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This build is part of the current metagame.
The community has decided this build is in the current metagame and deserves to be stored. The frequency section describes how often the build is used. This build has also received 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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A GvG team capable of adapting to many situations and outplaying gimmicky opponents through player skill and teamwork. Relies primarily on well coordinated spikes while softening the enemy team with pressure. Moderate frequency in tournaments and ladder play.
Team Overview
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Hammer Warrior
Core Warrior. Hammer Mastery 13 Devastating Hammer Elite Hammer Attack If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 18 seconds. This attack skill has 14% armor penetration. Prophecies Warrior. Strength 14 Protector's Strike Melee Attack If this attack strikes a moving foe, you strike for 38 more damage. This attack skill has 14% armor penetration. Core Warrior. Hammer Mastery 13 Hammer Bash Hammer Attack Lose all adrenaline. If Hammer Bash hits, your target is knocked down. This attack skill has 14% armor penetration. Prophecies Warrior. Hammer Mastery 13 Crushing Blow Hammer Attack If this attack hits, you strike for +17 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 18 seconds. This attack skill has 14% armor penetration. Core Warrior. Strength 14 Bull's Strike Melee Attack If this attack hits a moving foe, you strike for +28 damage, and your target is knocked down. This attack skill has 14% armor penetration. Nightfall Warrior. Strength 14 Flail Stance For 14 seconds, you attack 33% faster but move 33% slower. Nightfall Warrior. Strength 14 Enraging Charge Stance For 14 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 3 strikes of adrenaline if you hit with a melee attack. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Variants
Magehunter's SmashNightfall
Warrior. Hammer Mastery 13
Magehunter's Smash
Elite Hammer Attack
If this attack hits, target foe is knocked down. If your target is under the effects of an Enchantment, this attack cannot be blocked.
Death Pact Signet (PvP)Nightfall
Ritualist. Restoration Magic 3
Death Pact Signet (PvP)
Signet
Resurrect target party member with your current Health and 32% Energy. The next time that ally dies within 120 seconds, so do you.
Equipment
Runes and Insignia
- 4x Sentinel's Insignia
- Stonefist Insignia
- Superior Vigor
- Minor Hammer Mastery
- Minor Strength
- Clarity
Weapons
- Zealous Hammer of Defense/Fortitude, 15^50
- Elemental Hammer of Defense/Fortitude, 15^50
- Vampiric Hammer of Defense/Fortitude, 15^50
- Furious Spear of Fortitude, +5 energy
- Furious or Zealous Axe/Sword of Defense, +5 energy
- Strength Shield of Fortitude, -20% blind
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Use Enraging Charge as a speed boost and for adrenaline gain.
- Bull's Strike on moving targets for damage and knockdown.
- Knockdown with Devastating Hammer and Hammer Bash.
- Apply Deep Wound when needed with Crushing Blow.
- When chaining, use (Bull's Strike)->Devastating Hammer->Flail/Crushing Blow->Quarter-step,wait half a second->Hammer Bash.
Shock Axe
Prophecies Warrior. Axe Mastery 14 Eviscerate Elite Axe Attack If Eviscerate hits, you strike for +29 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 19 seconds. This attack skill has 13% armor penetration. EotN Warrior. Strength 13 Body Blow Melee Attack If this attack hits, target foe takes +36 damage. If target foe has Cracked Armor, that foe suffers from a Deep Wound for 13 seconds. This attack skill has 13% armor penetration. Core Warrior. Axe Mastery 14 Disrupting Chop Axe Attack If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds. This attack skill has 13% armor penetration. Core Warrior. Strength 13 Bull's Strike Melee Attack If this attack hits a moving foe, you strike for +27 damage, and your target is knocked down. This attack skill has 13% armor penetration. Prophecies Elementalist. Air Magic 3 Shock Skill Target touched foe is knocked down and struck for 20 lightning damage. This skill has 25% armor penetration. Core Warrior. Unlinked Frenzy Stance For 8 seconds, you attack 33% faster but take double damage. Prophecies Warrior. Strength 13 Rush Stance For 18 seconds, you move 25% faster. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Variants
Agonizing ChopNightfall
Warrior. Axe Mastery 14
Agonizing Chop
Axe Attack
When this attack hits, you deal +19 damage. If target foe is suffering from a Deep Wound, you interrupt that foe's action.
Executioner's StrikeCore
Warrior. Axe Mastery 14
Executioner's Strike
Axe Attack
If this attack hits, you strike for +38 damage.
Whirling AxeFactions
Warrior. Axe Mastery 14
Whirling Axe
Elite Axe Attack
If this attack hits, you strike for +19 damage and any stance being used by your target ends. This attack cannot be blocked.
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DismemberCore
Warrior. Axe Mastery 14
Dismember
Axe Attack
If it hits, this axe blow will inflict a Deep Wound on the target foe, lowering that foe's maximum Health by 20% for 19 seconds.
Equipment
Runes and Insignia
- 4x Radiant Insignia
- Stonefist Insignia
- Superior Vigor
- Minor Axe Mastery
- Minor Strength
- Clarity
Weapons
- Zealous Axe of Defense/Fortitude, 15^50
- Elemental Axe of Defense/Fortitude, 15^50
- Vampiric Axe of Defense/Fortitude, 15^50
- Air Focus of Fortitude, 15/-1 energy
- Furious Spear of Fortitude, +5 energy
- Strength Shield of Fortitude, -20% blind
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Upon entering combat, carefully select a target and begin auto-attacking to build up adrenaline (Use a Furious Spear/Bow or a Wand to gain adrenaline when you can't get too close).
- Knock Down moving foes with Bull's Strike.
- Disrupt and knock down targets with Shock or create a knockdown-lock with Bull's Strike.
- Spike targets with Eviscerate and Body Blow (or Executioner's Strike.)
- Body Blow can also function as a second Deep Wound attack skill if your target is affected by Cracked Armor.
- Use Frenzy to spike faster and/or increase the amount of pressure you're putting out.
- Use Rush to chase kiting foes, cancel Frenzy, or as a simple movement speed buff.
- Use Disrupting Chop at opportune moments to interrupt and disable skills (for example, use it as a Monk recovers from a knockdown).
- Swap to appropriate weapon sets as necessary (Ebon when attacking another Warrior, etc.)
Alternative to Shock Axe
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Ranger
Factions Ranger. Marksmanship 10 Melandru's Shot Elite Bow Attack If this attack hits, your target bleeds for 18 seconds. If it hits a foe that is moving or knocked down, that foe takes +20 damage and is crippled for 11 seconds. Core Ranger. Expertise 14 Distracting Shot Bow Attack If Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core Ranger. Marksmanship 10 Savage Shot Bow Attack If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +23 damage. Core Ranger. Wilderness Survival 10 Apply Poison Preparation For 24 seconds, foes struck by your physical attacks become Poisoned for 11 seconds. Nightfall Ranger. Wilderness Survival 10 Natural Stride Stance For 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. Core Ranger. Expertise 14 Lightning Reflexes (PvP) Stance For 11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster. Nightfall Monk. Protection Prayers 3 Mending Touch Spell Touched ally loses two Conditions and is healed for 24 Health for each Condition removed in this way. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Variants
Leech SignetCore
Mesmer. Inspiration Magic 3
Leech Signet
Signet
Interrupt target foe's action. If that action was a Spell, you gain 5 Energy.
Holy VeilCore
Monk. Unlinked
Holy Veil
Enchantment Spell
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Point Blank ShotProphecies
Ranger. Expertise 14
Point Blank Shot
Bow Attack
Shoot an arrow that has half the normal range, but strikes for +38 damage.
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Zojun's ShotFactions
Ranger. Expertise 14
Zojun's Shot
Bow Attack
Shoot an arrow that has half the normal range, but strikes for +38 damage.
Crippling ShotProphecies
Ranger. Marksmanship 10
Crippling Shot
Elite Bow Attack
If Crippling Shot hits, your target becomes Crippled for 8 seconds. This attack cannot be blocked.
Magebane ShotNightfall
Ranger. Unlinked
Magebane Shot
Elite Bow Attack
If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked.
Equipment
Runes and Insignia
- 5x Radiant or Survivor Insignia
- Superior Vigor
- Minor Expertise
- Minor Marksmanship
- Minor Wilderness Survival
Weapons
- Poisonous Recurve of Fortitude, 15^50
- Poisonous Recurve of Fortitude, +5 energy
- Crippling Recurve of Fortitude, +5 energy
- Sundering Flatbow of Fortitude, 15^50
- Poisonous Spear of Defense, +5 energy
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Midline Support (Pick One)
Water Elementalist
Factions Elementalist. Water Magic 14 Mirror of Ice Elite Hex Spell Shatter a Mirror of Ice. All foes near you and target ally take 66 cold damage and move 66% slower for 6 seconds. If you strike a foe hexed with Water Magic, Mirror of Ice recharges 50% faster. Nightfall Elementalist. Water Magic 14 Freezing Gust Hex Spell If target foe is under the effect of a Water Magic Hex, that foe is struck for 76 cold damage. Otherwise, that foe moves 66% slower for 5 seconds. Prophecies Elementalist. Water Magic 14 Shard Storm Hex Spell Send out an ice shard that strikes target foe for 80 cold damage if it hits and causing target foe to move 66% slower for 6 seconds. Core Elementalist. Water Magic 14 Blurred Vision Hex Spell For 10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. EotN Elementalist. Water Magic 14 Glowing Ice Spell Deals 47 cold damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is hexed with Water Magic. Core Elementalist. Energy Storage 13 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 17 less Energy to cast. Core Elementalist. Water Magic 14 Water Attunement Enchantment Spell For 58 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Variants
Winter's EmbraceEotN
Elementalist. Water Magic 14
Winter's Embrace
Hex Spell
For 6 seconds, target foe moves 66% slower and takes 14 damage while moving.
Armor of FrostProphecies
Elementalist. Water Magic 14
Armor of Frost
Enchantment Spell
For 32 seconds, you gain +40 armor against physical damage and have +1 Water Magic.
Death Pact Signet (PvP)Nightfall
Ritualist. Restoration Magic
Death Pact Signet (PvP)
Signet
Resurrect target party member with your current Health and 15..83..106% Energy. The next time that ally dies within 120 seconds, so do you.
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Flesh of My Flesh (PvP)Factions
Ritualist. Restoration Magic
Flesh of My Flesh (PvP)
Spell
Lose half your Health. Resurrect target party member with your current Health and 5..17..21% Energy.
Equipment
Runes and Insignia
- 5x Blessed Insignia (Survivor if running Ether Prism)
- Superior Vigor
- Minor Water Magic
- Minor Energy Storage
Weapons
- Water Wand of Memory, 20% cast time
- Water Focus of Aptitude, 20% recharge
- Water Wand of Memory, +15/-1 energy
- Energy Storage Focus of Fortitude, +15/-1 energy
- Adept Water Staff of Enchanting, 20% cast time
- Spear of Defense, +5 energy or 10% recharge or 10% cast time
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Maintain enchantments.
- Spike with Shard Storm -> Freezing Gust.
- Save all snares for enemy flag carrier when the other team is attempting to cap the flagstand. Use Blurred Vision on the enemy ranger, if any, to minimize disruption.
- Position self accordingly to contain anticipated enemy splits.
- Try to maximize the effect of Blurred Vision by hitting more than one target per cast with it.
Earth Elementalist
Nightfall Elementalist. Earth Magic 14 Stone Sheath Elite Enchantment Spell For 19 seconds, you and target ally have +28 armor and are immune to critical hits. When you cast this spell, all foes near you and your target take 66 earth damage and are Weakened for 19 seconds. Nightfall Elementalist. Earth Magic 14 Ebon Hawk Spell Send a projectile that strikes target foe for 80 earth damage and causes Weakness for 14 seconds if it hits. Core Elementalist. Earth Magic 14 Stoning Spell Send out a large stone, striking target foe for 101 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down. Core Elementalist. Earth Magic 14 Obsidian Flame Spell Deal 106 damage to target foe. This Spell ignores armor. Core Elementalist. Earth Magic 14 Ward Against Melee Ward Spell You create a Ward Against Melee at your current location. For 19 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. Core Elementalist. Energy Storage 13 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 17 less Energy to cast. Core Elementalist. Earth Magic 14 Earth Attunement Enchantment Spell For 58 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Earth Magic. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Variants
Grasping EarthProphecies
Elementalist. Earth Magic 14
Grasping Earth
Hex Spell
For 19 seconds, all nearby foes move 50% slower.
GlowstoneNightfall
Elementalist. Earth Magic 14
Glowstone
Spell
Deals 47 earth damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Weakened.
Death Pact Signet (PvP)Nightfall
Ritualist. Restoration Magic
Death Pact Signet (PvP)
Signet
Resurrect target party member with your current Health and 15..83..106% Energy. The next time that ally dies within 120 seconds, so do you.
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Flesh of My Flesh (PvP)Factions
Ritualist. Restoration Magic
Flesh of My Flesh (PvP)
Spell
Lose half your Health. Resurrect target party member with your current Health and 5..17..21% Energy.
Equipment
Runes and Insignia
- 5x Blessed Insignia
- Superior Vigor
- Minor Earth Magic
- Minor Energy Storage
Weapons
- Earth Wand of Memory, 20% cast time
- Earth Focus of Aptitude, 20% recharge
- Earth Wand of Memory, +15/-1 energy
- Energy Storage Focus of Fortitude, +15/-1 energy
- Adept Earth Staff of Enchanting, 20% cast time
- Heavy Spear of Defense, +5 energy or 10% recharge or 10% cast time
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
Air Elementalist
Nightfall Elementalist. Air Magic 15 Invoke Lightning Elite Spell Target foe and up to two other foes near your target are struck for 90 lightning damage. This Spell has 25% armor penetration. EotN Elementalist. Air Magic 15 Shell Shock Spell Target foe takes 30 lightning damage and has Cracked Armor for 20 seconds. This Spell has 25% armor penetration. If you are Overcast, this spell strikes adjacent foes. Nightfall Elementalist. Air Magic 15 Lightning Bolt Spell Send out a Lightning Bolt that strikes for 50 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 50 additional lightning damage. This spell has 25% armor penetration. Core Elementalist. Air Magic 15 Gale Spell Knock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.) Core Elementalist. Air Magic 15 Blinding Flash Spell Target foe is Blinded for 8 seconds. Core Elementalist. Energy Storage 13 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 17 less Energy to cast. Core Elementalist. Air Magic 15 Air Attunement Enchantment Spell For 60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Variants
Blinding SurgeNightfall
Elementalist. Air Magic 14
Blinding Surge
Elite Spell
Target foe is struck for 47 lightning damage. That foe and all adjacent foes are Blinded for 8 seconds. This spell has 25% armor penetration. If this spell strikes an attacking foe, all adjacent foes are also struck and this spell deals 50% more damage.
Rend EnchantmentsCore
Necromancer. Curses 3
Rend Enchantments
Spell
Remove 6 Enchantments from target foe. For each Monk Enchantment removed, you take 49 damage.
Death Pact Signet (PvP)Nightfall
Ritualist. Restoration Magic
Death Pact Signet (PvP)
Signet
Resurrect target party member with your current Health and 15..83..106% Energy. The next time that ally dies within 120 seconds, so do you.
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Flesh of My Flesh (PvP)Factions
Ritualist. Restoration Magic
Flesh of My Flesh (PvP)
Spell
Lose half your Health. Resurrect target party member with your current Health and 5..17..21% Energy.
Equipment
Runes and Insignia
- 5x Blessed Insignia
- Superior Vigor
- Minor Air Magic
- Minor Energy Storage
Weapons
- Air Wand of Memory, 20% cast time
- Air Focus of Aptitude, 20% recharge
- Air Wand of Memory, +15/-1 energy
- Energy Storage Focus of Fortitude, +15/-1 energy
- Adept Air Staff of Enchanting, 20% cast time
- Heavy Spear of Defense, +5 energy or 10% recharge or 10% cast time
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Keep your Attunement covered.
- Lead on spikes with Shell Shock, or Rend if called for (if equipped).
- Gale monks on spikes and follow with Invoke if spikes are not going through.
Domination Mesmer
Core Mesmer. Domination Magic 14 Energy Surge Elite Spell Target foe loses 9 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage. Prophecies Mesmer. Domination Magic 14 Power Leak Spell If target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 16 Energy. Core Mesmer. Inspiration Magic 11 Leech Signet Signet Interrupt target foe's action. If that action was a Spell, you gain 12 Energy. Core Mesmer. Domination Magic 14 Diversion Hex Spell For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge. Prophecies Mesmer. Domination Magic 14 Shame Hex Spell For 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 13 Energy from that foe. Core Mesmer. Domination Magic 14 Shatter Enchantment Spell Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage. Core Mesmer. Inspiration Magic 11 Drain Enchantment Spell Remove an Enchantment from target foe. If an Enchantment is removed, you gain 15 Energy and 99 Health. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
Variants
Power DrainCore
Mesmer. Inspiration Magic 11
Power Drain
Spell
If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 23 Energy.
Cry of FrustrationCore
Mesmer. Domination Magic 14
Cry of Frustration
Spell
If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 71 damage.
Flesh of My Flesh (PvP)Factions
Ritualist. Restoration Magic 3
Flesh of My Flesh (PvP)
Spell
Lose half your Health. Resurrect target party member with your current Health and 8% Energy.
Equipment
Runes and Insignia
- 5x Prodigy's or Survivor Insignia
- Superior Vigor
- Minor Domination Magic
- Minor Inspiration Magic
- Minor Fast Casting
Weapons
- Domination Wand of Memory, 20% cast time
- Domination Focus of Aptitude, 20% recharge
- Inspiration Wand of Memory, 20% cast time
- Inspiration Focus of Aptitude, 20% recharge
- Domination Wand of Memory, +15/-1 energy
- Domination Focus of Fortitude, +15/-1 energy
- Adept Restoration Staff of Fortitude, 20% cast time
- Spear of Defense, +5 energy
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Prot Monk
Prophecies Monk. Protection Prayers 14 Restore Condition Elite Spell Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target other ally. For each Condition removed, that ally is healed for 66 Health. Target ally gets healed for 35 Health. Core Monk. Protection Prayers 14 Reversal of Fortune Enchantment Spell For 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 76. Target ally gets healed for 35 Health. Factions Monk. Protection Prayers 14 Spirit Bond (PvP) Enchantment Spell For 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 86 Health. Target ally gets healed for 35 Health. Core Monk. Protection Prayers 14 Shielding Hands Enchantment Spell For 8 seconds, damage and life steal received by target ally is reduced by 17. When Shielding Hands ends, that ally is healed for 47 Health. Target ally gets healed for 35 Health. Core Monk. Protection Prayers 14 Guardian Enchantment Spell For 7 seconds, target ally has a 50% chance to block attacks. Target ally gets healed for 35 Health. EotN Monk. Protection Prayers 14 Aura of Stability Enchantment Spell For 8 seconds, target other ally cannot be knocked down. Target ally gets healed for 35 Health. Core Monk. Unlinked Holy Veil Enchantment Spell While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Target ally gets healed for 35 Health. Core Warrior. Tactics 8 Balanced Stance Stance For 14 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack. |
Variants
AegisCore
Monk. Protection Prayers 14
Aegis
Enchantment Spell
For 11 seconds, all party members within earshot have a 50% chance to block attacks.
Shield GuardianFactions
Monk. Protection Prayers 14
Shield Guardian
Enchantment Spell
For 4 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 38 and Shield Guardian ends.
Equipment
Runes and Insignia
- 5x Disciple's Insignia
- Superior Vigor
- Minor Protection Prayers
- Minor Divine Favor
Weapons
- Crippling Spear of Enchanting, +5 energy (alternative to 40/40 prot set)
- Protection Focus of Aptitude, 20% recharge
- Protection Wand of Memory, +15/-1 energy
- Protection Focus of Fortitude, +15/-1 energy
- Adept Protection Staff of Enchanting, 20% cast time
- Crippling Spear of Defense, +5 energy
- Crippling Spear of Defense, -5 energy
- Tactics r7-8 Shield of Fortitude, -20% cripple
- Tactics r7-8 Shields of Fortitude, +10 armor vs each damage type
Usage
- Spirit Bond is to be used for extra protection, damage reduction and potential healing. It is particularly strong against spikes.
- Cast Reversal of Fortune for an immediate heal and damage prevention.
- Remove harmful conditions and heal allies with conditions on them with Restore Condition.
- Hexes can be removed with Holy Veil. Be wary of maintaining this enchantment as it harms your energy pool.
- Aura of Stability is used to protect allies from Knockdown.
- Guardian for blocking on allies.
- Use Balanced Stance to prevent knockdowns, especially against Hammer Warriors.
Infuse Monk
Core Monk. Healing Prayers 14 Word of Healing Elite Spell Heal target ally for 94 (+29) Health. Heal for an additional 109 Health if that ally is below 50% Health. Core Monk. Healing Prayers 14 Infuse Health Spell Lose half your current Health. Target other ally is healed for 134% of the amount you lost. Target ally gets healed for 29 Health. EotN Monk. Healing Prayers 14 Patient Spirit Enchantment Spell For 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 114 Health when the enchantment ends. Target ally gets healed for 29 Health. Factions Monk. Healing Prayers 14 Signet of Rejuvenation Signet Heal target ally for 71. If target ally is casting a spell or attacking, that ally is healed for an additional 71 Health. Core Monk. Protection Prayers 8 Guardian Enchantment Spell For 5 seconds, target ally has a 50% chance to block attacks. Target ally gets healed for 29 Health. Core Monk. Protection Prayers 8 Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 17 Health. Target ally gets healed for 29 Health. EotN Monk. Healing Prayers 14 Cure Hex Spell Remove one Hex from target ally. If a Hex was removed, that ally is healed for 114 Health. Target ally gets healed for 29 Health. Prophecies Warrior. Tactics 8 Disciplined Stance Stance For 3 seconds, you gain +10 armor and have a 75% chance to block attacks. Disciplined Stance ends if you use an adrenal skill. |
Variants
Healing BurstFactions
Monk. Healing Prayers 14
Healing Burst
Elite Spell
Target ally is healed for 150. All party members in earshot of your target gain Health equal to the Divine Favor bonus from this spell. Your Smiting Prayers are disabled for 20 seconds.
Equipment
Runes and Insignia
- 5x Disciple's Insignia
- Superior Vigor
- Minor Healing Prayers
- Minor Protection Prayers
- Minor Divine Favor
Weapons
- Healing Wand of Memory, 20% cast time
- Healing Focus of Aptitude, 20% recharge
- Healing Wand of Memory, +15/-1 energy
- Healing Focus of Fortitude, +15/-1 energy
- Adept Protection Staff of Enchanting, 20% cast time
- Crippling Spear of Defense, +5 energy
- Crippling Spear of Defense, -5 energy
- Tactics r7-8 Shield of Fortitude, -20% cripple
- Tactics r7-8 Shields of Fortitude, +10 armor vs each damage type
Usage
Flagger
Core No Profession. Unlinked Optional Optional Optional. Factions Ritualist. Restoration Magic 14 Wielder's Boon Spell Heal target ally for 57 points. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 71 Health. Factions Ritualist. Restoration Magic 14 Resilient Weapon Weapon Spell For 11(+3.1) seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +6 Health regeneration and +24 armor. Factions Ritualist. Restoration Magic 14 Weapon of Warding Weapon Spell For 8(+2.2) seconds, target ally has a Weapon of Warding, granting that ally +4 Health regeneration and a 50% chance to block. Factions Ritualist. Restoration Magic 14 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 57 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 80 Health Factions Ritualist. Restoration Magic 14 Life Binding Ritual Create a level 13 Spirit with 260 (+73) Health and 79 armor. When this Spirit dies, all non-Spirit allies within its range are healed for 7 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. |
Variants
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-
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Equipment
Runes and Insignia
- 5x Ghost Forge or Survivor's Insignia
- Superior Vigor
- Minor Restoration Magic
- Minor Spawning Power
- Restoration
Weapons
- Restoration Wand of Memory, 20% cast time
- Restoration Focus of Aptitude, 20% recharge
- Restoration Wand of Memory, +15/-1 energy
- Restoration Focus of Fortitude, +15/-1 energy
- Adept Spawning Staff of Enchanting, 20% cast time
- Spear of Defense, +5 energy
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage