From PvXwiki
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The PvXwiki community finds this to be a good build.
Through the PvX vetting system, it has reached an overall Rating in the range from 3.75 to < 4.75 and thus qualifies for the medium category of working builds: Good.
This build has been designed for the following use:
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This build is to complete FoW in the quickest time possible by using 2 Shadow Form Assassins to split. It requires a full conset to work.
[edit] The Team
The Team Consists of:
- 2x
/
Terra
- 1x
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Perma
- 1x
/
RoJ Cryer
- 1x
/
DF/SoD Cryer
- 1x
/
AC Cryer
- 1x
/
Splinter Barrager
- 1x
/
Unyielding Aura Monk
[edit] Terra #1
Nightfall Assassin. Deadly Arts 3 Deadly Paradox Stance All of your attack Skills are disabled for 10 seconds. For 7 seconds, your Assassin Skills activate and recharge 33% faster. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, all hostile Spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but 53 Health. Core Elementalist. Energy Storage 0 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. EotN No Profession. Ebon Vanguard rank Ebon Battle Standard of Honor Ward Spell You plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr. Factions Elementalist. Earth Magic 12 Sliver Armor Enchantment Spell For 10 seconds, you have 45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 29 earth damage. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout For 7..10 seconds, you have +2 Health regeneration and do 25% more damage. This lasts 7..10 more seconds for each ally within earshot who is under 50% Health. Nightfall Assassin. Shadow Arts 16 Feigned Neutrality Enchantment Spell For 10 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |
[edit] Equipment
- +10AL vs Fire shield
- 20% enchantment weapon
[edit] Terra #2
Nightfall Assassin. Deadly Arts 3 Deadly Paradox Stance All of your attack Skills are disabled for 10 seconds. For 7 seconds, your Assassin Skills activate and recharge 33% faster. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, all hostile Spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but 53 Health. Core Elementalist. Energy Storage 0 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. EotN No Profession. Ebon Vanguard rank Ebon Battle Standard of Honor Ward Spell You plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr. Factions Elementalist. Earth Magic 12 Sliver Armor Enchantment Spell For 10 seconds, you have 45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 29 earth damage. EotN No Profession. Norn rank "Finish Him!" Shout If target foe has less than 50% Health, that foe takes 44..80 damage and suffers from Cracked Armor and a Deep Wound for 12..20 seconds. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout For 7..10 seconds, you have +2 Health regeneration and do 25% more damage. This lasts 7..10 more seconds for each ally within earshot who is under 50% Health. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |
[edit] Equipment
- +10AL vs Slashing shield
- 20% enchantment weapon
[edit] Main Team
[edit] Assassin Perma
Nightfall Assassin. Deadly Arts Deadly Paradox Stance All of your attack Skills are disabled for 10 seconds. For 5..13..16 seconds, your Assassin Skills activate and recharge 33% faster. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, all hostile Spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but 53 Health. EotN No Profession. Norn rank "I Am Unstoppable!" Shout For 16..20 seconds, you have +24 armor and cannot be knocked down or Crippled. Factions Assassin. Shadow Arts 16 Dark Escape Stance For 16 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack. Nightfall Assassin. Shadow Arts 16 Feigned Neutrality Enchantment Spell For 10 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill. Core No Profession. Unlinked Optional Optional Optional. 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. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |
[edit] Equipment
- Radiants or Blessed insignias
- Caster Shield and enchanting weapon
- High Energy staff to swap to if low on energy.
[edit] Mesmers
Factions Monk. Smiting Prayers 12 Ray of Judgment Elite Spell For 5 seconds, target foe and all foes adjacent to this location take 37 holy damage each second and begin Burning for 3 seconds. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout For 7..10 seconds, you have +2 Health regeneration and do 25% more damage. This lasts 7..10 more seconds for each ally within earshot who is under 50% Health. Core Mesmer. Domination Magic Mind Wrack Hex Spell For 30 seconds, the next time target foe's Energy drops to 0, that foe takes 15..75..95 damage. EotN Monk. Smiting Prayers 12 Smite Condition Spell Remove one Condition from target ally. If a Condition was removed, foes in the area take 50 holy damage. Core Monk. Smiting Prayers 12 Judge's Insight Enchantment Spell For 18 seconds, target ally's attacks deal holy damage and have +20% armor penetration. Factions Mesmer. Inspiration Magic 7 Auspicious Incantation Enchantment Spell For 20 seconds, the next spell you cast is disabled for an additional 8 seconds, and you gain 152% of that spell's Energy cost. |
Core Mesmer. Domination Magic 15 Energy Surge Elite Spell Target foe loses 10 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout For 7..10 seconds, you have +2 Health regeneration and do 25% more damage. This lasts 7..10 more seconds for each ally within earshot who is under 50% Health. Core Mesmer. Illusion Magic 7 Arcane Conundrum Hex Spell For 10 seconds, Spells cast by target foe and all adjacent foes take twice as long to cast. Core Mesmer. Domination Magic 15 Empathy Hex Spell For 15 seconds, whenever target foe attacks, that foe takes 55 damage. Core Elementalist. Energy Storage 0 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. EotN No Profession. Asura rank Air of Superiority Skill For 10..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. |
- This build will be the main hex caller (Arcane Conundrum)
EotN Mesmer. Illusion Magic 16 Wandering Eye Hex Spell For 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 97 damage. Core Mesmer. Illusion Magic 16 Clumsiness Hex Spell For 4 seconds, the next time target and any adjacent foes attack, the attack is interrupted and target foe suffers 97 damage. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout For 7..10 seconds, you have +2 Health regeneration and do 25% more damage. This lasts 7..10 more seconds for each ally within earshot who is under 50% Health. Core Elementalist. Water Magic Deep Freeze Hex Spell You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10..70..90 cold damage, and for 10 seconds, they move 66% slower. Factions Mesmer. Inspiration Magic 3 Auspicious Incantation Enchantment Spell For 20 seconds, the next spell you cast is disabled for an additional 9 seconds, and you gain 128% of that spell's Energy cost. Nightfall Mesmer. Illusion Magic 16 Signet of Illusions Elite Signet Your next 3 Spell uses your Illusion attribute instead of its normal attribute. EotN No Profession. Asura rank Air of Superiority Skill For 10..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. |
- This build is the main group snarer (Deep Freeze).
[edit] Splinter Barrage
Core Ranger. Expertise 0 Distracting Shot Bow Attack If Distracting Shot hits, it interrupts target foe's action but deals only 1 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Factions Ritualist. Channeling Magic 16 Splinter Weapon Weapon Spell For 20 seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes. Core Ranger. Marksmanship 8 Barrage Elite Bow Attack All your Preparations are removed. Shoot arrows at target foe and up to 6 foes adjacent to your target. These arrows strike for +13 damage if they hit. Factions Ritualist. Luxon rank Summon Spirits (Luxon) Spell All Spirits you control shadow step to your location, and gain 60..100 Health. Factions Ritualist. Channeling Magic 16 Nightmare Weapon Weapon Spell For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 53 damage and steal up to 53 Health. Factions Ranger. Luxon rank Triple Shot (Luxon) Bow Attack Shoot 3 arrows simultaneously at target foe. These arrows deal 40..25% less damage. Prophecies Ranger. Beast Mastery 10 Edge of Extinction Nature Ritual Create a level 7 Spirit with 140 Health and 44 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 38 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 110 seconds. Factions Ritualist. Restoration Magic Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 5..17..21% Energy. |
[edit] Equipment
[edit] Unyielding Aura Monk
Prophecies Monk. Divine Favor 11 Unyielding Aura Elite Enchantment Spell Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell For 1..5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. You get healed for 35 Health. Core Monk. Protection Prayers 8 Protective Spirit Enchantment Spell For 15 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 35 Health. Core Monk. Healing Prayers 14 Orison of Healing Spell Heal target ally for 67 (+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. Core Monk. Healing Prayers 14 Heal Party Spell Heal entire party for 72 Health. You get healed for 35 Health. Core Elementalist. Energy Storage 0 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. Core No Profession. Unlinked Optional Optional Optional. |
[edit] Terra #1
- Keep up Shadow form with deadly paradox or glyph of swiftness (see first paragraph on the page)
- Use glyph of lesser energy before activating the Battle Standard -> Sliver armor chain, and only use "Finish Him!" in a situation where you wouldn't be able to kill otherwise. Try to aggro as many monsters as possible, as the using of "Finish Him!" puts a drain on your energy and you may find yourself in a situation where you run out of energy.
- Use feigned neutrality right before--rarely--your shadow form drops due to a lack of 25 or 15 energy.
- Use death's charge as a heal or a method of getting out of a bodyblock.
- 2) Run here and kill the Shadow Priest, 3 Rangers and Beast. The ghosts will pop, take both quests. Don't worry about the Skeletons aggroing the ghosts, - they no longer kill them.
- 3) Run to 3, getting as much aggro as possible. Pull the Skeleton casters so they are just below the priest of menzies, but make sure the priest of menzies doesn't start running round. Deaths Charge up to menzies. The warriors will start running round but the casters will keep wanding, so sliver armor can kill menzies before any warriors steal Sliver's target. Once menzies is dead, recast SF and pick up the book. Run round (don't death's charge down or the book will be left up the top) and take the book back to the ghosts. Don't forget to drop the book before recasting shadow form, or it will run out early (enchanting weapon not out). Dragon lich's can interrupt through shadow form with deafening roar, so if you have aggroed one, stop a few seconds before you need to cast so it can waste it before you try to cast.
- 4) Once the book is back, run to the Shard wolf in the middle of the battlefield and kill it.
- 5) Run to burning forest (check the quest log to see if Terra 2 took the quest off Miko The Unchained before going in. If they didn't take it, take it yourself, shout at them a bit and go into forest). Mahgo Hydra's will try to follow you, and use inferno which hits for 190 without the right equipment. Run to (5) and recast SF, GoLE and Charge the Shard wolf, and kill. If you aren't moving, then keep feigned neutrality up, to reduce the hydra's damage and heal - you should only be standing still while Sliver Armor is up. One Sliver should kill the wolf and most hydras. Run on to (6)
- 6) There are 6 Shadow Overlords you need to kill, they don't pull far so you need to stand around the middle of them all after aggroing. There are lots of Hydras, so keep moving until you've just recast SF, then charge something that is alone and use sliver. If done right, all Shadow overlords should die in one go, if not find the last few and kill them off. By then most hydras should be dead so it will be easy. Run on to (7)
- 7) Tower of Strength - there should be lots of Shadow Patrols, Abyssals, mesmers and Rangers. Kill all the shadow patrols and rangers, leaving any mesmers alive. It is easy to split the rangers from mesmers as they have different weapon ranges. When they are all dead, ask where Terra two is. If they are still doing Khobey, then run to forge and get the mage (just run into minimap range and he will start running) (this shouldn't be the case). Terra two should have finished long ago, and should be waiting near forge to trigger mage. Either way, you have time to kill the shard wolf at(8) before he turns up (Pull the wolf towards the tower so the monks do not heal him). Once the mage opens the tower, kill the nightmare and wait for main team.
- 8) Kill the wolf if he isn't already dead.
[edit] Terra #2
- Keep up Shadow form with deadly paradox or glyph of swiftness (see first paragraph on the page)
- Use glyph of lesser energy before activating the Battle Standard -> Sliver armor chain, and only use "Finish Him!" in a situation where you wouldn't be able to kill otherwise. Try to aggro as many monsters as possible, as the using of "Finish Him!" puts a drain on your energy and you may find yourself in a situation where you run out of energy.
- Use feigned neutrality right before--rarely--your shadow form drops due to a lack of 25 or 15 energy.
- Use death's charge as a heal or a method of getting out of a bodyblock.
- 3)Grab quest from Miko The Unchained on your way past
- 4)Take quest from Nimros The Hunter
- 5) Kill this Shard wolf. Lots of monks heal him so you might want to try pulling him into cave. (Also annoying as there is such a steep slope he loses aggro if you go too fast)
- 6) Kill the beach Wolf, try not to aggro the warrior guys
- 7) Wait at beach for the main team to take the quest Restore The Temple Of War. Work though the cave killing the Seeds of Corruption
- 8) Where the Seeds of Corruption are :p If your slow, (because of trouble with the first wolf) then ask where the other terra is. If he is almost finished at tower of strength, wait outside forge so you can trigger mage straight away, then go on to (8)
- 9)Follow Blue line to Khobey The Betrayer. If your struggling to kill, pull him out of his cave and to the left so you can get more aggro. Once you reach the bottom of the "bridge", khobey will run out ahead of all the others. Once this is done, if you haven't already, wait outside forge to trigger mage. (If your fast then you will)
[edit] Main Team
- Clear the way to the Tower of Courage and complete Rastigan The Eternal's quest.
- Clear the way to the Temple of War and clear it so the Forgemaster appears. Terra 1 takes the quests so you can go directly to the Temple of War.
- Take the first quest once the Perma is waiting on the south side of the forge. Pull them towards the middle. Once they are dead, pull the Shadow Beasts to the other side and kill. Do the same for the North side.
- Before leaving the Temple of War, make sure all three quests are taken - Khobay the Betrayer, Restore the Temple of War and Tower of Strength from Eternal Lord Taeres.
- Head to the Wailing Forest, clear all foes to the wailing lord. Do not kill the Wailing Lord.
- Pull and kill the nearby wolf.
- The Signet of Illusion Mesmer is the quest taker. Wait until everyone else is off the map and ready, then take the quest from the Wailing Lord. Wait until you are called by the main team.
- If you were far enough away, the griffins will not have followed you. Clear the way back to the Tower of Courage. Once you are almost there, tell the SoI mesmer they can come with Griffins.
- Pull and kill the last Wolf. Wait in the Tower until the griffins get there, then head to forge for your reward.
[edit] See Also
Pre-shadow form change - 16minutes
Full videos of Main team, T1 and T2