I will start with the monk builds because I just love the way they play and the effectiveness that the heroes have using them.
General Morgahn
Depending on the area, I will swap out Aggressive Refrain for Hexbreaker Aria. Only change I have made thus far when playing with him.
I have had people questioning the use of The Power Is Yours! but having experimented with the paragon elites in various builds it is my favourite by far. The only time the energy loss becomes an issue is when the hero will use it at the end of a battle, and in most cases will not have enough energy at the end of the fight to cycle the Aria and Ballad to maintain his echo. To avoid this, you can disable The Power Is Yours! and micro it as you see fit, disable it as the fight comes to an end, or after he uses it force him to use Lyric of Zeal -> Signet of Synergy (6 energy from leadership, 8 from signet use) followed by Go For The Eyes (another 6 energy return). This will compensate almost the entire loss of the degen caused from the skill.
When forming groups, I tend to favour an all caster team with only one toon with a higher AL to take aggro. There is less of a chance of latching onto multiple groups when everything can attack from a range. It also makes it easier for shouts to hit the entire party, and gain their maximum benefit. Lyric of Zeal unfortunately isn't too helpful for the henchmen as they have no signets (the ones I use anyway) however the other hero builds that I use with my monk do reap the benefits quite nicely.
Between fights, cycle Aria of Restoration and Ballad of Restoration to maintain Aggressive Refrain (the 25 energy is a pain to put up at the start of each fight, ask any paragon).
Razah
Nothing too special here, but it works well nonetheless. Again, as I choose to favour a party with ranged capabilities you can expect the party to be fairly close at all times. Destruction will in most cases hit whatever melee foes you will be facing (or at the very least draw out a few attacks from foes) and Life will provide a possible 100 point party heal every 20 seconds. When battles go ugly and you're the monk those big heals do make a big difference.
Splinter Weapon simply destroys mobs, especially when they all ball around one heavily protted targeted.

Norgu
I play around with his elite a lot depending on the area. Most of the time I stick with Power Leech since the AI is amazing with interrupts and it's on a 10 second recharge (returning 7 energy whenever the hexed foe uses a spell helps keep the energy up). For the later points of Elona and the Fissure of Woe, Expel Hexes works very nice. Abadon and condition heavy areas, Cautery Signet.
The only issue I have with Power Leech, Leech Signet, and Power Drain is that there is no order in which Norgu will use them each fight. He will choose one at random it seems to use on the first spell he sees. It's great that he will interrupt whatever he sees, but you don't get any energy from Power Leech when he keeps using his interrupts on the hexed target!

Hex Eater Signet > Deep Freeze. On roughly a half recharge, making it quicker than Deep Freeze recharges it makes those Rain of Terrors easier to deal with. That is unless Norgu doesn't interrupt it. In general it is useful against any AoE hexes, but against water snares it does shine nicely.
Images of Remorse and Clumsiness are there to help with some additional degen/support damage. Everything attacks in PvE, so you can always count on Clumsiness triggering on whatever he uses it on. Even though Images of Remorse lasts a mere 9 seconds, most enemies don't have a lifespan that long anyhow. And if they do, oh well... 5 energy and Norgu has plenty to spare.
Dartakc of Kyi (aka my monk)
My odd little monk build that is workly quite nicely in Hard Mode. If Spiteful Spirit is effective with the increased attack rate of enemies you can only imagine the kind of energy returns I'm getting with Defender's Zeal. Actually, I'm sure you can imagine considering I'm using both Divine Boon and Zealot's Fire on the same bar; 8 energy spells are fun!
Like my heroes, I have a single signet to reap the benefits of Morgahn's Lyric of Zeal. Granted you could use one of the smiting signets but with a 5 second recharge, Signet of Devotion guarentees that it will be available when the shout is used.
The bar is fun to play, as it keeps you alert on both the red bars and spreading your hex as often as possible on targets that aren't being focussed on. Take note that Defender's Zeal requires a successful hit to trigger the energy return, so spells like Aegis and Reckless Haste don't benefit you all that well. If need be, Zealot's Fire can be swapped out for Protective Spirit since it is hard mode and anything beating on a squishy is going to hurt. When playing the bar, and you find energy becoming an issue, canceling Divine Boon is always an option.
My monk has been limited to those three builds as of now, since I don't play with him as much as my warrior since the release of hard mode. My warrior's builds I don't like as much but they get the job done... eventually. I've tweaked them when repeated efforts at a particular task wasn't proving effective (Ruins of Morah HM was a pain to micro and play for masters).
So onto the warrior....
I've tweaked with hero monk bars a lot, thankfully not having to rely on them heavily for the 6 man areas of Tyria and Istan where only one monk henchmen is available. Heroes suck at prot, period. Anyone saying otherwise must have some secret build they're not telling anyone because they don't have a build. They are far better at making the red bars go up vs. making them go down slowly.
I have two bars... the second bar I only used when I had to use both monk heroes (friends, guildies, alliance mates taking henchmen spots).
Dunkoro and Tahlkora
I actually have the elites mixed up as Healing Light would work a lot better on the bar with enchantments.

I tend to disable Vigorous Spirit and use it only on myself as warrior. With an IAS stance, the little bit of healing adds up over the 30 seconds that it lasts for. Shield of Absorption and Healing Seed aren't used all that well on their own, but in those odd times that they are without any microing it does make a world of difference. And they can always be pre-cast as you charge into the fight as a warrior.
I don't like 10 energy skills on my monk's bars; even when I did make them play prot I would give them Expel Hexes over Divert Hexes. Monks are the last member of the party that can run out of energy without there being a complete wipe of the group; make sure they can manage themselves in the long run.
General Morgahn
A combination of offense and defense, favouring the casters more than the physicals since they need more protection. Defensive Anthem is great, even better when he decides not to use it when Lina or Klim just used Aegis. A hard res, damage support, conditional deep wound... he plays the bar as well as I could expect.
Master of Whispes
My minion master who does just that; makes minions. That is all he is there to do... and survive. When it comes to hard mode, the minions have the tendency to die quickly and there won't always be enough bodies. Shambling Horrors guarentee you're getting a two-for-one on any corpses, and Jagged Bones helps to keep the minion count up just as well. Bone Fiends are simply the standard, even with the soul reaping hit and their 25 energy cost, they're just too good to pass up. And again, since I favour the ranged troops they fit in quite nicely.
I don't use a minor blood; one blood skill on the bar and it already lasts longer than its recharge. Vitae rune for some health to make up from the superior death. Flesh of my Flesh is my favourite hard res. 0 recharge, and if whatever he res dies right away he gets the 13 energy from soul reaping.

Zhed Shadowhoof
I don't use Searing Flames, I don't like Searing Flames, I don't know why. I prefer Mark of Rodgort being easy on the energy for when battles go long, and I can swap to a fire weapon, or the majority of henchmen wanding to trigger Mark of Rodgort for constant burning. This has worked for me for all of Hard Mode providing constant degening, and shown a lot of worth in the 4 man areas of Ascalon. And since I usually take Cynn/Orion along, Mark becomes that much more useful.
Razah
Swapped out Shelter for Flesh of My Flesh in Tyria. Enemies don't hit as hard as in Cantha or Elona.
Some people say Shelter dies too quick but it's better than being wiped by a boss's AoE. The recharge does hurt, but you can always cast it well enough ahead of time to have it nearly recharged as you engage. The spirits provide additional damage (or take the attention away from the enemy), and splinter weapon as described before just owns a lot of face.
My warrior himself doesn't use anything special; Dragon Slash with Shield's Up! and Watch Yourself! then attack skills. Nothing special really, just there to deal damage.
Comments and feedback are welcome.
