|
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:
|
A big spike with lots of caster defense and shutdown.
Frequency
- Seen fairly frequently, used during all times of the day
Team Overlook
Shock Axe
Prophecies Warrior. Axe Mastery 15 Eviscerate Elite Axe Attack If Eviscerate hits, you strike for +31 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 20 seconds. This attack skill has 13% armor penetration. Core Warrior. Axe Mastery 15 Executioner's Strike Axe Attack If this attack hits, you strike for +40 damage. This attack skill has 13% armor penetration. Nightfall Warrior. Axe Mastery 15 Agonizing Chop Axe Attack When this attack hits, you deal +20 damage. If target foe is suffering from a Deep Wound, you interrupt that foe's action. 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. |
Equipment
Armor
- 4x Sentinels
- Stonefist Insignia
- Superior Vigor
- Major Axe
- Clarity
- Restoration
- Minor Strength
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 (for Shock)
- 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
- Spike with Eviscerate and Executioner's Strike
Variants
- Can be replaced with various frontline builds such as Gale Axe/Dervish etc.
Earth Shaker
Prophecies Warrior. Hammer Mastery 14 Earth Shaker Elite Hammer Attack Target foe and all adjacent foes are knocked down. (50% failure chance with Hammer Mastery 4 or less.) This attack skill has 13% armor penetration. 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 13% 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 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. Nightfall Paragon. Unlinked Song of Concentration Chant For 10 seconds, the next Skill used by each ally within earshot cannot be interrupted. Nightfall Warrior. Strength 13 Flail Stance For 13 seconds, you attack 33% faster but move 33% slower. Nightfall Warrior. Strength 13 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
Armor
- 4x Sentinel's Insignia
- Stonefist Insignia
- Superior Vigor
- Major Hammer
- Clarity
- Restoration
- Minor Strength
Weapons
- 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
- Spike with anything you want to
- Use SoC to assist in Resurrecting and to Cap Altar
- Build adrenaline with Enraging Charge
Stone Sheath
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. Core Elementalist. Earth Magic 14 Obsidian Flame Spell Deal 106 damage to target foe. This Spell ignores armor. 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. Prophecies Elementalist. Earth Magic 14 Grasping Earth Hex Spell For 19 seconds, all nearby foes move 50% slower. Core Elementalist. Earth Magic 14 Ward Against Foes Ward Spell You create a Ward Against Foes at your current location. For 19 seconds, non-Spirit foes in this area move 50% slower. 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. |
Equipment
Armor
- 5x Blessed Insignias
- Superior Vigor
- Minor Earth
- Minor Energy Storage
Weapons
- 40/20/20% Enchanting Air Staff
- Earth Wand of Memory, 20% cast time
- Earth Focus of Aptitude, 20% recharge
- Earth Wand of Memory, +15/-1 energy
- Earth Focus of Aptitude, +15/-1 energy
- Spear of Defense, 10% rech time
- Command Shields of Fortitude, +10 armor vs each damage type
Usage
- Spike with Obsidian Flame/Ebon Hawk/Stoning -> Stone Sheath
- Use Stone Sheath to beef up vulnerable allies.
- Snare as per usual.
Variants
DD Fire Ele
Factions Elementalist. Fire Magic 14 Double Dragon Elite Enchantment Spell Invoke the power of the Dragon. For 8 seconds, you and target ally are enchanted with Double Dragon. Adjacent foes are dealt 28 fire damage each second. Additionally, when you or your ally use skills that target a foe, that foe 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. Factions Elementalist. Fire Magic 14 Teinai's Heat Ward Spell Place a ward of Teinai's Heat at your location for 15 seconds. Foes within the ward suffer 5 Health degeneration. Weakened foes attack 33% slower. This skill is disabled for 20 seconds. Core Elementalist. Fire Magic 14 Meteor Spell Target foe and all adjacent foes are struck for 105 fire damage and knocked down. Core Elementalist. Energy Storage 9 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 15 less Energy to cast. 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. Nightfall Paragon. Command 10 "Make Haste!" Shout For 15 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an 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
Armor
- 5x Blessed Insignias
- Superior Vigor
- Minor Energy Storage
- Minor Fire
Weapons
- Fire Wand of Memory, 20% cast time
- Fire Focus of Aptitude, 20% recharge
- Fire Wand of Memory, +15/-1 energy
- Fire Focus of Aptitude, +15/-1 energy
- Spear of Defense, 10% rech time
- Command Shields of Fortitude, +10 armor vs each damage type
Usage
- Spike with Rodgort's and Double Dragon
- Meteor/Tenai's on balled up foes.
- Haste those who need be Hasted!
E Surge
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 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 Diversion Hex Spell For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge. 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. 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. Core 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. Core Mesmer. Inspiration Magic 11 Leech Signet Signet Interrupt target foe's action. If that action was a Spell, you gain 12 Energy. Factions Ritualist. Restoration Magic Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 5..17..21% Energy. |
Equipment
Armor
- 5x Prodigy's insignias
- Superior Vigor
- Minor Domination
- Minor Fast Casting
- Minor Inspiration
Weapons
- Domination Wand of Memory, 20% cast time
- Domination Focus of Aptitude, 20% recharge
- Domination Wand of Memory, +15/-1 energy
- Domination Focus of Aptitude, +15/-1 energy
- Inspiration Wand of Memory, 20% cast time
- Inspiration Focus of Aptitude, 20% recharge
- Spear of Defense, 10% rech time
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Shatter/Esurge on Spikes
- Divert key skills
- Leech Signet for energy management
Support Rt
Factions Ritualist. Spawning Power 13 Spirit Channeling Elite Enchantment Spell For 12 seconds, you have +5 Energy regeneration. When you cast this spell, you gain 11 Energy if you are within earshot of a spirit. Core Necromancer. Curses 3 Rend Enchantments Spell Remove 6 Enchantments from target foe. For each Monk Enchantment removed, you take 49 damage. Factions Ritualist. Restoration Magic 14 Weapon of Warding Weapon Spell For 8(+4.2) 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 Weapon of Shadow Weapon Spell For 8(+4.2) seconds, target ally has a Weapon of Shadow. Whenever that ally is struck by an attack, that ally's attacker becomes Blinded for 5 seconds. The next 3 times that ally hits with an attack, his target is Blinded for 5 seconds. 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 (+135) 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. Factions Ritualist. Restoration Magic 14 Resilient Weapon Weapon Spell For 11(+5.7) seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +6 Health regeneration and +24 armor. Nightfall Ritualist. Restoration Magic 14 Death Pact Signet Signet Resurrect target party member with your current Health and 94% Energy. The next time that ally dies within 120 seconds, so do you. |
Equipment
Armor
- 5x Ghost Forge Insignia
- Superior Vigor
- Minor Spawning Power
- Minor Restoration
- Minor Channeling
Weapons
- Restoration Wand of Memory, 20% cast time
- Restoration of Aptitude, 20% recharge
- Restoration of Wand Memory, +15/-1 energy
- Restoration of Focus Aptitude, +15/-1 energy
- Spear of Defense, 10% cast time
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Use Rend on pre-protted target or Attunements and Conjures
Prot
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 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. 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 Guardian Enchantment Spell For 7 seconds, target ally has a 50% chance to block attacks. Target ally gets healed for 35 Health. Nightfall Monk. Protection Prayers 14 Shield of Absorption Enchantment Spell For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. 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. Prophecies Mesmer. Inspiration Magic 8 Channeling Enchantment Spell For 34 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. |
Equipment
Armor
- 5x Disciple's Insignia
- Superior Vigor
- Minor Protection
- Minor Divine Favor
Weapons
- 40^20^20 Enchanting Protection Staff
- Protection Wand of Memory, +15/-1 energy
- Protection Focus of Fortitude, +15/-1 energy
- Spear of Defense, 10% cast time
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Cast Aura of Stability and cover it in KotH
- Preveil Ghost vs. Migraines, teams with Shadow Shroud or Air of Disenchantment in KotH
- AoS and Preveil runners in relics
Infuse
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 35 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 35 Health. Core Monk. Healing Prayers 14 Word of Healing Elite Spell Heal target ally for 94 (+35) Health. Heal for an additional 109 Health if that ally is below 50% 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. 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 35 Health. Core Mesmer. Inspiration Magic 8 Leech Signet Signet Interrupt target foe's action. If that action was a Spell, you gain 9 Energy. Core Monk. Protection Prayers Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 6..22..27 Health. Target ally gets healed for 35 Health. Prophecies Mesmer. Inspiration Magic 8 Channeling Enchantment Spell For 34 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. |
Equipment
Armor
- 5x Disciple's Insignia
- Superior Vigor
- 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 Aptitude, +15/-1 energy
- Spear of Defense, 10% cast time
- Strength Shields of Fortitude, +10 armor vs each damage type