From PvXwiki
[edit] What's Needed
- 1 Echo 55
- 1 SB Prot monk
- 1 GeoTank
- 5 others
Of the others, highly recommended, but not critical are:
- 1 Prot+Heal monk
- 1 Spirit Attack Rit
For rest, see Damage Options below.
[edit] Tanking
[edit] Echo 55
Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 51 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 51 Health. Prophecies Monk. Divine Favor 16 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 37% longer. You get healed for 51 Health. 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 Monk. Divine Favor 16 Spell Breaker Elite Enchantment Spell For 18 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 51 Health. Core Monk. Protection Prayers 12 Protective Spirit Enchantment Spell For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 51 Health. Core Monk. Healing Prayers 12 Healing Breeze Enchantment Spell For 15 seconds, target ally gains +8 Health regeneration. Target ally gets healed for 51 Health. Nightfall Monk. Protection Prayers 12 Shield of Absorption Enchantment Spell For 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 51 Health. |
Must be a human
- Standard 55 gear
- 5*Sup rune, -50 cesta, +5e/+20%enc weapon, wand to swap to, etc
- Normal Monk gear
- Swap to for high HP in areas where 55ing just doesn't cut it.
- Usage
-
- if you've never 55'd before, this is not the place to start.
- if you've never been deep into the Underworld before, find someone who has to 55.
- use echo to keep SB indefinitely in areas that need it. The trick is to watch the recharge sweep of the perma-SB for when to cast the echo-SB before it disappears. Practice makes perfect.
[edit] SB Prot Monk
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. Divine Favor 15 Spell Breaker Elite Enchantment Spell For 17 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 48 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 48 Health. Core Monk. Protection Prayers 11 Shielding Hands Enchantment Spell For 8 seconds, damage received by target ally is reduced by 3...15...18. When Shielding Hands ends, that ally is healed for 5...41...50 Health. Target ally gets healed for 48 Health. Nightfall Monk. Protection Prayers 11 Shield of Absorption Enchantment Spell For 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 48 Health. Prophecies Monk. Healing Prayers 11 Dwayna's Kiss Spell Heal target other ally for 48 (+48) Health and an additional 28 Health for each Enchantment or Hex on that ally. Core Monk. Healing Prayers 11 Healing Breeze Enchantment Spell For 15 seconds, target ally gains +8 Health regeneration. Target ally gets healed for 48 Health. Nightfall Monk. Healing Prayers 11 Renew Life Spell Resurrect target touched dead party member with 50% Health and 16% Energy. That party member and all allies within earshot are healed for 110 Health. |
Hero hanging off the 55 works well
- Required Equipment
-
- runes as listed above
- +20% enchant weapon
- Function
-
- Backup skills for the 55... this can make a huge difference throughout a multi hour excursion.
- Protection and healing for the rest of the party as needed.
[edit] GeoTank
Core Elementalist. Earth Magic 16 Earth Attunement Enchantment Spell For 62 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Earth Magic. Core Elementalist. Energy Storage 10 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 400% of the Energy cost each time you cast a spell. 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. Core Elementalist. Earth Magic 16 Stone Daggers Spell Send out two Stone Daggers. Each Stone Dagger strikes target foe for 35 earth damage if it hits. 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. 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. EotN Elementalist. Air Magic 4 Glyph of Swiftness Glyph For 15 seconds, your next 2 Spells recharge 25% faster, and projectiles from those spells move 200% faster. 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. |
Must be a human.
- Armor
- AL 60 armor w/ Geomancer Insignias.
- Runes
- Sup Earth, Minor Energy, Vigor, Minor Air, Vitae
- Weapons
- Any +20% enchantment weapon, but the more energy and health bonuses the better.
Roles:
- General
-
- Keep Attunement up and spam stone daggers at target of choice.
- Be in the habit of keeping Aura Restro, Stone Stiker, and Mantra up to take load of healers should aggro hit the back lines. Add in Stoneflesh for serious damage reduction.
- Obsidian Behemoths
- Stiker + Stoneflesh + Mantra == no damage from traps, so add in a Healing Breeze from a monk to counter burning/bleeding, and you're in charge of clearing traps. Traps are great for energy, so go ahead and charge them during battle. And oh yea, fling some daggers.
- Four Horsemen Quest
-
- Your job is to stand on one side and hold off half the horde until the other side comes to the rescue.
- Keep all enchants up. Use Glyph before every cast of Obsidian Flesh. Don't worry about attacking, it'll only screw you up.
- When the 55 comes in to take over, run away from the reaper, breaking aggro if possible. You'll likely end up dead, but the initial spell casting will be away from group, and then aggro will resettle on the 55.
- Other Notes
-
- For the most part you can tank smites, dryders, charged blackness, and others, but stay in a pure backup role in that capacity.
- For areas where the 55 can't easily pull, it's your job.
- Don't even think about tanking the Aataxe.
[edit] Support Roles
[edit] Spirit Nuker
Factions Ritualist. Channeling Magic 15 Spirit Rift Spell Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 135 lightning damage. Factions Ritualist. Channeling Magic 15 Painful Bond Hex Spell For 20 seconds, target foe and all nearby foes are Hexed with Painful Bond and take 20 damage whenever hit by a Spirit's attack. Nightfall Ritualist. Channeling Magic 15 Offering of Spirit Elite Spell Gain 17 Energy. If any Spirits are within earshot, you do not sacrifice Health. 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. Factions Ritualist. Communing 11 Pain Binding Ritual Create a level 9 Spirit with 180 (+79) Health and 56 armor. This Spirit's attacks deal 23 damage. This Spirit dies after 118 seconds. Factions Ritualist. Channeling Magic 15 Bloodsong Binding Ritual Create a level 12 Spirit with 240 (+106) Health and 73 armor who dies after 150 seconds. Attacks by that Spirit steal up to 25 Health. Nightfall Ritualist. Communing 11 Anguish Binding Ritual Create a level 1...9...11 Spirit. This Spirit's attacks deal 5...17...20 damage and deal double damage to Hexed foes. This Spirit dies after 15...39...45 seconds. Nightfall Ritualist. Sunspear rank Vampirism Binding Ritual Create a level 4..14 Spirit that dies after 30..150 seconds. Attacks by this Spirit steal up to 10..20 Health, and you are healed for 10..20 Health. |
Must be Human. A Hero can't make this build work right, and you're better off with another Ele."
- Equipment
-
- Runes as above, though extra health is good as well.
- Pretty much any staff, but +60hp and +15e is nice.
- Skill Variants
-
- Spirit Channeling in place of Offering of Spirit. Essence Bond on the 55 works in a pinch.
- Ancestor's Rage in place of Spirit Rift, but can be a pain to keep selecting the tank to cast it on.
- Agony in place of Anguish
- Resurrection Chant or Renew Life in place of Flesh of my Flesh. Hmm. possibly Rebirth if you are sure someone else has Chant or Renew.
Role:
- Stay alive
-
- You are potentially the only human player with a hard rez. If in doubt, run away, and keep running until safe.
- Spirits act as decoys, giving you a few seconds head start.
- You should be in the back, regardless.
- I've personally seen several runs where the party is wiped, save this Rit, and this char was able to mop up the remaining aggro, and then rez the entire party.
- While generally Offensive in play, the ability of this class to prevent wipes places it in the support class.
- General
-
- Place a row of spirits back a bit from where the 55 will pull to. If in doubt where to go, ask the 55.
- Use Painful Bond/Spirit Rift in battle, with Offering of Spirit to keep energy up.
- In areas with choke points, place spirits to block advance of lost aggro.
- In areas with lots of dryders, space spirits out to avoid one Meteor Shower wiping all the spirits.
[edit] Prot+Heal
Build pending, but pretty flexible. Just needs to have extra healing and protection for the rest of the party.
[edit] Spirit Healer
Prophecies Ranger. Wilderness Survival 15 Serpent's Quickness Stance For 30 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. Core Ranger. Wilderness Survival 15 Quickening Zephyr Nature Ritual Create a level 10 Spirit with 200 Health and 62 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 45 seconds. Core Ranger. Wilderness Survival 15 Troll Unguent Skill For 13 seconds, you gain +10 Health regeneration. Factions Ritualist. Restoration Magic 10 Life Binding Ritual Create a level 1...11...14 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 1...6...7 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Factions Ritualist. Restoration Magic 10 Preservation Elite Binding Ritual Create a level 1...11...14 Spirit. Every 4 seconds, this Spirit heals one non-Spirit ally in the area for 10...94...115 Health. This Spirit dies after 90 seconds. Factions Ritualist. Restoration Magic 10 Recuperation Binding Ritual Create a level 7 Spirit with 140 Health and 44 armor. Non-Spirit allies within its range gain +2 Health regeneration. This Spirit dies after 35 seconds. Factions Ritualist. Restoration Magic 10 Spirit Light Spell Target ally is healed for 140. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 10 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 15% Energy. |
Untested
Hero might work, but designed for a human
- Equipment
-
- Runes as above, and a +energy staff and armor
- Usage
-
- Place all the spirits nearby
- the combination of SQ + QZ should allow the 55 to recast SB without the use of echo.
- heal as need be.
[edit] Damage Options
[edit] Fire Ele
Core Elementalist. Fire Magic 15 Fire Attunement Enchantment Spell For 60 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. Prophecies Elementalist. Fire Magic 15 Mark of Rodgort Hex Spell Target foe and all nearby foes are Hexed with Mark of Rodgort. For 35 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 4 seconds. Nightfall Elementalist. Fire Magic 15 Searing Flames Elite Spell Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this Skill is cast are struck for 100 fire damage. Foes not already on fire begin Burning for 7 seconds. Nightfall Elementalist. Fire Magic 15 Glowing Gaze Spell Deals 50 fire damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Burning. Core Elementalist. Fire Magic 15 Fireball Spell Send out a ball of fire that strikes target foe and all adjacent foes for 112 fire damage. Nightfall Elementalist. Fire Magic 15 Liquid Flame Spell Target foe is struck for 112 fire damage. If that foe is attacking or casting a Spell, nearby foes are also struck for 112 fire damage. 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. Factions Monk. Healing Prayers 3 Resurrection Chant Spell Resurrect target party member with up to your current Health and 11% Energy. This spell has half the normal range. |
Hero or Human
- Equipment
- Standard Fire Ele gear. Fire rune can be Sup or Major.
- Variants
-
- essence bond instead of glyph. (cast on 55)
- pretty much any hard rez.
- while this build looks standard, it was actually carefully crafted to avoid aggro scatter. Do not make changes to it without fully understanding the scatter issue.
- Usage
- If you have to ask, you've never played an ele.
[edit] SS/Utility Necro
Prophecies Necromancer. Curses 15 Spiteful Spirit Elite Hex Spell For 20 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 35 shadow damage to that foe and all adjacent allies of that foe. Prophecies Necromancer. Curses 15 Insidious Parasite Hex Spell For 15 seconds, whenever target foe hits with an attack, you steal up to 45 Health from that foe. Core Necromancer. Curses 15 Suffering Hex Spell For 30 seconds, target foe and all nearby foes suffer -0...2...3 Health degeneration. Nightfall Necromancer. Soul Reaping 10 Signet of Lost Souls Signet If target foe is below 50% Health, you gain 70 Health and 7 Energy. Factions Necromancer. Curses 15 Defile Enchantments Spell Target foe and all nearby foes take 60 shadow damage and 20 shadow damage for each Enchantment on them. Prophecies Necromancer. Blood Magic 10 Blood Ritual Enchantment Spell For 12 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. Core Necromancer. Blood Magic 10 Well of Blood Well Spell Exploit nearest corpse to create a Well of Blood at its location. For 16 seconds, allies in that area receive +4 Health regeneration. Core Monk. Protection Prayers 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 10..4..3 seconds. This Spell consumes all of your remaining Energy. |
Human preferred, but Hero works as well
- Equipment
- Standard Curses Necro gear.
- Usage
-
- Hex the bad guys.
- Blood Rit 55 and other casters as needed.
- Well of Blood to help healing, and corpse denial in Bone Pits.
[edit] SS/Utility Necro (alternate)
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 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. 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. Blood Magic 10 Well of Blood Well Spell Exploit nearest corpse to create a Well of Blood at its location. For 16 seconds, allies in that area receive +4 Health regeneration. Prophecies Necromancer. Curses 16 Insidious Parasite Hex Spell For 16 seconds, whenever target foe hits with an attack, you steal up to 47 Health from that foe. Core Mesmer. Inspiration Magic 3 Mantra of Resolve Stance For 40..90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 9 Energy or Mantra of Resolve ends. Prophecies Necromancer. Blood Magic 10 Blood Ritual Enchantment Spell For 12 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. Nightfall No Profession. Sunspear rank Sunspear Rebirth Signet Signet Resurrect target dead party member at your location with full health and 10% energy for each Sunspear rank you have attained. This signet can only be used once per mission unless recharged by a morale boost. |
Must be Human
[edit] Suggested Parties
(all are listed in Human : Heroes listing)
[edit] 3-human
- Echo 55: SB Prot Support
- GeoTank: Heal+Prot Monk
- Spirit Rit: 2 Fire Eles, SS/Utility Necro
[edit] 4-human
- Echo 55: SB Prot Support
- GeoTank
- Spirit Rit
- SS/Utility Necro: 2/3 Fire Eles (can be shared w/ Rit)
(note: a human can be a lot more religious about spamming well of blood than a hero, which will help a a lot with healing)
Humans take over other roles as desired.