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The PvXwiki community finds this to be a good build.
Through the PvX vetting system, it has reached an overall Rating in the range from 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.
This build has been designed for the following use:
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Spike constantly with Air Magic.
Overlook
Invokers
Nightfall Elementalist. Air Magic 18 Invoke Lightning Elite Spell Target foe and up to two other foes near your target are struck for 106 lightning damage. This Spell has 25% armor penetration. Prophecies Elementalist. Air Magic 18 Chain Lightning Spell Target foe and up to two other foes near your target are struck for 100 lightning damage. This spell has 25% armor penetration. Core Elementalist. Unlinked Glyph of Elemental Power Glyph For 25 seconds, your elemental attributes are boosted by 2 for your next 10 Spells. 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. Air Magic 18 Air Attunement Enchantment Spell For 65 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 Necromancer. Curses 2 Weaken Armor Spell Target foe and foes adjacent to your target have Cracked Armor for 7 seconds. Core Necromancer. Curses 2 Rend Enchantments Spell Remove 6 Enchantments from target foe. For each Monk Enchantment removed, you take 51 damage. Core Necromancer. Death Magic 8 Well of the Profane Well Spell Exploit nearest corpse to create a Well of the Profane at its location. For 14 seconds, foes in that area are stripped of all Enchantments and cannot be the target of further Enchantments. (50% failure chance with Death Magic 4 or less.) |
Equipment
- Blessed Insignia's
- 40/20/20 Air Staff
- Defensive Shield sets (+10 Al vs X Damage)
- Low and High energy sets.
- 40/40 Death Magic
- 40/40 Curses
Usage
- Make sure to get Well of the Profane up as soon as a death occurs.
- Use Weaken Armor on higher AL targets such as frontliners/rangers. Use if casters are camping shield sets.
- Use Rend on pre protted targets (most likely to be a Ghostly).
Nightfall Elementalist. Air Magic 18 Invoke Lightning Elite Spell Target foe and up to two other foes near your target are struck for 106 lightning damage. This Spell has 25% armor penetration. Prophecies Elementalist. Air Magic 18 Chain Lightning Spell Target foe and up to two other foes near your target are struck for 100 lightning damage. This spell has 25% armor penetration. Core Elementalist. Unlinked Glyph of Elemental Power Glyph For 25 seconds, your elemental attributes are boosted by 2 for your next 10 Spells. Core Elementalist. Energy Storage 9 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 380% of the Energy cost each time you cast a spell. Core Elementalist. Air Magic 18 Air Attunement Enchantment Spell For 65 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. Prophecies Elementalist. Earth Magic 13 Grasping Earth Hex Spell For 18 seconds, all nearby foes move 50% slower. Core Elementalist. Earth Magic 13 Ward Against Foes Ward Spell You create a Ward Against Foes at your current location. For 18 seconds, non-Spirit foes in this area move 50% slower. Factions Elementalist. Earth Magic 13 Ward of Stability Ward Spell Create a Ward of Stability at your current location. For 23 seconds, non-Spirit allies cannot be knocked down. |
Equipment
- Blessed Insignia's
- 40/20/20 Air Staff
- Defensive Shield sets (+10 Al vs X Damage)
- Low and High energy sets.
- 40/40 Earth Set
Usage
- Use Grasping Earth and Ward Against Foes to snare opponents.
- Use Ward of Stability to prevent KD's on your team (place wisely).
Nightfall Elementalist. Air Magic 18 Invoke Lightning Elite Spell Target foe and up to two other foes near your target are struck for 106 lightning damage. This Spell has 25% armor penetration. Prophecies Elementalist. Air Magic 18 Chain Lightning Spell Target foe and up to two other foes near your target are struck for 100 lightning damage. This spell has 25% armor penetration. Core Elementalist. Unlinked Glyph of Elemental Power Glyph For 25 seconds, your elemental attributes are boosted by 2 for your next 10 Spells. Core Elementalist. Energy Storage 10 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 400% of the Energy cost each time you cast a spell. Core Elementalist. Air Magic 18 Air Attunement Enchantment Spell For 65 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. Nightfall Paragon. Command 9 "Make Haste!" Shout For 14 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. Nightfall Paragon. Command 9 "Fall Back!" Shout For 8 seconds, all allies within earshot gain 11 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when 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
- Blessed Insignia's
- 40/20/20 Air Staff
- Defensive (Command) Shield sets (+10 Al vs X Damage)
- Low and High energy sets.
Usage
- Use "Make Haste!" on targets being targeted by melee and for relics.
- Use "Fall Back!" for a party wide IMS boost.
Nightfall Elementalist. Air Magic 18 Invoke Lightning Elite Spell Target foe and up to two other foes near your target are struck for 106 lightning damage. This Spell has 25% armor penetration. Prophecies Elementalist. Air Magic 18 Chain Lightning Spell Target foe and up to two other foes near your target are struck for 100 lightning damage. This spell has 25% armor penetration. Core Elementalist. Unlinked Glyph of Elemental Power Glyph For 25 seconds, your elemental attributes are boosted by 2 for your next 10 Spells. 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. Air Magic 18 Air Attunement Enchantment Spell For 65 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 Elementalist. Air Magic 16 Gale Spell Knock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.) Nightfall Paragon. Unlinked Song of Concentration Chant For 10 seconds, the next Skill used by each ally within earshot cannot be interrupted. Factions Elementalist. Earth Magic 9 Ward of Stability Ward Spell Create a Ward of Stability at your current location. For 19 seconds, non-Spirit allies cannot be knocked down. |
Equipment
- Blessed Insignia's
- 40/20/20 Air Staff
- Defensive (Command) Shield sets (+10 Al vs X Damage) make sure you have a Furious mod on your spear.
- Low and High energy sets.
Usage
- Use Gale to KD opponents such as the prot or infuse before a spike. Or use defensively to stop melee or snare relic runners.
- Use Song of Concentration for party wide anti-interrupt, mainly for the Ghostly at cap points however use it for resses or general spiking to counter rupts.
Nightfall Elementalist. Air Magic 18 Invoke Lightning Elite Spell Target foe and up to two other foes near your target are struck for 106 lightning damage. This Spell has 25% armor penetration. Prophecies Elementalist. Air Magic 18 Chain Lightning Spell Target foe and up to two other foes near your target are struck for 100 lightning damage. This spell has 25% armor penetration. Core Elementalist. Unlinked Glyph of Elemental Power Glyph For 25 seconds, your elemental attributes are boosted by 2 for your next 10 Spells. 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. Air Magic 18 Air Attunement Enchantment Spell For 65 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 Mesmer. Domination Magic 2 Cry of Frustration Spell If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 23 damage. Core Mesmer. Inspiration Magic 2 Leech Signet Signet Interrupt target foe's action. If that action was a Spell, you gain 5 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
- Blessed Insignia's
- 40/20/20 Air Staff
- Defensive Shield sets (+10 Al vs X Damage)
- Low and High energy sets.
Usage
- Use Cry and Leech to interrupt opponents, keep down hard resses, disrupt spikes/vital skills (aka Diversion/Song of Concentration), and to stop the Ghostly from capping altars.
Nightfall Elementalist. Air Magic 16 Invoke Lightning Elite Spell Target foe and up to two other foes near your target are struck for 95 lightning damage. This Spell has 25% armor penetration. Prophecies Elementalist. Air Magic 16 Chain Lightning Spell Target foe and up to two other foes near your target are struck for 90 lightning damage. This spell has 25% armor penetration. Core Elementalist. Unlinked Glyph of Elemental Power Glyph For 25 seconds, your elemental attributes are boosted by 2 for your next 10 Spells. Core Elementalist. Energy Storage 9 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 380% of the Energy cost each time you cast a spell. Core Elementalist. Air Magic 16 Air Attunement Enchantment Spell For 62 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. Factions Ritualist. Restoration Magic 10 Resilient Weapon Weapon Spell For 9 seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +4 Health regeneration and +24 armor. Factions Ritualist. Restoration Magic 10 Weapon of Warding Weapon Spell For 6 seconds, target ally has a Weapon of Warding, granting that ally +3 Health regeneration and a 50% chance to block. Nightfall Ritualist. Restoration Magic 10 Death Pact Signet Signet Resurrect target party member with your current Health and 72% Energy. The next time that ally dies within 120 seconds, so do you. |
Equipment
- Blessed Insignia's
- 40/20/20 Air Staff
- Defensive Shield sets (+10 Al vs X Damage)
- Low and High energy sets.
- 40/40 Resto
Usage
- Use Weapon of Warding and Resilient Weapon to support the backline.
- Hard res allies with Death Pact.
Usage
- Maintain Air Attunement, Aura of Restoration and Glyph of Elemental Power.
- Use Invoke and Chain Lightning for spikes.
Life Sheath
Factions Monk. Protection Prayers 14 Life Sheath Elite Enchantment Spell Remove 2 conditions from target ally. For 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead (maximum 95). 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. 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 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. 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. 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
- Full Disciples, Rune of Sup Vigor.
- 40/20/20 Prot Staff
- High and Low Sets
- Defensive Shield Sets
Heal Burst
Factions Monk. Healing Prayers 14 Healing Burst Elite Spell Target ally is healed for 150 (+38). 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. 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 38 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 38 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 38 Health. Core Mesmer. Inspiration Magic 6 Leech Signet Signet Interrupt target foe's action. If that action was a Spell, you gain 8 Energy. Core Mesmer. Domination Magic 2 Hex Breaker Stance For 15 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 15 damage. Prophecies Mesmer. Inspiration Magic 6 Channeling Enchantment Spell For 27 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. |
Equipment
- Full Disciples, Rune of Sup Vigor.
- 40/40 Healing Prayers
- High/Low Sets
- Defensive Sets (+10Al vs X etc.)