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The Mesmer-heavy META is just very boring to me and I wanted to create a teambuild where every class and role also feels uniquely like their primary.
I started it all as a monk and finished GWAMM with this teambuild and I played the prot. I used a Dervish-Dwayna Healer (Instead of the RoJ Smiter) and a Ritualist with Destruction which was pulled from the dervish. I was also using a Paragon with BiP..
While I started to compress the bars, changing the BiParagon to a paragon battery with the updates, many people of my guild asked out if the build works on other classes. I decided to change the teambuild, so the player can be whatever.
The original idea was to build a balanced team built around "They're on Fire!" , using a long Burning from Mind Burn to maintain the Damage Reduction of the shout almost permanently. It is still in, but now runs a standard Soul Twisting Ritualist Prot. Maybe "They're on Fire!" is not even necessary anymore with this and I could change it again... I guess it will evolve.
Overall the build is now (sadly) also quiet META-like and not so “special” anymore. For sure more optimized, but hey. I guess it makes sense I ended up closer to META builds as I started to optimize it and also trying to make it fit for any Player-character.
For positioning, it is recommended to use custom Hero flagging with Toolbox. The formations described here can be entered manually by double-clicking the formation numbers in Toolbox.
Recommended formations:
https://gwpvx.fandom.com/wiki/User:Yung_Rocks/Sandbox/Formations
I cleared all content with this as a Monk. It is probably ideal to be some form of frontline/tank/caller for this build now.
The Fire Elementalist is the primary source of Burning and the cornerstone of the team's defensive engine. Mind Burn provides long-lasting Burning, allowing "They're on Fire!" s damage reduction to remain active with excellent uptime.
Beyond enabling the Paragon, the Fire Elementalist contributes strong damage. The other skills are there to keep the Elementalist somewhat busy, so it doesn’t exhaust itself. He runs the speedboost "Fall Back!" and the party rezz "We Shall Return!" .
Provides good AoE damage, weakness, cracked armor and interrupt. Also runs the Command Shouts to support the team and help the Paragon be full Motivation.
I used to play this one as a Shockwave Earth Elementalist with wards and snares. It’s damage was lackluster and I felt I simply do not need the defensive option it provides, especially not since I changed to an ST-Prot. When Thunderclap was buffed it was clear to change it.
I would ideally love to have 7 different classes.. So I am looking out for something to change the 2nd Elementalist, maybe Ranger will be buffed soon?
The standard Energy Surge Mesmer after the nerfs.. Still does the highest Damage in the team.
I wanted to get away from the Mesmerway, but still run a Mesmer in the Balanced. I wanted every class to run a build that really feels like the primary and needed some caster-shutdown. So I ended up just adding a “normal” E-surge Mesmer. Also runs Hex and Enchantment remove.
I sometimes change the elite to Panic in certain areas (Icy Floe!!).. helps alot.
Ray of Judgment adds another reliable source of Burning while dealing excellent area damage. After the buffs this Monk bar is really strong. The Monk also provides valuable healing, condition removal, and hex removal. He supports the player with Splinter Weapon and if the player is a caster he will just cast it on the Paragon.
The Paragon is the core support-Hero of the Team.
By maintaining "They're on Fire!" , the Paragon provides a constant reduction to incoming damage as long as enemies remain Burning. As stated before, this might be not needed anymore since the ST-Ritualist mitigates most damage. I am still testing around with this (also to maybe change it back to a Dwayna-Healer, Destruction-Rit and Protting myself.
In addition, the Paragon supplies party-wide utility through energy management, movement speed, defensive buffs, and offensive support.
Currently testing the full Paragon Battery variant in Motivation and moved the Command Shouts to other characters. If that doesn’t work going back to giving it BiP. At the moment I am not sure if the healing shouts are worth it.. He needs Shouts to procc the echoes, but also needs to attack to gain Adrenaline. Haven’t found the best bar yet.
Chest Thumper is a reliable source of deep wound. I know it is not really necessary in PvE, it just brings me joy to spike something with deep wound and it’s good against bosses.
The Minion Master creates Animate Bone Fiend that deal excellent damage and are targets if the team is attacked. Currently testing Jagged Bones which I like. He constantly has 10-12 Minions.
It is not advised to run melee Minions with the ST-Prot, as they “soak up” the damage from the spirits making them die faster.
The Ritualist provides the team's primary defensive protection through a classic Soul Twisting spirit build. I used to run a more offensive Ritualist with a Dervish Dwayna healer and protted myself as a monk, but I changed to this version of the teamcomp to make it not only reliant on being a Monk-Player.
Shelter, Union, and other defensive spirits dramatically reduce incoming damage and allow the team to comfortably handle difficult Hard Mode encounters. The Hero also carries a snare to help keep enemies inside Ray of Judgment .
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Overall, this composition prioritizes consistency, profession identity, and enjoyable gameplay over maximizing speed or following the standard PvE meta.
It is designed as a balanced "all-rounder" team capable of comfortably clearing every area in General PvE, Hard Mode, and Vanquishes.