From PvXwiki
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This build has been archived as of 19:53, 23 February 2009 (UTC), for the following reasons:
This build had been designed for the following use:
This build was in the category good before being archived.
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A frontline and midline of rangers provides solid pressure through the use of low energy scythe attacks, large amounts of interrupting and plenty of health degen.
[edit] Team Composition
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Wounding Scythe Ranger (x2)
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Burning Ranger
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Melandru's Ranger
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Fast Cast Tainter Mesmer
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WoH monk
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RC monk
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Caretaker's Runner
[edit] 2x Wounding Scythe Ranger
[edit] Attributes and Skills
Nightfall Dervish. Scythe Mastery 12 Wounding Strike Elite Scythe Attack If this attack hits, target foe suffers from Bleeding for 17 seconds. If you are under the effects of an enchantment, target foe also suffers from a Deep Wound for 17 seconds. Nightfall Dervish. Scythe Mastery 12 Mystic Sweep Melee Attack If this attack hits, you deal +9 damage for each Enchantment on you (maximum 30 bonus damage). Nightfall Dervish. Scythe Mastery 12 Crippling Sweep Scythe Attack If this attack hits, target foe is Crippled for 7 seconds for each Enchantment on you (maximum 18 seconds). Core Ranger. Wilderness Survival 7 Apply Poison Preparation For 24 seconds, foes struck by your physical attacks become Poisoned for 9 seconds. Nightfall Dervish. Earth Prayers 2 Vital Boon Enchantment Spell For 20 seconds, you have +48 maximum Health. When this Enchantment ends, you are healed for 92 Health. Core Ranger. Expertise 13 Lightning Reflexes Stance For 10 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster. Nightfall Ranger. Wilderness Survival 7 Natural Stride Stance For 4 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. 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] Equipment
- Full Survivor insignias.
- Superior Vigor and Vitae runes.
- Sundering/Vampiric/Ebon Scythe of Fortitude with "Strength and Honor" inscription.
- Spear and a selection of shields.
- Spike with Wounding Strike, Mystic Sweep.
- Cripple foes with Crippling Sweep.
- Maintain Apply Poison as much as possible.
- Vital boon provides provides minor health boost and fufill the requirement for Wounding Stike and to increase Mystic Sweep.
- Lightning Reflexes as an IAS on spikes.
- Natural stride as IMS, and to block while casting Apply Poison.
- Resurrect when required.
[edit] Variants
- Rending Touch instead of Vital Boon.
[edit] Burning Arrow Ranger
[edit] Attributes and Skills
Prophecies Ranger. Wilderness Survival 12 Incendiary Arrows Elite Preparation Shoot arrows at target foe and up to 2 foes near your target. Those foes are set on fire for 3 seconds. Core Ranger. Marksmanship 10 Debilitating Shot Bow Attack If Debilitating Shot hits, your target loses 7 Energy. Core Ranger. Expertise 13 Distracting Shot Bow Attack If Distracting Shot hits, it interrupts target foe's action but deals only 14 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core Ranger. Wilderness Survival 12 Apply Poison Preparation For 24 seconds, foes struck by your physical attacks become Poisoned for 13 seconds. Core Ranger. Wilderness Survival 12 Troll Unguent Skill For 13 seconds, you gain +9 Health regeneration. Nightfall Monk. Protection Prayers 3 Mending Touch Spell Touched ally loses two Conditions and is healed for 24 Health for each Condition removed in this way. Nightfall Ranger. Wilderness Survival 12 Natural Stride Stance For 7 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. 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] Equipment
- Full Survivor insignias.
- Superior Vigor and Vitae runes.
- Crippling/Poisonous Recurve Bow of Fortitude with "Strength and Honor" inscription.
- Vampiric Hornbow of Fortitude with "Strength and Honor" inscription.
- Spear and Shield of Fortitude.
- Burn foes.
- Spread posion with Apply Poison.
- Interupt with Distracting Shot.
- Denial energy with Debilitating Shot.
- Heal with Troll Ungeunt.
- Remove harmful conditions with Mending Touch.
- Natural Stride as an IMS, and to block while casting Apply Poison/Troll Unguent.
- Resurrect when required.
[edit] Melandru's Ranger
[edit] Attributes and Skills
EotN Ranger. Marksmanship 11 Sloth Hunter's Shot Bow Attack If this attack hits, target foe takes +21 damage. If that foe is not using a Skill, Sloth Hunter's Shot does an additional +28 damage. Core Ranger. Marksmanship 11 Debilitating Shot Bow Attack If Debilitating Shot hits, your target loses 8 Energy. Core Ranger. Expertise 13 Distracting Shot Bow Attack If Distracting Shot hits, it interrupts target foe's action but deals only 14 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core Ranger. Marksmanship 11 Savage Shot Bow Attack If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +24 damage. Prophecies Ranger. Wilderness Survival 11 Melandru's Arrows Elite Preparation For 18 seconds, whenever your arrows hit, they cause Bleeding for 19 seconds, and if they hit a target who is under an Enchantment, they do +23 damage. Core Ranger. Wilderness Survival 11 Troll Unguent Skill For 13 seconds, you gain +8 Health regeneration. Nightfall Ranger. Wilderness Survival 11 Natural Stride Stance For 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. Nightfall Ritualist. Restoration Magic 2 Death Pact Signet Signet Resurrect target party member with your current Health and 26% Energy. The next time that ally dies within 120 seconds, so do you. |
[edit] Equipment
- Full Survivor insignias.
- Superior Vigor and Vitae runes.
- Crippling/Barbed Recurve Bow of Fortitude with "Strength and Honor" inscription.
- Vampiric Hornbow of Fortitude with "Strength and Honor" inscription.
- Spear and Shield of Fortitude.
- Spike with Sloth Hunter's Shot.
- Spread bleeding and deal large damage vs enchanted foes with Melandru's Arrow.
- Interrupt with Savage and Distracting Shot.
- Denial energy with Debilitating Shot.
- Heal with Troll Ungeunt.
- Natural Stride as an IMS, and to block while casting Melandru's Arrows/Troll Unguent.
- Resurrect when required.
[edit] Fast Cast Tainter
[edit] Attributes and Skills
Core Necromancer. Death Magic 11 Tainted Flesh Elite Enchantment Spell For 38 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 12 seconds. Core Necromancer. Death Magic 11 Rotting Flesh Spell Target fleshy foe becomes Diseased for 21 seconds, slowly losing Health. EotN Necromancer. Death Magic 11 Withering Aura Enchantment Spell For 16 seconds, target ally's melee attacks cause Weakness for 16 seconds. Core Mesmer. Inspiration Magic 13 Leech Signet Signet Interrupt target foe's action. If that action was a Spell, you gain 13 Energy. Core Mesmer. Inspiration Magic 13 Signet of Humility Signet Target foe's elite skill is disabled for 14 seconds. Core Mesmer. Inspiration Magic 13 Mantra of Inscriptions Stance For 82 seconds, your Signets recharge 47% faster. Nightfall Mesmer. Domination Magic Mirror of Disenchantment Spell Remove one Enchantment from target foe. All of that foe's party members also lose that same Enchantment. 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] Equipment
- Full Survivor insignias.
- Superior Vigor and Attunement runes.
- Spear of Fortitude with a selection of Shields of Fortitude.
- 40/40 Death Magic wand/offhand set.
- Spear of Fortitude with a 20/20 Deah Magic offhand.
- 30/-2 Death Magic wand/offhand set.
- Taint your entire team as the match starts and keep it up, using Rotting Flesh to spread disease to the opposing team.
- Signet of Humility and Mantra of Inscriptions to shut down opposing team's RC, SoD, or HB monks.
- Strip Aegis and other enchantments with Mirror of Disenchantment.
- Alternatively, just interrupt aegis with Leech Signet.
- Use Withering Aura to screw up breakpoints.
- Resurrect when required.
[edit] WoH Monk
[edit] Attributes and Skills
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 29 Health. Core Monk. Healing Prayers 14 Word of Healing Elite Spell Heal target ally for 1 (+29) 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 29 Health. Core Monk. Protection Prayers 11 Protective Spirit Enchantment Spell For 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 29 Health. Core Monk. Protection Prayers 11 Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 21 Health. Target ally gets healed for 29 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 29 Health. Core Monk. Protection Prayers 11 Aegis Enchantment Spell For 2 seconds, hostile spells and attacks against 'target other ally' fail. You get healed for 29 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. |
[edit] Equipment
- Full Survivor Insignias.
- Superior Vigor and Vitae/Attunement runes.
- Spear of Fortitude with a selection of Shields of Fortitude.
- Adept Healing Staff of Fortitude with "Aptitude not Attitude" inscription.
- Hale Protection Staff of Enchanting with "Aptitude not Attitude" inscription for using with Aegis.
- Spear of Fortitude with "I Have the Power" inscription and a 20/20 offhand.
- Catch spikes with Infuse Health.
- Patient Spirit when targets >50% health.
- WoH as a powerful heal and to catch spikes.
- Protective Spirit for a long term damage reducement, or before a spike.
- Dismiss Condition to remove conditions.
- Holy Veil to remove powerful hexes like Diversion.
- GoLE as energy management.
[edit] RC monk
[edit] Attributes and Skills
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. Prophecies Monk. Protection Prayers 14 Restore Condition Elite Spell Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target other ally. For each Condition removed, that ally is healed for 66 Health. Target ally gets healed for 35 Health. Factions Monk. Healing Prayers 9 Gift of Health Spell All of your other Healing Prayers skills are disabled for 7 seconds. Target other ally is healed for 96 (+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. 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. 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 Monk. Protection Prayers 14 Aegis Enchantment Spell For 3 seconds, hostile spells and attacks against 'target other ally' fail. 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. |
[edit] Equipment
- Full Survivor Insignias.
- Superior Vigor and Vitae/Attunement runes.
- Spear of Enchanting with a selection of Shields of Fortitude.
- Hale Protection Staff of Enchanting with "Aptitude not Attitude" inscription.
- Spear of Enchanting with a 20/20 Protection offhand.
- 30/-2 Protection wand/offhand set.
- RoF as a cheap and reliable prot.
- RC to remove multiple conditions.
- Gift of Heal as a cheap and powerful heal.
- Spirit Bond on possible spike target.
- Dismiss Condition to remove conditions.
- Holy Veil to remove powerful hexes like Diversion.
- GoLE + Aegis as passive defense.
[edit] Caretaker's Runner
[edit] Attributes and Skills
Nightfall Ritualist. Channeling Magic 14 Caretaker's Charge Elite Spell Target foe is struck for 71 lightning damage. If you are holding an item, you gain 5 Energy and 47 Health. Factions Ritualist. Channeling Magic 14 Channeled Strike Spell Target foe is struck for 89 lightning damage. That foe is struck for an additional 33 lightning damage if you are holding an item. Factions Ritualist. Channeling Magic 14 Splinter Weapon Weapon Spell For 20 seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 47 damage to up to 3 adjacent foes. Factions Ritualist. Restoration Magic 13 Weapon of Warding Weapon Spell For 7 seconds, target ally has a Weapon of Warding, granting that ally +4 Health regeneration and a 50% chance to block. Weapon of Warding ends if that ally attacks. Factions Ritualist. Restoration Magic 13 Soothing Memories Spell Target ally is healed for 88 Health. If you are holding an item, you gain 3 Energy. Factions Ritualist. Restoration Magic 13 Recuperation Binding Ritual Create a level 9 Spirit with 180 Health and 56 armor. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 41 seconds. Factions Ritualist. Restoration Magic 13 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 54 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 75 Health. Factions Assassin. Unlinked Dash Stance For 3 seconds, you run 50% faster. |
[edit] Equipment
- Full Survivor Insignias.
- Superior Vigor and Vitae/Attunement runes.
- Spear of Fortitude with a selection of Shields of Fortitude.
- 40/40 Restoration/Channeling wand/offhand set.
- Spear of Fortitude with a 20/20 Restoration/Channeling offhand.
- Run flag with dash.
- Caretaker's Charge for damage and energy management/self heal while holding Protective was Kaolai.
- Spike with Channeled Strike.
- Splinter Weapon on allied frontlines to cause AoE damage.
- Weapon of Warding to block.
- Soothing Memories as a cheap powerful heal.
- Place recurp at positions where their team cannot reach, and you still have the regen.
- Protective was Kaolai as a party wide heal.
- 10 health degen on all foes is easily achieved from bleeding poison and disease being spread easily.