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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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| This build is part of the current PvE meta. Remove this tag if it is no longer used in the current PvE meta.
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This build utilizes two perma tanks and the PvE skill, Cry of Pain to deal massive AoE damage and speed through the Elite Mission, Urgoz's Warren.
[edit] Overview
PuG or inexperienced group:
- 1
/
Perma Tank
- 1
/
EoE Splinter Ranger
- 6
/
or
/
CoP/RoJ Spikers
- 1
/
UA Monk
- 1
/
HB Monk
- 1
/
Bonder Monk
- 1
/
BiP Necromancer
Experienced Group:
- 2
/
Perma Tank
- 1
/
EoE Splinter Ritualist
- 1
/
Main Hex Mesmer (VoR)
- 1
/
DF Mesmer
- 3
/
or
/
CoP/RoJ Spikers
- 1
/
UA Monk
- 1
/
HB Monk
- 1
/
Bonder Monk
- 1
/
BiP Necromancer
[edit] Perma tank
Nightfall Assassin. Deadly Arts 3 Deadly Paradox Stance All of your attack Skills are disabled for 10 seconds. For 7 seconds, your Assassin Skills activate and recharge 33% faster. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, all hostile Spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but 53 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. 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. EotN No Profession. Norn rank "I Am Unstoppable!" Shout For 16..20 seconds, you have +24 armor and cannot be knocked down or Crippled. Nightfall Assassin. Shadow Arts 16 Feigned Neutrality Enchantment Spell For 10 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill. Factions Assassin. Unlinked Recall Enchantment Spell 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. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |
[edit] Equipment
- Any +20% enchantment weapon
- In PuG groups take Grasping Earth instead of Recall.
[edit] EoE Splinter
Factions Ranger. Kurzick rank Triple Shot (Kurzick) Bow Attack Shoot 3 arrows simultaneously at target foe. These arrows deal 40..25% less damage. Factions Ritualist. Channeling Magic 16 Splinter Weapon Weapon Spell For 20 seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes. Core Ranger. Marksmanship 8 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 +13 damage if they hit. Factions Ritualist. Kurzick rank Summon Spirits (Kurzick) Spell All Spirits you control shadow step to your location, and gain 60..100 Health. Factions Ritualist. Channeling Magic 16 Nightmare Weapon Weapon Spell For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 53 damage and steal up to 53 Health. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout 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. Prophecies Ranger. Beast Mastery 10 Edge of Extinction Nature Ritual Create a level 7 Spirit with 140 Health and 44 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 38 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 110 seconds. Factions Ritualist. Restoration Magic 2 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 7% Energy. |
[edit] Equipment
A req9 Vampiric Longbow. The Grail of Might lets you meet the requirement.
Factions Ranger. Kurzick rank Triple Shot (Kurzick) Bow Attack Shoot 3 arrows simultaneously at target foe. These arrows deal 40..25% less damage. 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 12 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 +17 damage if they hit. Factions Ritualist. Kurzick rank Summon Spirits (Kurzick) Spell All Spirits you control shadow step to your location, and gain 60..100 Health. Factions Ritualist. Channeling Magic 10 Nightmare Weapon Weapon Spell For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 37 damage and steal up to 37 Health. Core Ranger. Expertise 9 Distracting Shot Bow Attack If Distracting Shot hits, it interrupts target foe's action but deals only 10 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Prophecies Ranger. Beast Mastery 9 Edge of Extinction Nature Ritual Create a level 6 Spirit with 120 Health and 38 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 36 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 102 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. |
[edit] Equipment
- Beast Mastery headpiece with superior Beast Mastery rune (to switch to at Urgoz)
[edit] CoP/RoJ Spikers
Factions Monk. Smiting Prayers 12 Ray of Judgment Elite Spell For 5 seconds, target foe and all foes adjacent to this location take 37 holy damage each second and begin Burning for 3 seconds. Core Mesmer. Domination Magic Mind Wrack Hex Spell For 30 seconds, the next time target foe's Energy drops to 0, that foe takes 15..75..95 damage. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. 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. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout 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. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. Factions Mesmer. Inspiration Magic 9 Auspicious Incantation Enchantment Spell For 20 seconds, the next spell you cast is disabled for an additional 7 seconds, and you gain 164% of that spell's Energy cost. |
- Optional slots for two of the following: Ebon Vanguard Assassin, Extinguish, Smite Condition, "Finish Him!", Breath of the Great Dwarf, Pain Inverter, Air of Superiority
- Can also be played as primary monk.
[edit] VoR Mesmer
Nightfall Mesmer. Domination Magic 16 Visions of Regret Elite Hex Spell For 10 seconds, target foe and adjacent foes take 47 damage whenever they use a skill and 53 damage if not under the effects of another Mesmer hex. Core Mesmer. Domination Magic 16 Empathy Hex Spell For 16 seconds, whenever target foe attacks, that foe takes 58 damage. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. 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. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout 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. Core No Profession. Unlinked Optional Optional Optional. EotN No Profession. Asura rank Air of Superiority Skill For 10..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. 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. |
- Optional slot for one of the following:
[edit] DF Mesmer
Core Mesmer. Domination Magic 15 Energy Surge Elite Spell Target foe loses 10 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage. Core Mesmer. Domination Magic 15 Mind Wrack Hex Spell For 30 seconds, the next time target foe's Energy drops to 0, that foe takes 90 damage. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. 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. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout 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. Core No Profession. Unlinked Optional Optional Optional. Core Elementalist. Water Magic Deep Freeze Hex Spell You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10..70..90 cold damage, and for 10 seconds, they move 66% slower. Factions Mesmer. Inspiration Magic 10 Auspicious Incantation Enchantment Spell For 20 seconds, the next spell you cast is disabled for an additional 7 seconds, and you gain 170% of that spell's Energy cost. |
- Optional slot for one of the following: Ebon Vanguard Assassin, "Finish Him!", Breath of the Great Dwarf, Pain Inverter
[edit] UA Monk
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. Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell 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 35 Health. Nightfall Monk. Protection Prayers 11 Dismiss Condition Spell Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 59 Health. Target ally gets healed for 35 Health. Core Monk. Protection Prayers 11 Protective Spirit Enchantment Spell For 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 35 Health. Core Monk. Healing Prayers 14 Heal Party Spell Heal entire party for 72 Health. You get healed for 35 Health. Core Monk. Protection Prayers 11 Aegis Enchantment Spell For 2 seconds, hostile spells and attacks against 'target other ally' fail. You get healed for 35 Health. Prophecies Monk. Divine Favor 11 Unyielding Aura Elite Enchantment Spell Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. |
[edit] HB Monk
Factions Monk. Healing Prayers 15 Ethereal Light Spell Target ally is healed for 100 (+38). This Spell is easily interrupted. Prophecies Monk. Healing Prayers 15 Dwayna's Kiss Spell Heal target other ally for 60 (+38) Health and an additional 35 Health for each Enchantment or Hex on that ally. Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell 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 38 Health. Core Monk. Protection Prayers 7 Protective Spirit Enchantment Spell For 13 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 38 Health. Core Monk. Healing Prayers 15 Heal Party Spell Heal entire party for 75 Health. You get healed for 38 Health. Nightfall Monk. Divine Favor 12 Healer's Boon Elite Enchantment Spell For 46 seconds. Healing Prayers Spells cast 50% faster and heal for 50% more Health. You get healed for 38 Health. Core Mesmer. Unlinked Arcane Mimicry Spell For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. |
[edit] Bonder
Prophecies Monk. Protection Prayers 16 Life Barrier Elite Enchantment Spell 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 42 Health. Prophecies Monk. Protection Prayers 16 Life Attunement Enchantment Spell While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 52% more Health when healed. Target ally gets healed for 42 Health. 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. Target ally gets healed for 42 Health. Prophecies Monk. Protection Prayers 16 Vital Blessing Enchantment Spell While you maintain this Enchantment, target ally has +211 maximum 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. Factions Monk. Protection Prayers 16 Extinguish Spell Remove one Condition from each party member. Party members relieved of Burning are healed for 106 Health. You get healed for 42 Health. Core Mesmer. Unlinked Arcane Mimicry Spell For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. 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. |
[edit] BiP necromancer
Core Necromancer. Blood Magic 15 Blood is Power Elite Enchantment Spell For 10 seconds, target other ally gains +6 Energy regeneration. Prophecies Necromancer. Blood Magic 15 Blood Renewal Enchantment Spell For 10 seconds, you gain +6 Health regeneration. When Blood Renewal ends, you gain 190 Health. 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 Monk. Protection Prayers 10 Aegis Enchantment Spell For 2 seconds, hostile spells and attacks against 'target other ally' fail. Factions Monk. Protection Prayers 10 Extinguish Spell Remove one Condition from each party member. Party members relieved of Burning are healed for 70 Health. EotN No Profession. Ebon Vanguard rank Ebon Escape Spell Shadow Step to target other ally. You and that other ally are healed for 70..110 health. EotN No Profession. Ebon Vanguard rank Ebon Battle Standard of Wisdom Ward Spell You plant an Ebon Battle Standard of Wisdom at your current location. For 14..20 seconds, non-Spirit allies in this area have a 44..60% chance to halve skill recharge of spells they cast. Prophecies Necromancer. Death Magic Necrotic Traversal Spell Exploit a random corpse. You teleport to that corpse's location and all nearby foes become Poisoned for 5..17..21 seconds. |
[edit] Equipment
- +20% enchantments weapon.
- Low health armor (5 superior runes)
[edit] General
Each room has one or two environmental effects (similar to Aspects in the Deep or area effects in DoA) which can only be removed by killing the corresponding Twisted bark towards the end of each room. There are several closed doors throughout the mission, each door is guarded by a Guardian Serpent which must be killed before the door will open and the party can proceed.
[edit] Room One - Weakness
Essence and Armor can be used as soon as the whole party loads but wait for the BiP to die before using Grail. One perma should run forwards and spawn the Thought Stealers and Hopping Nightmares. The BiP should try and catch aggro as enemies use Suicide Health. Deep Freeze the group that runs up the hill so they can be spiked before reaching the group. Once they have all been killed, a perma should use Recall on a caster, aggro all foes in the next room and pull them to the left of the room. The whole team can now run around the right side of the room. Be sure not to aggro any Spirits of Disenchantment, as it will also aggro the rest of the group. The second tank should proceed foward and ball the next 3 enemy groups around the Guardian Serpent while casters wait on the stairs. The perma can end Recall when the casters go to spike the group around the Guardian serpent. Move on to the next room.
[edit] Room Two - Health Degeneration
Casters wait at the entrance of the room, where there is no environmental effect. One of the permas should spawn all the foes in the room and ball them using the corner of the raised area where the Twisted Bark stands. Monks need to be bipped as they will be spamming Heal Party to keep the tank alive. Once balled, spike the main group and then the Twisted bark. Proceed through the room, killing the last group and the Guardian Serpent.
[edit] Room Three - Switches
A perma should aggro everything on ground level. To do this, run to the left corner of the room, Death's Charge to one of the Brooding Thorns and ping a target in the center of the group once aggro has settled. The perma should maintain "I Am Unstoppable!", Stoneflesh and Feigned Neutrality so they do not die. Then spike the two targets that are near the switches. The BiP (wearing high hp armor) and Me/N should use Necrotic Traversal to jump up to the corpses where they will use a switch and then die (the UA can quickly resurrect). Proceed to next room.
[edit] Room Four - Flower Bridge
Castes should wait while a perma aggros the first two Thorn Wolf groups. When the wolves are dead, everyone should run past to the torches before continuing otherwise more enemies will be spawned. After the center torches, another group of wolves should pop and be spiked. At the end of the bridge, a group of Nightmares will spawn. Deep Freeze and spike this group before they can reach the party. Kill the Serpent to open door to the next room.
[edit] Room Five - Wolves Corridors / Exhaustion
After opening the door to this room, a tank should recall onto a monk and pop the wolves in this room. Pull them off to the right so there is room for the main team to run by, and once you have space head back to the entrance of the room so that you are out of the exhaustion. The main team should proceed through the room, hugging the left wall. Stop halfway over the bridge, and have the second sin recall onto a monk. It is now safe for the first sin to cancel recall, though make sure the gate is open or you will get stuck. When the gate on the other side of the bridge opens, the sin should run through the next room, popping the first group of wolves and pulling them just under an aggro bubble past the third gate (count them). The mainteam should come and kill these, while the other sin goes on through the room and pops the group after the forth gate, and pulling to the right. The mainteam should wait in between the forth and fifth gate, while the free tank pops the next two groups that are past the fifth gate, and pull them past the path leading to the right so there is room for the team to pass. The mainteam should run though the fifth gate and follow the path right, and stop half way across the bridge. The first tank there should pop the group of wolves just off the bridge and pull them away while everyone else hugs the right wall and keeps running until a bit before the path starts to turns off to the right. The first tank there should pop this group and pull it to the far cliff edge. Remember for this whole room, if you kill a group, another group may pop up very close to you. For every skip in this room, recall is required to catch up with the team, so if you did not cast it before pulling, get somebody to run in casting range while passing so they can use it then, just don't get too close or cast on the tank.
[edit] Room Six - Energy Degeneration
Once every team member enters this room, a ridiculous amount of foes pop up and result in instant wipe. This is countered by having one team member stay behind the first set of gates - a mesmer is recommended. The rest of the team should continue through, killing both serpents and the Bark. The mesmer that stayed behind should not continue until everybody is through the gate and heading into the next room.
[edit] Room Seven - Exhaustion and Weakness
This is the first Warden room.
The team should wait just past the bridge, hugging the right wall. One tank should run forwards so the room pops, and turn right down the alley. Once all three groups of wardens on this side of the room have been aggroed, the sin should run back to the mainteam. The other tank should be standing in the doorway but one step out from the right side. This means that the puller can run straight through and the ranged enemies will keep running until they get stuck on the other tank. The puller should then go and stand exactly on top of the other tank, and the second tank should then run back, causing any ranged enemies that changed target to ball up also. This should be repeated until all foes are balled or dead. This tactic is commonly referred to as Re-stacking. Once everything pulled is dead, the same should be done for the other side of the room, with the second tank and casters also swapping side to keep the balls clean. Once the left side has been done, one tank should run to the left (triggers all traps) and tank at the Twisted Bark (All the burning bushes attack at melee range so you can just stand next to the Bark) at the raised area to the left. The mainteam should go and spike these enemies, then head back round to kill the other group of Burning bushes which the other tank should have balled around the Guardian Serpent. It is not necessary to kill the Bark on the other side of the room.
[edit] Room Eight - Second Warden Room
While killing this room, casters should beware of aggroing the Burning Bushes on the hill to the right, as they may run round.
A tank should run down the stairs, and aggro everything in the room (run round the room clockwise). While the tank is getting aggro on the far side of the room, the second tank should position himself one step out from the right side of the door, and the casters should wait at the top of the stairs. Once the puller has all aggro, pull the enemies through the other tank, and start re-stacking. Casters should beware of Churning Earth, as it hits very hard and you will fall over when you run out of it. Once everything is dead, the tanks should go through and trigger any traps. Kill the serpent and move on to the next room.
[edit] Room Nine - Waterfall/Pops
If everybody passes through this door, the door closes and the team will be stuck on the wrong side while things spawn on top of them. To prevent this, the BiP should ensure they never pass the gate until the last group. In this room, when you kill a group, more spawn. For this reason, a ball-spike-run technique is effective. A tank should go on and start balling the first groups, then spike. The second tank should stand in the doorway, so if any of the pops are aggroed by casters, they can just run though the tank, and should lose aggro. If too much is aggroed, then re-stacking at the gate is also effective. Keep balling-spiking-running until a lone group spawns to the left of the door and out a bit. This is the "back pop". After this pop is killed, everyone out of the room should enter. Proceed through to the next room.
[edit] Room Ten - Health Degeneration
Run on down and kill the Bark. The tank should jump to the enemies on the end of the bridge, and pick a target that hits as many foes as possible (including serpent if possible).
[edit] Room Eleven - Urgoz
In this room, you may or may not be under an environment effect. If you chose to skip the energy denial bark, you will experience this on the right side of the room. EoE should be placed on the bottom left corner of the hill you are at the top of as you enter the room, and should JUST be in range of Urgoz(Be sure that the team stays away from the spirit once laid, as death of the spirit will greatly slow the killing of Urgoz). Tanks should run around the room spawning Explosive growth's within range of EoE, while casters deal as much damage to Urgoz as possible. It is advised to only cast 1 spell in the same position, and then continue to run around the room within range of EoE. If you attempt to cast more, you run the risk of getting spiked for over 200 damage from each explosive growth. When Urgoz reaches 90% health, his health will begin to fall much faster due to EoE. Once dead, collect your reward! Spike the two Greater Serpents for an extra 1000 Kurzick Faction.
[edit] See Also