I used to run Minions + heal/prot monks, then moved to Sabway, then to Spiritway, all with regular tweaking. I've been chewing away at my warrior's heroes for the last week (didn't know the update was coming) whilst capping my last 200 elite skills in HM -- making lots of visits to the same areas helps with comparisons. Since the 7 hero change I've tried a whole bunch of stuff and ended up with a combination that I think basically works but could perhaps be bettered. In particular, with the phsyical buffs I've got I wonder whether I could use a second frontliner (e.g. a Dervish) to make the most of them.
This is where I'm at, the first group that didn't make me think "XYZ is not working":
Self: Adrenal Dragon Slasher OQASEZKTLOnima7gGWXF8Vie
Been running this forever, I tried other stuff and kept coming back to it. I like the quick starting adrenaline chain that keeps on giving, the knockdown to interrupt that meteor storm, and the aggro-attraction plus squishy-protection from SY. The only other bar I run willingly is Enduring Axe when I need Wild Blow for Shiro. But with all the damage buffs I've got now I'm wondering whether I should use more AoE to spread them around.
1. SoS/Resto with Splinter Weapon OACjEyiM5MlzrJGra6NZmSzJHA
Carried over from Spiritway, as I always loved the bar compression. All the Channeling and Resto spells from my "must have" list just fit. It lacks pressure healing. It's a little awkward in that I want the spirits at the front and I want the healer at the back.
2. Minion Bomber with Aegis: OANFQTxW2xnkcQVAawWIegiQABaE
I like Dark Bond because it removed the "Whispers does most of the dying thanks to his superior rune and 3 second spells" problem I used to get. The usual bomber prots are elsewhere, but it gives me a second copy of Aegis -- with enchanting and HSR mods that's usually up. Since he's /Mo, a hard res.
3. SoGM DPS/Debuffer: OAOj0MgMJPO7vZ0ezd2ycOT0I
Standard stuff. I especially like Disenchantment for it's obliteration of strong prots (Vow of Silence, Mark of Protection), and Dissonance for shutting down the nuker I cared about enough to call first. The damage is nice too.
When it's hard enough to need due care, I flag those three as a front line and pull enemies into their range, then switch to melee. The remaining four go behind them:
4. ER Orders: OgRDQcOML1Ct8GD9kYIdSrA
Straight off wiki. All heroes have spears. Blood Ritual helps the mesmer and smiter, whose energy management works on average but is not what you'd call "smooth", and it's nice in an emergency. I don't trust ER on a protter because the AI sometimes just won't cast ER, but I can live with a reduction in kill speed if Orders shuts down for a tea break.
5. Panic shutdown/punish: OQNDApwTO0AXwNVDM6W+EB0I
This is my broad anti-caster mitigation. I think PI would be a better elite if the AI spammed it, but it doesn't so I have Panic. Energy management is touch and go depending on what Guilt/Drain hit.
6. SoLS/WoH Heal & Prot: OANDYZzfOVVNiHxoN9DI1j7K
I went for monk rather than rit so I can have Aegis and hex removal (the SoS has MBAS for conditions). Also the heals are stronger. Dwayna's Sorrow on the minions helps with pressure healing.
7: Smite and Curse Swing Voter: OANDYYzuOV15BExlQ9zDlBLB (varies a lot)
This started because I wanted Strength of Honor and I wanted Mark of Pain. Primary monks seem to lack the energy to be good smiters so I went necro. He ended up as a Swiss Army Knife, this is where I do most of my tweaking to suit the area. SoH is disabled and microed on me. The elite can change to: Signet of Judgement vs Undead (not Ray since it's scattering AoE), Empathic Removal for heavy condition + hex areas (e.g. the plants in Chokin), Reaper's Mark to power hefty non-elites. Non-elites can be Smite Condition/Hex, Scourge Healing, Spear of Light, Castigation Signet, Rigor Mortis, Rend Enchantments, Enfeebling Blood, Reckless Haste...
When there weren't enough corpses I dropped the MM, changed the SoGM Rit to ST protter (which needs Spawning power), and ran the SoGM build on a ranger with 11 expertise + 6 channeling + Spirit Siphon in place of Boon of Creation. It worked well in Ashashdim.
So, overall... I've got Orders and Smites and Curses to boost my warrior, prots and panic and minions/spirits for mitigation, extra damage from spirits and the mesmer and spears hitting Barbs/MoP. It covers enough bases to handle any mob I normally meet (it's not meant for Varesh/Shiro/Rotscale). I've got 3 hard res, which I like for missions with no shrines. I've got 4 direct heals split over 2 characters, which is lovely when you catch an un-protted spike.
It seems very solid, only one mob gave me a hard time (wiped despite being careful) and I think that was meant to be fought in Junundu worms. It is perhaps too solid -- maybe I could get more damage. I didn't miss SY when it was replaced with Signet of Capture, whereas I leaned on it pretty hard in the H/H days.
I think this setup is working in that it's doing what it set out to do: supports a player warrior as lone frontliner against a wide variety of opposition. However, I'm wondering whether I should be setting out to do something else, and looking at Dervish/Paragon heroes. Alas I have no clue about either profession. So I'd be grateful for informed opinions.
Any comments about the specifics, rather the than the overall shape of the team, would be welcome too.
M



1. I would drop painfull bond heroes aren't good with it. Instead put Kaolai.
My feeling is that with 8 damage spirits they don't need to be all that good at it, but I'll certainly give that a whirl.