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This build has been archived as of 11:27, 31 August 2009 (UTC), for the following reason:
This build had been designed for the following use:
This build was in the category good before being archived.
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This team build is for clearing The EotN elite dungeon Slavers' Exile, it is capable of clearing Duncan HM and is the most commonly run build. While this team is designed for Slavers' Exile it could probably be used in other areas to similar success, and possibly to vanquish areas.
[edit] The Team
The Team Consists of:
- 1x
/
Obsidian Tank
- 1x
/
Healers Boon
- 1x
/
Bonder
- 1x
/
Frozen Soil SpB
- 1x
/
Spiteful Spirit (Spoil Victor/Signet of Sorrow in Duncan)
- 3x
/
Savannah Heat Nuker
[edit] Obsidian Tank
Prophecies Elementalist. Unlinked Glyph of Concentration Glyph For 15 seconds, your next 1 Spell cannot be interrupted and ignore the effects of being Dazed. Core Elementalist. Earth Magic 12 Obsidian Flesh Elite Enchantment Spell For 18 seconds, you gain +20 armor and cannot be the target of enemy Spells, but move 50% slower. Nightfall Elementalist. Earth Magic 12 Stoneflesh Aura Enchantment Spell For 13 seconds, damage you receive is reduced by 25, and you are immune to critical attacks. Core Elementalist. Earth Magic 12 Armor of Earth Enchantment Spell For 30 seconds, you gain 53 armor, but move 21% slower. Prophecies Elementalist. Earth Magic 12 Grasping Earth Hex Spell For 18 seconds, all nearby foes move 50% slower. EotN No Profession. Norn rank "I Am Unstoppable!" Shout For 16..20 seconds, you have +24 armor and cannot be knocked down or Crippled. Core Warrior. Strength 15 Endure Pain Skill For 18 seconds you have an additional 300 Health. Nightfall Warrior. Strength 15 Signet of Stamina Signet You have +300 maximum Health. This Signet ends if you successfully hit with an attack. |
- You can replace "I am Unstoppable!" with a Resurrect signet
- You can replace Armor of Earth with Dolyak Signet
- Grasping Earth can be replaced with Ward Against Foes
[edit] Equipment
[edit] Elementalist Variant
Prophecies Elementalist. Unlinked Glyph of Concentration Glyph For 15 seconds, your next 1 Spell cannot be interrupted and ignore the effects of being Dazed. Core Elementalist. Earth Magic 16 Obsidian Flesh Elite Enchantment Spell For 21 seconds, you gain +20 armor and cannot be the target of enemy Spells, but move 50% slower. Nightfall Elementalist. Earth Magic 16 Stoneflesh Aura Enchantment Spell For 16 seconds, damage you receive is reduced by 33, and you are immune to critical attacks. Core Elementalist. Earth Magic 16 Armor of Earth Enchantment Spell For 30 seconds, you gain 62 armor, but move 12% slower. Prophecies Elementalist. Earth Magic 16 Grasping Earth Hex Spell For 21 seconds, all nearby foes move 50% slower. Nightfall Dervish. Earth Prayers 8 Mystic Regeneration Enchantment Spell For 11..20 seconds, you have +2..4 Health regeneration for each enchantment (maximum of 8) on you. EotN No Profession. Norn rank "I Am Unstoppable!" Shout For 16..20 seconds, you have +24 armor and cannot be knocked down or Crippled. Core No Profession. Unlinked Optional Optional Optional. |
- I am Unstoppable can be replaced with Fleeting Stability
- Take some sort of 20% longer Enchantment mod
[edit] Healers Boon
Nightfall Monk. Divine Favor 16 Healer's Boon Elite Enchantment Spell For 58 seconds. Healing Prayers Spells cast 50% faster and heal for 50% more Health. You get healed for 51 Health. Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell For 2...5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. Prophecies Monk. Healing Prayers 13 Dwayna's Kiss Spell Heal target other ally for 54 (+51) Health and an additional 32 Health for each Enchantment or Hex on that ally. Factions Monk. Healing Prayers 13 Ethereal Light Spell Target ally is healed for 90 (+51). This Spell is easily interrupted. Factions Monk. Healing Prayers 13 Jamei's Gaze Spell Heal target other ally for 161 (+51) Health. Core Monk. Healing Prayers 13 Heal Party Spell Heal entire party for 69 Health. You get healed for 51 Health. 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 Monk. Protection Prayers 3 Rebirth Spell 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 9 seconds. This Spell consumes all of your remaining Energy. |
[edit] Equipment
- 40/40 Set and a high energy set
- Low energy set for using Rebirth
- Radiant insignias for extra energy
- Physical weapon and shield for High armor when going near tank
[edit] Bonder
Nightfall Monk. Protection Prayers 16 Zealous Benediction Elite Spell Heal target ally for 190 (+42) Health. If target was below 50% Health, you gain 7 Energy. Nightfall Monk. Protection Prayers 16 Dismiss Condition Spell Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 79 Health. Target ally gets healed for 42 Health. Core Monk. Divine Favor 13 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 21 energy in this way. Core Monk. Protection Prayers 16 Protective Spirit Enchantment Spell For 24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 42 Health. Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell For 2...5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. Core Monk. Protection Prayers 16 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 32. Target ally gets healed for 42 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 42 Health. Core Monk. Protection Prayers 16 Rebirth Spell 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. |
- Balthazar's Spirit should be cast on yourself so you receive energy, however it needs to be cast on the tank as well
[edit] Equipment
- Shield and weapon for extra armor
- High Energy Set
- Low energy Set for Rebirth
- Physical weapon and shield for High armor when going near tank
[edit] FS Splinter Barrage
Core Ranger. Expertise 12 Lightning Reflexes Stance For 10 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster. Factions Ritualist. Channeling Magic 10 Splinter Weapon Weapon Spell For 20 seconds, target ally has a Splinter Weapon. Target ally's next 4 attacks deal 35 damage to up to 3 adjacent foes. Core Ranger. Marksmanship 10 Barrage Elite Bow Attack All your Preparations are removed. Shoot arrows at target foe and up to 6 foes adjacent to your target. These arrows strike for +15 damage if they hit. Core Ranger. Expertise 12 Distracting Shot Bow Attack If Distracting Shot hits, it interrupts target foe's action but deals only 13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core Ranger. Marksmanship 10 Savage Shot Bow Attack If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +23 damage. Prophecies Ranger. Wilderness Survival 7 Frozen Soil Nature Ritual Create a level 5 Spirit with 100 Health and 32 armor. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 58 seconds. Nightfall Ritualist. Channeling Magic 10 Gaze of Fury Binding Ritual Destroy target Spirit and create a level 10 Spirit of Fury. This Spirit's attacks deal 15 damage. This Spirit dies after 50 seconds. Factions Ritualist. Restoration Magic Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 5..17..21% Energy. |
- Can be Rt/R instead, just use a channeling head piece instead of expertise
- Replace a skill with Winter for Forgewright
- Symbiosis can be useful for restless dead for Duncan -lvl 3 spirit min (raise health of whole team)
[edit] Equipment
- Radiant/Survivor armor
- A bow of your choice
[edit] Spiteful Spirit/Feast of Corruption
Prophecies Necromancer. Blood Magic 3 Blood Ritual Enchantment Spell For 9 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. Prophecies Necromancer. Curses 16 Spiteful Spirit Elite Hex Spell For 21 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 37 shadow damage to that foe and all adjacent allies of that foe. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Factions Necromancer. Curses 16 Reckless Haste Hex Spell For 12 seconds, target foe and all adjacent foes are Hexed with Reckless Haste. While Hexed, they attack 25% faster but have a 50% chance to miss with attacks. Core Necromancer. Curses 16 Parasitic Bond Hex Spell For 20 seconds, target foe suffers -1 Health degeneration. The caster is healed for 126 when Parasitic Bond ends. Core Necromancer. Curses 16 Weaken Armor Spell Target foe and foes adjacent to your target have Cracked Armor for 21 seconds. Nightfall Necromancer. Soul Reaping 13 Signet of Lost Souls Signet If target foe is below 50% Health, you gain 88 Health and 9 Energy. Prophecies Necromancer. Curses 16 Desecrate Enchantments Spell Target foe and all nearby foes take 64 shadow damage and 21 shadow damage for each Enchantment on them. |
- Can replace Desecrate enchantments for a well skill (Well of profane or well of blood)
OR:
Prophecies Necromancer. Blood Magic 3 Blood Ritual Enchantment Spell For 9 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. Prophecies Necromancer. Curses 16 Feast of Corruption Elite Spell Target foe and all adjacent foes are struck for 84 shadow damage. You steal up to 42 Health from each struck foe who is suffering from a Hex. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Core Necromancer. Curses 16 Suffering Hex Spell For 32 seconds, target foe and all nearby foes suffer -0...2...3 Health degeneration. Prophecies Necromancer. Curses 16 Desecrate Enchantments Spell Target foe and all nearby foes take 64 shadow damage and 21 shadow damage for each Enchantment on them. Core Necromancer. Curses 16 Weaken Armor Spell Target foe and foes adjacent to your target have Cracked Armor for 21 seconds. Nightfall Necromancer. Soul Reaping 13 Signet of Lost Souls Signet If target foe is below 50% Health, you gain 88 Health and 9 Energy. Core No Profession. Unlinked Optional Optional Optional. |
- Optional can be used for a well skill (well of blood or well of profane )
[edit] Equipment
- Radiant armor
- 20/20 with curse +1(20%) and a high energy set
[edit] SH Elementalists
Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 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. Nightfall Elementalist. Fire Magic 16 Savannah Heat Elite Spell You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 5...17...20 fire damage for each second this Spell has been in effect. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Prophecies Elementalist. Fire Magic 16 Searing Heat Spell Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 42 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 16 Teinai's Heat Spell Create Teinai's Heat at target foe's location. For 5 seconds, foes near this location are struck for 42 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 16 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. 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. Prophecies Elementalist. Fire Magic 16 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 127 fire damage and set on fire for 3 seconds. |
- Mind Bender for Glyph of Lesser Energy or Rodgorts Invocation, dramatically decreasing the casting time of the entire chain
- Arcane Mimicry can be used in the place of either Searing Heat or Tenai's Heat to echo the other elementalists elite, creating up to 3 Savannah Heat casts
- Liquid Flame for Rodgorts Invocation if you find you're having energy problems
[edit] Equipment
- 40/40 Set
- Radiant insignias for extra energy, or Survivor for Health
- The Bonder bonds the Tank
- The Ranger places FS down
- The Ranger has Gaze of Fury to use on FS if the party needs to resurrect any members, or it can be used on offensive enemy spirits (Disenchantment and Pain)
- The Tank goes in ahead of everyone else and starts tanking
- When the Tank calls Grasping Earth, Eles and SS start attacking with spells
- Healer heals as necessary - use Seed of Life on the Tank where needed
- If the Bonder is taking damage from bonding, it is better to use seed of life on the bonder, so you don't risk aggroing
- The Bonder can use the various protective spells as energy allows
- Necro use BR on Monks and other characters as needed
[edit] Duncan The Black
When you come to the final dungeon the Necro will have to change skills.
Prophecies Necromancer. Blood Magic 16 Blood Ritual Enchantment Spell For 14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. Factions Necromancer. Blood Magic 16 Spoil Victor Elite Hex Spell For 21 seconds, whenever target foe attacks or casts a Spell on a creature with less Health, that foe loses 105 Health. Prophecies Necromancer. Death Magic 6 Verata's Aura Enchantment Spell All hostile animated undead in the area become bound to you. Verata's Aura ends after 192 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic 4 or less.) 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.) Nightfall Necromancer. Sunspear rank Necrosis Spell If target foe is suffering from a condition or hex, that foe suffers 60...90 damage. Nightfall Necromancer. Soul Reaping 12 Signet of Sorrow Signet Target foe takes 63 damage. If target foe is near a corpse or has a dead pet, this Skill recharges instantly. Nightfall Necromancer. Soul Reaping 12 Signet of Lost Souls Signet If target foe is below 50% Health, you gain 82 Health and 8 Energy. Nightfall Assassin. Unlinked Swap Spell You and target summoned creature Shadow Step to each other's location. |
- Well of Profane can be switched for Well of Blood (for health management on Tank)
- Take a 20/20 with +30hp and +1 blood (20%)
- Also take a high energy set
- Use Radiant Insignia
- Spam your offensive skills on the way to Duncan
- Use Well of the Profane as corpses become avilable (this prevents the enemy making minions and stops any enemies in the area being enchanted)
- Use Verata's when there are a few minions around you (keep an eye on health)
- When you get to Duncan the Team should first Kill of any Restless Ghosts
Aggro Duncan so the spirits appear.
- The Necro should then start using Swap on Spirits of Pain and Disenchantment so they're far away from the team
- At this point the Warrior should run in and die at Duncan's feet – do NOT resurrect him!
- The Elementalists and Ranger no longer do anything – this is very important – it's all up to the Monks and Necro now
- The Bonder then bonds the Necro, who will now go to the little corner next to the stairs
- The Monks should be healing the Necro all the time now
- The Necro Spams SV and SoS (and Necrosis where possible) on Duncan until he dies