This is a listing of my preferences for Hero skillbars and equipment
Tahlkora[ | ]
- Usually I take Foul Feast to deal with conditions; if not, then Life Sheath is taken instead
- In hex-heavy areas, Hex Eater Signet is okay.
- Divine Intervention is usually cast on minions, so if I'm taking an MM, I'd change it for Divine Spirit, maybe.
- Disciple's insignia
- Divine Favour head
- Kepkhet's Refuge
Dunkoro[ | ]
- Disciple's insignia
- Divine Favour head
- Hourglass Staff
Ogden Stonehealer[ | ]
- Judge's Intervention + bomber minions = gg; I take it over Smite Condition because the necro will have Foul Feast anyway
- Disciple's Insignia
- Divine Favor head
- Hourglass Staff
Koss/Goren/Jora[ | ]
- There are any number of possible bars, these are just the most common
- Dreadnought's (or Knight's) + Stonefist insignia
- Weapontype head, except Tactics head for Sword
- Anything 15^50, and -5/20% +30 shields
Norgu/Gwen[ | ]
- Power Block is good against specific foes such as Ruby Djinn, but this is better for general use
- Stalwart insignia
- Fast Casting head
- Hourglass Staff
Acolyte Sousuke/Zhed Shadowhoof/Vekk[ | ]
- Seering Flooms - for when I'm taking a Paragon with "They're on Fire!"
- Typical SH Nuker - heroes are terrible with Meteor Shower
- Ward Against Harm - useful for certain select missions to help defend NPCs
- Blinding Surge - useful for certain melee-heavy areas (Destroyers)
- Earth Quaker - meh
- Blessed Insignia
- Energy Storage head
- Hourglass Staff
Acolyte Jin/Margrid the Sly/Pyre Fierceshot[ | ]
- I usually only take Ranger for BHA, to shut down single caster targets; they can run all sorts of bars, though
- I prefer Antidote Signet, because Heroes will run all over the battlefield to use Mending Touch, and this creates problems
- Stalwart Insignia
- Expertise head
- 15^50 Shortbow
Olias/Master of Whispers/Livia[ | ]
- Jagged Bones/death magic skills work fine at 12 Death Magic. The leftover points can go 12-11 into Soul Reaping and Curses, Blood, Healing, Prot...allowing for all sorts of bars.
- Blood Is Power is rarely needed in PvE.
- Sometimes if a place requires careful aggro control, I take the last bar - still works with corpses, just puts them to alternate uses. Obviously, Rotting Flesh is disabled near human enemies.
- Tormentor's insignia + Bloodstained
- Soul Reaping head
- Hourglass Staff
Razah/Xandra[ | ]
- Ritualist Heroes are pretty terrible. Communing is bad even on a human; Channeling is subpar damage compared to a nuker and/or needs a human to play it properly; Restoration rits can not compete with a solid WoH/UA/HB Monk for keeping the redbars up reliably, because they have to rely on spirits/ashes. Heroes can't do any of that.
- Shaman's insignia
- Spawning Power head
- Hourglass Staff
Zenmai/Anton[ | ]
- Assassin Heroes are terrible. I can't find a single build they use better than a human, let alone on the same level of competency. Major lack of Critical Agility is a pain.
- Nightstalker's insignia
- Critical Strikes head
- 15^50 daggers (Energy +5 is expensive/no collectors for it)
Melonni/Kahmu/M.O.X.[ | ]
- This works out pretty decently. Wild Blow can be dropped for Eremite's Attack etc. if foes won't have stances. Wounding Strike can be replaced with Reaper's Sweep if foes are bringing annoying enchantments like Spell Breaker.
- Windwalker's insignia
- Mysticism head
- 15^50 scythe
General Morgahn/Hayda[ | ]
- Surprisingly, Heroes will maintain Soldier's Fury and "They're on Fire!" all on their own, so this is decent. I left out deep wound because Heroes don't know how to chain GftE and Vicious Attack, Slayer's Spear is quite expensive, and Merciless Spear - while spammable - does no bonus damage. Personal preference, of course. Works well with a Seering Flooms elementalist.
- Centurion's insignia
- Leadership head
- 15^50 spear, -5/20 +30 shield