From PvXwiki
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This build has been archived as of 14:23, 12 August 2009 (UTC), for the following reasons:
- nerfs to LC, PnH, and SH
- Meta Shifts
This build had been designed for the following use:
This build was in the category great before being archived.
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A "balanced" build for HA.
[edit] Team Composition
- 1
/
ES
- 1
/
Shock Axe
- 1
/
SH Ele
- 1
/
LC Warder
- 1
/
PD Mes
- 1
/
PnH Support
- 2
/
Backline
Prophecies Warrior. Hammer Mastery 13 Earth Shaker Elite Hammer Attack Target foe and all adjacent foes are knocked down. (50% failure chance with Hammer Mastery 4 or less.) This attack skill has 14% armor penetration. Prophecies Warrior. Hammer Mastery 13 Crushing Blow Hammer Attack If this attack hits, you strike for +17 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 18 seconds. This attack skill has 14% armor penetration. Core Warrior. Hammer Mastery 13 Hammer Bash Hammer Attack Lose all adrenaline. If Hammer Bash hits, your target is knocked down. This attack skill has 14% armor penetration. Core Warrior. Strength 14 Bull's Strike Melee Attack If this attack hits a moving foe, you strike for +28 damage, and your target is knocked down. This attack skill has 14% armor penetration. Prophecies Warrior. Strength 14 Protector's Strike Melee Attack If this attack strikes a moving foe, you strike for 38 more damage. This attack skill has 14% armor penetration. Nightfall Warrior. Strength 14 Flail Stance For 14 seconds, you attack 33% faster but move 33% slower. Nightfall Warrior. Strength 14 Enraging Charge Stance For 14 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 4 strikes of adrenaline. Nightfall Ritualist. Restoration Magic Death Pact Signet Signet Resurrect target party member with your current Health and 15..83..106% Energy. The next time that ally dies within 120 seconds, so do you. |
- call spikes(the SH should use rodgort's on target)
- use enraging charge for quick adrenaline gain(you need to call frequently)
- use flail on spikes
- try to call targets in ward
[edit] Shock Axe
Prophecies Warrior. Axe Mastery 16 Eviscerate Elite Axe Attack If Eviscerate hits, you strike for +33 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds. This attack skill has 13% armor penetration. Core Warrior. Axe Mastery 16 Executioner's Strike Axe Attack If this attack hits, you strike for +42 damage. This attack skill has 13% armor penetration. Core Warrior. Axe Mastery 16 Disrupting Chop Axe Attack If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds. 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. Prophecies Elementalist. Air Magic 3 Shock Skill Target touched foe is knocked down and struck for 20 lightning damage. This skill has 25% armor penetration and causes Exhaustion. 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. |
- generally what you do is pressure(especially low health)
- on spikes stay on the infuse(if infuse is dead, then join in the spike but watch out stacking is dangerous in this team)
- sup vig rune
[edit] Savannah Heat Ele
Nightfall Elementalist. Fire Magic 14 Savannah Heat Elite Spell You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 19 fire damage each second and an additional 19 fire damage for each second this Spell has been in effect. Prophecies Elementalist. Fire Magic 14 Searing Heat Spell Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 38 fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. Factions Elementalist. Fire Magic 14 Teinai's Heat Spell Create Teinai's Heat at target foe's location. For 5 seconds, foes near this location are struck for 38 fire damage each second. When Teinai's Heat ends, foes in the area of effect are set on fire for 3 seconds. Prophecies Elementalist. Fire Magic 14 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 113 fire damage and set on fire for 3 seconds. Core Elementalist. Energy Storage 13 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 17 less Energy to cast. Core Elementalist. Fire Magic 14 Fire Attunement Enchantment Spell For 58 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. Core Mesmer. Inspiration Magic 3 Mantra of Resolve Stance For 42 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 9 Energy or Mantra of Resolve ends. 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. |
- spread heats(always on balls)
- use rodgorts on spike target
[edit] PD Mesmer
Factions Mesmer. Domination Magic 14 Psychic Distraction Elite Spell All of your other skills are disabled for 8 seconds. If target foe is using a skill, that skill is interrupted and disabled for 12 seconds. Core Mesmer. Domination Magic 14 Cry of Frustration Spell If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 42 damage. Core Mesmer. Inspiration Magic 11 Power Drain Spell If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 23 Energy. Core Mesmer. Domination Magic 14 Diversion Hex Spell For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge. Prophecies Mesmer. Domination Magic 14 Shame Hex Spell For 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 13 Energy from that foe. Core Mesmer. Domination Magic 14 Shatter Enchantment Spell Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage. Prophecies Mesmer. Inspiration Magic 11 Inspired Enchantment Spell Remove an Enchantment from target foe and gain 12 Energy. For 20 seconds, Inspired Enchantment is replaced with the Enchantment removed from target foe. Factions Ritualist. Restoration Magic 2 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 7% Energy. |
- PD key skills and heats
- right before a spike(during the countdown), put diversion on infuse then focus on prot and PD key prot skills
[edit] Lingering Curse Warder
Core Necromancer. Curses 14 Lingering Curse Elite Hex Spell For 28 seconds, target foe and all nearby foes suffer -3 Health degeneration, and gain 20% less benefit from healing. Core Necromancer. Curses 14 Suffering Hex Spell For 28 seconds, target foe and all nearby foes suffer -1...3...3 Health degeneration. Nightfall Necromancer. Curses 14 Rip Enchantment Spell Remove 1 enchantment from target foe. If an enchantment was removed, that foe suffers from Bleeding for 24 seconds. Core Necromancer. Death Magic 6 Well of the Profane Well Spell Exploit nearest corpse to create a Well of the Profane at its location. For 13 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.) 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 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. Prophecies Elementalist. Earth Magic 10 Grasping Earth Hex Spell For 16 seconds, all nearby foes move 50% slower. 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. |
- keep up suffering and LC on opponent teams
- rip target on spikes if you see an enchant or if called for
- set up wards
- set up well when possible
[edit] PnH Support Monk
Prophecies Monk. Divine Favor 14 Peace and Harmony Elite Enchantment Spell Target ally loses 8 conditions, and 8 hexes. For 3 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds. Factions Monk. Divine Favor 14 Deny Hexes Spell Remove one Hex from target ally for each recharging Divine Favor skill you have. Target ally gets healed for 45 Health. Prophecies Monk. Divine Favor 14 Divine Healing Spell Heal yourself and party members within earshot for 57 points. You get healed for 45 Health. Factions Monk. Divine Favor 14 Heaven's Delight Spell Heal yourself and party members within earshot for 57 points. You get healed for 45 Health. Nightfall Paragon. Command 12 "Fall Back!" Shout For 9 seconds, all allies within earshot gain 13 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 12 "Make Haste!" Shout For 17 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. Nightfall Paragon. Command 12 Song of Concentration Chant For 10 seconds, the next Skill used by each ally within earshot cannot be interrupted. 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. |
- PnH heavily hexed or conditioned teammates
- SoC for ghostly caps
- MH on relic running or when called for
[edit] LS Monk
Factions Monk. Protection Prayers 14 Life Sheath Elite Enchantment Spell Remove 2 conditions from target ally. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead (maximum 95). 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. 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. 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. 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. 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. 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. |
- try to catch spikes with your prot skills
[edit] WoH Monk
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. 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. 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. 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 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 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. Core Mesmer. Inspiration Magic 8 Mantra of Flame Stance For 62 seconds, whenever you take fire damage, the damage is reduced by 39% and you gain 2 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. |
- catch spikes with infuse
- watch for diversion