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:
Kathandrax Manly Spike team is designed to finish Catacombs of Kathandrax fast in hard mode. It uses mark of pain and warrior attacks to spike groups. This team does require an essence to work.
For 22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 26 damage with a single skill or attack.
While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill and all of your skills are disabled for 10 seconds.
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.
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.
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.
For 8 seconds, all allies within earshot gain 11 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.
For 5 seconds, whenever any party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.)
While you maintain this Enchantment, damage dealt to target other ally is reduced by 20..44..52%. If your Health is below 50% when that ally takes damage, Life Barrier ends. Target ally gets healed for 13 Health.
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 13 Health.
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 3..25..32. Target ally gets healed for 13 Health.
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 42 Health.
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 42 Health.
While you maintain this enchantment, your Monk spells heal for +54% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location. You get healed for 42 Health.
As you enter, main tank puts recall on the bonder and pulls the first group to the left side of the room. Main team runs pass and secondary tank pulls next 2 groups behind the flame jet. Main tank can cancel recall when everyone has passed by. Main team kills the group secondary tank pulled. Now the main tank runs ahead and pulls all enemies out the way to the main team can run round the room hugging the right wall. As the main team moves round, you should pull foes away from the Infernal Seige Wurm, which should be killed by the warriors and necromancer. Death's Retreat can be used to get back to the team quickly without aggroing any extra groups. As soon as the mainteam has reached the Wurm, the main tank should run to the end of the dungeon, as shown on the map. The secondary tank should wait between the main team and the direction the main tank left to catch aggro as it runs back. Once they have settled, these enemies can be spiked.
The mainteam is not required for this level. Both tanks should run straight to the boss and with EBSOH and GDW, quickly kill it with your staves. Once the boss is dead, either tank can pick up the key and run to the final level. Watch out for the Infernal Wurm popup right after the dungeon lock as he will knock you down as he spawns. Run to final level.
When you load inside, everyone should be immediately go hug the left wall. One of the tanks pull one single Becalmed Djinn with a longbow and get back to the wall. Kill the Djinn. Killing him will cause all monsters within this room to start roaming around. Now the secondary tank can go pull the whole roon away from the exit. The secondary tank should pull the first group from the next room and ocne they have settled they should be killed. After this, the second tank should pull all of the foes from this room away from the dungeon lock. A warrior should hug the right rock and run round until the boss spawns, which should then be killed. Pick up the key and use it to enter the next room. The tank that pulled the first room should have recalled the monk or a warrior at the ast moment, and should rejoin the group to pull the next room. Again, all foes should be pulled away to make it easy for the main team to get through. The secondary tank should have caught up, and should aggro the group inbetween the two wurms. These should quickly be killed and ignoring the wurms, the whole team should run down and wait near the ressurection shrine. Whichever tank is infront should recall up and pull the next room to the far side while the others run past. It is likely the main team will get agro due to the enemy spirits, but a quick dash to the boss and good blocking by the tank should mean there are no problems. This tank should recall out and both tank should cast GDW on the warriors. Be sure to avoid the fire balls that pop and roll around when you agro the boss. With 3x warriors and barbs on the boss, she should drop quickly, and deal little damage due to knocklock from GDW. Seed of Life/Healing Seed should be cast on the necromancer for strong party-wide heals to help keep everybody alive (The necro should go melee range so Healing Seed keeps the warriors alive). If Fire Bombs are dropped, they should be picked up and dropped away from other players. Once the boss is dead, be careful for fire balls as they still move around the chamber while you get the chest.