From PvXwiki
|
The PvXwiki community finds this to be an excellent build.
Through the PvX vetting system, it has reached an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
|
The Contagion Team focuses on generating high DPS as well as pressure from a variety of conditions to quickly overpower the opposing team.
[edit] One Headbutt Warrior
Nightfall Warrior. Strength 13 Headbutt Elite Skill Target touched foe takes 92 damage. You are Dazed for 18 seconds. Core Warrior. Swordsmanship 14 Sever Artery Sword Attack If this attack hits, the opponent begins Bleeding for 24 seconds, losing Health over time. This attack skill has 13% armor penetration. Core Warrior. Swordsmanship 14 Gash Sword Attack If this attack hits a Bleeding foe, you strike for 19 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 19 seconds. This attack skill has 13% armor penetration. Factions Warrior. Swordsmanship 14 Sun and Moon Slash Sword Attack Attack target foe twice. These attacks cannot be blocked. This attack skill has 13% armor penetration. Core Warrior. Strength 13 Bull's Strike Melee Attack If this attack hits a moving foe, you strike for +27 damage, and your target is knocked down. This attack skill has 13% armor penetration. Core Warrior. Unlinked Frenzy Stance For 8 seconds, you attack 33% faster but take double damage. Prophecies Warrior. Strength 13 Rush Stance For 18 seconds, you move 25% faster. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
- Use Headbutt whenever possible to allow the Necromancers to spread Daze.
- Use Bull's Strike for anti-kiting.
- Use Rush as a speedbuff and Frenzy cancel.
- Pressure with Sever-Gash-Sunmoon.
[edit] Two Contagion Necromancers
Nightfall Necromancer. Death Magic 14 Contagion Elite Enchantment Spell For 60 seconds, whenever you suffer from a new Condition, all foes in the area suffer from that same Condition and you sacrifice 5% maximum Health. Core Necromancer. Death Magic 14 Dark Aura Enchantment Spell For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 47 shadow damage to adjacent foes, and you lose 19 Health. EotN Necromancer. Soul Reaping 13 Masochism Enchantment Spell For 30 seconds, you gain 4 Energy whenever you sacrifice Health. EotN Necromancer. Soul Reaping 13 Foul Feast Spell All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 39 Health and 3 Energy. Core Monk. Protection Prayers 2 Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 9 Health. Core Necromancer. Blood Magic 0 Signet of Agony Signet You suffer from Bleeding for 25 seconds. All nearby foes take 10 damage. Nightfall Necromancer. Curses 3 Poisoned Heart Enchantment Spell All adjacent foes are Poisoned for 7 seconds. For 10 seconds, you suffer 4 Health degeneration. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Nightfall Necromancer. Death Magic 14 Contagion Elite Enchantment Spell For 60 seconds, whenever you suffer from a new Condition, all foes in the area suffer from that same Condition and you sacrifice 5% maximum Health. Core Necromancer. Death Magic 14 Dark Aura Enchantment Spell For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 47 shadow damage to adjacent foes, and you lose 19 Health. EotN Necromancer. Soul Reaping 13 Masochism Enchantment Spell For 30 seconds, you gain 4 Energy whenever you sacrifice Health. EotN Necromancer. Soul Reaping 13 Foul Feast Spell All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 39 Health and 3 Energy. Core Monk. Protection Prayers 3 Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 10 Health. Core Necromancer. Death Magic 14 Rotting Flesh Spell Target fleshy foe becomes Diseased for 24 seconds, slowly losing Health. Prophecies Monk. Unlinked Succor Enchantment Spell While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
- Use and maintain Contagion and Masochism on yourself and Dark Aura on your partner.
- Maintain Succor on the Warrior.
- Use your self inflicting condition skills for more damage.
- Use Draw on each other to pump out massive damage, first necro use draw on the Martygon after he has drawn all the conditions.
[edit] One Martyrgon
Core Monk. Unlinked Martyr Elite Spell Transfer all Conditions and their remaining durations from your allies to you. Nightfall Paragon. Spear Mastery 9 Wearying Spear Spear Attack If this attack hits, you deal +28 damage. You are Weakened for 5 seconds. Nightfall Paragon. Command 13 "Fall Back!" Shout For 9 seconds, all allies within earshot gain 14 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack. Nightfall Paragon. Command 13 "Make Haste!" Shout For 18 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. Nightfall Paragon. Command 13 Song of Concentration Chant For 10 seconds, the next Skill used by each ally within earshot cannot be interrupted. Nightfall Paragon. Command 13 "We Shall Return!" Shout For 10 seconds, whenever party members within earshot use a resurrection Skill, their fallen allies return with 66% more Health and 44% more Energy. Nightfall Paragon. Leadership 12 Aggressive Refrain Echo For 21 seconds, you attack 25% faster but have Cracked Armor for 20 seconds. This Echo is reapplied every time a Chant or Shout ends on you. Nightfall Paragon. Leadership 12 Signet of Return Signet Resurrect target party member with 13% Health and 3% Energy for each party member within earshot. |
[edit] One SoM Mes
Prophecies Mesmer. Unlinked Signet of Midnight Elite Signet You and target touched foe become Blinded for 15 seconds. Factions Elementalist. Fire Magic 5 Burning Speed Enchantment Spell For 5 seconds, you are set on fire and move 35% faster. When Burning Speed ends, all adjacent foes are set on fire for 5 seconds. Prophecies Elementalist. Earth Magic 10 Grasping Earth Hex Spell For 16 seconds, all nearby foes move 50% slower. Core Elementalist. Earth Magic 10 Ward Against Foes Ward Spell You create a Ward Against Foes at your current location. For 16 seconds, non-Spirit foes in this area move 50% slower. Core Mesmer. Inspiration Magic 12 Signet of Humility Signet Target foe's elite skill is disabled for 13 seconds. Core Mesmer. Inspiration Magic 12 Mantra of Inscriptions Stance For 78 seconds, your Signets recharge 45% faster. Prophecies Mesmer. Inspiration Magic 12 Channeling Enchantment Spell For 46 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
[edit] 3 Monks
[edit] Spell Break Prot
Core Monk. Divine Favor 11 Spell Breaker Elite Enchantment Spell For 14 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 35 Health. Core Monk. Protection Prayers 14 Guardian Enchantment Spell For 7 seconds, target ally has a 50% chance to block attacks. Target ally gets healed for 35 Health. Core Monk. Protection Prayers 14 Reversal of Fortune Enchantment Spell For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 76. Target ally gets healed for 35 Health. Factions Monk. Protection Prayers 14 Spirit Bond Enchantment Spell For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 96 Health. Target ally gets healed for 35 Health. EotN Monk. Protection Prayers 14 Aura of Stability Enchantment Spell For 8 seconds, target other ally cannot be knocked down. Target ally gets healed for 35 Health. Nightfall Monk. Protection Prayers 14 Shield of Absorption Enchantment Spell For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 35 Health. Core Mesmer. Inspiration Magic 8 Power Drain Spell If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 17 Energy. Prophecies Mesmer. Inspiration Magic 8 Channeling Enchantment Spell For 34 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. |
[edit] HB Monk
Nightfall Monk. Divine Favor 11 Healer's Boon Elite Enchantment Spell For 43 seconds. Healing Prayers Spells cast 50% faster and heal for 50% more Health. You get healed for 35 Health. Prophecies Monk. Healing Prayers 14 Dwayna's Kiss Spell Heal target other ally for 57 (+35) Health and an additional 33 Health for each Enchantment or Hex on that ally. Prophecies Monk. Healing Prayers 14 Heal Other Spell Heal target other ally for 170 (+35) Health. Core Monk. Healing Prayers 14 Heal Party Spell Heal entire party for 72 Health. You get healed for 35 Health. Factions Mesmer. Inspiration Magic 8 Auspicious Incantation Enchantment Spell For 20 seconds, the next spell you cast is disabled for an additional 7 seconds, and you gain 158% of that spell's Energy cost. Core Monk. Healing Prayers 14 Healing Seed Enchantment Spell For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 28 Health. Target ally gets healed for 35 Health. EotN Monk. Healing Prayers 14 Cure Hex Spell Remove one Hex from target ally. If a Hex was removed, that ally is healed for 114 Health. Target ally gets healed for 35 Health. Prophecies Mesmer. Inspiration Magic 8 Channeling Enchantment Spell For 34 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. |
[edit] WoH Infuser
Core Monk. Healing Prayers 14 Word of Healing Elite Spell Heal target ally for 1 (+35) Health. Heal for an additional 109 Health if that ally is below 50% Health. Core Monk. Healing Prayers 14 Infuse Health Spell Lose half your current Health. Target other ally is healed for 134% of the amount you lost. Target ally gets healed for 35 Health. EotN Monk. Healing Prayers 14 Patient Spirit Enchantment Spell For 2 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 114 Health. Target ally gets healed for 35 Health. Factions Monk. Divine Favor 11 Heaven's Delight Spell Heal yourself and party members within earshot for 48 points. You get healed for 35 Health. Core Monk. Healing Prayers 14 Healing Seed Enchantment Spell For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 28 Health. Target ally gets healed for 35 Health. Core Monk. Unlinked Holy Veil Enchantment Spell While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Target ally gets healed for 35 Health. Core Mesmer. Inspiration Magic 8 Power Drain Spell If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 17 Energy. Prophecies Mesmer. Inspiration Magic 8 Channeling Enchantment Spell For 34 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. |
[edit] General Usage
- Versus RtL - Ball up and let warrior and mesmer get their conditions up, get condi's before they rtl then blow them up when they try and spike you, should wipe then in 2-3 seconds.
- Versus Mathway - Rush and get conditions/enchantments up, don't ball up for first wave of AoE, find clumped up groups and blow them up.
- Versus Most other builds - Simply rush in and don't give your opponent time to prepare for whats about to come.