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:
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 11 seconds, you have 52% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 37 earth damage.
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 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.
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 5 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 1 strikes of adrenaline. End effect: inflicts Cracked Armor condition for 11 seconds.
When choosing a target do not choose the nearest target by pressing 'c' or '|'. Select a target in the centre of the group of balled foes, ensuring it is not a monk.
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 5 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 1 strikes of adrenaline. End effect: inflicts Cracked Armor condition for 11 seconds.
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.
While you maintain this Enchantment, damage dealt to target other ally is reduced by 52%. If your Health is below 50% when that ally takes damage, Life Barrier ends. Target ally gets healed for 48 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 32. Target ally gets healed for 48 Health.
While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell. Target ally gets healed for 48 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 48 Health.
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 3 seconds. This Spell consumes all of your remaining Energy.
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.
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 48 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.
Summon a level 14..20 Ebon Vanguard Assassin that has Iron Palm, Fox Fangs and Nine Tail Strike. This summoned Assassin Shadow Steps to target foe. If that foe is a Charr, the Assassin lives for 24..30 seconds. If target foe is not a Charr, the Assassin lives for 12..15 seconds.
Summon a level 14..20 Ebon Vanguard Assassin that has Iron Palm, Fox Fangs and Nine Tail Strike. This summoned Assassin Shadow Steps to target foe. If that foe is a Charr, the Assassin lives for 24..30 seconds. If target foe is not a Charr, the Assassin lives for 12..15 seconds.
1. have the runner run to the dungeon. A cupcake is nice for running sacnoth valley.
2. Runner runs to the portal while main team goes and gets the key. The OF needs to be bonded on level one.
3. Level two: main team spikes their way to Rragar. If your quick, you may go through the gate if it's open.
4. Upon getting to the 2nd Rragar, have the runner go to the portal. Kill rragar and get the key.
5. Level 3: Spike your way to the Flesheaters. Before you get there, stay back so the tank can spawn the gate group. Ball and spike and get the boss key.
1. have the runner run to the dungeon. A cupcake is nice for running sacnoth valley.
2. Runner runs to the portal while main team goes and gets the key. The OF needs to be bonded on level one.
3. Level 2: The MT runs to rragar and slivers him
while the runner goes to the zone. This is EXTREMELY difficult. Have the bonder bring recall and cast it on the MT so he can get to Rragar with him.
4. Level 3: same tactic with bonder and MT. Go to flesh eater...pull the spawn to him. Get them out of the ball, sliver till the key pops. Run to rragar. Mainteam should run straight to the gate. Once the key is retrieved spike down Rragar followed by Hidesplitter.