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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 variation on the archived Cake Split.
Frequency
The most popular split build in the July-August 2011 meta. Frequency diminished moderately in August due to Quickening Terrain. Frequency also diminished in September due to the relative weakness of assassins, rangers, and necromancers under the effect of Massive Damage
Team Overview
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Jatt Kittenstomper
Core Warrior. Hammer Mastery 14 Devastating Hammer Elite Hammer Attack If Devastating Hammer hits, your target is knocked down and suffers from Weakness for 19 seconds. This attack skill has 14% armor penetration. Nightfall Warrior. Strength 14 Flail Stance For 14 seconds, you attack 33% faster but move 33% slower. Prophecies Warrior. Hammer Mastery 14 Crushing Blow Hammer Attack If this attack hits, you strike for +19 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 19 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 14 Hammer Bash Hammer Attack Lose all adrenaline. If Hammer Bash hits, your target is knocked down. 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 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. Nightfall Ritualist. Restoration Magic 3 Death Pact Signet Signet Resurrect target party member with your current Health and 32% Energy. The next time that ally dies within 120 seconds, so do you. |
PvP version of skills: 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
- Sentinel's Insignias with Stonefist on gloves or boots
- Vampiric Hammer, Elemental, and Furious Hammers of Fortitude
- A defensive set with spear + shield. Spear should have +30 health and a furious mod (you'll often want to be in this set to build adren). Keep an assortment of shields in your inventory (all the damage types, cripple reduction, blind reduction)
- Keep a longbow in your inventory to build adrenaline from afar
- Extra runes of choice (clarity/restoration/etc.)
Usage
- Use Enraging Charge as a speed boost and for adrenaline gain.
- Bull's Strike moving targets for damage and knockdown.
- Knockdown with Devastating Hammer and Hammer Bash.
- Apply Deep Wound when needed with Crushing Blow.
- When necessary, shuttle flags at stand.
- Provide lineback and pressure relief at stand.
- Knockdown the monk when sin collapses to force kills.
Wastrel's Sin
Nightfall Assassin. Unlinked Wastrel's Collapse Elite Skill Shadow Step to target foe. If that foe is not using a skill that foe is knocked down. All your non-dagger attack skills are disabled for 10 seconds. Factions Assassin. Dagger Mastery 14 Leaping Mantis Sting Lead Attack If Mantis Sting hits, target foe takes +14 damage. If this attack strikes a moving foe, that foe is Crippled for 14 seconds. Factions Assassin. Dagger Mastery 14 Fox Fangs Off-Hand Attack Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +33 damage if it hits. Factions Assassin. Dagger Mastery 14 Horns of the Ox Dual Attack Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +10 damage. If struck foe is not adjacent to any allies, that foe is knocked down. EotN Assassin. Dagger Mastery 14 Falling Lotus Strike Off-Hand Attack Must strike a knocked-down foe. If it hits, you strike for +34 damage and gain 11 Energy. Factions Assassin. Critical Strikes 9 Twisting Fangs Dual Attack Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +16 damage and struck foe suffers from Bleeding and Deep Wound for 14 seconds. Core Elementalist. Air Magic 10 Conjure Lightning Enchantment Spell For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 15 lightning damage. Factions Assassin. Unlinked Dash Stance For 3 seconds, you run 50% faster. |
Equipment
- Full Sabeuters or Blessed
- Minor runes of Dagger Mastery and Critical Strikes
- Runes of Restoration and Clarity
- Shocking/Zealous/Vampiric Daggers of Defense (15^50).
- 40/20/20 Air Staff
- Defensive Shield Sets.
Usage
- Use attack skills as often as possible.
- Use Wastrel's on splits, to disrupt a key foe, and to eliminate stray foes, such as flaggers.
- Collapse when needed and call for strip enchantments.
- Always keep up Conjure.
Cripshot
Prophecies Ranger. Marksmanship 10 Crippling Shot Elite Bow Attack If Crippling Shot hits, your target becomes Crippled for 8 seconds. This attack cannot be blocked. 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. 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. Wilderness Survival 10 Apply Poison Preparation For 24 seconds, foes struck by your physical attacks become Poisoned for 11 seconds. 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. 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 Stance For 11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% 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. |
Equipment
- 5x Radiant or Survivor Insignia
- Superior Vigor
- Minor Expertise
- Minor Marksmanship
- Minor Wilderness Survival
- Restoration
- 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
Usage
- Use Cripshot to snare foes that try to leave the middle and to push flaggers.
- Rupt key skills with Savage or Distracting. Keep in mind the difference between the two rupts.
- Keep Apply Poison up and tab-attack to spread poison and add pressure.
- Use Natural Stride to run through the map and to help avoid rupts on Crippling Shot/Apply Poison against enemy rangers.
- Use Lightning Reflexes as IAS and when you are under spike.
- Res as needed.
- Use Mending Touch when you are pushing or on splits.
Mind Blast Ele
Nightfall Elementalist. Fire Magic 14 Mind Blast Elite Spell Target foe is struck for 57 fire damage. If you have more Energy than target foe, you gain 8 Energy. Core Elementalist. Fire Magic 14 Immolate Spell Target foe is struck for 71 fire damage and is set on fire for 3 seconds. Prophecies Elementalist. Fire Magic 14 Rodgort's Invocation Spell Target foe and all nearby foes are struck for 113 fire damage and set on fire for 3 seconds. Core Elementalist. Fire Magic 14 Meteor Spell Target foe and all adjacent foes are struck for 105 fire damage and knocked down. Core Monk. Healing Prayers 8 Healing Breeze Enchantment Spell For 15 seconds, target ally gains +7 Health regeneration. Nightfall Elementalist. Fire Magic 14 Flame Djinn's Haste Enchantment Spell All adjacent foes are struck for 113 fire damage. For 14 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell. Core Elementalist. Energy Storage 11 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 420% of the Energy cost each time you cast a spell. Core Elementalist. Fire Magic 14 Fire Attunement Enchantment Spell For 58 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
- 5x Blessed Insignia
- Superior Vigor
- Minor Fire Magic
- Minor Energy Storage
- Restoration
- Vitae
- Fire Wand of Memory, 20% cast time
- Fire Focus of Aptitude, 20% recharge
- Fire Wand of Memory, +15/-1 energy
- Energy Storage Focus of Fortitude, +15/-1 energy
- Adept Fire 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
- Adept Healing Staff of Enchanting, 20% cast time (for Healing Breeze)
Usage
- Split to other team's base. On Meditation run the first flag to top stand.
- Spam damage skills in order to push kills on flaggers/prots/npcs
- Chain Meteor with the sin in order to push kills on flaggers/prots.
- Maintain Healing Breeze on yourself, the sin, and any other teammates that split with you (I.E. flagger, ranger, necro) for big HoT.
- When killing knights, ball both of them on yourself and any other enemies outside the lord pit. Spam Rodgorts + FDH in order to deal big aoe damage and force a kill
- If the enemy team collapses too much damage or heal back to the base, collapse back to stand in order to push a kill there.
SoS Blood Necro
Nightfall Necromancer. Blood Magic 14 Signet of Suffering Elite Signet You suffer from Bleeding for 6 seconds. The next Necromancer skill that targets a foe causes Bleeding for 15 seconds. Core Necromancer. Blood Magic 14 Dark Pact Spell Deal 45 shadow damage to target foe. Core Necromancer. Blood Magic 14 Life Siphon Hex Spell For 23 seconds, target foe suffers -3 Health degeneration, and you gain +3 Health regeneration. Factions Necromancer. Blood Magic 14 Oppressive Gaze Spell Target foe and adjacent foes take 29 shadow damage. Foes already suffering from a condition are Poisoned and Weakened for 11 seconds. EotN Necromancer. Soul Reaping 13 Angorodon's Gaze Spell Steal 45 Health from target foe. If you are suffering from a condition, you gain 11 Energy. Core Necromancer. Blood Magic 14 Strip Enchantment Spell Remove 2 enchantments from target foe. If an enchantment is removed, you steal 61 Health. Prophecies Mesmer. Illusion Magic 3 Ethereal Burden Hex Spell For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends, you gain 12 Energy. 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. |
Equipment
- 5x Undertaker's Insignia
- Superior Vigor
- Restoration
- Minor Soul Reaping
- Minor Blood
- Vitae
- Barbed Spear of Defense, 10% recharge
- Blood Focus of Aptitude, 20% recharge
- Blood Wand of Memory, +15/-1 energy
- Blood Focus of Fortitude, +15/-1 energy
- Barbed Spear of Defense, +5 energy
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Apply pressure by spamming SoS and your necro skills.
- Use Dark Pact with Signet of Suffering to spread Bleeding cheaply and spike assist.
- Use Oppressive Gaze as a source of AoE degen and Weakness.
- Use Life Siphon to maintain your life up and to spread degen.
- Strip key enchantments like attunements, conjures or guardians.
- Use Burden for energy management and as a snare. Since you have a Cripshot, use Burden defensively or when it is not in team.
- Use Angorodon for energy management. Prep it with SoS.
- Res as needed.
Restore Condition
Core Monk. Protection Prayers 14 Mend Ailment Spell Remove one Condition from target ally. For each remaining Condition, that ally is healed for 66 Health. Target ally gets healed for 38 Health. 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 38 Health. Factions Monk. Protection Prayers 14 Spirit Bond 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 38 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 38 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 38 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 38 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 38 Health. Factions Assassin. Shadow Arts 6 Return Spell All adjacent foes are Crippled for 5 seconds. Teleport to target other ally's location. |
Equipment
- 5x Disciple's Insignia
- Superior Vigor
- Restoration
- Minor Prot
- Vitae
- Minor Divine Favor
- 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
- Aegis is to be used as an omega prot to stop damage against a target, use it wisely due to its long recharge.
- 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.
Variant
Word of Healing
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. Core Monk. Protection Prayers 9 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 9 Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 18 Health. Target ally gets healed for 29 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. 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. 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. 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. Factions Assassin. Shadow Arts 6 Return Spell All adjacent foes are Crippled for 5 seconds. Teleport to target other ally's location. |
Equipment
- 5x Disciple's Insignia
- Superior Vigor
- Restoration
- Minor Prot
- Minor Healing
- Minor Divine Favor
- 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
Variants
Flagger
Factions Elementalist. Air Magic 9 Gust Elite Enchantment Spell For 9 seconds, both you and target ally move 33% faster. When you cast this spell, all foes near you and your target take 48 cold damage. Foes struck by Gust while attacking or moving are knocked down. 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(+3.5) 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 (PvP) Weapon Spell For 8(+2.6) seconds, target ally has a Weapon of Warding, granting that ally +4 Health regeneration and a 50% chance to block. Weapon of Warding ends if that ally attacks. 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 (+83) 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 Elementalist. Energy Storage 0 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. Prophecies Elementalist. Water Magic 6 Ice Prison Hex Spell For 13 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. |
Equipment
- Full Ghost Forge, with a Rune of Sup Vigor and a Rune of Restoration.
- 40/40 Resto Set.
- 40/20/20 Air Staff.
- Various Shield Sets.
- High and Low Sets.
Usage
- Use Weapon of Warding to prot (non attacking) allies with blocking.
- Use Resilient Weapon to provide an armor boost as well as health regeneration to allies that are hexed or conditioned.
- Use Wielder's Boon to heal weaponspelled allies.
- Use Protective Was Kaolai as party wide heal.
- Set up Life near the flag stand to provide partywide healing.
- Use Gust to run flags, split, or use on party to relieve enemy pressure.
- Snare with Ice Prison.
Variants
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