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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HA Nightmare Spike uses Nightmare Weapon to produce a full lifestealing spike, using Bows!
[edit] Overlook
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[edit] Shadow Prison Caller
Nightfall Assassin. Deadly Arts 14 Shadow Prison Elite Hex Spell Shadow Step to target foe. For 7 seconds, that foe moves 66% slower. Core Necromancer. Curses 3 Rigor Mortis Hex Spell For 10 seconds, target foe cannot block. Nightfall Assassin. Deadly Arts 14 Augury of Death Hex Spell For 33 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 19 seconds and Shadow Step to that foe. This Spell has half the normal range. Nightfall Assassin. Deadly Arts 14 Disrupting Dagger Spell Send out a Disrupting Dagger at target foe that strikes for 33 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range. Factions Assassin. Deadly Arts 14 Crippling Dagger Spell Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 57 earth damage if it hits, and Cripples moving foes for 14 seconds. This spell has half the normal range. Nightfall Assassin. Critical Strikes 13 Deadly Haste Enchantment Spell For 32 seconds, half-ranged spells cast 44% faster and recharge 44% faster. Factions Assassin. Deadly Arts 14 Siphon Speed Hex Spell For 14 seconds, target foe moves 33% slower and you move 33% faster. This Spell has half the normal range. This spell recharges 50% faster if cast on a moving foe. 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. |
- Call spikes every 10s.
- Maintain Deadly Haste
- When calling a spike with your rigor, cast rigor on 2, follow immediately with Shadow Prison->augury
- When calling a spike without rigor; Augury of Death->Shadow Prison on 1.
- Note, it is not NECESSARY to have shadow prison on every spike, it just acts as a nice cover
- Ddagger hard rezzes
- Help the OoTV snare on relics
[edit] OotV Snarer
Prophecies Necromancer. Blood Magic 16 Order of the Vampire Elite Enchantment Spell For 5 seconds, whenever a party member who is not under the effects of another Necromancer Enchantment hits a foe with physical damage, that party member steals up to 17 Health. Core Necromancer. Blood Magic 16 Well of Blood Well Spell Exploit nearest corpse to create a Well of Blood at its location. For 21 seconds, allies in that area receive +6 Health regeneration. Core Necromancer. Blood Magic 16 Vampiric Gaze Spell Steal up to 63 Health from target foe. Prophecies Elementalist. Earth Magic 10 Iron Mist Hex Spell For 13 seconds, target foe moves 90% slower. That foe gains immunity to damage from all sources except lightning. 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. 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 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 OotV on three during spikes, vamp gaze at 1.
- Follow up spikes with gw:Well of Blood
- Use Glyph of Lesser Energy to maintain energy.
- Use Grasping Earth and Ward Against Foes to allow your backline to kite from melee. Use it to snare relic runners on relic run maps.
[edit] Equipment
- A 40/20 Staff is advisable for OotV.
- A 40/40 Blood Magic set.
- A 40/40 Curses set (not necessary).
- A 40/40 Earth Set.
- Defensive Sets with +AL versus X Damage.
[edit] RitSpikers
[edit] Magebane Spiker
Core Ranger. Unlinked Dual Shot Bow Attack Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage. 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 Nightmare Weapon Weapon Spell For 12(+0.7) seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 53 damage and steal up to 53 Health. Nightfall Ranger. Unlinked Magebane Shot Elite Bow Attack If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked. Factions Ritualist. Channeling Magic 16 Spirit Siphon Spell Target Spirit loses all Energy. You gain 52% of that Energy. Factions Ritualist. Restoration Magic 13 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. Nightfall Ritualist. Channeling Magic 16 Gaze of Fury Binding Ritual Destroy target Spirit and create a level 15 Spirit of Fury. This Spirit's attacks deal 21 damage. This Spirit dies after 62 seconds. 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] Recup Spiker
Core Ranger. Unlinked Dual Shot Bow Attack Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage. 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 15 Nightmare Weapon Weapon Spell For 12(+1) seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 50 damage and steal up to 50 Health. Nightfall Ritualist. Channeling Magic 15 Offering of Spirit Elite Spell Gain 17 Energy. If any Spirits are within earshot, you do not sacrifice Health. 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 Ritualist. Restoration Magic 13 Mend Body and Soul Spell Target ally is healed for 102 Health. That ally loses one Condition for all Spirits within earshot. Factions Ritualist. Restoration Magic 13 Recuperation Binding Ritual Create a level 9 Spirit with 180 (+29) Health and 56 armor. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 41 seconds. Nightfall Ritualist. Restoration Magic 13 Death Pact Signet Signet Resurrect target party member with your current Health and 89% Energy. The next time that ally dies within 120 seconds, so do you. |
- Use OoS for energy management.
- Keep Recup up as much as possible.
- Help clear conditions with MBaS
- Nightmare yourself on three, spike on one.
[edit] Recov Spiker
Core Ranger. Unlinked Dual Shot Bow Attack Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage. 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 15 Nightmare Weapon Weapon Spell For 12(+0.7) seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 50 damage and steal up to 50 Health. Nightfall Ritualist. Channeling Magic 15 Offering of Spirit Elite Spell Gain 17 Energy. If any Spirits are within earshot, you do not sacrifice Health. 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 Ritualist. Restoration Magic 13 Resilient Weapon Weapon Spell For 14(+0.8) seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +5 Health regeneration and +24 armor. Nightfall Ritualist. Restoration Magic 13 Recovery Binding Ritual Create a level 12 Spirit with 240 (+29) Health and 73 armor. Conditions on allies within range of this Spirit expire 46% faster. This Spirit dies after 56 seconds. Factions Ritualist. Restoration Magic 13 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 18% Energy. |
- Use OoS to manage energy.
- Use Resilient Weapon on allies being Hexed & Conditioned constantly, (great on ghostly, don't overuse with Weapon of Shadow).
- Maintain Recov for condition management.
- Always flesh anything that dies, except for monks.
- Nightmare yourself on three, spike on one.
[edit] Equipment for Rits
- Armor set should be Ghost Forge insigs (since you will be under Nightmare a fair amount of time), Vitae's are essential.
- All Rits should have Vampiric Longbows and Recurve bows for spiking (Longbows for Zaishedn + Fetid). +5e with health +30.
- All Rits should have 40/40 Sets for Channeling/Resto.
- All Rits should have defensive sets for when being spiked (All sets with +AL versus certain elements/damages).
[edit] DH Bonder
Nightfall Monk. Protection Prayers 14 Divert Hexes Elite Spell Remove up to 3 Hexes from target ally. For each Hex removed in this way, that ally loses one Condition and gains 71 Health. Target ally gets healed for 29 Health. Core Monk. Protection Prayers 14 Life Bond Enchantment Spell While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 28. Target ally gets healed for 29 Health. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) 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. 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 Monk. Divine Favor 9 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 16 energy in this way. |
- Keep the party clean of hexes.
- Life Bond on everything
- Balth on yourself. Once match gets rolling you should be able to maintain on monks as well.
- Use "Fall Back!" for party wide IMS.
- Use "Make Haste!" on ally who need an IMS (and obviously for Relic Runs).
- Use Song of Concentration for party wide anti-interrupt as well as to help the ghostly cap altars.
[edit] Equipment
- A 40/40 Divine Set.
- A 40/40 Prot Set.
- Furious Spear along with various Defensive Sets.
[edit] Life Sheath Prot
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. 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 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. 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 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. |
[edit] Equipment + Usage
- Standard meta usages and equipment (like in any other team with a dual monk backline).
[edit] Healer's Boon Healer
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. 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 Heal Party Spell Heal entire party for 72 Health. You get 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. 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. 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] Equipment + Usage
- Standard meta usages and equipment (like in any other team with a dual monk backline).