cold damage. Otherwise, that foe moves 66% slower for 5 seconds. (11 Water Magic) |
 
 Prophecies | Ward Spell. You create a Ward Against Elements at your current location. For 16 seconds, non-Spirit allies in this area gain +24 armor against elemental damage. (10 Earth Magic) |
 
 Core | Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 21 cold damage each second. Maelstrom interrupts Spell-casting when it hits. This Spell causes Exhaustion. (11 Water Magic) |
 
 Core | Ward Spell. You create a Ward Against Melee at your current location. For 15 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. (10 Earth Magic) |
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| ![Copy [Zhed;OgBTk01y0BaQKanrDz6r4aALA]](/forum/gwbbcode/img_interface/download.gif) |
[edit]
Zenmai
critical barrager
- Critical Strikes 10 + 2 + 1
- Shadow Arts 10 + 1
- Marksmanship 10
- Wilderness Survival 5
- Note: it might be an idea to disable her rez, so you can trigger it manually to prevent a wipe
Assassin / Ranger |
5 Wilderness Survival 10 Marksmanship 10 Shadow Arts 10 Critical Strikes You have an additonal 10% chance to critical hit. Whenever you critical hit, you get 2 Energy.
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[edit] Notes:
- Thanks, Wolf for the general inspiration for layout, etc!
- Builds are designed to be set-n-forget, with rarely more than flagging to control hench
- High cost skills are rarely included, as the AI are happy drain selves dry early.
- ALL heroes are set on guard except for monks who are on avoid.
- Weaponsets are selected to increase energy, then health. Runes selected to increase health and primary attributes. Anything else is gravy
- Unless a specific secondary is called for, secondary class is either Monk with Rebirth, if energy recovery is high or rezzing from a distance is essential, or Paragon with Signet of Return to prevent a wipe
- ...and that's the way they were, --Niche 12:12, 24 October 2007 (EDT)