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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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The OF/Famine Farmers use Obsidian Flesh over Spell Breaker to add more damage and give you immunity to spells. Earth Magic spells are added to deal extra damage while Famine and EoE deal the most. It can be used in most areas without hard heals or certain enchantment removers.
[edit] Team Composition
[edit] OF Elementalist
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 Stone Striker Enchantment Spell For 32 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage. Core Mesmer. Inspiration Magic 9 Mantra of Earth Stance For 66 seconds, whenever you take earth damage, the damage is reduced by 40% and you gain 2 Energy.
Prophecies Mesmer. Illusion Magic 9 Sympathetic Visage Enchantment Spell For 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. Factions Mesmer. Illusion Magic 9 Ancestor's Visage Enchantment Spell For 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. 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. Prophecies Elementalist. Earth Magic 16 Crystal Wave Spell Foes adjacent to you are struck for 106 damage but are cured of any negative Conditions. Factions Elementalist. Earth Magic 16 Sliver Armor Enchantment Spell 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. |
- If you feel extra damage isn't needed (Crystal Wave) then bring...
- If using for UW Farming and want to avoid things you can't fight (Bladed Aatxe), to avoid it, bring a running skill just in case like...
[edit] Equipment
- Tank whatever you're farming
- Keep up your enchantments and Mantra of Earth
- Use Crystal Wave and Sliver Armor for more damage
- If energy runs low, let the enemies hit you so you can gain energy with Mantra of Earth
[edit] QZ/Famine Ranger (Hero)
Prophecies Ranger. Wilderness Survival 16 Serpent's Quickness Stance For 31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. Core Ranger. Wilderness Survival 16 Quickening Zephyr Nature Ritual Create a level 11 Spirit with 220 Health and 68 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 47 seconds. Factions Ranger. Wilderness Survival 16 Famine Elite Nature Ritual Create a level 11 Spirit with 220 Health and 68 armor. Whenever a non-Spirit creature in its range reaches 0 Energy, that creature takes 37 damage. This Spirit dies after 94 seconds.
Prophecies Ranger. Beast Mastery 12 Edge of Extinction Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 43 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 126 seconds. Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Prophecies Monk. Unlinked Succor Enchantment Spell 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. Prophecies Monk. Divine Favor 0 Watchful Spirit Enchantment Spell While you maintain this Enchantment, target ally gains +2 Health regeneration. That ally is healed for 30 Health when Watchful Spirit ends. Core Monk. Protection Prayers 2 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. |
- Consider replacing Succor with...
- Again, if wanting to avoid fights, bring a running skill such as...
[edit] Equipment
- Radiant armor and Runes of Attunement
- A +20 energy staff
- Activate Serpent's Quickness to keep QZ up indefinitely
- Place down and maintain your Spirits away from combat, but enough to still have the effect in place on the enemies
- Put Watchful Spirit and Succor on the Tank for some Health/Energy regeneration
- Put Essence Bond on as well to counteract the effects of Succor
- In the odd chance the tank dies, use Rebirth to get him/her out of harm
[edit] Team Usage
- This build is designed for general farming, so it can be used in most areas
- When a mob is somewhat nearby, start laying down Spirits and Monk Enchantments
- Let the Elementalist rush in while the Ranger lies back. Make sure the Elementalist doesn't leave the area affected by the Spirits or Enchantments, though.
- Let the Elementalist tank while the Spirits deal most of the damage
- If the Elementalist isn't taking any damage, remove the Monk Enchantments, as they'll kill the Ranger's Energy.
- QZ should speed up the recharge of all the skills, letting you be ready to go again
- If you're running the Ranger on a hero, you may have to manually cast the Spirits. This can be troublesome, but is easier than constantly needing a player to run with.
[edit] See Also
Build: Team - 55/Famine
Build: Team - 55/Famine Redux
Build: Team - 55 IW/Famine Team