Feedback:User/Damysticreaper/Revamp monster skill bars
|Revamp monster skill bars|
|Categories||Player vs. Environment|
- 1 Outdated Monsters
- 2 Ascalon
- 3 Northern Shiverpeaks
- 4 Kryta
- 5 Maguuma Jungle
- 6 Crystal Desert
- 7 Southern Shiverpeaks
- 8 Ring of Fire Island Chain
- 9 Environment Effects
- 10 Allies
Since the introduction of 7 heroes and the ongoing skill buffing and with the increasing level of skills players gain with GW Beyond i am going to rework this suggestion quite a bit. No longer focussing on NM i am going to suggest a build change to all of the HM monsters of all the campaigns to match the level of current players better, is what i said before but with the modestly speaking very large increase in power of the monsters i like to adopt the Zaishen Mode difficulity for this suggestion. As it can be seen below i do not mind using more than one elite in a skill bar to increase the difficulity. Monsters now also have skill that work better as a team and in some cases i even designed a new enemy to make monster team builds work better. The great increase in difficulity might also need a new and better reward to compensate the new difficulity. I also plan on adding area effects and NPC's to assist players. Starting with prophecies.
The first and easiest region of Prophecies. Monsters in Ascalon are less stronger than other monsters found in other regions and often rely on other monsters for their builds to work effectively.
Devourers pop up with all 4 professions present per group and focus on pressure damage. Devourers are able to inflict degenerative conditions and posses multiple interrupts, however they have limited defensive abilities.
Gargoyles are able to inflicts large ammounts of damage through the Air Magic spells of the Flash Gargoyles and able to reduce the effectiveness of their enemies through the skills of the Shatter Gargoyles. Making them even more challenging is the healing capabilities of the Resurrect Gargoyles who are able to swiftly ressurect their fallen allies.
Grawls are able to deal a fairly large ammount of damage but their biggest danger comes from their knock down capabilities. Grawls becomes more dangerous when their numbers increase as they can keep your team knocked down. The Grawl Ulodytes spawn in numbers no more than 2, they posses strong healing skills as well as defensive skills and a ressurect.
Elementals do not offer much of a threat individually but one should still be careful since they all posses some form of a knock down and when multiple types of these elementals are together can knock your party down frequently during battle. Stone Elementals and Stone Furies pose the largest threat as they can deal a large ammount of damage to your entire party.
In the seared remains of Ascalon plants are not commonly seen but can still mean trouble. Crown of Thorns in particular as they randomly spawn near mobs to offer support. Singed Oaks primarily spread around bleeding and poison and place traps near their location wich can easily take out the ones caught in them. They posses both healing and strong defense to keep themselves alive, Aspect of Oak makes them even more resilient. Quickening Zephyr allows them to place their traps even more frequently and allows them to use their defensive skills much more often. Once engaged at least one Crown of Thorns spawns to support them.
Bandits randomly wander throughout Ascalon and can be very troublesome to deal with as they posses multiple defensive skills. They use a combination of Earth Magic and Inspiration Magic to defend themselves, combining Glyph of Swiftness with Obsidian Flesh they are able to maintain Obsidian Flesh making spells useless. They attack in melee and use Fire Magic to take out their opponents. The Renegades can also be found wandering throughout Ascalon but are not as resilient as the bandits are, however they deal alot more damage. Renegades use point-blank area-of-effect Fire Magic to take out their enemies while Renegade Elementalists use ranged Fire Magic to take out their enemies. Renegade Elementalist use Godspeed to increase the speed of the Renegades wich makes kiting and avoiding the spells of the Renegades very difficult.
All the normal charr have been replaced by the more powerful Charr Lords who can always be found traveling in groups of 6 with all professions present. Because of this their groups posses a large variety of skills and effects wich makes them difficult to handle. They posses multiple means to inflict burning and largely deal fire damage. Altough they have a large variety in skills they lack an effective healer since their monks focus on Smiting Prayers and only posses Smiter's Boon as healing skill.
Abominations are effective minion masters who exploit the corpses of fallen Ascalonian Soldiers who are scattered throughout Dragon's Gullet. Tar Behemoth are very resilient warriors and unless some specific skills are taken to take them out it is nearly impossible to kill them. Due to their resilience they have limited offensive abilities and limited healing, however Crown of Thorns spawn near them and support them. Hydras are the most dangerous foes encountered in Ascalon. They chain Meteor and combine it with Bed of Coals to inflict large ammounts of damage and keeping their foes from moving when they use their spells. Storm Riders spawn in less numbers per mob in HM but are far more dangerous as they can counter almost anything. Able to remove enchantments and hexes and able to counter both martial attacks and spells as well as summons. They can very often be found with Elementals. The Melandru's Stalker replace the charmable pets and are found in packs of fairly large numbers. They use the old sword combo wich enables them to deal quite a powerful spike, combined with their large number they are found they can deal large ammount of AoE damage trough Hundred Blades. Like the Melandru's Stalker the The Moa Birds replace the charmable pets and are found in a large number. Opening with a strong spike they can keep their enemies knocked down, combined with their large numbers it makes them dangerous foes.
The second region in Prophecies and home to many wild life and the Shiverpeak Tribe and the powerful Stone Summit. Foes here can often be found in large numbers and are much more powerful than those in Ascalon.
The Shiverpeak Centaur use their warriors to take in the damage while their ranger spam Barrage powered by Conjure Frost to deal damage, their monks are used as backline healers avoiding combat. The Shiverpeak Tribe are not the most dangerous foes but should not be underestimated.
The warriors are able to inflict conditions and have Trample that gives them a knock down wich only the warriors posses. They are also able to support their allies both offensively and defensively and are able to both heal and protect themselves.
The rangers maintain Winter to convert all elemental damage into cold damage wich all centaurs have high armor against, they also maintain Frozen Soil making it impossible to resurrect. They continuously spam Barrage powered by Conjure Frost to deal damage to their foes and act as the main force of damage, they also posses two interrupt wich makes them troublesome foes.
Their monks don't spawn in numbers more than 2 and are capable healers, they are also able to remove both hexes and conditions and maintain Vigorous Spirit on their allies at all times. They use Mantra of Frost to reduce the damage they take and together with Channeling acts as their energy managment. They use Healing Touch to heal themselves and Dwayna's Kiss to heal their allies.
The Stone Summit are the strongest enemies that can be encountered in the Northern Shiverpeaks. Their forces are large and diverse and posses many different skills. Defeating them without the correct skills and strategy can prove very difficult. Stone Summit usually go for the weaker caster backline first ignoring the martial frontline.
Dolyak Riders are the support units are offer both healing and protection. They can easily remove conditions and hexes from both their allies and themselves, they are also capable of resurrecting their allies. Altough being able to both heal and protect they rely on Life Sheat combined with Divine Boon to heal wich makes them weak against energy denial and enchantment removal.
Stone Summit Crushers and hammer warriors who combine Backbreaker with Rending Aura and Crushing Blow to remove enchantments and to inflict deep wound. They use Harrier's Grasp to snare their foes and use Pious Restoration to heal themselves, often consuming Rending Aura to remove hexes from themselves as well. To be able to use their spells they use Auspicious Blow as energy managment. Stone Summit Crushers mostly focus their attention on foes attacking their casters.
Stone Summit Howlers use a combination of Curses and Restoration Magic. They are able to remove enchantments to counter protective enchantments and posses Vocal Minority and Meekness to counter the Imbagon. Other than that they primarily have a supportive role buffing the damage of their martial allies with Barbs and healing them with Restoration Magic. They also posses Flesh of My Flesh and resurrect as soon as one of their allies falls. They focus on the martial class enemies and supporting their allies. They always use Barbs on the target that is being attacked their warrior allies.
Stone Summit Sages combine Frustration with Psychic Instability a dangerous interrupt. They also posses Power Drain as interrupt and can remove enchantments trough Drain Enchantments. They also support the conditions their allies inflict trough Fragility and Toxicity. With Primal Echoes they counter the use of signets used by their foes since none of the Stone Summit posses a signet. Stone Summit Sages always focus their skills on the enemy 's backline casters.
Stone Summit Scouts are dangerous foes posses 3 interrupt and can spread around poison with ease. They posses Brambles to inflict bleeding and Earthbind supporting the knock down capabilities of their allies and use Restoration to resurrect their fallen allies. Like the Stone Summit Sages they always focus on the enemy's backline casters.
Summit Axe Wielders are the main damage scource of the frontline and can deal a large ammount of damage with Cleave and Executioner's Strike. They are able to critical hit with ease due to the skills "Fear Me!" and "Go for the Eyes!" giving a constant high DPS. They use "Find Their Weakness!" whenever it is available to deal a large ammount of damage. They always go for the same target as their allies do creating a dangerous spike.
Summit Beastmasters posses 4 knock down wich wich 3 of the are AoE knock downs. They are also able to spread around poison and can easily transfer conditions. They usually position themselves at an enemy's location where they are able to knock down multiple foes, from there they either attack the target that is closest to them or the target that is already being attacked.
Ice Golems like Stone Summit Sages and Stone Summit Scouts are very capable ate interrupting, they combine Spinal Shivers with Ice Spear to interrupt foes. They use Ether Renewal combined with Water Attunement and Aura of Restoration to heal themselves and preventing their energy from running out. They start by casting Maelstrong on the enemy's backline and Blurred Vision on the enemy's fronline. From there they continue attacking the frontline of the enemy while the Stone Summit attack the backline.
The local wildlife of the Northern Shiverpeaks are not as dangerous as the Stone Summit but should still not be underestimated as they can hit hard in the often large numbers they found in.
Frostfire Dryders posses many life steal skills and many hexes to take on their foes. They are able to counter both martial classes and caster classes trough Soul Leech and Faintheartedness and keep the support of their enemies at bay with Mark of Subverion. They often travel in numbers between 4 to 6.
Snow Ettins can deal a large ammount of damage and can knock down their foes while being resistant to knock down themselves. Besides Balanced Stance they use "Watch Yourself!" to protect them and Antidote Signet to keep themselves clear from harmful conditions. They often travel in numbers of 6-8.
Snow Wolfs replace their charmable namesakes. Snow Wolfs travel in packs of 8 and deal a moderate ammount of damage on their own but they usually focus on a single target making them alot more dangerous then they first appear to be. They can easily maintain "Watch Yourself!" and posses an interrupt often preventing their target from using any skills.
Minotaurs are high level hard hitting warriors capable of dealing a large ammount of damage. They posses 2 elite skills and are the only ones in the Northern Shiverpeaks to posses more than one elite skill. Their defensive skills and healing skills makes them tough to handle. They travel in numbers between 3 to 5 and attack the foe that is closest to them regardless of the health or class.
Juniper Barks are monks that use a combination of Smiting Prayers and Healing Prayers to support the local wildlife. They are capable of removing conditions and hexes from their allies but not from themselves. They use Healing Whisper to heal their allies and Healing Touch to heal themselves. They spawn in numbers of 1 to 2 but never 3 or more and do not spawn near the Stone Summit and the Shiverpeak Tribe.
Ice Drakes are the strongest of all the foes encountered in the Northern Shiverpeaks. They have a very high level and deal a very large ammount of damage with both their spells and in melee. They can be found in all of the explorables of the Northern Shiverpeaks but often alones, sometimes in numbers of 2 to 3 but no more than 4.
Kryta has by far the largest monster diversity in prophecies and has some very powerful monsters. The high ammount of different monsters and the different builds they use makes it difficult for team builds that rely on a single strategy as it may work on one type of foe but may not work on other foes.
The Caromi rely alot of physical damage and can deal quite a lot of it. Both the mid level Caromi as the high level Caromi can be found together even in the lower end areas of Kryta. Their builds are highly individual and do not rely on eachother's build to work or for improvement. They lack a supportive healer and rely on self heal and defense to survive. As tengus all of them posses Tengu Mimicry. They are often found in large groups of 8 usually composed out of 4 mid level Caromi Tengu and 4 high level Caromi Tengu.
The Caromi Tengu Brave come in both an axe version and sword version and are able to spike hard, however the attack skills they use take time to charge due to the high adrenaline costs they have. They also posses attacks that punish blocking but also skills that causes them to lose all adrenaline. They both focus on a single target to create a spike, often the one that is aggro'd first.
The Caromi Tengu Elite also come in both an axe version and sword version. The axe version uses Tripple Chop and Cyclone Axe to take out multiple foes at once while the sword version combines "For Great Justice!" with Dragon Slash to deal a large ammount of damage to a single foe. Caromi Tengu Elite focus on the backline of their foes instead of the ones that are aggro'd first.
Caromi Tengu Fierce deal a large ammount of damage with the combined powers of Glass Arrow and Brutal Weapon. They focus on the target that is being spiked by the Caromi Tengu Braves.
Caromi Tengu Scouts spread around poison and combine it with Signet of Toxic Shock to deal damage. Like the Caromi Tengu Fierce they focus on the target that is being spiked by the Caromi Tengu Braves.
Caromi Tengu Seers combine energy denial with armor ignoring AoE damage to take out the caster backline of their enemies. They ignore frontline foes and priorize casters at all times untill they are taken out.
Caromi Tengu Wilds focus on taking out the frontline of the enemy while the Caromi Tengu Seers focus on the backline. They posses both blind and adrenaline denial skills as well as skills that interrupt and punish attacks. Opposite to the Caromi Tengu Seers they ignore casters and priorize the martial classes at all times untill they are taken out.
The Mergoyles are some of the less powerful foes encountered in Kryta but should not be underestimated. They are able to deal a large ammount of damage to the ones that are unprepared. They are often found in groups going between the numbers of 5 to 6 and have no real target priority.
Mergoyles are Wastrel spammers and combine it with the disabling power of Power Block. They combine Mantra of Earth with Stone Strikes to stay alive.
Mergoyle Wavebreakers are not as resilient as Mergoyles with can deal alot more damage with their Water Magic spells. They combine their Water Magic hexes with Discharge Enchantment to remove enchantments from their foes.
The Krytan Bog Skales are one of the more stronger foes that can be encountered. They combine various hexes with conditions to take out their foes. They are often found in groups of 5-6.
Bog Skales combine Barbed Signet with Oppressive Gave and Ulcerious Lungs together with Suffering to cause wide spread degeneration. They cast their skills on the center target be maximize the effects of their skills.
Bog Skale Blighters are Discord Necromancers that spike the same target. They also posses multiple hexes and conditions and are ale to create and steal minions. There are usually 3 Bog Skale Blighters in a group.
Bog Skale Icetooth are one of the few monsters in Kryta that posses more than one elite and are the strongest of the Bog Skales. They combine Toxic Chill with Icy Veins and Soul Barbs and are always the ones to call the target for the Bog Skale Blighters to spike. They can also remove multiple enchantments at once and return conditions but have limited self healing capabilities.
Kryta being a tropical area also contains various ammounts of plants who are often encountered in few numbers but can prove difficult to take down.
Ancient Oakhearts are plants at a very high level and posses 3 elites. With their Smiting Prayers they can deal a large ammount of damage. They also combine Quickening Zyphyr with Shield of Judgment and Aspect of Oak to protect themselves. They are always found alone but when aggrod 2 adtional Large Spined Aloes spawn with them.
Large Spined Aloes are high level monks that are only found near Ancient Oakhearts and always spawn in numbers of 2. They focus in Divine Favor spells to heal their allies and posses 2 elites. They have Spellbreaker and combined with Quickening Zephyr and Blessed Aura they can maintain it making spells nearly useless against them. Their Spellbreaker combined with Shield of Judgment from the Ancient Oak they can counter both spells and attack effectively. With the Healing Powers the Large Spines Aloes offer they are foes difficult to take out.
Oakhearts combine Splinter Shot and Ignite Arrows to deal AoE damage while using their traps to prevent foes close to them from doing any damage. Like all other trees of their kind they posses Quickening Zephyr and Aspect of Oak. They combine Quckening Zephyr with Lightning Reflexes to protect themselves and to place their traps safely. They can often be found in numbers of 1-3.
Reed Stalkers are one of the more dangerous foes in Kryta. They combine Mind Wrack with powerful energy denial skills to take out their enemies. They usually come in numbers of 6-8 and can deal a large ammount of AoE damage with their combined Energy Surge.
Spined Aloes are monks that support the local wildlife with healing. Offering healing as well as hex and condition removal skills, they use Healing touch to heal themselves. They do not spawn in numbers more than 2 and are not a serious threat on their own but make make a fight turn with their skills.
Imps are one of the most dangerous of wildlife encountered in Kryta. They come in large numbers from 6-8 and can swiftly kill their enemies.
Fire Imps start their attack with Mark of Rodgort and continue chaining Meteor followed by Searing Flames. They continue spamming Searing Flames untill they are required to cast a different spell.
Inferno Imps also chain Meteor and combine it with Savannah Heat and Searing Heat. When 3 Savanah Heats or Searing Heats are being cast the other Inferno Imps continue with Fireball and Rodgort's Invocation.
Drakes are the strongest monsters found amongst the Krytan wildlife. With their Air Magic and high levels they can deal an incredible ammount of damage.
Grand Drakes are by far the strongest creatures in Kryta possessing 4 elite skills and Strong Natural Resistance. They have a very high level and can inflict both the blind and dazed conditions as well knock down their targets. They are always found alone but other wildlife may wander nearby and can be aggroed sepperatly.
Lightning Drakes are the weaker versions of the Grand Drake but dispite having a lower level they still deal an incredible ammount of damage and posses Natural Resistance. They come in numbers of 3-4 and usually spike a single target.
Cult of Verata
Found only in Kessex Peak the Cult of Verata are strong foes. Altough their forces are not that diverse they make it up with their large numbers.
Apprentice of Veratas are minion masters who have a minion bomber build. They can steal other minions with ease and heal themselves by sacrificing their minions. Due to the high ammount of Verata skills they have little self managment are fully depent on minions for their builds to work.
Eyes of Verata are rangers who are the main damage scource. They can interrupt their foes as well can they deal a fairly large ammount of damage with Kindle Arrows. They can also remove enchantments and inflict cracked armor to meet the condition of Body Shot. They generally focus on the backline casters with their longbows.
Sage of Verata are mesmers who interrupt the casters of the enemies and support their own casters with Weapon of Quickening and their martial allies with Sundering Weapon. They combine Overload with Shatter Delusions to deal damage. When present in the builds of their enemies they make Discord a priority interrupt for Complicate.
Shephard of Verata are monk who use Divine Favor and Healing Prayers spells to heal their party and use Smiting Prayers to keep their allies clean from conditions and hexes. They can also resurrect their allies but they do not have a skill that can heal an allies target.
Soul of Verata are spirits that use Death Magic to support their allies and Channeling Magic to deal damage to their foes. They posses Animate Undead wich allows them to summon 6 Minions of Verata to provide exploitable corpses. They can usually be found as a pair per group.
Minions of Verata as mentioned above are summoned by Souls of Verata to provide exploitable corpses. Due to Frenzy and Undead Sensitivity to Light they are fragile but are still hard hitting enemies. They have a high chance to critical hit and inflict bleeding and deep wound whenever they do so. They are also able to hit 3 foes per hit and can snare and interrupt their foes. Altough they do not posses cracked armor for Distracting Strike's condition to trigger it is still easily inflicted by the other members of the Cult of Verata.
The Undead are the ones with the most diversity but can generally be summed up into 3 catagories of strategy.
First are the martial class monsters Executioners followed by Hellhounds and Necrid Horsemen. Using the buffs of the Necrid Horsemen the Executioners and the Hellhounds spike the foe closest to them.
Second are the Bone Dragons who summon Dragon Spawns at their side, they are always found together with Necrid Horsemen. They specialise in interrupts and spike casters.
Last is the main army who specialize in condition spreading. They come in large numbers with many different Undead present and are able to create powerful spikes and cause alot of pressure with their conditions.
Noticeble is that almost none of them have Undead Sensitivity to Light.
The Bone Dragons are the strongest of the undead. Instead of being rangers they are now powerful necromancers with a minion master build and have the same skills as Zoldark the Unholy. With their version of Animate Undead they summon Dragon Spawns. They are always found with Necrid Horsemen that buff the damage of the Dragon Spawns.
Dragon Spawns are undead dragons who combine Quick Shot with Choking Gas to continuously interrupt their foes. They also posses Deafening Roar wich gives them even a greater chance to interrupt. They lack any self heal or defense wich makes them quite fragile. They do they deal much damage on their own but when their attacks are buffed by the skills of the Necrid Horsemen they become alot more dangerous. They are fleshy monsters and serve as exploitable corpses for the Bone Dragon.
Executioners have become axe warriors who combine Stun on Critical Hit with Keen Chop to continuously knock down their target and it allows them to meet the requirments of Lacerating Chop and Rending Aura to inflict bleeding and remove enchantments. They are always found with 6 Hellhounds and one Necrid Horseman. They are not found together with other Executioners in the same group, they can be located near eachother. They have no real target preference.
Hellhounds are always found together with Executioners and Necrid Horsemen. They are not that strong but with the large numbers they come by they can become dangerous, even more when they are buffed by the Necrid Horsemen. They often attack the same target as their handler.
Necrid Horsemen are always found with other undead mobs acting as support. They focus on hexes and enchantments that increase the damage of the martial classes. Monsters who would normally not deal a large ammount of damage with it's attacks become alot more dangerous with a Necrid Horseman. Sometimes they are found alone but Grasping Ghouls will always be lurking underneath. They target the same foe their allies are attacking in a spike.
Grasping Ghouls are always found hiding underground near the main forces. They have gained Long Claws and Sweeping Strikes allowing them to inflict bleeding and deep wound on critical hits and are now able to hit up to 3 foes at once. They combine their conditions with Reap Impurities to deal damage and with "Victory is Mine!" to heal themselves. They often spawn in large numbers exceeding. They attack the ones closest to them and tend not to attack the same target to pressure multiple enemies at once.
Skeleton Rangers continuously spam Barrage to deal widespread damage. They combine it with "Go for the Eyes!" to buff themselves and their allies with critical hits, they also posses "Stand Your Ground!" to improve the defense of their allies. They focus damage on the enemy's backline.
Skeleton Bowmasters are high level rangers who focus their attacks on single targets and increase the power of their attacks skills with their chants. Using the classic Burning Arrow-Apply Poison combo they can deal a large ammount of pressure damage. They collectively spike a target.
Skeleton Mesmers use Fevered Dreams and Fragility to spread and punish conditions. Their main form of damage is Accumulated Pain and Wandering Eye but they still mainly serve a supportive role with their condition support skills and protection prayer skills.
Skeleton Monks are the healers of the group. They posses strong direct healing skills and are able to swiftly resurrect their allies with Unyielding Aura. They also posses 2 weapon spells wich they primarity use on the rangers of their group to increase the damage they deal.
Skeleton Sorcerers combine Earth Magic and Channeling Magic to take out their enemies. Starting by casting their spirits they attack the target being spiked by it's allies with it's spells and it's spirits.
Zombie Warlocks combine Glyph of Immolation with Virulence and Vile Miasma to assist with the spike. They start their attack by casting Meteor Shower on the enemy's backline. When their enemies or allies have fallen Zombie Warlocks exploit their corpses to create Bone Minions to overwhelm their enemies it's minions.
Smoke Phantoms are powerful elementalists that spawn together with Wraiths often near other undead mobs assisting them. They can deal a large ammount of damage to multiple enemies with Invoke Lightning and Chain Lightning and blind martial class enemies. Between the recharges of their spells they have Conjure Lightning to make strong attacks. They focus on frontline enemies.
Wraiths spawn together with Smoke Phantoms near other undead mobs and focus on energy denial trough interrupts. They also offer a moderate form of healing and are able to resurrect their allies trough Restoration Magic. They have no offensive skills and the only form as damage they can deal depents on the elite skill they copy. Wraiths focus on disabling the enemy's casters.
The White Mantle have builds from War in Kryta with some minor differences here and there. Why bother designing new builds when they already have good ones.
The remaining wildlife of Kryta that inhabit the region.
Gypsie Ettins are sturdy hammer warriors with high health. The damage they deal is limited but are able to knock down their enemies with ease and dispite being hammer warriors are quite resilient. They can be found in groups of 6-8 and can also often be found near other wildlife. They usually spike a single target.
Hill Giants, inhabitants of Kessex Peak. They can knock down their enemies very easily due to Stun on Critical Hit and Critical Hit Probability. They combine their knock down skills with Crushing Blow and Renewing Smash to take out their enemies. Hill Giants are often found in groups of 3-4 together with other local wildlife. They have no real preference of who they attack.
Fen Trolls posses 2 elites and both are capable of dazing their enemies. They also posses 2 interrupts making them fairly difficult to deal with. They are also able to inflict bleeding and poison with ease and can remove conditions from themselves with ease, however they lack defensive skills making them not very resilient. Their lack of defense they make up with the large numbers they are encountered in, often between 8-12. They prefer to attack casters.
Forest Minotaurs also posses 2 elites and are able to knock down moving foes making them difficult to kite. They can deal a large ammount of damage and posses Berserk enabling them to inflict multiple conditions with ease. They patrol a very large area overlapping with other local wildlife. They usually spike a single target.
Lynxes no longer come in 2 versions but have their builds merged into one build with a small alteration. They come in large numbers of 8-10 and replace the charmable Lynxes.
Fog Nightmares pop up in numbers of 5-7 and use life stealing skills to take on their foes. They can keep enemy healers at bay with Mark of Subversion and spike a singe target. They can often be found nearby other local wildlife.
A hostile region populated by many dangerous creatures that can inflict conditions with ease. The local wildlife here is well adepted to the enviroment.
Devourers pop up in large numbers of 6 or more. Using conditions and buffed physical attacks to take out their enemies, attacking multiple foes at once.
Fevered Devourers use a combination of Blood Magic and Curses and can inflict many conditions with ease and cause a large AoE degeneration. Using Barbs and Mark of Pain on foes that are being attacked they can increase the damage of the Thorn Devourers and Thorn Devourer Drones. They posses Vocal Minority wich they cover with Suffering making them troublesome foes for those who rely on shouts and chants.
Thorn Devourers snare their foes with Pin Down and combine Quick Shot with Choking Gas to disable their enemies. They also use nature rituals to weaken their enemies, enchantments in particular are not very effective. Combined with Vocal Minority and the large ammount of interrupts they make it diffcult for their enemies to defend themselves. They usually focus on the backline often on the ones that deal the most damage.
Thorn Devourer Drones are at a lower level but are the ones who posses the most damage. They also posses Quick Shot and buff it with Glass Arrows. They also use nature rituals but unlike those of the Thorn Devourers they increase they buff the damage of the Devourers. Thorn Devourer Drones focus their attacks on the foes with the lowest ammount of health or defense to pressure the healers.
The Maguume Tribe are some of the most dangerous foes that can be encountered due to their coördinated attacks and resilience. They posses many different enchantments for both offense and defence and their mobs of often large and diverse. Like the Shiverpeak Tribe they also use Winter to convert elemental damage into cold damage.
Maguuma Avengers use Water Magic to snare and to take out their foes. Altough being elementalists their only AoE spell is Deep Freeze and they mostly deal damage to only one foe, however due to Mirror of Ice the damage they deal is large. Using Mantra of Frost they are resilient to elemental damage as long as Winter is active. They usually attack melee classes first.
Maguuma Enchanters are mesmers who focus on disabling enemy casters and can support their allies with protective enchantments. Their main source of damage is Spiritual Pain and priorize spirits first. Maguuma Enchanters also posses Mantra of Frost to increase their defense.
Maguuma Hunters are rangers who use spirits, using Binding Rituals to take out their enemies and Nature Rituals to support their allies. They do not posses any defensive skills but their ranger armor combined with Winter gives them strong defense against elemental damage. Trough Fertile Season and Winter they can greatly increase the maximum health of their allies.
Maguuma Protectors focus on healing prayers and make good use of the high ammount of enchantments and health trough their allies posses. With the multiple enchantments their Dwayna's Kiss can heal for a very large ammount and with their large ammount of health Infuse Health can also heal for a very large ammount. They increase their healing with Unyielding Aura wich also gives them a hard res. Their main weakness is that they only have Healing Touch as self heal, however they also posses Mantra of Frost wich increases their defense.
Maguuma Warlocks mostly fill a supportive roll. Using Tainted Flesh and Withering Aura to inflict conditions and returning conditions with the combination of Foul Feast and Plague Sending. They also have the ability to steal minions with Verata's Aura and can counter enemy enchantments with Well of Profane to prevent them from having benefit of Symbiosis. Like the other casters Maguuma Warlocks also posses Mantra of Frost.
Maguuma Warriors come in both an axe version and a sword version, altough the only difference they have is that they posses different attack skills. Both of them can inflict conditions with ease and use Water Magic Enchantments to both increase they offense and defense. Maguuma Warriors also posses Trample to knock down their foes and focus on a single target for a spike.
Plants can be found troughout all of the Maguuma Jungle and each region with it's own type of Plants.
Entangling Roots are found in the lush green forst areas of the jungle. Like all other Oaks they combine Quickening Zephyr with Lightning Reflexes and Aspect of Oak for defense. Possesing traps to take out aprouching enemies their main form of damage comes from Melandru's Arrows combined with Focused Shot. They can always be found together with Life Pods and other hidden monsters.
Life Pods can be found near other local wildlife offering support. Like all other Alloes it posseses the same set of offensive signets and can remove both conditions and hexes.
Redwood Shepards are also found in the lush green forest areas and posses the usual Oak skills. Their offensive skills however are different than the usual Oaks have, using spear attacks instead of bow attacks. Combining Apply Poison with Barbed Spear they can spread degenerative conditions with ease, making them more dangerous is Stunning Strike wich gives them easy acces to daze. Like Entangling Roots Life Pods and other hidden monsters spawn near them to support them in battle.
Thorn Stalkers are found in the high arid areas of the jungle and are always found together with Thorn Stalker Sprouts. Thorn Stalkers use a powerful combination of Air Magic and Earth Magic and can deal a very large ammount of damage to a single target. Using Ebon Hawk and Stoning to knock down their targets and Lightning Orb to inflict cracked armor to increase their damage. They can disable martial classes with ease with their Blinding Flash and posses have a high ammount of defense due to Armor of Earth. To usually spike a single target.
Thorn Stalker Sprouts are weaker than Thorn Stalkers but no less dangerous. They use a combination or Fire Magic and Water Magic and combine Ice Spikes with Maelstrom to snare and interrupt their foes. Combining Glypg of Immolation and Steam they can easily blind their foes and can continuously pressure their foes with Mind Blast. They open their attack by casting Ice Spikes and Maelstrom on the backline casters and continue supporting the Thorn Stalkers with their spikes.
The remaining local wildlife of the Maguuma Jungle.
Maguuma Spiders spawn in large numbers and spread around burning and poison caused a large ammount of pressure. They posses 2 powerful interrupts and combined with their large numbers makes them difficult to handle, being spiders they also posses Snaring Web. Possesing a self-heal, a condition removal and a defensive stance they can be quite resilient.
Root Behemoths are the thoughest foes to take out. They posses a large ammount of defensive skills and can greatly increase their armor, however they lack any form of self-healing. They combine the ability of Dolyak Signet with Desperation Blow and Drunken Blow to inflict multile conditions and can easily knock down their foes with Earth Shaker. They are always found with nearby Life Pods bu no more than 2 of them.
Wind Riders are some of the most troublesome foes that can be encountered in the jungle. Possesing multiple interrupts and AoE armor ignoring damage they are hard to handle. Found in numbers of 4-6 they disrupt their enemies with no prefered target.
Moss Scarabs are hidden foes who spawn in large numbers and use a bomber build, often killing themselves in the process to trigger Death Nova. Due to their large numbers and the ability to deal a large ammount of AoE damage in a short ammount of time they can easily wipe a party for those who are not prepared for them. they can usually be found in numbers reaching from 6-10
Warthogs replace the charmable version. They posses multiple life stealing skills and mainly touch skills. Their ability to steal health and to transfer conditions makes them troublesome foes. They can disable their foes with Wail of Doom and combined with the large numbers of 7 and more their groups are found in can easily disable half of a party with ease.
Jungle Skales are high level foes and are some of the most dangerous foes that are encountered in the jungle and are very well adepted to the environment they live in. They posses 3 elites that can deal a large ammount of pressure trough a large ammount of degeneration and a reduction of healing. After hexing their foes and spreading disease they spike their target with Toxic Chill wich is very often preceded by Reaper's Mark to make sure it's condition is met. Jungle Skales are often found in groups of 8.
Jungle Trolls are high level hammer warriors who posses a powerful knockdown. Possessing 2 elites and 2 self heal skills they are hard foes to handle. Using Battle Rage to fuel adrenaline they can easily use Backbreaker to knock down their foes, followed by Pulverizing Smash to inflict deep wound and weakness. They are found in numbers of 6-9.
A dry hostile region and home land of the Forgotten and many powerful and well adapted wildlife.
The Enchanted Armors can be found near the Forgotten homes and the old Margonite ships. They only come as the martial professions and many posses both AoE damage and shutdown abilities.
The Losaru are capable of spreading almost every condition there is with ease dealing a large ammount of pressure to their foes. Like other centaur tribes found in Tyria the Losaru also make use of Winter to reduce the elemental damage they take. Altough they can easily spread many conditions and can shut down their foes fairly easily with them they do not posses a large ammount of damage.
The scarabs found in the Crystal Desert are some of the most troublesome foes that can be encountered. Always hidden underground they can supprise their foes and can cause alot of harm to the unprepared. Scarabs generaly don't priorize a target.
Jade Scarabs are Contagion Bombers who spawn numbers reaching up to 6 and are always found together with Marrow Scarabs.
Marrow Scarabs are always found together with Jade Scarabs who they use to exploit after the Jade Scarabs have sacrificed themself. They can easily create a large army of minions wo they use as bombs to finish off foes who have survived the initial assault of the Jade Scarabs. They can also steal the minions of their enemies.
Rock-Eater Scarabs are warriors capable of penetrating many defenses. Able to remove stances and enchantments as well as using armor penetrating and unblockable attacks they are difficult to defend against. They spawn with Scarab Nest Builders.
Scarab Nest Builders are rangers who focus on disrupting their enemies and are always found together with Rock-Eater Scarabs and support them with Infuriating Heat and Brutal Weapon.
The Crystal Deserts is home to many dangerous wildlife, who commonly posses more than one elite.
Dune Lizards replace their charmable versions and can be found in packs of 8-10. They focus on degeneration but do not inflict a large ammount of damage and are more of an annoyance than a threat. They can be difficult to take down to those relying on physical attacks and elemental damage due to their ranger armor and the blocking ability of Escape. If a fight with them drags on for too long they can pressure out their foes.
Rockshot Devourers are trappers who are usually found together with the Scarabs. They place their traps and hide underneath the sand waiting for enemies to walk into them and popping up when foes have triggered their traps. When above ground they kite their foes into other nearby traps to take them out. Due to their way of attacking and that they are found together with other enemies they make dangerous foes to encounter, even if you don't encounter them you will likely encounter their traps.
Sand Drakes are very powerful foes than can spike very hard. They shut down their foes before they attack by causing a knocking down and inflicting blind and daze to them. Being able to shut down their foes and being able to hit very hard very fast they can easily wipe a party.
Sand Elementals are elementalists who attack in melee range and posses many anti-martial skills. They posses multiple self-support skills making them resilients and dispite attacking in melee they can hit hard.
Sand Giants are large powerful foes with a high ammount of health who focus on touch skills. Able to steal life from their foes and possessing multiple knock down skills they make tough foes to deal with.
Sand Wurms are basicly the strongest foes than can be found in the Crystal Desert. Having a very high ammount of health and armor and possessing Natural Resistance they are very difficult to take down. They can hit very hard with Blinding Breath when they spawn at their foes.
Desert Griffons are warriors capable of hitting multiple foes trough Sweeping Strikes. Due to this ability they are able to spam their attacks skills dealing a large ammount of damage over a short period of time. They are able to heal themselfs but lack defensive capabilities.
Hydras are very dangerous foes who chain their knock down and deal a large ammount of AoE damage to their foes. Those who are not prepared to fight them will have a short encounter with them.
Minotaurs are some of the less dangerous foes that patrol troughout the desert, however they are quite resilient and can still hit hard. Kiting them is also difficult since they can knock down moving foes easily.
Salving Cacti can be found near regional wildlife supporting them with healing and offensive skills assisting them in battle.
Storm Kin are powerful mesmers capable of shutting down both martial and caster classes. Their ability to shut down foes and to deal armor ignoring damage they make difficult foes to fight.
The southern part of the Shiverpeaks inhabited by the Stone Summit, Mursaat, Avicara Tengu and other wildlife.
The Avicara Tengu mke use of AoE degeneration and mainly trough burning. Their healers can easily remove conditions and hexes and swiftly heal their allies but they lack any form of protection. However they can swiftly resurrect their allies and the Avicara all carry self-protection or potent self-healing abilities. Like all other Tengu the Avicara also posses Tengu's Mimicry.
The Grawls can deal a fairly large ammount of damage but are less diverse and flexible with their builds. Their warriors use hammer attack primarily focused on damage rather than knock downs. The necromancers use a combination of Curse skills and monk supportive skills to hinder their foes and heal their allies. Due to the combination of their skills they can fight a fight quite difficult.
The Mursaat are basicly the most powerfullest foes that can be encountered in the Southern Shiverpeaks. Their constructs posses 4 elites skills and Strong Natural Resistance making them very powerful and very resilient. The warrior constructs posses multiple knock downs and can easily keep a target knocked down. The ranger constructs use a combination of AoE damage trough barrage and multiple interrupts. The elementalist construct use powerful Fire Magic spells to swiftly deal a very large ammount of AoE damage and are offensively one of the strongest enemies that can be encountered. The Mursaat themselves use a combination of damage and energy denial to take out their foes.
The Stone Summit are some of the toughest enemies to defeat since they use balanced builds that posseses few weaknesses and can counter many different builds. They posses powerful healers and can resurrect eachother with ease. They also posses many interrupts and can deal a conciderable ammount of damage. They will prove a real challange to beat.
The wildlife of the Southern Shiverpeaks.
The Black Bears replaces their charmable versions. They are powerful warriors that focus on hammer attacks and are quite resilient due to Defy Pain.
The Tundra Giants are now rangers and possessing Punishing Shot and Expert's Dexterity greatly improving their damage. Due to their high attack rate and Stun on Critical Hit they can knock down their foes easily and often.
Blessed Griffons are some of the most resilient foes that can be encountered. They use Spell Breaker to protect themselves against hostile spells and Shield of Judgment to protet themselves against attacks giving them powerful defense against both martial classes and caster classes. They can hit multiple foes at once due to Sweeping Strikes and knock them down with Stun on Critical Hit. Once they manage to know down a foe they use Holy Strike, Stone Soul Strike and Aftershock to take them out.
Rock Ice are derish elementals using scythe attacks powered by Conjure Frost to take out enemies. Because they come in a large number and can swiftly deal AoE damage they can make short work of their enemies.
Ice Imps are powerful water elementalists that use a powerful combination of snares and AoE damage. In multiple numbers they are very deadly using when spiking with Mind Freeze.
Azure Shadows use a signet smiting builds knocking down foes with Signet of Judgment and can copy it from eachother with Arcane Mimicry giving them 2 copies of their elite. They can easily pull off a large ammount of armor ignoring damage and also pose a threat to healers due to Scourge Healing.
Pine Souls use a combinationof traps and the ranger's Melandru elites. They are quite resilient but not as powerful as most of the foes encountered in the Southern Shiverpeaks.
Mountain Trolls are resilient axe warriors that come in large numbers and can spike very hard. They posses Poison Tip Signet to inflict poison with easy and Antidote Signet to keep themselves clean from conditions while Defy Pain gives them strong defense and Troll Unguent self-healing abilities. Individually not very strong but dangerous when in large numbers.
Frost Wurms are powerful necromancers that use degenerative hexes and posses Choking Gas to interrupt and knock down their prey and Wurm Siege to assault then at range. They are very resilient and very dangerous foes.
Vengeful Spirits are very powerful and dangerous foes who's spawn are triggered by traps. They are able to summon Haunting Nightmares making the battle even more deadly. When being attacked by a Vengeful Spirit a visual effect apears similar to drunkeness
Ghostly Form Skill (passive effect). All attacks against you miss and physical damage is reduced to 0. Whenever you are attacked you steal 50 health from the attacker.
Haunting Curse 1 15 Hex spell. Target hexed foe moves, attacks and activates skills 90% slower and suffers -5 health degeneration. Whenever the Vengeful Spirit loses health target hexed foe loses the same ammount of health. End effect: summons a Haunting Nightmare.
Haunting Screams 15 Shout. All foes in earshot lose 100 health and are knocked down (3 seconds). Summons a Haunting Nightmare
Haunting Torment Skill (passive effect). Whenever you take elemental damage adjacent foes lose the same ammount of health. Whenever you are interrupted adjacent foes are interrupted and you steal 25 health from these foes and foes hexed with Haunting Curse lose 100 health.
Soul Ripping Grasp ¾ 3 Touch skill. Causes 50 health loss and inflicts one random condition for 15 seconds. Causes 1% death penalty for each Haunting Nightmare in range
Soul Steal 1 10 Spell. Steals 50 health from target foe. Steals +50 more health and causes 5% death penalty for each Haunting Nightmare in range.
Wails of the Fallen 20 Shout. Transfers all condition to all foes in earshot at 500% their remaining duration and inflicts a random condition (25 seconds). Steals 50 health from all foes in earshot for each Haunting Nightmare in range.
Wrath of the Fallen 3 45 Skill. Causes 150 health loss and a knock down (5 seconds) to all foes in earshot. Causes an aditional 75 health loss and 10% death penalty for each Haunting Nightmare in range.
The Haunting Nightmares are summoned by the Vengeful Spirit and aid it in it's battle and increasing the effectivenes of it's skills. They do not deal a large ammount of damage but can pressure the players trough constant health and energy degeneration and the ability to cause death penalty with ease. They are able to heal the Vengeful Spirit wich can drag the battle on even longer but are unable to heal themselves. They are able to summon other Haunting Nightmares but won't use the skill untill they are at 25% health. When they die they drop a bundle that removes 15% death penalty from the entire party when dropped.
Call of the Haunted 4 45 Skill. Summons two Haunting Nightmares. Cannot be interrupted.
Essence of the Haunted Skill (passive effect). The Haunting Nightmare's skills deals 5 damage for each point of death penalty it's foes have. When the Haunting Nightmare dies it's essence is left behind, consuming it's essence removes 15% death penalty from your party.
Gaze of the Haunted ¾ 5 Skill. Causes 5 energy loss and 2% death penalty to target foe. Cannot be disabled.
Hums of the Haunted 20 Shout. Causes 10% death penalty to all foes in earshot. The Vengeful Spirit loses all hexes and gains 100 health.
Presence of the Haunted Skill (passive effect). All foes in range suffer -3 health degeneration and -1 energy degeneration. The Vengeful Spirit gains 30 health every 15 seconds for each Haunting Nightmare in range.
Cruel Slash 8 Sword attack. Deals +40 damage. Inflicts bleeding and deep wound (25 seconds).
Furious Slash 5 8 Sword attack. Deals +35 damage. Gain +4 strikes of adrenaline.
Storm Strike 2 1 1 Melee attack. Attack target foe and foes adjacent to target foe.
"Prepare for Battle!" 5 15 Shout (15 seconds). All allies in earshot gain +25 armor and move 33% faster.
Soldier's Endurance 4 20 Skill (20 seconds). You gain +300 maximum health, while under the effect of a shout you also gain +5 health regeneration. End effect: gain 300 health.
Master Ranger Nente
Stalk as One 5 10 Shout (10 seconds). Your pet shadow steps to target foe and causes a knock down with it's next attack. Your next attack inflicts a deep wound (20 seconds). No effect unless your pet is alive
Assault as One 10 1 30 Skill (20 seconds). Your pet deals +20 damage and has 20% armor penetration with it's attacks. Your attacks deal +15 damage. No effect unless your pet is alive
Nurture as One 5 1 10 Skill (3 seconds). You and your pet have 90% chance to block. Initial effect: removes 3 conditions. No effect unless your pet is alive
Grazden the Protector
Holy Tears 5 ¾ 6 Enchantment spell (3 seconds). Target ally loses a condition and a hex each second.
Shielding Cloak 5 ¼ 15 Enchantment spell (5 seconds). Target ally takes 50% less damage and has 15 damage reduction.
Divine Blessing -1 5 1 10 Enchantment spell. You gain +3 health regeneration and +2 energy regeneration. End effect: you are healed for 150 and gain 15 energy.
Divine Winds 5 1 10 Spell. Heals all allies for 80. Does not affect summoned creatures
Aegis of Judgment 10 1½ 25 Enchantment spell (10 seconds). All allies have 75% chance to block. Block effect: adjacent foes take 50 holy damage.
Sword of Judgment 15 ¾ 5 Weapon Spell (10 seconds). Target ally deals +25 holy damage and inflicts burning condition (3 seconds) with it's attacks.
Aria of Sorrow 5 1 8 Spell. Steals 75 health from target foe and inflicts bleeding condition (25 seconds). gain 75 health and 7 energy if target foe is in earshot of a corpse or a minion.
Curse of Darkness 15 1½ 20 Hex spell (30 seconds). Target foe suffers -3 health degeneration. Allies targetting this foe with a skill steal 25 health. End effect: deals 100 shadow damage to nearby foes.
Harmony of Dissonance 10 1 15 Hex spell (5 seconds). The next time target hexed foe takes damage all nearby foes are interrupted and take 100 shadow damage. Initial effect: deals 100 shadow damage. End effect: target hexed foe is interrupted. Ends after target foe takes damage.
Lament of Innocence 10% 1 1 15 Enchantment spell (5 seconds). You gain +10 health regeneration and take 75% less damage. Initial effect: steals 35 health from adjacent foes. End effect: heals for 150.
Rondo of Blood 10% 1 1 5 Enchantment spell (5 seconds). Your minions take 33% less damage, attack 33% faster and steal 15 health with their attacks. Initial effect: heals your minions for 100.
Symphony of the Night 17% 5 2 20 Spell. All allies lose all conditions and foes in earshot are blinded and dazed for 5 seconds for each condition removed. Heals all allies for 100 and deals 100 shadow to each foe that received a condition.
Breakdown 10 2 12 Hex spell (6 seconds). Target foe's next skill fails and deals 120 damage and interrupts target foe and foes nearby target foe.
Manipulation 15 1½ 20 Hex spell (10 seconds). Also hexes foes nearby target foe. These foes activate skills 50% slower and have 50% chance to fail. Allies targetting these foes activate and recharge skills 50% faster.
Mantra of Deflection 5 25 Stance (5 seconds). You gain +10 health regeneration and take 75% less damage. Deals 45 damage to foes dealing damage to you.
Mantra of Attunement 5 15 Stance (20 seconds). Your spells activate and recharge 33% faster and cost 33% less energy.
Mind Control 10 1½ 20 Hex spell (10 seconds). Whenever target hexed foe deals damage nearby foes take 50% of that damage and you steal 1 energy from these foes.
Shattering Hex Eater 5 ¾ 15 Spell. Removes a hex from target ally. Removal effect: target ally is healed for 120 and steals 3 energy from nearby foes, these foes lose one enchantment and take 75 damage.
Lightning Storm 10 15 2 20 Spell (5 seconds). Deals 50 lightning damage and interrupts target foe and foes nearby your target's initial location each second. 25% armor penetration. You are exhausted.
Magnetic Storm 10 2 30 Spell (10 seconds). Deals 30 lightning damage each second to target foe and foes nearby target's initial location. Foes inside Magnetic Storm move 90% slower. 25% armor penetration.
Thunder Storm 5 ¾ 15 Enchantment spell (6 seconds). Deals 50 lightning damage to foes nearby target ally and you. Whenever target ally or you use a skill nearby foes take 35 lightning damage and suffer cracked armor condition (10 seconds), attacking foes also suffer blind condition (10 seconds). 25% armor penetration.
Storm Surge 10 1 5 Spell. Deals 100 lightning damage to target foe and foes adjacent to your target. Target foe is knocked down. 25% armor penetration.
Glyph of Storms 5 1 15 Glyph (10 seconds). Your next spell costs 10 less energy and recharges 50% faster and unleashes a storm at your target's location that deals 50 lightning damage and causes a knock down each second (5 seconds) to adjacent foes. 25% armor penetration.
Storm Barrier 10 1½ 20 Ward spell (10 seconds). Allies in this ward have +100 armor and gain +10 health regeneration and +6 energy regeneration. This skill is disabled for 20 seconds.