User:Gelbrekt

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Contents

Other Pages[edit]


Links to Arena Screenshots

Amnoon Arena CU.jpg Ascalon Arena.jpg Brawler's Pit CU.jpg Churranu Island Arena CU.jpg D'Alessio Arena CU.jpg Deldrimor Arena CU.jpg Fort Koga CU.jpg Heroes' Crypt CU.jpg Seabed Arena CU.jpg Petrified Arena CU.jpg Shing Jea Arena CU.jpg Sunspear Arena CU.jpg Shiverpeak Arena.jpg The Crag.jpg

Ascalon City

To do list[edit]

Empty Bar[edit]

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Fa Mine Cap - Smiting Elementalist[edit]

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Meteor Shower.jpg
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Description
  • Elementalists can deal high burst damage to take down the Luxon Monk with Meteor Shower, while Smiting Prayers can quickly take care of the longbows/Commanders using the listed skills. Burning Speed provides epic movement speed. As long as the energy management holds, this should be a very effective build due to its high damage and speed.
Optionals
  • Star Burst Star Burst - Deals good burst damage for no energy cost. Burning is good vs longbows since its armor ingoring, and it does not cause scatter.
  • Smoldering Embers Smoldering Embers / Inferno Inferno - Good single target damage vs the monk.
  • Mind Burn Mind Burn - Deals great damage, causes burning, and is spammable. The overcast isn't a problem since it does not have to be used frequently except for when fighting the monk.
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  • Earth Magic
  • Shockwave Shockwave * Aftershock Aftershock would be a great way to massacre the monk. This is much less effective vs the longbows, but again the Smiting Prayers could handle that. If using this, you will need a combination of fire and Earth magic, since Storm Dijjin's haste (the substitute speed boost if no attirbute investment can be used) would ruin the energy management.

Fa - Kurzick Turtle Killer[edit]

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Dwarven Battle Stance.jpgElite
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Strengths
  • Effective at killing the luxon Warriors guarding the turtle, since the build can tank them, deal area damage, and interrupt them using Complicate
  • Effective at dealing with the turtles due to Dwarven Battle stance.
  • "I will Avenge you" is great both for the IAS and the extra healing.
Optionals
  • Lion's Comfort Lion's Comfort - Self heal. The fact that it disables Dolyak Signet isn't a problem since you should only need to use it once per luxon army.
  • Counterattack Counterattack * Good for energy managements.
  • Sprint Sprint - To allow amber running.
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  • Remember that even though some skills seem appealing, they can NOT be used there since the build is already energy heavy with Complicate and Crude Swing.
    • Yeti Smash Yeti Smash - [NOT VIABLE since energy management is ruined if you can't rely on adrenaline- ] Area damage, but makes you lose all adrenaline.
    • Protector's Strike Protector's Strike - [NOT VIABLE if Crude Swing is used] Good synergy with Dwarven battle stance since it will act as an interrupt while active. However, costs alot of energy.

Fa Mine Cap - Smiting Prayers[edit]

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Ray of Judgment.jpgElite
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Reversal of Damage.jpg
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Strength
  • Deals almost exclusively armor ignoring damage, making it great against the luxon longbows with high armor vs elemental damage.
    • The 20s cooldown on Ray of Judgement is not a problem since it takes at least 20s to go between the shrines.
    • Reversal of Damage and Holy Wrath should deal great damage against the longbows.
    • Tenai's wind has excellent synergy with Ray of Judgement, and Scourge healing should be enough for shutdown against the Luxon Monk.
  • Has Speed Boost.
  • Great surviviability with Healing Breeze and Reversal of Damage.
Optionals
VERSION 2
  • 12+3 Smiting, 9 Fire magic, 9 Healing Prayers
  • Use 20/20 +20% Ennch for Flame Djinn's Haste.
  • Only use Meteor Shower on Luxon Monk.
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Signet of Judgment (PvP).jpgElite
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Stonesoul Strike.jpg
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Strengths
  • High potential for armor-ignoring damage using 2 great combinations:
    • Signet of Judgement + Holy Strike deals plenty of damage.
    • Reversal of Damage stacks with Holy Wrath.
Weaknesses
    • Meteor Shower + Stonesoul Strike might not be enough to kill the monk
    • No speed boost (could change glyph for this, but then there will be insufficient energy).

Fa Mine Cap - Caster Dervish[edit]

SMITING PRAYERS
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Heart of Holy Flame.jpg
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Optionals
  • Mystic Vigor Mystic Vigor - Great sustained healing. As long as ONE other enchantment is active, it heals around 50 per attack if 2 targets are hit (plus 10 health from vampiric scythe)
    • Judge's Insight Judge's Insight - A great skill to combine with Mystic vigor, since it increases damage above the armor cap according to the wiki.
  • Zealous Renewal Zealous Renewal


Strengths
  • Can deal high armor-ignoring damage and knock down. Has enough damage and shutdown to kill the Luxon monk
  • Has speed boost.
Weaknesses
  • Doesn't have great defence.
BUILD 2


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Super Critical Assassin - Fa Mine Cap[edit]

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Description
  • Fun build that should pretty much give a 100% crit chance, which is good with axes since they deal high damage when critting.
    • Rough Estimation: Standard Crit Chance with weapon + Critical Strikes Attribute + Way of the Master + "Fear Me!" + (Critical Eye) = 10 + 13 + 29 + 22 + (13) = 87% (74%)


OPTIONALS;
Offense
  • Critical Eye Critical Eye - The crit chance is already ridiculously high, but could be increased further.
  • Interrupts for monk - These 2 skills are very effective since they synergize both with IAS (faster interrupt) and Cyclone Axe (builds adrenaline faster)
Defense
Speed
VERSION 1
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Fa Mine Cap - Minion Master (Pure Death Magic)[edit]

  • 12/11/6 Death Magic / Blood Magic / Soul Reaping
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Elite;

Damage to kill the FIRST luxons (before having minions):

  • Flesh Golem Flesh Golem might be needed here since it only requires a single corpse to get started. After that it can be healed with blood of the Master.

Kill Monk;

  • Meteor Shower Meteor Shower - Huge cost and cooldown, but only need to be used once per Monk and is a very compact way to shut down him.

Surviviability;

  • Healing Signet Healing Signet - An efficient self heal costing 0 energy and requiring little attribute points to be spent, allowing for much better energy management with 11+1 Soul Reaping.

SUGGESTIONS;

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Death/Blood Magic Saccer - Fa Mine Cap[edit]

  • Insignia: Bonelace Insignia or Tormentor's Insignia + one Bloodstained Insignia
  • WEAPONS:
    • 40/40 death magic gear to animate
    • 40/40 Restoration Magic during Combat to maximize healing (Blood renewal should NOT be used more often than 7s because of its end-effect, and the other Blood Magic skills are not spells)
    • 20% enchantment staff for Dark Arua and, if used, Death Nova.
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Description
  • With several health sacrifices and Dark Aura plus Soul Leech as Shutdown, there should be enough DPS to kill the enemy monk.
  • Generous Was Tsuragi is great because it triggers Dark aura and can be precast before combat, and like Blood Renewal it is a healing skill that simultaniously deals damage through Dark Aura.
  • Animate Bone Horror is great to use between the battles to increase the chance to win the following battles as well.

Optionals:

  • Soul Leech Soul Leech - Powerful Shutdown vs monk. Also heals self which allows for more health sacrifice/damage.
  • Animate Bone Minions Animate Bone Minions + Death Nova Death Nova
    • This should be very effective for clearing the shrines quickly. 4 minions at each shrine with 4 Death Novas precast should be doable, dealing 300-400 damage granting that 3-4 minions survive long enough.
  • Weapon of Warding (PvP) Weapon of Warding (PvP) + Animate Bone Horror Animate Bone Horror
    • Blocking is great for surviviability vs the Longbows. There is definitely enough energy for this since most of the skills cost either 1 energy or can be precast!
  • Animate Flesh Golem Animate Flesh Golem + Mark of Subversion Mark of Subversion or Blood of the Master Blood of the Master (Since Blood of the Master triggers Dark Aura) + Animate Bone Horror Animate Bone Horror - Could work. Worth testing.
    • Based on the Flesh Golem Flesh Golem page, a quite accurate approximation of the flesh golem's DPS is 25 at Death Magic 12-13.
    • If the monk uses Heal Area, he will heal the minions. If not, he shouldn't be able to save the Longbows against the AoE damage, and then all the minions will focus him!


VERSION 1
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  • Strengths:
    • Can heal the minions between battles, potentially allowing for a cool snowball-effect since the minions can be kept alive much longer.
    • Blood of the Master is good both defensively and offensively - Defensively, more minions will result in more soaked damage. Offensively, Blood of the Master triggers Dark aura and allows the minions to deal more damage before they go down.
    • Because the build has no degeneration, the monks/Priests will (as far as i know) never activate Healing Breeze.
  • Weaknesses:
    • Bone Minions + Death Nova could potentially deal more damage.
  • Note: Be sure to use the healing skills [Blood Renewal / Generous Was Tsungrai] constantly since they cost very little energy and allows for Blood of the Master to be used more frequently.


VERSION 2
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  • Strengths / Weaknesses: See the build above.
VERSION 3
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  • Strengths:
    • Aura of the Lich allows + Malign Intervention + Verata's Gaze allows 4 minions to be created from each shrine, on top of the minion that is created by the Aura. Assuming that you are not killed too early, this allows for an army if minions to be created quickly, giving both offensive and defensive benefits.
    • Verata's Gaze is very useful during the the October Flux
    • Malign Intervention reduces healing, making the Monk slightly easier to kill.
  • Weaknesses:
    • Lacks the advantages from the previous builds: No flesh golem, No Death nova, and can't heal minions.
  • NOTE: Once a few minions have been generated, Blood of the Master will be much more effective than Wallow's Bite. The problem with this change is that it might be difficult to kil the first luxon longbows in this scenario. It would very likely work if Aura of the Lich is used before the battle, but then you would have to wait for the 45 (or 22.5) second recharge time.
    • This should be doable though, since Blood of the Master can be used to deal damage through Dark Aura, and since corpses last 45 seconds according to the wiki (so they will not disappear before the Aura can be used a second time after the battle.

Balanced Mesmer Fa Mine Cap[edit]

  • 9-10 + 1 in all 4 mesmer attributes (Maybe fast casting can be a bit lower)
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  • Idea: Make the build almost exclusivly focused on Domination / Illusion. Energy management can be handeled by having a high energy cap (+30e -2p set) and regenerating between battles
  • Combinations:
    • Panic + Frustration + Wastrel's Demise should be very powerful for killing the monk and for defensive purposes.
    • Accumulated Pain (PvP) to reduce healing and health.
    • Power Drain + Conjure Nightmare (Conjure nightmare benefits from energy gain, and Power Drain benefits from triggering Healing breeze activation)


12/11/6 Focus on Domination/Illusion
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Optionals;


Signet of Illusions Fa Mine Cap[edit]

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Optionals;


  • Killing the MONK / Illusion Magic:
    • Wandering Eye (PvP) Wandering Eye (PvP) / Conjure Nightmare Conjure Nightmare - Good armor-ignoring damage that applies to the monk as well (because it can be used on a ranger).
    • Illusion of Pain (PvP) Illusion of Pain (PvP) - Can be good to take down the Luxon Monk
    • Accumulated Pain (PvP) Accumulated Pain (PvP) - Very effective for applying deep wound WITHOUT degeneration from Shatter Delusions (PvP) Shatter Delusions (PvP), since degeneration will cause the monk to use Healing Breeze.
      • Deep wound synergizes with Scourge Healing, because it makes it hard for the monk to regain his health with each cast.
      • Frustration (PvP) Frustration (PvP) - As the second hex for Accumulated pain (Scourge Healing being the first). Also a good source of direct that is desperately needed.
      • Power Return Power Return - A great source of interrupts for frustration. Also hopefully good enough together with Power Drain to interrupt Healing Breeze, allowing for Illusion of Pain.
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  • Energy management:
    • Power Drain Power Drain - Granting 31 Energy at 15 Illustion Magic, it makes you basically energy-independant vs the Luxon Monks and Priests, but useless vs the Orange/Purple Mine.
      • Also great for interrupting HEALING BREEZE from the monk, which otherwise can be annoying.
    • Auspicious Incantation Auspicious Incantation - Grants 30 energy if using a 15-energy skill (such as Conjure nightmare). Is easier to use and effective against all camps, but much less effective vs the Luxon Monk,
  • Smitiing Prayers
    • Scourge Healing Scourge Healing - Deals less damage than Backfire, but lasts much longer and costs less energy.
    • Holy Wrath Holy Wrath - Great synergy with Ether Feast (Healing 195 at 15 Illusion Magic) because you easily survive the required incoming damage. Also armor ignoring damage is good vs the luxon longbows.
    • Spear of Light Spear of Light - Really good single target damage for only 5e, but useless vs the monk.
    • Retribution Retribution - Useful because it can be used before combat begins. For 1 energy per 3 seconds, it is pretty energy efficient once activated. Also deals armor ignoring dmg vs the rangers.
    • Reversal of Damage Reversal of Damage - Good surviviability, and the armor-ignoring damage stacks with Symbol of Weath/Scourge Healing.
    • File:.jpg [[]]
=== VERSION 1 ===
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Wind Prayers / Scythe (Fa Mine cap)[edit]

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Description
  • The idea is that Scythes are better than hammers for this mission since they hit 2-3 targets. Attacker's Insight should be enough to survive the longbows, and Test of Faith + an interrupt or some other basic shutdown should be enough to kill the monk.
MANDATORY
OPTIONAS
  • Damage:
    • Chilling Victory Chilling Victory - Appears to deal 25 damage for EACH foe it hits, meaning that it should deal 3*25 damage to the luxon monk (although much less to the longbows)
    • Reap Impurities Reap Impurities - Similar to Chilling Victory
    • Zealous Sweep Zealous Sweep - Great if many adrenaline skills are used. Also likely synergizes with Onslaught.
    • Aura Slicer Aura Slicer - Perfect for Reap Impurities. Cracked armor is also effective if using Chilling Victory.
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  • Shutdown:
    • Lyssa's Haste (PvP) Lyssa's Haste (PvP) - 1. Interrupts monk twice. 2. Interrupts luxon longbows twice. 3. Reduces CD for Onslaught.


_____ VERSION 1 _____
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  • Note: Considering that the boost from Onslaught and the Daze from Test of Faith are quite low, it seems like the build would be more efficient if these skills are replaced by Skull Crack Skull Crack / Heart of Fury (PvP) Heart of Fury (PvP) - then raise Mysticism.

Best build ideas for FA Mine Cap[edit]

Forceful Blow
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Lord of the Beetles
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  • Notes:
    • While Concussion shot obviously is very energy intensive, it only needs to be used once (When killing the Luxon Monk)
    • Very good because it has very high damage, Block Immunity, and speed boost. Not 100% sure if it survives the rangers tho.


Other builds;

  • Symbolic Strike Scythe warrior (Awesome damage, but might not be able to kill the Monk).
  • Mesmer with Signet of Illusion + Elementalist skills (Illusion magic kills Longbows, Elemental Magic kills monk)


Fa Hammer Warrior - Dwarven Battle Stance[edit]

  • ZEALOUS hammer is likely better than vampiric
  • ENERGY RUNES can be very effective.
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Idea of this build
  • What basically all of this comes down to (aside from dealing non-elemental damage) is how you are able to quickly take down the Luxon Monk. Using Dwarven Battle Stance + Counter blow, this should be doable, allowing the rest of the build to focus entierly on damage and speed.
OPTIONALS
  • Power Attack Power Attack - Great damage as long as there is energy. Synergies with
  • Deep Wound:
    • Pulverizing Smash Pulverizing Smash - GREAT because it only takes up a single skill slot, applies both Weakness (for ) and Deep Wound and can be use right after Counter Blow.
    • Crushing Blow Crushing Blow - Only takes up a single slot, but is less spammable than Pulverizing smash
    • Fierce Blow Fierce Blow + Staggering Blow Staggering Blow - GREAT because Staggering Blow is spammable against the monk, while
  • Healing: Lion's Comfort Lion's Comfort - Likely the best choice since adrenaline is used. Works best if only Strength and Hammer mastery is used.


Fa Hammer Warrior - Original[edit]

  • [[]]
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Useage
  • The sole purpose of the build is to be able to, as the Kurzick side, capture the Luxon Shrines as quickly as possible. Warriors are great at this because:
    • At least one foe at each shrine (Commanders and Luxon Longbows) are rangers, with high armor vs elemental damage, making e.g elementalists bad for this, and Physical Damage is effective. At the same time, the Commanders can interrupt spells and are good vs health degeneration, making casters less effective.
    • The most annoying foe is the Luxon Monk at the Green Amber Mine - It is basically impossible to kill solo without shutdown because of his extra pips of energy regeneration and powerful healing skills. The idea is that 3 KD skills (including Counter blow, which is used in the beginning when the monk is still attacking) is enough to kill the monk with a Stonefist Insignia and the 3 damage. Wild Blow is needed to remove Whirling Defense from the Purple/Orange Commander
OPTIONALS
  • Movement Speed:
  • ENERGY / DAMAGE: Adrenaline skills are less effective here because of Heavy Blow killing all adrenaline


  • OTHER:
    • Overbearing Smash Overbearing Smash - Can Exchange *Iron Palm* for this - this alternative is likely better


File:.jpg [[]]

Versions[edit]

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Charging Strike.jpgElite
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Comments


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Comments
  • This only includes one knockdown, but it also has Dazed, which very likely is enough to kill the monk
  • Ether signet allows for more skill uses, BUT it cancels Flail, so the total DPS might not even be higher!
  • Can use 12+2 Hammer, 11+1 Strength, 6 Inspiration.
Warrior's Endurance / Zealous Vow / Scavanger's Strike
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Maybe drop Lion's Comfort for Natural Healing.

Advantages
  • There is only 1 knockdown, but by using Hammer Bash -> Overbearing Smash -> Hammer Bash, there is no way the monk can survive.
  • High damage since it can spam WoA and Power attack.
Disadvantages
  • Lacks Wild Blow for the Commanders. However, this only increases the time it takes to take down the commanders by max 20 seconds (since that is the duration of Whirling Defense); the actual time is likely shorter than 20s since you can use this time to take down the Luxon Priest instead!
  • A little less damage due to lower Strength and Hammer mastery, but overall this change likely makes it much better than the other builds.

Other version - Rely on Counter Blow and Adrenaline[edit]

  • I noticed that Counter Blow + Overbearing Smash is enough to kill the monk as long as there is a IAS ability available. If Heavy Blow / Hammer Bash isnt used, Adrenaline skills suddenly become more viable.


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MANDATORY
OPTIONALS
  • ENERGY / DAMAGE:
    • Counterattack Counterattack - Great damage bonus for no energy.
    • Crude Swing Crude Swing - Great because it hits multiple targets, which deals alot of damage since a hammer attack is already powerful without the damage bonus.
    • Power Attack Power Attack - Great damage as long as there is energy. Synergies with
    • Enraged Smash (PvP) Enraged Smash (PvP) - While this is not as appealing as the other hammer KD:s, it does increase the damage output, and additional KD:s are not needed to kill the targets, only damage is.
      • Mighty Blow Mighty Blow / Body Blow Body Blow - Might be better than power attack if focusing 100% on adrenaline and using Enraged Smash
    • Forceful Blow Forceful Blow - Same reason as Enraged Smash. Aside from being a cancel stance, it deals extra damage, costs little adrenaline, and opens up for Power Attack spam if all other abilities are adrenaline-related.
    • File:.jpg [[]]
    • File:.jpg [[]]
Forceful Blow
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  • Strengths: Can cancel stance and should have enough energy to spam Crude Swing (Whose damage should not be underestimated!).
Enraged Smash (PvP)
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  • Strengths: Has 3 skills generating adrenaline.

Fa Mine Capper[edit]

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Optionals
  • Heart of Fury (PvP) Heart of Fury (PvP) * Might be worth increasing Mysticism for this, since the energy management already should be good enough.
  • File:.jpg [[]]

Interrupt warrior[edit]

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Optionals

Strengths

  • Has the potential to interrupt single targets very frequently due to 2 adrenaline interrupts combined with 100% extra adrenaline from Battle Rage and 25% increased damage.
    • As long as a Zealous Weapon is used and the attacks hit, there will be enough energy to maintain Weapon of Agression.
  • Potentially effective in FORT ASPENWOOD for Kurzicks (Drop res signet them)

Weaknesses

  • AI might not be able to spam this well

Fort aspenwood version[edit]

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Battle Rage.jpgElite
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Dismember.jpg
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Body Blow.jpg
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Strengths;

  • Should DEFINATELY be able to quickly capture the green mine and the command posts
  • Good at defending againts players since it has plenty of interrupts.

Psychic Distraction FA[edit]

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Strengths
  • Since the character often dies (from turtles / Luxon Warriors / Players) in FA, a large energy pool is likely sufficient for energy management, allowing the elementalist to spam Psychic Distraction. Disabling enemies is often better than killing them in FA, since they will quickly respawn when killed.
  • Arcane ThieveryArcane Larceny Arcane Thievery/Arcane Larceny are great for 2 reasons: 1. They are largely unaffected by the Disabling effect of Psychic Distortion due to their long cooldowns, allowing for additional skills to be disabled (on 2 different targets). 2. They reset when the caracter dies, allowing for additional spell disables if the player dies frequently.
  • The build will be significantly improved by the All In Flux
Optionals

Symbolic Strike Dervish[edit]

  • Vampiric Scythe
  • Scythe Mastery
  • 9 Wind Prayers (No more is necessary excetpt maybe for energy management - Although 13 Wind Prayers could be used for PvP)
  • Earth Prayers / Tactics - Mysticism NOT needed since Onslaught is the only energy consuming skill.
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Optionals
  • Fill all optionals with signets
  • File:.jpg [[]]
Strengths
  • As long as you strike 3 targets with the Scythe, every single attack will be a Symbolic Strike dealing 70 extra damage in addition to the regular scythe damage of maybe 25.
    • This will strike the enemies once every 1.125s (according to the Attack Speed page) meaning that the build will deal around 100 damage per second to 3 targets.
Weaknesses
  • Requires 3 targets to be hit simultaniously to be fully effective.
  • Lacks skills for self-survival.

All In Water Magic Necromancer JQ[edit]

  • 14 Soul Reaping
  • 12 Water Magic
  • MAYBE worth using +15 energy wand and/or focus since Soul reaping will grant more energy than energy reg.
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Optionals
  • Maelstrom Maelstrom - Great because it is fairly effective for capping and because the 10 overcast provided by it lasts for exactly 30 seconds, which is its cooldown.
  • Blurred Vision Blurred Vision - Against rangers
  • Armor of Mist Armor of Mist - Almost maintainable 33% speed boost and +40 armor against all sources
  • Ice Spikes Ice Spikes - Additional movement speed recution and AoE


  • Ice Spear Ice Spear - Cover enchantment and one of the few healing skills in Water Magic.
  • Icy Prism Icy Prism - Decent for capping and for getting the overcast req for some skills.
  • Armor of Frost Armor of Frost - Increases physical armor and water magic for basicly 0 energy. Also works as cover.
  • File:.jpg [[]]


Strengths
  • Great energy management with 14 Soul Reaping, All in (25% cheaper skill cost) and Water Attunement.
    • This should allow for constant spam of high-energy skills, granting plenty of AoE-healing from mist form.
  • Can tank bots (and greatly slow down their movement with Deep Freeze!).
Weaknesses
  • No great damage for capping, and rangers take half damage when it is elemental.
    • However, the rangers are easily tanked using Mist Form (with heals AND -33% damage), Blurred vision, and Armor of Frost/Mist.
  • Enchentment removal.
  • I think pure resto nec spamming Weapon of Remedy / Vengeful Weapon / Spirits is probably better, BUT try this out - the healing and damage reduction from mist form might prove to be powerful.

Paragon wtihout Spear Mastery[edit]

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Optionals

Empty Bar[edit]

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Optionals
  • Lyssa's Aura Lyssa's Aura - [If used: Set Inspiration to 14]: If the Assassin's Promise spiker (leading the discordway) is a mesmer, Lyssa's Aura can be copied and easily maintained though Arcane Mimicry, allowing for much more DPS. HOWEVER: The energy management on the Me/N can easily be maintained throuhg the other skills for constant spam of Death Nova and a few other skills. The advantage with Lyssa's Aura is that it frees up alot of energy for other skills such as:
    • Animate Bone Fiend Animate Bone Fiend * - Very Heavy energy, but is useful because it helps spread the minions out making the build more resistant to AoE.
    • Rotting Flesh Rotting Flesh - NOT viable because minions are better and Extend Conditions is far superior.
    • File:.jpg [[]]


  • Extend Conditions Extend Conditions - Useful since discordway (and Finish Him + YMLAD) inflicts lots of conditions and benefits (through Discord) that conditions are spread. However this requires better energy management, so take skills such as:
  • Other optionals:
    • Taste of Pain Taste of Pain - Apparently the Ai is good at using this type of skill more effective than the average player.
    • Animate Bone Horror Animate Bone Horror * Quite energy heavy, but makes use of the Death Magic's inherent effect of allowing multiple minions. DOWNSIDE is that there are already a bunch of minion masters, and the minions tend to group up.
    • Deathly Chill Deathly Chill - Gives the hero some punch in early battles before the minion army is built.
    • I chose to add Putrid Bile as non-optional since: 1. It isn¨t very energy heavy. 2. It frees up space for the Discord Necros, who have very packed bars (multiple cool skills that can't all fit).
  • Jagged Bones Jagged Bones - NOT VIABLE because other alternatives are better. For even more undead. Advantages: 1. It allows the mesmer to keep making minions and make use of its Death Magic. 2. It contibutes to defending against the main counter to the legion minion build - AoE - since minions killed will instantly respawn; requiring more AoE to kill.
  • Stolen Speed Stolen Speed - NOT viable since it only affects spells cast on FOES.


Strengths
  • High Fast Casting allows the mesmer to spam Death Nova faster than necromancers, which is powerful when using the Rit build below combined with Discordway (since the build allows for massive amounts of minions to be created).
    • It also frees up skillbar space and casting time for the necromancers.

Example 1[edit]

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Example 2[edit]

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Rit Necromancer Hero =[edit]

  • 14 Spawning Power
  • 12 Death Magic
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Optionals
Strengths
  • Creates high-health minions through spawning power (+56% health)
    • Jagged Horror health with 12DM/Rit: 320*1,56 = 499,2
    • Jagged Horror health with 15DM/Nec: 380
  • Provides healing, Damage, and Energy management with the 3 enchantments.
    • Spirit's Gift is particularly good in this build, since it has the potential to create massive area heals to not just Xandra's own minions, but the other Discord Heroes' minions as well. The fact that it removes a condition is also useful to prevent area burning/blindness/weakness.
  • Allows Xandra to act as a fifth Discord/Sabway hero.
Weaknesses
  • Area damage
  • Enhantment removals (in particular spirit's gift for energy management)
  • The build does nothing if there are no corpses (unlike a spirit spamming build. However, the spirit spamming role can be covered by an Expertise-Ranger).
Notes
  • Use 20% enchant staff
  • Verata's Sacrifice is used because of its long cooldown (The energy management isn't enough for any more energy-consuming skills).

HA henchway VoS[edit]

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Optionals
  • Shield of Force Shield of Force - Potential Area Knockdown
  • Aura of Thorns (PvP) Aura of Thorns (PvP) - Area damage and makes scattering harder
  • Chilling Victory Chilling Victory - Powerful extra area damage for finishing. Also it gets charged instantly by Eremite's Attack.
  • Pious Assault (PvP) Pious Assault (PvP) - Great teardown and gives some extra AoE
  • Veil of Thorns Veil of Thorns (Good defensive effect and has the highest Initial damage of all flash enchantments)
  • Eremite's Zeal Eremite's Zeal - Great of energy management in longer battles, but useless initially.
  • Pious Fury (PvP) Pious Fury (PvP) - Good synergy with Chilling Victory, Eremite's Attack (since the attacks are made faster) and with Aura of Thorns (PvP) since the cripple can be inflicted instantly.

Example 1[edit]

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  • Probably the funniest build, since it requires alot of APM



0 Scythe mastery version[edit]

  • 15-16 Earth Prayers
  • 14 Mysticism (14 is needed because it makes 10e -> 5e)
  • Max energy runes/Insignias. can use +30/-2 energy set as well.
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Optionals
  • The optionals depend on the energy management, but i think it should be pretty decent if 14 mysticism is used and since you just need enough energy for a few seconds.
Strengths
  • Massive area damage with the 4 first abilites.
  • Aura of thorns + burning grants 10 health degeneration and cripple, which slows down escapes.

Release Enchantments Party Healer[edit]

  • [[]]
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Divine Boon.jpg
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Judge's Intervention.jpg
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Vigorous Spirit.jpg
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Reversal of Fortune.jpg
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Optional.jpg
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Optionals

FA Ritualist[edit]

  • [[]]
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Optional.jpgElite
User That Sounds Risky Elite.png
Protective Was Kaolai.jpg
User That Sounds Risky Frame.png
Life (PvP).jpg
User That Sounds Risky Frame.png
Signet of Creation.jpg
User That Sounds Risky Frame.png
Feast of Souls.jpg
User That Sounds Risky Frame.png
Vital Weapon.jpg
User That Sounds Risky Frame.png
Pain.jpg
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Soothing Memories.jpg
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User That Sounds Risky SkillBar3.png
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Optionals


Strengths
  • Vital Weapon is very powerful in FA.
  • Good Enegy management.
  • Massive Party Heals with Life, Feast of Souls and Protective Was Kaolai.

Party Healer Rit for HA Henchway[edit]

FA Ritualist[edit]

  • [[]]
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Optional.jpgElite
User That Sounds Risky Elite.png
Protective Was Kaolai.jpg
User That Sounds Risky Frame.png
Life (PvP).jpg
User That Sounds Risky Frame.png
Feast of Souls.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
Pain.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
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Optionals


Idea
  • Henchmen are really weak because they ball up so easily, but as soon as the ball is gone they become much more dangerous. By the massive spike heals that this build can accomplish this should give the henchies enough time to spead and destroy the enemy team.

Example 1[edit]

User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Second Wind.jpgElite
User That Sounds Risky Elite.png
Protective Was Kaolai.jpg
User That Sounds Risky Frame.png
Life (PvP).jpg
User That Sounds Risky Frame.png
Feast of Souls.jpg
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Recuperation (PvP).jpg
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Vital Weapon.jpg
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Pain (PvP).jpg
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Empowerment (PvP).jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png

Example 2[edit]

User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Optional.jpgElite
User That Sounds Risky Elite.png
Protective Was Kaolai.jpg
User That Sounds Risky Frame.png
Life (PvP).jpg
User That Sounds Risky Frame.png
Feast of Souls.jpg
User That Sounds Risky Frame.png
Recuperation (PvP).jpg
User That Sounds Risky Frame.png
Spirit Siphon.jpg
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Bloodsong (PvP).jpg
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Empowerment (PvP).jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png
Optionals
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Attuned Was Songkai.jpgElite
User That Sounds Risky Elite.png
Destruction (PvP).jpg
User That Sounds Risky Frame.png
Life (PvP).jpg
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Feast of Souls.jpg
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Recuperation (PvP).jpg
User That Sounds Risky Frame.png
Spirit Siphon.jpg
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Bloodsong (PvP).jpg
User That Sounds Risky Frame.png
Empowerment (PvP).jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png
Strengths

Pvp Signet Mesmer[edit]

Illusion Version
  • [[]]
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Keystone Signet.jpgElite
User That Sounds Risky Elite.png
Purge Signet.jpg
User That Sounds Risky Frame.png
Unnatural Signet (PvP).jpg
User That Sounds Risky Frame.png
Signet of Clumsiness (PvP).jpg
User That Sounds Risky Frame.png
Signet of Distraction.jpg
User That Sounds Risky Frame.png
Signet of Disruption.jpg
User That Sounds Risky Frame.png
Signet of Disenchantment.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
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Optionals


Inspiration Version
  • [[]]
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Keystone Signet.jpgElite
User That Sounds Risky Elite.png
Optional.jpg
User That Sounds Risky Frame.png
Signet of Humility.jpg
User That Sounds Risky Frame.png
Signet of Clumsiness (PvP).jpg
User That Sounds Risky Frame.png
Signet of Distraction.jpg
User That Sounds Risky Frame.png
Signet of Disruption.jpg
User That Sounds Risky Frame.png
Optional.jpg
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Optional.jpg
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User That Sounds Risky SkillBar3.png
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Optionals
Examples Inpsiration
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Keystone Signet.jpgElite
User That Sounds Risky Elite.png
Symbolic Posture.jpg
User That Sounds Risky Frame.png
Signet of Humility.jpg
User That Sounds Risky Frame.png
Signet of Clumsiness (PvP).jpg
User That Sounds Risky Frame.png
Signet of Distraction.jpg
User That Sounds Risky Frame.png
Signet of Disruption.jpg
User That Sounds Risky Frame.png
Signet of Disenchantment.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png

PvP Signet Mesmer 2 (For FA i guess)[edit]

User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Keystone Signet.jpgElite
User That Sounds Risky Elite.png
Symbolic Celerity.jpg
User That Sounds Risky Frame.png
Mantra of Signets (PvP).jpg
User That Sounds Risky Frame.png
Signet of Stamina.jpg
User That Sounds Risky Frame.png
Signet of Distraction.jpg
User That Sounds Risky Frame.png
Signet of Disruption.jpg
User That Sounds Risky Frame.png
Unnatural Signet (PvP).jpg
User That Sounds Risky Frame.png
Signet of Clumsiness (PvP).jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png
Strenghts;
  • High permanent armor (around 80) and maximum health (around 900) due to Artificer's Insignias and Signet of Stamina.
  • Constant self-healing with Mantra of Signets
  • Many interrupts, especially AoE interrupts.
  • Not vulnerable to enchantment removals since the effect of Signet of Stamina is permanent (and the other signets preform quite well without the enchantment).
  • By using Signet of Disruption/Distraction/Clumsiness as soon as they recharge before reactivating Keystone Signet, you can make use of all 6 charges of each Keystone Signet Cast despite only having 4 "other-target"-signets.
Weaknesses
  • Very little single-target damage.

FA Rezmer[edit]

User That Sounds Risky SkillBar1.png
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Healer's Boon.jpgElite
User That Sounds Risky Elite.png
Restore Life.jpg
User That Sounds Risky Frame.png
Power Drain.jpg
User That Sounds Risky Frame.png
Heal Area.jpg
User That Sounds Risky Frame.png
Signet of Rejuvenation.jpg
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Cure Hex.jpg
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Optional.jpg
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Optional.jpg
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Optionals
Strengths
  • Fast Casting stacks with Healer's Boon, making the casting time of Restore Life 1 second (and likely resurrects the ally with 100% Health). This method of ressurecting is especially powerful since there is no death penalty.

Total noob build (for fun) - Warrior Healer (Kurzick Fort Aspenwood)[edit]

User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Word of Healing.jpgElite
User That Sounds Risky Elite.png
Signet of Rejuvenation.jpg
User That Sounds Risky Frame.png
Cure Hex.jpg
User That Sounds Risky Frame.png
Purge Conditions.jpg
User That Sounds Risky Frame.png
Dolyak Signet.jpg
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"I Will Avenge You!".jpg
User That Sounds Risky Frame.png
Signet of Stamina.jpg
User That Sounds Risky Frame.png
Sprint.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
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Optionals
Useage
  • Word of Healing is the only skill consuming high amounts of energy. When using wand and focus the 40 energy that is available should make the user last quite long, although any energy denial would be devastating. When energy runs out, the warrior can easily come back to the battle with full energy after ressurection.
  • "I will avenge you" is very effective for survivial since there are often many dead allies in range.
  • Dolyak Signet and Signet of Stamina are very effective for survivial, allowing the warrior to get around 1000 max health permanently and 140 armor against almost all damage (120 armor against elemental damage if not using Sentinel's Insignia). This is great for tanking against the Siege Turtles. The drawbacks of the skills (slow movement and "ends on attack" are not a problem since the warrior will only be healing and not fighting).
  • Cure Hex and Purge Conditions are powerful spells with low energy costs. Their huge drawback is of course their cooldowns, but that is not a problem for the warrior since the energy would not allow them to use the spells that often.
  • Use Sprint to run amber.

Team Build: Complete an infinite amount of battles in the Zaishen Elite[edit]

Grasping Was Kuurong Warrior
User That Sounds Risky SkillBar1.png
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Grasping Was Kuurong.jpgElite
User That Sounds Risky Elite.png
Endure Pain.jpg
User That Sounds Risky Frame.png
Signet of Stamina.jpg
User That Sounds Risky Frame.png
Cruel Was Daoshen.jpg
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Balanced Stance.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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VoS Dervish
User That Sounds Risky SkillBar1.png
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Vow of Strength.jpgElite
User That Sounds Risky Elite.png
Eremite's Attack.jpg
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Sand Shards.jpg
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Staggering Force.jpg
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Dash.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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EoE Paragon with Angelic Protection
User That Sounds Risky SkillBar1.png
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Spike Trap.jpgElite
User That Sounds Risky Elite.png
Edge of Extinction.jpg
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"Make Haste!".jpg
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Angelic Protection.jpg
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"Fall Back!".jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Anti-armor Mesmer with Purifying Veil
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Martyr.jpgElite
User That Sounds Risky Elite.png
Wastrel's Worry.jpg
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Wastrel's Demise.jpg
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Convert Hexes.jpg
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Purge Conditions.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Gear
  • All insignias on all four players should be Radiant Insignias (Except for the warrior, who needs one Stonefist Insignia).
  • Superior attiribute Runes on all professions except for the Warrior (of course, only in the attributes that each profession uses).
    • All other runes on all four professions should be Rune of Attunement (The warrior might also use a Rune of Superior Vigor, although this is likely not necessary.).
  • Wand and off-hand item with Seize the Day and Live for Today respectively.

Explaination[edit]

  • The basic idea is that the enemies eventually will be so numerous that they will deal essentially an infinite amount of damage, meaning that:
    • Almost no skills can prevent death as soon the players enter combat. Angelic Protection, being one of the few choices available, can only protect a single target for a short time, meaning that Area Knockdowns are extremely important to get out fast.
      • (Also note that while encantments like the 55 monk can do this job, the enemy mesmers can remove enchantments, making most enchantments not viable.)
    • Superior Attribute Runes and Radiant Insignias will be very effective, since any player that isnt affected by Angelic Protection will die regardless of its health as soon as it engages combat (Health runes and insignias will therefore be unimportant. However, health is important on the Angelic Protection tank, since at least 90-250 damage is needed to be taken before AP is taken in effect).
  • The primary goal is to be able to defeat the Degeneration Team, since that is the most difficult team to beat because: 1. They easily spread out from area damage. 2. Rangers have high armor vs elemental damage, making area damage skills like Searing Flames not very viable.
    • Since it will likely be difficult to group up the enemy team so that all of them can be targeted by a single "Nearby" spell, the builds have only been designed to kill enemies in "Adjacent" range. All team members focuses on killing a group of enemies that are adjacent to each other, which will most likely kill the remaining enemies due to EoE (this likelyhood increases the more enemies you face).
  • Usage:
    • 1. The paragon begins by summoning his spirits. Right before the battle begins, the team uses "Make Haste", Angelic Protection, and Purifying Veil on the KD warrior. The KD warrior uses Grasping Was Kuurong before the battle begins, so that it is recharged when he rushes in (allowing him to use it twice in a row).
    • 2. The warrior uses Balanced Stance to prevent the Gale knockdowns. The mesmer can help speed him up using Martyr followed by Purge Conditions on himself (removing cripple). This should give the warrior enough defense and speed to rush in and drop his first Grasping bomb in the middle of the entire (grouped up) enemy team. Note that before the warrior has dropped his first bomb, all other players must stay far enough outside of the enemies range not to aggro them. NOTE: If the enemy team rushes past the warrior instead of focusing him, Cornerblocking will be a very effective strategy.
    • 3. The paragon uses "Fall Back!" so that the rest of the team can rush in and engage as soon as the enemies are knocked down. If the warrior is hexed with Migraine or Arcane Conundrum, the Mesmer must cast Convert Hexes on him as fast as possible so that he can activate his second Grasping bomb.
    • 4. The Mesmer uses his abilities on an enemy Ranger. The Wastrel skills are extremely effective against the Rangers while they are knocked down, since it ignores their armor and since they have no skills to use while knocked down (and can thus not cancel the Wastrel spells). This is important in the early matches, and especially against the Ranger team (not just the Degeneration team, that is) since they can easily survive against the Vos Dervish due to their blocking ability and high elemental armor.
    • 5. The Vos Dervish rushes in as fast as he can with Dash immediatley when the KD warrior has dropped his bomb. With his MASSIVE amount of damage the entire enemy team should die before they have a chance to get up from the knockdowns, as long as the entire enemy team is below 90% health at this time which they will be if the KD warrior successfully has used 2 Grasping bombs.
    • 6. If the enemy team still is alive and get up from the second Kuurong bomb, the Paragon can buy another 2 seconds with Spike trap.

A Sad Muse[edit]

Inspiration Magic[edit]

  • [[]]
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Optional.jpgElite
User That Sounds Risky Elite.png
Scourge Healing.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
Optional.jpg
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Optional.jpg
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Distortion.jpg
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Resurrection Signet.jpg
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User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png
Optionals


Example 2
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Scourge Healing.jpg
User That Sounds Risky Frame.png
Distortion.jpg
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Resurrection Signet.jpg
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User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png


Example 1
User That Sounds Risky SkillBar1.png
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Lyssa's Aura.jpgElite
User That Sounds Risky Elite.png
Scourge Healing.jpg
User That Sounds Risky Frame.png
Vigorous Spirit.jpg
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Reversal of Damage.jpg
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Scourge Enchantment.jpg
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Power Drain.jpg
User That Sounds Risky Frame.png
Distortion.jpg
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Resurrection Signet.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png
Strengths
  • Potentially high shutdown using Scourge Healing/Enchantment, while simultaneously spamming Reversal of Damage on the own team.
    • The Scourge spells last a whopping 30 seconds each, with only a cooldown of 5 seconds, potentially allowing it to be maintained on most of the enemy team.
    • Assuming that Lyssa's Aura is kept up, and Power Draing sucessfully hits, the skills can be used very frequently.
    • The Scourges are very powerful against elementalists and dervishes, as they use lots of enchantments in addition to the enchantments that the monks might cast on them.
Weaknesses
  • The build is considerably weakened if Lyssa's Aura is removed and/or Power Drain misses.
  • The build is considerably weakened by a Dshot on the Scourges, although Dshot can often be blocked with Distortion. Other types of interrupts are likely not that devastating, since the cooldown is only 5 seconds.

Domination Magic[edit]

Illusion Magic[edit]

Amateur Hour Dervish[edit]

User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Moebius Strike.jpgElite
User That Sounds Risky Elite.png
Jagged Strike.jpg
User That Sounds Risky Frame.png
Fox Fangs (PvP).jpg
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Death Blossom (PvP).jpg
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Shadowy Burden.jpg
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Zealous Renewal.jpg
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Aura Slicer.jpg
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Resurrection Signet.jpg
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Description
  • As Shadowy Burden stacks beyond the armor cap, it greatly increases the damage delat by the user. This should result in a high amount of damage dealt constantly.
  • Weaknesses: Little defense and healing.
Optionals

Flare Warrior[edit]

  • I just think the name "Flare Warrior" sounds so hilarious that i had to make a build on it.
  • 12 Fire Magic
  • 14 Strength
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Warrior's Endurance (PvP).jpgElite
User That Sounds Risky Elite.png
Flare.jpg
User That Sounds Risky Frame.png
Glyph of Lesser Energy.jpg
User That Sounds Risky Frame.png
Breath of Fire.jpg
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Mark of Rodgort.jpg
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Dolyak Signet.jpg
User That Sounds Risky Frame.png
Signet of Stamina.jpg
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Endure Pain.jpg
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Optionals
Useage
  • Open up with Breath of Fire to cause overcast. This will allow you to use the full potential of Flare, which synergizes with Mark of Rodgort. When you get low on health, use Signet of Stamina and Dolyak and spam Flare, as Flare will not cancel the effects of the signet, and the speed reduction from Dolyak signet is not a problem when you are spamming flare (as flare is a ranged spell, not a melee attack).
Strengths
  • None
Weaknesses
  • Low damage output.
  • No self healing.
  • Vulnerable to interrupts. If flare is interrupted by Dshot, the build is useless for about 20 seconds.

"Complete-all-campaigns-using-eigh-builds-with-attributes-only-invested-in-the-command-attribute"-challenge?[edit]

User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Optional.jpgElite
User That Sounds Risky Elite.png
"Brace Yourself!".jpg
User That Sounds Risky Frame.png
Desperation Blow.jpg
User That Sounds Risky Frame.png
Drunken Blow.jpg
User That Sounds Risky Frame.png
"Never Give Up!".jpg
User That Sounds Risky Frame.png
"We Shall Return!".jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
Optional.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
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Optionals
  • Epidemic Epidemic (To spread the conditions from Desperation Blow / Drunken Blow)
  • "Incoming!" "Incoming!" (For healing - probably not a good skill since you have to stand still when fighting)
  • "Stand Your Ground!" "Stand Your Ground!" (Probably a good skill since you have to stand still when fighting)
  • Bladeturn Refrain Bladeturn Refrain (Since "Brace Yourself!" is spammed.)
  • Empathic Removal Empathic Removal (To add extra heling and condition/hex removal)
  • Echo Echo (To increase the damage dealt with brace yourself)
  • Grapple Grapple (When using echo - use on a paragon that is a warrior because this paragon will have acess to a third KD skill: grapple)
  • "Help Me!" "Help Me!" (A valuable healing skill that has good synergy with Empathic Removal.)
  • File:.jpg [[]]

"Complete-all-campaigns-using-a-build-with-0-in-all-attributes"-challenge?[edit]

  • (PvE-only skills excluded - Pretty much any of these skills would make a great addition to the build, since most of the signets are useless aside from powering up Symbolic Strike.)
  • Profession: Warrior/Monk
  • Weapon: Scythe
User That Sounds Risky SkillBar1.png
User That Sounds Risky SkillBar2.png
Optional.jpgElite
User That Sounds Risky Elite.png
Symbolic Strike.jpg
User That Sounds Risky Frame.png
Dolyak Signet.jpg
User That Sounds Risky Frame.png
Bane Signet.jpg
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Healing Signet.jpg
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Signet of Rejuvenation.jpg
User That Sounds Risky Frame.png
Castigation Signet.jpg
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Resurrection Signet.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
User That Sounds Risky SkillBar4.png
Optionals
  • Battle Rage Battle Rage
    • Strengths: Deals HUGE damage (considering 0 in all attributes) since as long as you hit at least 2 targets with your scythe, EVERY attack will be Symbolic Strike as long as Battle Rage is Active (2 attacks * 2 = 4 adrenaline)
  • Echo Echo
    • Same as battle rage, but: Strength: Does not require adrenaline to be spent while it is active (battle rage frequently interrupts the adrenaline building). Weakness: Has a downtime of 10s every 30s. The speed boost of Battle Rage is likely hardly noticable.
  • Empathic Removal Empathic Removal
    • Strengths: Empathic removal is really useful for healing and removing condition/Hexes.


Keystone version[edit]

User That Sounds Risky SkillBar1.png
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Keystone Signet.jpgElite
User That Sounds Risky Elite.png
Symbolic Strike.jpg
User That Sounds Risky Frame.png
Healing Signet.jpg
User That Sounds Risky Frame.png
Leech Signet.jpg
User That Sounds Risky Frame.png
Signet of Distraction.jpg
User That Sounds Risky Frame.png
Signet of Disruption.jpg
User That Sounds Risky Frame.png
Signet of Clumsiness.jpg
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Resurrection Signet.jpg
User That Sounds Risky Frame.png
User That Sounds Risky SkillBar3.png
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Strengths (Keystone version)
  • There is a bug with keystone signet causing it to apply to all signets that are activated if Fast Casting is 0, allowing this build to make very frequent AOE interrupts
  • Keystone signet also gives Relative good AoE damage considering all attributes are 0.
  • Even outside of Keystone signet, the build has 4 interrupt skills.
Disadvantages (Keystone version)
  • The Empathic Removal version has tons of Condition and Hex removal + healing (100 health every 8s)
  • The Battle Rage Version deals more damage
    • However, the interrupts from the Keystone Version can also be a powerful type of defense.
    • As a result, If doing this run with multiple players, it will very likely be a good idea to use a combination of these 3 builds (And maybe even more variants of it).


Notes
  • This is a pretty pointless challenge, but in either case, this should be an extremely powerful build for level 1-5 characters, since Symbolic Strike deals 70 damage even at level 1.
    • Also, it can be used around 2 times every 3 seconds when using a scythe, and it hits 3 targets!

Boring RA mesmer build[edit]

  • [[]]
User That Sounds Risky SkillBar1.png
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Power Leech.jpgElite
User That Sounds Risky Elite.png
Energy Burn.jpg
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Ether Feast.jpg
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Mind Wrack (PvP).jpg
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Empathy (PvP).jpg
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Shatter Enchantment.jpg
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Distortion.jpg
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Resurrection Signet.jpg
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Optionals
Strengths
  • Good single target damage, and energy drain. Has self heal. Has counter to both martial professions (Distortion & Empathy) and spellcasters (all other skills).
Weaknesses
  • Power Leech is useless if it misses, and will ruin the energy management of the build.

Single Target Fire magic[edit]

  • [[]]
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Optional.jpgElite
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Optional.jpg
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Incendiary Bonds.jpg
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Immolate.jpg
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Smoldering Embers.jpg
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Optional.jpg
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Distortion.jpg
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Resurrection Signet.jpg
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  • Note: This build likely benefits from Meek Shall Inherit.
Optionals

Avatar of Lyssa (Best build?)[edit]

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Avatar of Lyssa.jpgElite
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Meditation.jpg
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Rending Aura.jpg
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Heart of Holy Flame.jpg
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Grenth's Fingers.jpg
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Attacker's Insight.jpg
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Contemplation of Purity.jpg
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Watchful Intervention.jpg
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Optionals
Strengths
  • In addition to the regular scythe attacks, the build constantly deals an average of (roughly) 29 damage to nearby foes every second (although the damage is reduced on targets with higher than 60 armor);
    • Rending Aura deals 32 damage every 3 seconds, resulting in 11 damage every second on average.
    • Grenth's Fingers deals 6 damage per second on average
    • Including the inflicted burning condition (14*5=70 damage every 10 seconds = 7 damage per second plus 5,6 damage every second from the holy damage), Heart of Holy Flame deals 12 damage per second on average.
  • Every 10 seconds when Contemplation of Purity is used, the following happens:
    • Avatar of Lyssa steals 5 energy from all nearby foes.
    • Grenth's Fingers remove 2 conditions from the user and transferers them to nearby foes.
    • Contemplation of Purity guarantees 1 hex to be removed; if there are no hexes to remove, a third condition is removed instead.
    • Rending Aura inflicts cracked armor on nearby foes for 8 seconds, and Attacker's Insight weakens adjacent foes for 12 seconds.
  • Attacker's Insight provides a nearly constant 50% block chance vs melee damage.
  • As the previous Avatar of Lyssa builds, this build benefits greatly from Vigorous Spirit.
  • Can heal self and other allies with Watchful Intervention (190 health every 7.5 seconds, as long as the enchantment is triggered).
Weaknesses
  • Any hex-spell that punishes spell-casting, especially Backfire.
  • The energy loss causes by this skill only affects longer battles, as they have no impact on quick battles that are over before the energy is depleted.
  • Since Contemplation of Purity is used frequently, it is difficult to gain self-healing from Watchful Intervention.
  • No Resurrection Signet.


Earth Prayers version
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Avatar of Lyssa.jpgElite
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Meditation.jpg
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Mirage Cloak.jpg
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Heart of Holy Flame.jpg
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Dust Cloak (PvP).jpg
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Aura of Thorns (PvP).jpg
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  • Notes: Dust Cloak (PvP) is better than Staggering Force since blindness typically is more useful than cracked armor. Mirage Cloak provides damage and blocking all in one kit and Aura of thorns deals 60 damage every 10 seconds in addition to the 7 seconds of cripple it causes. Resurrection Signet seems to be more effective than Watchful Intervention overall - despite Avatar of Lyssa.
  • Damage dealt on average each second with this build (excluding the basic scythe attacks): 35
    • Mirage Cloak deals 32 damage every 5 seconds = 6 damage per second
    • Heart of Holy Flames deals as stated above 12 damage per second.
    • Dust Cloak (PvP) deals, provided that the energy is not depleted, 11 damage per second (same damage as Rending Aura).
    • Aura of thorns deals 6 damage per second.
  • STRENGTHS:

1. More damage than the previous build (although this is nearly neglectable and relies to a large extent on applying bleeding).
2. Harder to kite from due to Aura of thorns.
3. Better defense against martial professions (Mirage Cloak+Dust Cloak (PvP) are superior to Attacker's Insight and Rending Aura).

  • WEAKNESSES:

1. Much more vulnerable to blindness due to the lack of Grenth's Fingers.

36 second Daze every 5 seconds Ranger[edit]

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Archer's Signet.jpgElite
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Concussion Shot.jpg
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Body Shot.jpg
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Optional.jpg
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Optionals
Strengths
  • Archer's signet has great synergy with Concussion Shot (providing a 36 second Daze with only a 5 second cooldown), and provides energy management through Body Shot since it increases the duration of the Cracked armor from Sundering Weapon to 16 seconds, making Cracked Armor easily maintainable. Also, note that cracked armor can be spread to 3 targets since Sundering Weapon affects 3 attacks, making Body Shot much more likely to sucessfully grant 10 energy to the user.
  • Can remove blindness / other conditions from self due to Antidote signet.
  • Got self-defense against martial professions with Lightning Reflexes.
  • The build is not vulnerable to interrupts since the activation time of its skills does not exceed 1 second. Also, 2 of the skills cost no energy, allowing them to be manually cancelled and recast if an interrupt is inbound.
Weaknesses
  • Low damage output.
  • Aside from Lightning Reflexes (PvP), the build lacks a counter to martial professions.
    • Using Lightning Touch helps cover this, but this makes cracked armor harder to maintain and the touch range of Lightning Touch endangers the user.
  • Concussion Shot is very expensive in terms of energy, and does next to nothing if it does not interrupt at spell. (However, it is the only energy-expensive skill in the build.)
  • I realize now after reading the talk page on Archer's Signet that the reson why many rangers in Random arenas use Mending Touch instead of Antidote Signet is because of situations similar to this one. In other words, where a monk is unable to remove a long duration of Daze from him-/herself and needs help from another teammate. Simply put: even if the monk isn't able to save itself from the daze, the monk can easily be saved by another teammate.

Echo Exhausting assault spammer[edit]

  • 13 Critical Strikes (13 is needed for Critical Strike)
  • 12-13 Dagger Mastery
  • 6 Illusion Magic (3s distortion)
  • Zealous daggers are highly recommended due to the very frequent use of dual attacks.
  • 5 Nightstalker's Insignias
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Echo.jpgElite
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Wild Strike (PvP).jpg
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Distortion.jpg
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Optionals
Strengths
  • Aside from blocking, blindness and kiting, the overcast from Exhausting Assault cannot be prevented in any way - it will remain even if the target hides energy or dies. Also, it works well against +15/-1 energy sets because once you have exhausted the normal energy pool (~40 energy), the target will have 0 energy regeneration because their maximum energy is 0, which means that the only way they can regenerate energy is by holding a +15/-1 weapon which decreases their energy regeneration by 1 or 2 pips.
  • Effectively 2 interrupts every 4 seconds.
  • Wild Strike is an effective counter to blocking stances. At the same time, Exhausting assault is effective at preventing spells like Guardian as it strikes twice, increasing the probability of a sucessfull interrupt.
  • Got a blocking skill to survive against warriors.
  • Good energy management allows the skills to be spammed.
Weaknesses
  • Echo is vital to the build and can be interrupted. It is also predictable as it must be used right after Jagged Strike in order to sucessfully echo Exhausting Assault.
  • No great damage.
  • Assassins have low armor against elemental damage.
  • The energy management is purely though the use of attack skills; if they are blocked, the energy management dies.

Using weapon modifiers to apply everlasting conditions[edit]

  • Apparently weapon modifiers like Cruel, Barbed, Poisonous are not just limited to attack skills, but even skills that inflicts conditions on yourself. As such, the build below should be sufficient to inflict a basically unending duration of bleeding and Poision on foes in adjacent range when equipped on 2 players that draw the conditions between each other while wielding a Poisonous/Barbed weapon (and this is just from 2 skills!). This should be viable in Jade Quarry I guess.
  • [[]]
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Plague Signet.jpgElite
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Optionals

I bet noone has thought of this before...[edit]

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Palm Strike.jpgElite
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Critical Strike.jpg
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Impale.jpg
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Disrupting Dagger.jpg
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Dancing Daggers.jpg
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Deadly Haste.jpg
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Resurrection Signet.jpg
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Optionals
Useage
  • Spam all skills and pray to lyssa that Dancing Daggers don´t get interrupted or that Critical Strike is blocked.
  • Use Grenth´s Fingers to cover Deadly Haste.
Strengths
  • Potentially great damage + a rupt every 5 seconds.
  • Can make good spikes every 16 seconds with Impale.
  • Grenth´s Fingers can be used to cover Deadly Haste.
  • The damage of the build cannot be blocked, as it comes nearly exclusively from spells.
Weaknesess
  • Critical Strike(s) is the build´s only source of energy management - if it is blocked, the build is greatly weakened.
  • The build depends largely on Deadly Haste and Dancing Daggers - if they are removed/disabled, the build is greatly weakened.
  • Assassins have only medium armor, and the build lacks self healing and self-defense. No ability to block attacks makes the build very weak to any foe that concentrates on knock-docks.
Notes
  • Do not forget that Dancing Daggers count as a lead attack, so Palm strike is not a requirement; you can use an actual off-hand attack instead in order to get the Critical Strike Impale combo.

Build 2[edit]

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Optional.jpgElite
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Dancing Daggers.jpg
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Disrupting Dagger.jpg
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Crippling Dagger.jpg
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Deadly Paradox.jpg
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Optional.jpg
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Optional.jpg
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Resurrection Signet.jpg
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Optionals
  • Tease Tease (Acceptable energy management skills that can help prevent skills like Distortion and Backfire on the own team.)
  • Mark of Insecurity Mark of Insecurity (Not sure if this would work, but it is with no doubt the most viable Deadly Arts skill.)
  • Echo Echo (Both Disrupting Dagger and Dancing Daggers are viable skils to Echo in this case, so the build doesn´t become desperately dependant on a single skill.)
  • Expel Hexes Expel Hexes (Will be great in certain scenarios, the question is just if it follows the meta.)
  • Wastrel's Collapse Wastrel's Collapse (The cooldown is reduced to 14 seconds due to Deadly Paradox. Good for spikes and costs little energy.)
  • Siphon Speed Siphon Speed (For kiting against melee.)
  • Distortion Distortion (Powerful defense against hammer warriors. The attribute points are easily sufficient to ger a 3 second distortion. However this skill has a very poor synergy with Deadly Paradox.)
  • Ether Feast Ether Feast (Only viable Self Heal.)
  • Channeling Channeling (Energy management.)
  • File:.jpg [[]]
Strengths
  • Not vulnerable to enchantment removals unless using channeling (in comparioson to the previous build.).
  • The build is not in any way dependant on sucessfully striking with melee attacks.
  • The equipted weapon will no longer be useless, as the build can use a 40/40 pr 20/20 Inspiration Magic set.
  • Other strengths depends on the optional skills chosen.
Weaknesses
  • Less damage than the previous build.
  • Still roflstomped by hammer warriors. Distortion would have been an excellent counter to this (it is easily one of my favorite skills in random arenas for nearly all professions), but as said it has a very poor synergy with Deadly Paradox.
  • Deadly Paradox, Dancing Daggers, Crippling Dagger and Disrupting dagger are very energy expensive overall. Requires good energy management. Other damage-dealing builds are likely going to be better.

Avatar of Lyssa Support/Damage[edit]

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Avatar of Lyssa.jpgElite
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Imbue Health.jpg
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Watchful Intervention.jpg
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Mirage Cloak.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Optionals
  • Aura Slicer Aura Slicer (Free damage dealing skill that is good vs warriors.)
  • Heart of Fury (PvP) Heart of Fury (PvP) (Free damage. Good synergy with zealous scythe.)
  • Signet of Pious Light Signet of Pious Light (Great, free, teardown and a great healing skill, but the build already has 2 healing skills, and SoPL is very bad when it gets rupted and gets a
  • Staggering Force Staggering Force (Great synergy with Meditation if enough teardowns are available.)
  • Radiant Scythe Radiant Scythe (Synergizes with Heart of Fury.)
  • Eremite's Zeal Eremite's Zeal (Good energy management that is boosted by AoL. Needs teardown.)
  • Zealous Renewal Zealous Renewal (Synergizes with Heart of Fury.)
  • Rending Touch Rending Touch
  • Whirling Charge Whirling Charge (Prevents kiting and has great synergy with Meditation and Avatar of Lyssa)
  • Meditation Meditation (Great energy management if enough enchantments and teardowns are available. Also good synergy with Mirage Cloak.)
  • Mystic Regeneration (PvP) Mystic Regeneration (PvP)
  • Resurrection Signet Resurrection Signet (The golden rule says that this is not required for builds with the purpose of keeping the team alive. Does it apply here?)
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Avatar of Lyssa.jpgElite
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Imbue Health.jpg
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Watchful Intervention.jpg
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  • Note: Do not forget that AoL causes your attacks to deal Chaos Damage, making it effective against warriors since they lose their +20 Armor against physical damage. Combined with Aura Slicer, warriors have only 60 armor vs physical damage when using this build.
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Avatar of Lyssa.jpgElite
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Imbue Health.jpg
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Watchful Intervention.jpg
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Mirage Cloak.jpg
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Meditation.jpg
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Mystic Vigor.jpg
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Mystic Regeneration.jpg
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Whirling Charge.jpg
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  • Note: Great self surviviability (though not against hexes) and good energy drains due to the constant spamming of Whirling Charge and Mirage Cloak (3+5=8 energy drained from all nearby foes every 15 seconds, not including the other 4 enchantments). However, it has much less damage than the previous build.
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Avatar of Lyssa.jpgElite
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Imbue Health.jpg
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Watchful Intervention.jpg
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Mirage Cloak.jpg
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Staggering Force.jpg
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Heart of Fury (PvP).jpg
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Radiant Scythe.jpg
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Zealous Renewal.jpg
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  • Note: Staggering Force doesnt really need a teardown to be used effectively, since it deals a fairly large damage on its own. What it needs i energy management. Heart of Fury (PvP), Radiant Scythe and Zealous Renewal should be sufficient for this.

Assault Enchantments spam[edit]

  • [[]]
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Assault Enchantments.jpgElite
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Golden Fox Strike.jpg
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Exhausting Assault.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Resurrection Signet.jpg
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Optionals
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Assault Enchantments.jpgElite
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Dancing Daggers.jpg
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Exhausting Assault.jpg
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Impale.jpg
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Grenth's Fingers.jpg
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Featherfoot Grace.jpg
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Rending Aura.jpg
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Dwayna's Touch.jpg
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Dancing Daggers.jpg
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Exhausting Assault.jpg
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Impale.jpg
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Vital Boon.jpg
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Mirage Cloak.jpg
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Signet of Pious Light.jpg
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Resurrection Signet.jpg
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Dancing Daggers.jpg
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Exhausting Assault.jpg
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Impale.jpg
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Wary Stance.jpg
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Sadist's Signet.jpg
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Drunken Blow.jpg
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Resurrection Signet.jpg
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Dancing Daggers.jpg
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Exhausting Assault.jpg
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Impale.jpg
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Entangling Asp.jpg
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Dancing Daggers.jpg
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Exhausting Assault.jpg
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Impale.jpg
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Entangling Asp.jpg
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Signet of Toxic Shock.jpg
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Nightmare Weapon.jpg
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Resurrection Signet.jpg
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Steady Stance Scythe[edit]

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Steady Stance.jpgElite
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Drunken Blow.jpg
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Wild Blow.jpg
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Soldier's Strike.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Resurrection Signet.jpg
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Optionals
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Steady Stance.jpgElite
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Drunken Blow.jpg
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Wild Blow.jpg
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Soldier's Strike.jpg
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Pious Restoration.jpg
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Harrier's Haste.jpg
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Vow of Piety.jpg
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Resurrection Signet.jpg
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Marksman's Wager ranger[edit]

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Marksman's Wager.jpgElite
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Concussion Shot.jpg
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Savage Shot.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Antidote Signet.jpg
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Resurrection Signet.jpg
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Optionals

Unimplemented skills[edit]

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Weapon of Mastery.jpgElite
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Recurring Scourge.jpg
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Dissipation.jpg
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Bloodletting.jpg
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Signet of Agony.jpg
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Renewing Surge.jpg
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"To the Death!".jpg
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  • Other skills: Twisted Spikes, Lightning Storm,

Dervish Conjure nightmare spam[edit]

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Arcane Zeal.jpgElite
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Conviction.jpg
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Grenth's Fingers.jpg
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Staggering Force.jpg
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Optional.jpg
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Conjure Phantasm.jpg
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Conjure Nightmare.jpg
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Optional.jpg
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Optionals (Slot 5)
  • Mirage Cloak Mirage Cloak (Strong defense against KD:s, and decent vs ranger rupts.)
  • Rending Aura Rending Aura (Spammable and long duration. Grants much more energy than Mirage Cloak.)
  • Fleeting Stability Fleeting Stability (Low energy cost. Protects against knock downs.)
Optionals (Slot 8)
Strengths
  • Extreme damage over time on all 4 enemies, under the right circumstances (i.e. not interrupted or disabled).
    • Conjure Nightmare deals 208 damage. Conjure Phantasm deals 130 damage. With enough energy available, the monk will not have a chance to remove the hexes quickly enough.
  • High armor due to Windwalker Insignias.
  • (Good healing if Mystic Regeneration of Watchful Intervention is used.)
Weaknesses
  • Vulnerable to Interruptions. Especially vulnerable to
  • Extremely vulnerable do anything that can disable Emerite's Zeal or Conjure Nightmare for a longer period of time.
  • No resistance to Knock downs. Adding Mirage Cloak of Fleeting Stability lowers energy management.
  • (Lacks a resurrection signet if WI or MR is used.)
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Arcane Zeal.jpgElite
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Conviction.jpg
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Grenth's Fingers.jpg
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Staggering Force.jpg
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Mirage Cloak.jpg
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Conjure Phantasm.jpg
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Conjure Nightmare.jpg
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Eremite's Zeal.jpg
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Echo (Conjure Nightmare) + Meditation version[edit]

  • Use a (20+10)/(20+10) set
User That Sounds Risky SkillBar1.png
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Echo.jpgElite
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Conviction.jpg
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Fleeting Stability.jpg
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Eremite's Zeal.jpg
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Meditation.jpg
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Distortion.jpg
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Conjure Nightmare.jpg
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Resurrection Signet.jpg
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Optionals
Strengths
  • Potentially 208 damage twice every 5 seconds using Echo Conjure Nightmare.
  • Conviction is useful when conditioned and Fleeting Stability is great vs knockdowns.
  • Powerful defense against melee and ranger rupts due to distortion.
Weaknesses
  • Somewhat vulnerable to Enchantment removals due to the heavy dependency on Meditation, but enchantment removals that only remove 1 enchantment are countered by the cover enchantments.
  • Useless when Conjure Nightmare + its echo is disabled, but this is partially countered by Distortion and by the 40/40 set.
  • (Cannot use Windwalker Insignia.)

Avatar of Lyssa - Damage-dealing Enchantments spam[edit]

  • Instead of using teardowns to trigger AoL's energy drain effect, this build utilizes the 50% reduced cooldown to spam area damage skills which potentially can deal good damage even to single targets.
  • 12 Mysticism (If Scythe Mastery is reduced, 14 Mysticism is useful due to the increased duration of AoL and reduced enchantment cost.)
  • 12 Wind Prayers
  • 11 Scythe mastery (It might be worth going down as low as 8+1 scythe mastery, in order to maximize the damage from the enchantments.)
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Avatar of Lyssa.jpgElite
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Contemplation of Purity.jpg
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Optional.jpg
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Zealous Renewal.jpg
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Rending Aura.jpg
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Grenth's Fingers.jpg
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Eremite's Zeal.jpg
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Resurrection Signet.jpg
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Optionals
  • Grenth's Aura Grenth's Aura (Deals damage to nearby foes. While the damage isn't very significant, it provides good survivability.)
  • Lyssa's Haste (PvP) Lyssa's Haste (PvP) (Especially powerful rupt due to the halved cooldown)
  • Heart of Holy Flame Heart of Holy Flame (Very powerful due to the constant burning it applies. Contemplation of Purity will be constantly spammed in either case, so it doesn't require more energy than Grenth's Aura. However, if Grenth's Aura isnt used, the build lacks a self heal.
  • Watchful Intervention Watchful Intervention (Very powerful self-heal and party support that can be spammed every 8 seconds. However, it doesn't trigger if it is removed prematurely before reaching 25% health.)
  • Attacker's Insight Attacker's Insight or Fleeting Stability Fleeting Stability (Very useful to prevent knockdowns on self)
  • File:.jpg [[]]
Strengths
  • Good damage-dealing in addition to the constant auto-attacking.
  • Contemplation of Purity provides condition-transferers + cracked armor on all nearby foes and potentially a hex removal every 10 seconds, in addition to stealing 5 energy from a nearby target since 5 enchantments are removed.
    • If the user has less than 2 conditions, CoP is guaranteed to remove a hex, since the removal-effect occurs after the transferer-effect.
  • This build has space for a resurrection signet (although if the energy allows, this build could possibly benefit from replacing the res.

(*Powerful party-support with Watchful Intervention, if used.)

Weaknesses
  • Lacks Self-Heal.
  • Lacks blocking or KD-preventation.
  • The 5 energy-drain spike is somewhat predictable as it should be used often due to the energy management. This makes energy-hiding a somewhat efficient counter.
  • Much weaker as soon as AoL isn't active.
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Avatar of Lyssa.jpgElite
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Contemplation of Purity.jpg
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Heart of Holy Flame.jpg
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Zealous Renewal.jpg
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Rending Aura.jpg
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Grenth's Fingers.jpg
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Eremite's Zeal.jpg
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Resurrection Signet.jpg
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Avatar of Lyssa.jpgElite
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Contemplation of Purity.jpg
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Attacker's Insight.jpg
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Zealous Renewal.jpg
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Rending Aura.jpg
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Grenth's Fingers.jpg
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Eremite's Zeal.jpg
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Watchful Intervention.jpg
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Avatar of Lyssa.jpgElite
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Contemplation of Purity.jpg
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Lyssa's Haste (PvP).jpg
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Zealous Renewal.jpg
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Rending Aura.jpg
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Grenth's Fingers.jpg
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Eremite's Zeal.jpg
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Watchful Intervention.jpg
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Avatar of Lyssa.jpgElite
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Contemplation of Purity.jpg
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Lyssa's Haste (PvP).jpg
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Attacker's Insight.jpg
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Rending Aura.jpg
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Grenth's Fingers.jpg
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Eremite's Zeal.jpg
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Watchful Intervention.jpg
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Best build
  • Strenghts: Good energy management, damage, healing, resistance from hammer warriors (due to constant 50% block chance), energy denial, high armor (due to Windwalker's) and great ability to remove conditions and hexes from self.
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Avatar of Lyssa.jpgElite
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Contemplation of Purity.jpg
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Zealous Renewal.jpg
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Grenth's Fingers.jpg
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Rending Aura.jpg
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Attacker's Insight.jpg
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Eremite's Zeal.jpg
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Watchful Intervention.jpg
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  • Note: Lyssa's Haste could potentially be used as a counter to knock-downs. It is a less efficient counter, but it costs less energy on average and greatly helps in killing monks!

PvP Ranger Tank[edit]

  • 12 Earth Magic
  • 14 Wilderness Survival (While the health reduction of a Major or Superior rune wouldn't be a big issue, the extra ranks will have nearly no impact on the build.)
  • 4 Expertise
  • 5 Earthbound Insignias
  • 40/20 Earth Magic set. IMPORTANT: DO NOT FORGET "Like a Rolling Stone" INSCRIPTION!
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Stone Sheath.jpgElite
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Stone Striker.jpg
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Storm Chaser.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Resurrection Signet.jpg
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Optionals
  • Armor of Earth Armor of Earth
  • Troll Unguent Troll Unguent (extremely slow cast time, but a very powerful heal. also the only healing skill avalible.)
  • Serpent's Quickness Serpent's Quickness (You must take into account that experienced players are likely to target other memebers of your party, as this will ruin the build's energy management. As such, this skill becomes pretty effective since you are constantly on full health. However it is a stance, so it will cancel Storm Chaser. Also, it cannot be maintained. )
    • Ward Against Melee Ward Against Melee (Again, in order to support the own team, this skill can be used. The cooldown is lowered by Serpent's Quickness.)
    • Ward Against Foes Ward Against Foes (This is solid gold against melee characters.)
  • Poison Tip Signet Poison Tip Signet (Normally the Wilderness Survival isn't this high at all, which makes this skill extra powerful. Also, it is a 0-mana damage over time skill with only a 6s cooldown)
  • Stone Daggers Stone Daggers
  • Stoning Stoning (If Storm Chaser does its work, this skills can be spammed constantly. Ebon Hawk is not needed due to Stone Sheath.)
  • Glyph of Lesser Energy Glyph of Lesser Energy
  • Glyph of Elemental Power Glyph of Elemental Power
  • Shockwave Shockwave (could also work i guess, but i think Stone Sheath is more suited for this bar; it supports the own team for long durations and covers Stone Striker.)
  • File:.jpg [[]]
  • File:.jpg [[]]

Bars[edit]

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Stone Sheath.jpgElite
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Stone Striker.jpg
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Storm Chaser.jpg
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Glyph of Elemental Power.jpg
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Obsidian Flame (PvP).jpg
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Stoning.jpg
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Poison Tip Signet.jpg
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Resurrection Signet.jpg
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Stone Sheath.jpgElite
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Stone Striker.jpg
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Storm Chaser.jpg
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Glyph of Lesser Energy.jpg
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Ward Against Melee.jpg
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Stoning.jpg
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Poison Tip Signet.jpg
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Resurrection Signet.jpg
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Optionals for another bar
  • Obsidian Flesh Obsidian Flesh (When combined with Serpent's Quickness, this skill becomes maintainable. However, this combination becomes viable only in Jade Quarry or in the Luxon side of Fort Aspenwood.)
  • File:.jpg [[]]

PvE ranger tank (DO NOT FORGET "Like a Rolling Stone"[edit]

User That Sounds Risky SkillBar1.png
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Optional.jpgElite
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Glyph of Elemental Power.jpg
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Armor of Earth.jpg
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"I Am Unstoppable!".jpg
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Stone Striker.jpg
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Summary
  • Total armor: 70+45+58+24+10=207
    • Rangers have 70 armor rating by default.
    • Stone Striker combined with 5 Earthbound Insignias and the rangers +30 armor against elemental damage, grants an additional +45 armor.
    • Armor of Earth grants +58 armor when using Glyph of Elemental Power
    • "I am Unstoppable stacks above the armor cap, granting an additional +24 armor.
    • "Like a Rolling Stone" grants +10 armor
Optionals

Bar 1[edit]

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Star Burst.jpgElite
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Inferno.jpg
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Optional.jpg
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Glyph of Elemental Power.jpg
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Stone Striker.jpg
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Optional.jpg
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"I Am Unstoppable!".jpg
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Great Dwarf Armor.jpg
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Optionals

Bar 2[edit]

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Star Burst.jpgElite
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Inferno.jpg
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Armor of Earth.jpg
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Glyph of Lesser Energy.jpg
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Stone Striker.jpg
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Optional.jpg
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Optional.jpg
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"I Am Unstoppable!".jpg
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Optionals

Bar 3[edit]

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Shockwave.jpgElite
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Storm Chaser.jpg
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Armor of Earth.jpg
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Stone Striker.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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"I Am Unstoppable!".jpg
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Strength
  • As long as the user is the main target by the enemies, he soaks up plenty of damage and gets awesome energy management with Storm Chaser
  • Storm Chaser removes the movement speed reduction from Armor of Earth.
  • Both a good tank and a decent damage dealer.
  • Can knockdown frequently with Dragon's Stomp and Earth Quake.
Weaknesses
  • Vulnerable to enchantment removals.
  • Earthquake is vulnerable to rupts.
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Shockwave.jpgElite
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Storm Chaser.jpg
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Armor of Earth.jpg
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Stone Striker.jpg
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Ebon Battle Standard of Wisdom.jpg
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Dragon's Stomp.jpg
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Earthquake.jpg
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"I Am Unstoppable!".jpg
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Shockwave.jpgElite
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Storm Chaser.jpg
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Armor of Earth.jpg
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Stone Striker.jpg
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Intensity.jpg
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Dragon's Stomp.jpg
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Earthquake.jpg
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Aftershock.jpg
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Bar 4[edit]

Mist form, Strengths
  • Mist Form heals allies and reduces damage taken, also synergizes well with the Earthquake and Dragon's Stomp, since these skills costs alot of mana.
  • 40/40 earth magic set, since Mist form and Frozen burst can be used on their own easily without a boost (DS and E have long casting times that needs to be reduced.)
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Mist Form.jpgElite
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Storm Chaser.jpg
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Armor of Earth.jpg
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Stone Striker.jpg
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Frozen Burst.jpg
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Dragon's Stomp.jpg
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Earthquake.jpg
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"I Am Unstoppable!".jpg
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User That Sounds Risky SkillBar3.png
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Signet of Removal - Earth Prayers Dervish[edit]

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Signet of Removal.jpgElite
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Wearying Strike.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Mirage Cloak.jpg
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Resurrection Signet.jpg
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Optionals

Attempt to use BiP in Random Arenas[edit]

  • (Note that this build might be a poor choice solely because of the fact that people can't imagine a viable way to use BiP, so they will abandon the party after the first battle, or even stop playing as soon as the battle starts.)
  • 14-16 Blood Magic (Increased blood magic means increased healing and reduced health means reduced sacrifice cost, so a Major or Superior rune might be in order.
  • 12 Earth Prayers
  • 40/40 Blood Magic set + Staff of Enchanting
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Blood is Power.jpgElite
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Strip Enchantment.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Optional.jpg
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Mirage Cloak.jpg
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Resurrection Signet.jpg
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Optionals

Bar 1[edit]

User That Sounds Risky SkillBar1.png
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Blood is Power.jpgElite
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Strip Enchantment.jpg
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Life Siphon.jpg
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Jaundiced Gaze.jpg
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Mark of Subversion.jpg
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Signet of Pious Light.jpg
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Mirage Cloak.jpg
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Resurrection Signet.jpg
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Strengths
  • (Good energy management.)
  • (Blood is Power grants 20 energy to allies.)
  • Good enchantment removal.
  • Jaundiced Gaze allows Mirage Cloak to be spammed, which in turn allows Signet of Pious Light to be spammed for healing on self and allies.)
  • Mark of Subversion is good vs monks, and due to the enchantment removals they cant protect themselves with Holy Veil.

Bar 2[edit]

User That Sounds Risky SkillBar1.png
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Blood is Power.jpgElite
User That Sounds Risky Elite.png
Strip Enchantment.jpg
User That Sounds Risky Frame.png
Life Siphon.jpg
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Vampiric Gaze.jpg
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Signet of Pious Light.jpg
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Vital Boon.jpg
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Mirage Cloak.jpg
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Resurrection Signet.jpg
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Strengths
  • Better survivability, which allows BiP to be used more frequently, but less damage.
    • ...On second thought, Vital Boon probably doesn't work. The build will deal too little damage.

Bar 3[edit]

User That Sounds Risky SkillBar1.png
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Signet of Suffering.jpgElite
User That Sounds Risky Elite.png
Strip Enchantment.jpg
User That Sounds Risky Frame.png
Life Siphon.jpg
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Jaundiced Gaze.jpg
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Blood Ritual.jpg
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Signet of Pious Light.jpg
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Mirage Cloak.jpg
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Resurrection Signet.jpg
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User That Sounds Risky SkillBar3.png
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Strengths
  • Perhaps Signet of Suffering is simply a better choice at the end of the day, at least for this build (Maybe Protection Prayers or Restoration Magic can be used with BiP instead, if Earth Prayers isn't enough?).
  • Blood Ritual isn't too bad compared to BiP. The Touch Range is a pain though.
Weaknesses
  • Mirage Cloak can be removed, which ruins the build's self-defense.
  • Even with Signet of Suffering, the damage of the build isn't very good.
  • Overall, i think the mesmer build in the Hall of Fame is much better at the end of the day. It may not be able to grant energy to allies or remove enchantments, but it drains a massive amount of energy, disables Word of Healing almost entierly, and causes a quite decent amount of damage on the enemy team.