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The PvXwiki community finds this to be an excellent build.
Through the PvX vetting system, it has reached an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
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This build is made to Fast Farm Balthazar Faction points in Zaishen Elite or Zaishen Challenge using a team of Ranger Trappers that spam traps and vanquish the opposing party in seconds. A finisher assists the rangers in cleaning up stragglers.
Overview
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Trapper x3
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Finisher x1
Trappers
Nightfall Ranger. Expertise 15 Trapper's Speed Stance For 30 seconds, your Traps recharge 25% faster and activate 25% faster. This Stance ends if you successfully hit with an attack. Core Ranger. Wilderness Survival 16 Spike Trap Elite Trap When Spike Trap is triggered, every second (for 2 seconds), all nearby foes are struck for 42 piercing damage, become Crippled for 26 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Core Ranger. Wilderness Survival 16 Barbed Trap Trap When Barbed Trap is triggered, all nearby foes are struck for 24 piercing damage, become Crippled, and begin Bleeding for 26 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. EotN Ranger. Wilderness Survival 16 Piercing Trap Trap When Piercing Trap is triggered, all nearby foes are struck for 53 piercing damage. Any foes with Cracked Armor are struck for an additional 63 damage. Piercing Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Core Ranger. Wilderness Survival 16 Flame Trap Trap When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 21 fire damage and set on fire for 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Core Ranger. Expertise 15 Whirling Defense Stance For 20 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 11 damage. Core Ranger. Wilderness Survival 16 Troll Unguent Skill For 13 seconds, you gain +10 Health regeneration. Prophecies Ranger. Wilderness Survival 16 Frozen Soil Nature Ritual Create a level 11 Spirit with 220 Health and 68 armor. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 94 seconds. |
Nightfall Ranger. Expertise 15 Trapper's Speed Stance For 30 seconds, your Traps recharge 25% faster and activate 25% faster. This Stance ends if you successfully hit with an attack. Core Ranger. Wilderness Survival 16 Spike Trap Elite Trap When Spike Trap is triggered, every second (for 2 seconds), all nearby foes are struck for 42 piercing damage, become Crippled for 26 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Core Ranger. Wilderness Survival 16 Barbed Trap Trap When Barbed Trap is triggered, all nearby foes are struck for 24 piercing damage, become Crippled, and begin Bleeding for 26 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. EotN Ranger. Wilderness Survival 16 Piercing Trap Trap When Piercing Trap is triggered, all nearby foes are struck for 53 piercing damage. Any foes with Cracked Armor are struck for an additional 63 damage. Piercing Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Prophecies Ranger. Wilderness Survival 16 Dust Trap Trap When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 8 seconds and take 26 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. Core Ranger. Expertise 15 Whirling Defense Stance For 20 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 11 damage. Core Ranger. Wilderness Survival 16 Troll Unguent Skill For 13 seconds, you gain +10 Health regeneration. Core Ranger. Wilderness Survival 16 Winnowing Nature Ritual Create a level 11 Spirit with 220 Health and 68 armor. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 158 seconds. |
Nightfall Ranger. Expertise 12 Trapper's Speed Stance For 25 seconds, your Traps recharge 25% faster and activate 25% faster. This Stance ends if you successfully hit with an attack. Nightfall Ranger. Wilderness Survival 16 Smoke Trap Elite Trap When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 10 seconds. Smoke Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Core Ranger. Wilderness Survival 16 Barbed Trap Trap When Barbed Trap is triggered, all nearby foes are struck for 24 piercing damage, become Crippled, and begin Bleeding for 26 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. EotN Ranger. Wilderness Survival 16 Piercing Trap Trap When Piercing Trap is triggered, all nearby foes are struck for 53 piercing damage. Any foes with Cracked Armor are struck for an additional 63 damage. Piercing Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Factions Ranger. Beast Mastery 12 Viper's Nest Trap Create a Viper's Nest. When it is triggered, all nearby foes are struck for 29 piercing damage and become Poisoned for 17 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted. Core Ranger. Expertise 12 Whirling Defense Stance For 18 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 10 damage. Core Ranger. Wilderness Survival 16 Troll Unguent Skill For 13 seconds, you gain +10 Health regeneration. Nightfall Ranger. Beast Mastery 12 Toxicity Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. Poisoned or Diseased creatures within its range suffer -2 Health degeneration. This Spirit dies after 78 seconds. |
Equipment
- Armor
- Full Radiant.
- 3 Superior runes as listed above.
- Fill with attunement.
- Weapons
- +20 energy staff, Insightful staff of Endurance with "Hale and Hearty" Inscription.
Role-Specific Usage
- Your job is to cast Traps & Nature Rituals:
- Cast all of your traps as soon as you enter the arena.
- Cast all of your nature rituals as soon as the time hits zero.
- Do not place spirits on the trap line!
- If you come up against melee before they get to you step just behind your line of traps and stand still.
- If you come up against a caster group, cast your traps (you should be able to get about 2 or 3 of each) then run to the back wall.
Finishers
Nukers
Prophecies Elementalist. Unlinked Glyph of Sacrifice Glyph For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Ends prematurely if you use a non-spell skill. Prophecies Elementalist. Fire Magic 16 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. Prophecies Elementalist. Unlinked Glyph of Renewal Elite Glyph For 15 seconds, your next Spell instantly recharges. Prophecies Elementalist. Fire Magic 16 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 127 fire damage and set on fire for 3 seconds. Nightfall Elementalist. Fire Magic 16 Liquid Flame Spell Target foe is struck for 119 fire damage. If that foe is attacking or casting a Spell, nearby foes are also struck for 119 fire damage. Prophecies Elementalist. Fire Magic 16 Phoenix Spell A fiery Phoenix rises at your location and flies out to your target, exploding on impact. This explosion strikes your target and nearby foes for 63 fire damage. If you are Overcast, allies in the blast radius are healed for 84 Health. Core Elementalist. Energy Storage 15 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 500% of the Energy cost each time you cast a spell. Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. |
Prophecies Elementalist. Unlinked Glyph of Sacrifice Glyph For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Ends prematurely if you use a non-spell skill. Prophecies Elementalist. Fire Magic 16 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. Nightfall Elementalist. Fire Magic 16 Savannah Heat Elite Spell You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 21 fire damage each second and an additional 21 fire damage for each second this Spell has been in effect. Prophecies Elementalist. Fire Magic 16 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 127 fire damage and set on fire for 3 seconds. Factions Elementalist. Fire Magic 16 Bed of Coals Spell Create a Bed of Coals at target foe's location. For 5 seconds, foes standing adjacent to target foe are struck for 31 fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for 7 seconds. Core Monk. Healing Prayers 3 Healing Breeze Enchantment Spell For 15 seconds, target ally gains +5 Health regeneration. Core Elementalist. Energy Storage 15 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 500% of the Energy cost each time you cast a spell. Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. |
Prophecies Elementalist. Unlinked Glyph of Sacrifice Glyph For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Ends prematurely if you use a non-spell skill. Prophecies Elementalist. Fire Magic 15 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 112 fire damage and knocked down every 3 seconds. Core Elementalist. Fire Magic 15 Mind Burn Elite Spell Target foe and all adjacent foes take 60 fire damage. If you have more Energy than target foe, that foe and all adjacent foes take an additional 60 fire damage and are set on fire for 10 seconds. Prophecies Elementalist. Fire Magic 15 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 120 fire damage and set on fire for 3 seconds. Factions Elementalist. Air Magic 13 Teinai's Wind Spell Target foe and all adjacent foes take 36 cold damage. Burning foes struck by Teinai's Wind take an additional 75 damage and are interrupted. EotN Elementalist. Air Magic 13 Shell Shock Spell Target foe takes 27 lightning damage and has Cracked Armor for 18 seconds. This Spell has 25% armor penetration. If you are Overcast, this spell strikes adjacent foes. Core Elementalist. Energy Storage 13 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 460% of the Energy cost each time you cast a spell. Core Elementalist. Fire Magic 15 Fire Attunement Enchantment Spell For 60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. |
Equipment
- Armor
- Full Radiant.
- 3 Superior runes as listed above.
- Fill with attunement.
- Weapons
- +20 energy staff, Insightful staff of Devotion with "Hale and Hearty" Inscription.
Role-Specific Usage
- Your job is to kill the leftover foes that don't walk into the traps.
- Make sure to cast Meteor Showers on necromancers during mixed groups.
- Cast Fire Attunement when the battle starts and Aura of Restoration when the opposing team gets close.
- Cast in the following cycle - Glyph of Sacrifice then Meteor Shower, followed by everything else.
Spirits
Factions Ritualist. Channeling Magic 13 Painful Bond Hex Spell For 19 seconds, target foe and all nearby foes are Hexed with Painful Bond and take 18 damage whenever hit by a Spirit's attack. Factions Ritualist. Spawning Power 13 Ritual Lord Elite Skill For 31 seconds, your Ritualist attributes are boosted by 4 for your next skill. If that skill is a Binding Ritual, it recharges 53% faster and Ritual Lord recharges instantly. Factions Ritualist. Channeling Magic 19 Bloodsong Binding Ritual Create a level 15 Spirit with 300 (+156) Health and 91 armor who dies after 182 seconds. Attacks by that Spirit steal up to 30 Health. Factions Ritualist. Communing 19 Pain Binding Ritual Create a level 15 Spirit with 300 (+156) Health and 91 armor. This Spirit's attacks deal 37 damage. This Spirit dies after 182 seconds. Nightfall Ritualist. Communing 19 Anguish Binding Ritual Create a level 14 Spirit with 280 (+146) Health and 85 armor. This Spirit's attacks deal 24 damage and deal double damage to Hexed foes. This Spirit dies after 53 seconds. Factions Ritualist. Communing 19 Shadowsong Binding Ritual Create a level 12 Spirit with 240 (+125) Health and 73 armor. The spirit's attacks deal 24 damage and cause Blindness for 7 seconds. This Spirit dies after 30 seconds. Factions Ritualist. Communing 19 Disenchantment Binding Ritual Create a level 15 Spirit with 300 (+156) Health and 91 armor. This Spirit deals 24 damage and anyone struck by its attack loses one Enchantment. This Spirit dies after 42 seconds. Factions Ritualist. Spawning Power 13 Boon of Creation Enchantment Spell For 54 seconds, whenever you create a creature, you gain 44 Health and 5 Energy. |
Factions Ritualist. Channeling Magic 13 Painful Bond Hex Spell For 19 seconds, target foe and all nearby foes are Hexed with Painful Bond and take 18 damage whenever hit by a Spirit's attack. Factions Ritualist. Spawning Power 13 Soul Twisting Elite Skill For 40 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 3 Binding Rituals. Factions Ritualist. Channeling Magic 13 Bloodsong Binding Ritual Create a level 11 Spirit with 220 (+114) Health and 68 armor who dies after 134 seconds. Attacks by that Spirit steal up to 22 Health. Factions Ritualist. Communing 15 Pain Binding Ritual Create a level 12 Spirit with 240 (+125) Health and 73 armor. This Spirit's attacks deal 30 damage. This Spirit dies after 150 seconds. Nightfall Ritualist. Communing 15 Anguish Binding Ritual Create a level 11 Spirit with 220 (+114) Health and 68 armor. This Spirit's attacks deal 20 damage and deal double damage to Hexed foes. This Spirit dies after 45 seconds. Factions Ritualist. Communing 15 Shadowsong Binding Ritual Create a level 10 Spirit with 200 (+104) Health and 62 armor. The spirit's attacks deal 20 damage and cause Blindness for 6 seconds. This Spirit dies after 30 seconds. Factions Ritualist. Communing 15 Earthbind Binding Ritual Create a level 14 Spirit with 280 (+146) Health and 85 armor. All non-Spirit foes knocked down within its range are knocked down for at least 3 seconds. Whenever this happens, this Spirit loses 25 Health. This Spirit dies after 45 seconds. Factions Ritualist. Spawning Power 13 Boon of Creation Enchantment Spell For 54 seconds, whenever you create a creature, you gain 44 Health and 5 Energy. |
Equipment
- Armor
- Full Radiant.
- 3 Superior runes as listed above.
- Fill with attunement.
- Weapons
- +20 energy staff, Insightful staff of Devotion with "Hale and Hearty" Inscription.
Role-Specific Usage
- Your job is to summon Binding Rituals to kill leftover foes.
- Summon them as soon as you enter the arena.
- Spirits should be spread across the middle of area where characters spawn at start.
- Do not place spirits on the trap line!
- The attackers should be able to walk into the traps.
- Cast Painful Bond on groups of 3 (or more); especially on foes below 75% health.
Team Usage
- The specific roles should be assigned before entering.
- Every person should lay as many traps as possible.
- Foe Specific tactics:
- Against melee step back just behind your traps. The traps will kill them almost instantly.
- Against casters (degeneration/OF Eles/mix) run to the back of the map just before they get to you and activate Troll Unguent. Often there will be stragglers, run up to them and trap them to death. Another suggestion is to run up a little bit and lay traps after the gates open when it's a caster group.
Counters
- Opposing party not being completely affected by your traps. Possible to beat, but harder.
- Death of Frozen Soil.
- The later mixed and OF spike waves can overwhelm weaker teams.
Notes
- Each round will approximately grant you 360 faction and takes about 2 minutes.
- You can only gain 6000 Balthazar Faction per day from the Zaishen Elite.
- In the Zaishen Challenge you can only earn 2,000 Balthazar faction per day. Faction earned here will also count against the Zaishen Elite cap.