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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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Overview
VoS Dervish x3
Factions Assassin. Shadow Arts 2 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 83. Core No Profession. Unlinked Optional Optional Optional. Nightfall Dervish. Scythe Mastery 14 Chilling Victory Scythe Attack If it hits, this attack strikes for +14 damage. For each foe hit who has less Health than you, that foe and all adjacent foes are struck for 29 cold damage. EotN Dervish. Scythe Mastery 14 Radiant Scythe Scythe Attack This attack strikes for +1 damage for each point of Energy you currently have, maximum 28 damage. You gain 7 Energy if this attack hits. Nightfall Dervish. Mysticism 9 Heart of Fury Stance For 7 seconds, you attack 25% faster. Nightfall Dervish. Earth Prayers 11 Vow of Strength Elite Enchantment Spell For 15 seconds, whenever you attack a foe with your scythe, you deal 21 slashing damage to all adjacent foes. Nightfall Dervish. Earth Prayers 11 Veil of Thorns Flash Enchantment Spell When you cast this enchantment, all nearby foes are struck for 38 piercing damage. For 20 seconds, you take 27% less damage from spells. Nightfall Dervish. Earth Prayers 11 Sand Shards Flash Enchantment Spell For 30 seconds, the next 4 times you hit with a scythe, all other adjacent foes take 47 earth damage. |
Optional should be:
Victorious SweepNightfall
Dervish. Scythe Mastery 14
Victorious Sweep
Melee Attack
If this attack hits, you deal +24 damage. If the target foe has less Health than you, you gain 77 Health.
Extra damage and self-heal.
Crippling VictoryEotN
Dervish. Scythe Mastery 14
Crippling Victory
Scythe Attack
If this attack hits a foe, that foe is Crippled for 8 seconds. If you have more Health than target foe, all adjacent foes take 29 earth damage.
Snare to keep foes balled up.
Crippling SweepNightfall
Dervish. Scythe Mastery 14
Crippling Sweep
Scythe Attack
If this attack hits a foe, that foe is Crippled for 11 seconds. This skill deals +14 extra damage if that foe is moving.
Snare to keep foes balled up since the beginning of battle.
Aura SlicerEotN
Dervish. Mysticism 14
Aura Slicer
Melee Attack
If this attack hits, you inflict Bleeding for 14 seconds. If you are enchanted, you also inflict Cracked Armor for 9 seconds.
For cracked Armor, if you do not bring Weaken Armor.
Mystic SweepNightfall
Dervish. Mysticism 14
Mystic Sweep
Melee Attack
If this attack hits, you deal +11 damage. If you are enchanted, this attack deals an additional +11 damage.
Extra damage.
Mirage CloakNightfall
Dervish. Earth Prayers 11
Mirage Cloak
Flash Enchantment Spell
For 5 seconds, you have a 69% chance to block incoming attacks. When you cast this enchantment, all nearby foes are struck for 32 earth damage.
Extra defense in melee-heavy areas. Also strengthens Windwalker's Insignia.
Shield of ForceEotN
Dervish. Earth Prayers 11
Shield of Force
Flash Enchantment Spell
For 12 seconds, blocks the next 1 attack against you. If an attack is blocked, all adjacent attacking foes are knocked down and suffer from Weakness for 16 seconds.
KD and weakness spreading against melee.
ConvictionNightfall
Dervish. Earth Prayers 11
Conviction
Flash Enchantment Spell
For 10 seconds, you have +10 armor if you have a condition and gain 2 Health regen for each condition you have. When this enchantment ends, you are cured of 2 conditions.
Extra defense in condition-heavy areas. Also strengthens Windwalker's Insignia.
Equipment
- Full Blessed, Windwalker's, or Survivor Insignias
- Scythe of Fortitude/Enchanting
ST Rit
Factions Ritualist. Spawning Power 12 Soul Twisting Elite Skill For 37 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 3 Binding Rituals. Factions Ritualist. Communing 16 Shelter Binding Ritual Create a level 13 Spirit with 260 (+125) Health and 79 armor. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 43 Health. This Spirit lasts 62 seconds. Factions Ritualist. Communing 16 Union Binding Ritual Create a level 13 Spirit with 260 (+125) Health and 79 armor. Whenever a non-Spirit ally in its range takes damage or life steal, it is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 62 seconds. Factions Ritualist. Communing 16 Displacement Binding Ritual Create a level 15 Spirit with 300 (+144) Health and 91 armor. All non-Spirit allies within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit takes 60 damage. This Spirit dies after 62 seconds. Nightfall Paragon. Command 8 "Fall Back!" Shout For 7 seconds, all allies within earshot gain 10 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. Factions Ritualist. Spawning Power 12 Signet of Creation Signet You gain 4 Energy for every summoned creature you control within earshot, maximum 10 Energy. Factions Ritualist. Spawning Power 12 Boon of Creation Enchantment Spell For 51 seconds, whenever you create a creature, you gain 41 Health and 5 Energy. Factions Ritualist. Restoration Magic 2 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 7% Energy. |
Binding ChainsFactions
Ritualist. Communing 16
Binding Chains
Hex Spell
For 3 seconds, target foe and all nearby foes move 90% slower and take 32 damage each second while moving.
Armor of UnfeelingFactions
Ritualist. Communing 16
Armor of Unfeeling
Skill
For 37 seconds, your spirits within earshot take 50% less damage and are immune to critical attacks.
Edge of ExtinctionProphecies
Ranger. Beast Mastery 10
Edge of Extinction
Nature Ritual
Create a level 7 Spirit with 140 Health and 44 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 38 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 110 seconds.
Communing = 11+1+3, Spawning = 10+2, Beast Mastery = 10.
Frozen SoilProphecies
Ranger. Wilderness Survival 6
Frozen Soil
Nature Ritual
Create a level 5 Spirit with 100 Health and 32 armor. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 54 seconds.
Spawing = 11+2, Wilderness Survival = 6.
Power DrainCore
Mesmer. Inspiration Magic 6
Power Drain
Spell
If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 13 Energy.
Spawing = 11+2, Inspiration = 6.
Equipment
- Survivor Insignias, Runes of Vitae
- Any martial weapon of Enchanting/Fortitude with shield.
Panic Mesmer
Prophecies Mesmer. Domination Magic 14 Panic Elite Hex Spell For 9 seconds, target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted. Core Mesmer. Domination Magic 14 Shatter Hex Spell Remove a Hex from target ally. If a Hex is removed, foes near that ally take 114 damage. Nightfall Mesmer. Domination Magic 14 Mistrust Hex Spell For 6 seconds, the next spell that target foe casts on one of your allies fails and deals 94 damage to that foe and all nearby foes. 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 9 Power Drain Spell If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 19 Energy. EotN Mesmer. Inspiration Magic 9 Waste Not, Want Not Spell If target foe is not casting a Spell or attacking, you gain 11 Energy. Factions Ritualist. Channeling Magic 10 Splinter Weapon Weapon Spell For 20 seconds, target ally has a Splinter Weapon. Target ally's next 4 attacks deal 35 damage to up to 3 adjacent foes. 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. |
You can take Mistrust or Cry of Frustration out for:
Chaos StormProphecies
Mesmer. Domination Magic 14
Chaos Storm
Spell
Create a Chaos Storm at target foe's location that lasts for 10 seconds. Each second, foes adjacent to this location take 24 damage and lose 2 Energy
Needs micromanaging, as heroes won't always use it.
Shatter EnchantmentCore
Mesmer. Domination Magic 14
Shatter Enchantment
Spell
Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage.
Drain EnchantmentCore
Mesmer. Inspiration Magic 9
Drain Enchantment
Spell
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 13 Energy and 88 Health.
Equipment
- Survivor or Prodigy's Insignia, Vigor and Vitae Runes.
- Domination Wand of Memory with "Aptitude not Attitude", Domination Focus of Aptitude with "Forget me Not".
Curses Resto
Nightfall Necromancer. Curses 12 Pain of Disenchantment Elite Spell Target foe loses 3 enchantments. If an enchantment was lost in this way, that foe and all adjacent foes lose 82 Health. Core Necromancer. Curses 12 Mark of Pain Hex Spell For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 34 shadow damage to adjacent foes. Core Necromancer. Curses 12 Weaken Armor Spell Target foe and foes adjacent to your target have Cracked Armor for 17 seconds. Nightfall Necromancer. Soul Reaping 9 Signet of Lost Souls Signet If target foe is below 50% Health, you gain 64 Health and 6 Energy. Factions Ritualist. Restoration Magic 12 Mend Body and Soul Spell Target ally is healed for 96 Health. That ally loses one Condition for each spirit within earshot. Factions Ritualist. Restoration Magic 12 Spirit Light Spell Target ally is healed for 156. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 12 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 70 Health Factions Ritualist. Restoration Magic 12 Life Binding Ritual Create a level 11 Spirit with 220 Health and 68 armor. When this Spirit dies, all non-Spirit allies within its range are healed for 6 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. |
Icy VeinsFactions
Necromancer. Soul Reaping 12
Icy Veins
Elite Hex Spell
Target foe is struck for 74 cold damage. For 30 seconds, if target foe dies all nearby foes are struck for 92 cold damage.
instead of Pain of Disenchantment if you face no enchanted foes (8+1 Curses, 10+1+1 Soul Reaping).
Mark of PainCore
Necromancer. Curses 12
Mark of Pain
Hex Spell
For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 34 shadow damage to adjacent foes.
Micro this one.
RejuvenationEotN
Ritualist. Restoration Magic 12
Rejuvenation
Binding Ritual
Create a level 16 Spirit with 320 Health and 97 armor. This Spirit heals all party members within earshot for 9 Health each second. This Spirit loses 9 Health for each party member healed in this way. This Spirit dies after 78 seconds.
Instead of Life.
Equipment
- Survivor Insignias
- Vitae Runes
- Either a 40/40 Restoration Magic set or defensive set. The hero will be holding PwK most of the time.
Orders Hero
- Dwayna's Orders is recommended so this team build can have enough healing. However, should you feel that a ST Rit and a Necro Resto are all you need for your tasks, the Orders Smiter offers more damage to make things go quicker.
Dwayna Orders
Nightfall Dervish. Mysticism 14 Avatar of Dwayna Elite Form For 85 seconds, your attacks deal holy damage. Whenever you use a Dervish attack skill, you lose 1 hex. Whenever you lose a Dervish enchantment, all allies in earshot are healed for 47 Health. This skill is disabled for 45 seconds. Core Necromancer. Blood Magic 10 Order of Pain Enchantment Spell For 5 seconds, whenever a party member hits a foe with physical damage, that party member does +12 damage. Prophecies Necromancer. Blood Magic 10 Dark Fury Enchantment Spell For 5 seconds, whenever any party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.) Factions Necromancer. Blood Magic 10 Blood Bond Hex Spell For 9 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 15 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 73 Health. Nightfall Dervish. Wind Prayers 11 Mystic Healing Spell Heals you for 49 Health and all enchanted party members for 49 Health. Nightfall Dervish. Mysticism 14 Meditation Enchantment Spell Lose all adrenaline. For 20 seconds, you gain 4 Energy every time an enchantment on you ends. Nightfall Dervish. Wind Prayers 11 Whirling Charge Flash Enchantment Spell For 5 seconds, you move 33% faster than normal. The next time you strike a foe, all other nearby foes take 47 cold damage and this enchantment ends. Nightfall Dervish. Earth Prayers 0 Fleeting Stability Flash Enchantment Spell For 2 seconds, you cannot be knocked down and move 25% faster. This enchantment ends prematurely if it prevents a knockdown. |
You can take Blood Bond out for:
Mark of FuryNightfall
Necromancer. Blood Magic 10
Mark of Fury
Hex Spell
For 5 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 1 strikes of adrenaline. End effect: inflicts Cracked Armor condition for 10 seconds.
For additional adrenaline and cracked armor.
Imbue HealthNightfall
Dervish. Mysticism 14
Imbue Health
Spell
Target other ally is healed for 47% of your current Health (maximum 300 Health).
For a spike heal.
Eremite's ZealNightfall
Dervish. Mysticism 14
Eremite's Zeal
Enchantment Spell
You gain 3 Energy for each foe within earshot, maximum 8 Energy. For 10 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 3 Energy for each foe within earshot, maximum 8 Energy.
Extra energy.
Attacker's InsightNightfall
Dervish. Wind Prayers 11
Attacker's Insight
Flash Enchantment Spell
For 8 seconds, you have a 50% chance to block while attacking. When this enchantment ends, you inflict Weakness on all adjacent foes for 12 seconds.
Extra defense.
Watchful InterventionNightfall
Dervish. Mysticism 14
Watchful Intervention
Enchantment Spell
For 60 seconds, the next time target ally's Health drops below 25%, that ally is healed for 190 Health.
Extra healing.
Lyssa's HasteNightfall
Dervish. Wind Prayers 11
Lyssa's Haste
Flash Enchantment Spell
For 12 seconds, your Dervish enchantments recharge 33% faster. When you activate this enchantment, all adjacent foes are interrupted. When this enchantment ends, all adjacent foes are interrupted. 50% failure chance unless Wind Prayers 5 or higher.
Faster recharging enchantments.
Equipment
- Full Radiant, Blessed or Windwalker Insignias
- 40% HCT Blood Staff of Enchanting. This hero will not work properly with a scythe.
Orders Smiter
Factions Necromancer. Blood Magic 16 Cultist's Fervor Elite Enchantment Spell For 5 seconds and 3 seconds longer for every rank of Soul Reaping, your Necromancer spells cost -6 Energy to cast but you suffer from Bleeding for 10 seconds each time you cast a Necromancer spell. Core Necromancer. Blood Magic 16 Order of Pain Enchantment Spell For 5 seconds, whenever a party member hits a foe with physical damage, that party member does +17 damage. Prophecies Necromancer. Blood Magic 16 Dark Fury Enchantment Spell For 5 seconds, whenever any party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.) Factions Necromancer. Blood Magic 16 Blood Bond Hex Spell For 13 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 21 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 105 Health. Core No Profession. Unlinked Optional Optional Optional. Core Monk. Smiting Prayers 10 Smite Hex Spell Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 60 holy damage. EotN Monk. Smiting Prayers 10 Smite Condition Spell Remove one Condition from target ally. If a Condition was removed, foes in the area take 43 holy damage. EotN Necromancer. Soul Reaping 9 Foul Feast Spell All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 27 Health and 1 Energy. This skill recharges twice as fast if you remove Disease from your target. |
Optional slots for:
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Mark of FuryNightfall
Necromancer. Blood Magic
Mark of Fury
Hex Spell
For 5 seconds, whenever you or any of your allies successfully hit target foe, that ally gains 0..2..2 strikes of adrenaline. End effect: inflicts Cracked Armor condition for 1..12..16 seconds.
For additional adrenaline, and an extra source of cracked armor.
-
Jaundiced GazeFactions
Necromancer. Blood Magic
Jaundiced Gaze
Enchantment Spell
Remove an enchantment from target foe. If an enchantment was removed, for the next 1..12..16 seconds, your next enchantment spell casts 0..1..1 seconds faster and costs 1..8..11 less Energy.
For stronger Order's skills.
-
Strength of HonorCore
Monk. Smiting Prayers
Strength of Honor
Enchantment Spell
While you maintain this Enchantment, target ally deals 5..21..26 more damage in melee.
For further melee support. Micro it.
Equipment
- Survivor or Blessed Insignias
- 40/40 Blood Magic set
The Player
- This team build works regardless of your profession.
- If you are a melee player, make sure you deal physical damage to take the most advantage of what this team build has to offer.
- If you are a melee player, you can optionally take out a melee hero to free up space. Here's interesting builds to take for that space:
- Illusion Mesmer, especially if you do not want your melee heroes to take anti-melee defense.
- SoS Rit, for spirits and an extra source of Splinter Weapon. Can also resto if needed.
- There are skills you can optionally use further strengthen this build:
Great Dwarf WeaponEotN
No Profession. Deldrimor rank
Great Dwarf Weapon
Weapon Spell
For 20 seconds, target other ally's weapon strikes for +15..20 damage and has a 28..40% chance to cause knock down.
Cast it on dervishes first for AoE KD. Careful for not over-riding Splinter Weapon.
Ebon Battle Standard of HonorEotN
No Profession. Ebon Vanguard rank
Ebon Battle Standard of Honor
Ward Spell
You plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr.
Cast it at melee range.
Ebon Vanguard Assassin SupportEotN
No Profession. Ebon Vanguard rank
Ebon Vanguard Assassin Support
Spell
Summon a level 14..20 Ebon Vanguard Assassin that has Iron Palm, Fox Fangs and Nine Tail Strike. This summoned Assassin Shadow Steps to target foe. If that foe is a Charr, the Assassin lives for 24..30 seconds. If target foe is not a Charr, the Assassin lives for 12..15 seconds.
For more melee. Godly with AP caller builds.
TechnobabbleEotN
No Profession. Asura rank
Technobabble
Spell
Target foe and all adjacent foes are struck for 30..40 damage. If target foe is not a boss, that foe and all adjacent foes are Dazed for 3..5 seconds.
or
Fevered DreamsProphecies
Mesmer. Illusion Magic
Fevered Dreams
Elite Hex Spell
For 10..22..26 seconds, whenever target foe suffers from a new condition, all foes in the area suffer from that condition as well and if that foe has two or more conditions that foe is Dazed for 1..3..3 seconds.
For massive interruption thanks to your melee heroes.
Splinter WeaponFactions
Ritualist. Channeling Magic
Splinter Weapon
Weapon Spell
For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1..4..5 attacks deal 5..41..53 damage to up to 3 adjacent foes.
For another copy.
Double DragonFactions
Elementalist. Fire Magic
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 5..25..32 fire damage each second. Additionally, when you or your ally use skills that target a foe, that foe is set on fire for 0..2..3 seconds.
,
Stone SheathNightfall
Elementalist. Earth Magic
Stone Sheath
Elite Enchantment Spell
For 5..17..21 seconds, you and target ally have +1..24..32 armor and are immune to critical hits. When you cast this spell, all foes near you and your target take 15..59..74 earth damage and are Weakened for 5..17..21 seconds.
,
GustFactions
Elementalist. Air Magic
Gust
Elite Enchantment Spell
For 5..10..11 seconds, both you and target ally move 33% faster. When you cast this spell, all foes near you and your target take 15..59..74 cold damage. Foes struck by Gust while attacking or moving are knocked down.
or
Mirror of IceFactions
Elementalist. Water Magic
Mirror of Ice
Elite Hex Spell
Shatter a Mirror of Ice. All foes near you and target ally take 15..59..74 cold damage and move 66% slower for 2..5..6 seconds. If you strike a foe hexed with Water Magic, Mirror of Ice recharges 50% faster.
, for more melee support with an elementalist.
Strength of HonorCore
Monk. Smiting Prayers
Strength of Honor
Enchantment Spell
While you maintain this Enchantment, target ally deals 5..21..26 more damage in melee.
,
Smite HexCore
Monk. Smiting Prayers
Smite Hex
Spell
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10..70..90 holy damage.
and
Smite ConditionEotN
Monk. Smiting Prayers
Smite Condition
Spell
Remove one Condition from target ally. If a Condition was removed, foes in the area take 10..50..63 holy damage.
if you do not bring the Orders Smiter with yourself.
Usage
- For melee: Set the heroes to
Fight mode.
- For others: Set the heroes to
Guard mode.
- Effectively calling targets prevents melee heroes from wasting too much time walking around.
- Striking foes after they ball up leads to an almost-guaranteed quick clean up.