Orders build
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Orders builds are builds that support their martial team members by using party-wide enchantments. Many of these skills share the skill nomenclature prefix "Order". It is only used in physical-heavy parties, as Orders are irrelevant to casters.
Primary Order spells[edit]
The primary task of this build is to maintain these enchantments.
Icon | Name | Description | Attribute | Campaign | |||||
---|---|---|---|---|---|---|---|---|---|
Dark Fury | Enchantment Spell. Enchants party members (5 seconds). These party members gain one strike of adrenaline each time they hit with an attack. 50% failure chance unless Blood Magic 5 or more. | 17% | 10 | ¾ | 5 | Blood Magic | Prophecies | ||
Order of Pain | Enchantment Spell. Enchants all party members (5 seconds). 3...13...16 more damage whenever these party members hit with physical damage. | 17% | 10 | 2 | Blood Magic | Core |
Equipment[edit]
- A weapon that provides the "of Enchanting" bonus is used to gain some time to cast other spells, as Order of Pain/Order of the Vampire have high cast times and short durations.
- It will usually be a staff that also carries two 20% chances to reduce the casting time of Blood Magic spells.
- An alternate set using a martial weapon and shield can also be used for higher armor+health to reduce the chances/dangers of being targeted.
- An orders necromancer will usually favor additional armor over health to keep costs of the orders lower while still reducing the chances of being targeted.
- The sacrifices of the orders are not extreme enough to usually consider very low hp setups (as with Blood is Power necromancers).
Additional skills[edit]
Order skills have high energy and sacrifice costs, requiring good health- and energy management. The use of enchantments enables a few options for energy management:
Primary recommended[edit]
primary Necromancers:
- Soul Reaping
- Cultist's Fervor (elite) reduces energy costs of spells
- Signet of Lost Souls
primary Elementalists:
- Ether Renewal (elite): gain health and energy for each enchantment when casting a spell
- Aura of Restoration: gain health and energy when casting a spell
primary Dervishes:
- Arcane Zeal (elite): gain energy for each enchantment when casting a spell
- Vow of Revolution (elite): gain energy regeneration; renews upon non-Dervish skill activation
- Eremite's Zeal gain energy for each earshot foe
- Meditation: gain energy when an enchantment ends
- Imbue Health: Heals by percentage of current Health
- Watchful Intervention: heals enchanted party members below health threshold
Secondary options[edit]
Secondary profession characters and party members of an Orders build character may bring additional skills that benefit from enchantments synergy:
- Air of Enchantment (elite): reduces the energy cost of party wide enchantments if Orders build is the recipient
- Blood Bond: AoE heals while supporting melee
- Dwayna's Kiss: heals more for each enchantment
- Dwayna's Touch: used as a self heal
- Mystic Healing: heals enchanted party members
- Signet of Mystic Speed: reduce activation times
Notes[edit]
- Although Dark Fury does not have the word 'Order' in its name, it functions exactly like an Order spell.
- Order of Undeath is the only order spell that is not an enchantment.
- Heroes will wait to start casting an order until the previous application has run out, thus leaving gaps in enchantment coverage.
Team roles (edit) | ||||
---|---|---|---|---|
Type | General team roles | Specific team roles | Hero team roles | |
Damage | Spiker • Nuker | Bomber • Dagger spammer • Touch ranger • Starburster • Trapper | — | |
Pressure | Lineback | Barrager • Beast master • Cripshot Ranger • Pressure Ranger | — | |
Support | Healer • Protection | Battery • Bonder • Flag runner • Hybrid monk • Imbagon • Infuser • Orders | — | |
Control | Shutdown • Tank | Minion master • Perma • Spirit spammer | Mesmer Midline | |
Utility | Caller • Toolbox | Gimmick | — |