From PvXwiki
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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:
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Uses IWAY to allow a 4 warrior frontline to have "perma" IAS/IMS.
[edit] Team Composition
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[edit] 4 IWAY Warriors
Core Warrior. Axe Mastery 14 Dismember Axe Attack If it hits, this axe blow will inflict a Deep Wound on the target foe, lowering that foe's maximum Health by 20% for 19 seconds. This attack skill has 13% armor penetration. Nightfall Warrior. Axe Mastery 14 Agonizing Chop Axe Attack When this attack hits, you deal +19 damage. If target foe is suffering from a Deep Wound, you interrupt that foe's action. This attack skill has 13% armor penetration. Core Warrior. Axe Mastery 14 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. Core Warrior. Strength 13 Battle Rage Elite Stance For 18 seconds, you move 33% faster and gain double adrenaline from attacks. Battle Rage ends if you use any non-attack skills. When Battle Rage ends, you lose all adrenaline. Prophecies Warrior. Strength 13 "I Will Avenge You!" Shout For each dead ally, you gain 10 seconds of +6 Health regeneration and your attack speed increases by 25%. Core Ranger. Beast Mastery 3 Charm Animal Skill Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. 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. |
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. Core Warrior. Swordsmanship 14 Savage Slash Sword Attack If this attack hits, it interrupts the target foe's action. If that action was a Spell, you deal 37 extra damage. This attack skill has 13% armor penetration. Prophecies Warrior. Strength 13 Rush Stance For 18 seconds, you move 25% faster. Core Warrior. Swordsmanship 14 Hundred Blades Elite Sword Attack For 15 seconds, whenever you attack with a sword, all adjacent foes take 24 slashing damage. This attack skill has 13% armor penetration. Prophecies Warrior. Strength 13 "I Will Avenge You!" Shout For each dead ally, you gain 10 seconds of +6 Health regeneration and your attack speed increases by 25%. Core Ranger. Beast Mastery 3 Charm Animal Skill Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. 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. |
- A combination of the 2 above warriors will work (2/2) as well as 4 of either.
- Acquire a level 5 pet from the Zaishen Menagerie.
- Lock your pets on the opposing teams Ghostly Hero so it will die quickly.
- Use a longbow to gain adrenaline during the initial Zaishen Battle.
[edit] Spirit Spammer
Prophecies Ranger. Expertise 14 Oath Shot Elite Bow Attack If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.) Core Ranger. Expertise 14 Distracting Shot Bow Attack If Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core Ranger. Wilderness Survival 12 Nature's Renewal Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. For 126 seconds, Enchantments and Hexes cast by non-Spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after 126 seconds. Core Ranger. Wilderness Survival 12 Quickening Zephyr Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 39 seconds. Factions Ranger. Wilderness Survival 12 Tranquility Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. Enchantments cast by non-Spirit creatures within its range expire 44% faster. This Spirit dies after 51 seconds. Core Ranger. Expertise 14 Whirling Defense Stance For 19 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 11 damage. Prophecies Elementalist. Earth Magic 8 Grasping Earth Hex Spell For 14 seconds, all nearby foes move 50% slower. Core Elementalist. Earth Magic 8 Ward Against Foes Ward Spell You create a Ward Against Foes at your current location. For 14 seconds, non-Spirit foes in this area move 50% slower. |
- Natural Stride to make it easier to snare
Tips
- Against fire eles try and use NR to get them to cast a nuke and cancel then go straight to dshot it to disable them
- Bring a zealous spear defensive set to regain energy.
[edit] PnH Monk
Prophecies Monk. Divine Favor 9 Peace and Harmony Elite Enchantment Spell Target ally loses 5 conditions, and 5 hexes. For 2 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds. Factions Monk. Divine Favor 9 Deny Hexes Spell Remove one Hex from target ally for each recharging Divine Favor skill you have. Target ally gets healed for 29 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 29 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 29 Health. Nightfall Paragon. Command 10 "Fall Back!" Shout For 8 seconds, all allies within earshot gain 12 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 10 "Make Haste!" Shout For 15 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. Nightfall Paragon. Command 10 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. |
[edit] Variants
- Versus other IWAY groups, take the Ghostly and kite around so the Ghost will not attack the opposing teams pets.
[edit] Dual E/Rt or Rt/A Backline
[edit] E/Rt's
Nightfall Elementalist. Energy Storage 14 Ether Prism Elite Spell For 3 seconds, all damage you take is reduced to 0. When this enchantment ends, you gain 19 Energy. Factions Ritualist. Restoration Magic 12 Mend Body and Soul Spell Target ally is healed for 96 Health. That ally loses one Condition for all Spirits within earshot. Factions Ritualist. Restoration Magic 12 Spirit Light Spell Target ally is healed for 156. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 12 Spirit Transfer Spell The Spirit nearest you loses 41 Health. Target ally is healed for 5 for each point of Health lost. Factions Ritualist. Restoration Magic 12 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 12 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 70 Health. Factions Ritualist. Restoration Magic 12 Life Binding Ritual Create a level 1..14 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 1..7 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Core Elementalist. Water Magic 3 Maelstrom Spell Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 13 cold damage each second. Maelstrom interrupts Spell-casting when it hits. This Spell causes Exhaustion. |
Nightfall Elementalist. Energy Storage 14 Ether Prism Elite Spell For 3 seconds, all damage you take is reduced to 0. When this enchantment ends, you gain 19 Energy. Factions Ritualist. Restoration Magic 12 Mend Body and Soul Spell Target ally is healed for 96 Health. That ally loses one Condition for all Spirits within earshot. Factions Ritualist. Restoration Magic 12 Spirit Light Spell Target ally is healed for 156. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 12 Spirit Transfer Spell The Spirit nearest you loses 41 Health. Target ally is healed for 5 for each point of Health lost. Factions Ritualist. Restoration Magic 12 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 12 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 70 Health. Factions Ritualist. Restoration Magic 12 Weapon of Shadow Weapon Spell For 7 seconds, target ally has a Weapon of Shadow. Whenever that ally is struck by an attack, that ally's attacker becomes Blinded for 5 seconds. Nightfall Ritualist. Restoration Magic 12 Recovery Binding Ritual Create a level 11 Spirit with 220 Health and 68 armor. Conditions on allies within range of this Spirit expire 44% faster. This Spirit dies after 54 seconds. |
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[edit] Rt/A's
Factions Ritualist. Restoration Magic 14 Spirit Transfer Spell The Spirit nearest you loses 47 Health. Target ally is healed for 5 for each point of Health lost. Factions Ritualist. Restoration Magic 14 Mend Body and Soul Spell Target ally is healed for 109 Health. That ally loses one Condition for all Spirits within earshot. Factions Ritualist. Restoration Magic 14 Spirit Light Spell Target ally is healed for 172. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 14 Weapon of Warding Weapon Spell For 8(+1.4) 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 14 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 57 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 80 Health. Nightfall Ritualist. Channeling Magic 11 Offering of Spirit Elite Spell Gain 15 Energy. If any Spirits are within earshot, you do not sacrifice Health. Factions Ritualist. Restoration Magic 14 Life Binding Ritual Create a level 1..14 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 1..7 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Core No Profession. Unlinked Optional Optional Optional. |
Factions Ritualist. Restoration Magic 14 Spirit Transfer Spell The Spirit nearest you loses 47 Health. Target ally is healed for 5 for each point of Health lost. Factions Ritualist. Restoration Magic 14 Mend Body and Soul Spell Target ally is healed for 109 Health. That ally loses one Condition for all Spirits within earshot. Factions Ritualist. Restoration Magic 14 Spirit Light Spell Target ally is healed for 172. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 14 Weapon of Warding Weapon Spell For 8(+1.4) 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 14 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 57 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 80 Health. Nightfall Ritualist. Channeling Magic 11 Offering of Spirit Elite Spell Gain 15 Energy. If any Spirits are within earshot, you do not sacrifice Health. Factions Ritualist. Channeling Magic 11 Bloodsong Binding Ritual Create a level 9 Spirit with 180 (+65) Health and 56 armor who dies after 118 seconds. Attacks by that Spirit steal up to 20 Health. Core No Profession. Unlinked Optional Optional Optional. |
- Optional
- Return
Factions
Assassin. Shadow Arts 2
Return
Spell
All adjacent foes are Crippled for 4 seconds. Teleport to target other ally's location.
- Dark Escape
Factions
Assassin. Shadow Arts 2
Dark Escape
Stance
For 6 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
- Smoke Powder Defense
EotN
Assassin. Shadow Arts 2
Smoke Powder Defense
Stance
For 8 seconds, the next time you are struck, you take half damage and all adjacent foes are Blinded for 3 seconds.
- Depending on your opposing team, the warriors should be doing:
- Caster spikes - Train the spikers off, two warriors on a target should be fine.
- R spike - As the pets will not be dying very fast, work the caller or part of the backline down. DP out as many players as possible. Rangers can ruin D Chop with D Shot. Sending your pets into obvious AoE works well.
- General/balanced - One warrior linebacks, one keeps the PnH/LC busy, and the other alternate between backline/support.
- Ele's use Ether Prism as anti-spike, as well as great energy management. Keep spirits up. Weapon of Warding when called for.
- Rit's use optional for anti-spike/defense and OoS for energy management. Keep spirits up. Weapon of Warding when called for.
- PnH heavily hexed/conditioned allies. SoC for anti-interrupts. Use "Make Haste!" when called for.