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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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An offensive build most effective on maps where 8v8 is preferred and flag pushing is possible.
Frequency
Team Overview
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Dev Hammer
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. 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. |
Equipment
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
Armor
- 4x Sentinel's Insignia
- Stonefist Insignia
- Superior Vigor
- Minor Hammer
- Clarity
- Restoration
- Minor Strength
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.
Forceful Blow
Factions Warrior. Hammer Mastery 13 Forceful Blow Elite Hammer Attack Unblockable. If Forceful Blow hits, target foe's stance ends, you strike for +27 damage, and your target foe is Weakened for 18 seconds. This attack skill has 14% armor penetration. Factions Assassin. Deadly Arts 3 Iron Palm Skill Target touched foe suffers 14 damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm counts as a lead attack. Core Warrior. Hammer Mastery 13 Heavy Blow Hammer Attack Lose all adrenaline. If this attack hits a foe suffering from Weakness, that foe is knocked down and you strike for +26 damage. 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. |
Equipment
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
Armor
- 4x Sentinel's Insignia
- Stonefist Insignia
- Superior Vigor
- Minor Hammer
- Clarity
- Restoration
- Minor Strength
Usage
- Use Forceful Blow to remove stances, backline.
- Use Bull's Strike on moving targets that lack the ability to block.
- Use Flail to build adrenaline faster and to speed up your spikes.
- Use Crushing Blow for an extremely powerful attack on targets you've knocked down.
- Use Heavy Blow to knock your foes down again using standard quarterknocking procedures.
- Use Enraging Charge to gain adrenaline and catch up to targets.
Balthazar
Nightfall Dervish. Mysticism 11 Avatar of Balthazar Elite Form For 69 seconds, you gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, and whenever you lose a Dervish enchantment, nearby foes are set on fire for 2 seconds. This skill is disabled for 45 seconds. Nightfall Dervish. Scythe Mastery 14 Wearying Strike Scythe Attack You remove 1 Dervish enchantment. If an enchantment was removed, you inflict a Deep Wound for 10 seconds. You suffer from Weakness for 10 seconds if an enchantment is not removed. Nightfall Dervish. Scythe Mastery 14 Twin Moon Sweep Melee Attack You lose 1 Dervish enchantment and gain 47 Health. If an enchantment is lost in this way, you cannot be blocked, you strike twice, and you gain an additional 66 Health. Nightfall Dervish. Mysticism 11 Heart of Fury Stance For 8 seconds, you attack 25% faster. Nightfall Dervish. Earth Prayers 9 Staggering Force Flash Enchantment Spell All nearby foes are struck for 28 earth damage. For 30 seconds, your attacks deal earth damage. When this enchantment ends, all nearby foes have Cracked Armor for 6 seconds. Nightfall Dervish. Earth Prayers 9 Aura of Thorns Flash Enchantment Spell All nearby foes begin Bleeding for 11 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 6 seconds. Nightfall Dervish. Earth Prayers 9 Fleeting Stability Flash Enchantment Spell For 4 seconds, you cannot be knocked down and move 25% faster. This enchantment ends prematurely if it prevents a knockdown. 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. |
PvP Versions of skills: Twin Moon Sweep (PvP)Nightfall
Dervish. Scythe Mastery 14
Twin Moon Sweep (PvP)
Melee Attack
You lose 1 Dervish enchantment and gain 19 Health. If an enchantment is lost in this way, you cannot be blocked, you strike twice, with each strike doing 25% less damage than normal, and you gain an additional 29 Health.
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Heart of Fury (PvP)Nightfall
Dervish. Mysticism 11
Heart of Fury (PvP)
Stance
For 8 seconds, you attack 25% faster.
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Aura of Thorns (PvP)Nightfall
Dervish. Earth Prayers 9
Aura of Thorns (PvP)
Flash Enchantment Spell
All nearby foes begin Bleeding for 11 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 6 seconds.
Equipment
- Vampiric/Zealous/Ebon Scythe of Fortitude 15^50
- Various Defensive Sets
Usage
- Maintain Avatar of Balthazar.
- Use Heart of Fury as an IAS and Feeting Stability as an IMS.
- Use Staggering Force and Aura of Thorns as teardown enchantments for Wearing Strike and Twin Moon Sweep.
- Spam your skills.
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
Armor
- 5x Radiant or Survivor Insignia
- Superior Vigor
- Minor Expertise
- Minor Marksmanship
- Minor Wilderness Survival
- Restoration
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
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
Armor
- 5x Undertaker's Insignia
- Superior Vigor
- Restoration
- Minor Soul Reaping
- Minor Blood
- Vitae
Weapons
- Barbed Spear of Defense, 10% recharge
- Blood Focus of Aptitude, 20% recharge
- Adept Blood Staff of Enchanting, 20% cast time (if running Blood Renewal)
- 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
Restore Condition
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 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 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. 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. Core Monk. Protection Prayers 14 Aegis Enchantment Spell For 11 seconds, all party members within earshot have a 50% chance to block attacks. You get 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. |
Equipment
Armor
- 5x Disciple's Insignia
- Superior Vigor
- Restoration
- Minor Prot
- Vitae
- 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
- 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.
Word of Healing
Core Monk. Healing Prayers 14 Word of Healing Elite Spell Heal target ally for 94 (+26) 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 26 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 26 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 9 Guardian Enchantment Spell For 5 seconds, target ally has a 50% chance to block attacks. Target ally gets healed for 26 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 26 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 26 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. |
Equipment
Armor
- 5x Disciple's Insignia
- Superior Vigor
- Restoration
- Minor Prot
- Minor Healing
- 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
Variants
Gust 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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