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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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A fun and safe new way to UWSC using keystone mesmers.
Overview
Labyrinth Team
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Shadow Form tank
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Pain Inverter Mesmer
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Damage Mesmer
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Utility Mesmer
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SoS/EoE Ritualist
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E/Mo Bonder
- The Labyrinth team is easily able to clear Chamber, Vale, Unwanted Guests, Escort, and Wastes in under 30 minutes.
- The A/Me Shadow Form tank can cover (Hold off) either side of "The Four Horsemen" quest should either terra fail to do his or her job. This is assuming he is bonded with at LEAST Balthazar's Spirit.
Mountains + Pools
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AoE Solo Terra
- This terra is capable of clearing Twin Serpent Mountains and Spawning Pools, and can solo Demon Assassin (Mountain's Quest) with great ease.
- This terra must also do the Bone Pits side of "The Four Horsemen" quest in Chaos Planes.
Pits + Planes
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GoC Solo Terra
- This terra is capable of clearing Bone Pits and Chaos Planes. This terra must also do the Spawning Pools side of "The Four Horsemen" quest in Chaos Planes.
Lab Team Builds
Lab Tank
Factions Assassin. Shadow Arts 16 Shroud of Distress Enchantment Spell For 62 seconds, if you are below 50% Health, you have 8 health regeneration and a 75% chance to block attacks. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 26 damage with a single skill or attack. Core No Profession. Unlinked Optional Optional Optional. Factions Mesmer. Illusion Magic 9 Conjure Nightmare Hex Spell For 10 seconds, target foe suffers -8 Health degeneration. Factions Mesmer. Illusion Magic 9 Illusion of Pain Hex Spell For 8 seconds, target foe has -7 Health degeneration and takes 7 damage each second. When Illusion of Pain ends, that foe is healed for 86. Core Mesmer. Domination Magic 5 Empathy Hex Spell For 8 seconds, whenever target foe attacks, that foe takes 25 damage and target foe deals 6 less damage with attacks. Core Mesmer. Inspiration Magic 8 Mantra of Resolve Stance For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |
Optionals
Your Job
- Maintain SF, Shroud, Mantra and Mental block if you have it.
-Chamber-
- Once the skele is down in the chamber and the conset has been popped you will be bonded by the emo. Once the emo is set deaths charge into the left aatxe group while the rit takes chamber quest. Grab all the aggro of chamber and pull them to the crevice by the right side stairs at the beginning, once the aggro settles ping to call for the spikers and take down the ball.
- Continue on and do the same thing clearing the way towards mountains and wastes. Once the terras are free to go safely up the mountain, you and the mainteam will go back towards the chamber. While the team waits you will go into the hallway and aggro the entire room. Pull all your mobs to the right side of the hallway and wall trick the enemies. Once your set up ping a hex for the spike to come in. After all the groups are down kill the terrorwebs to pop the reaper shrine. Once the shrine is popped take Restoring Grenths Monuments and set up for Escort quest.
-Escort-
- To begin escort start off between the first pillars of the two rows. Ask for the quest to be taken and mindblades will spawn. Gather the 2 groups in the immediate area and then slowly make your way up the stairs TOWARDS VALE, pause at the top of the first staircase to catch the 3 mindblades that spawn as you reach the top of the staircase. Gather the last group of mindblades and wait for the aaxtes at the door to vale to come towards you, grab them and pull all your agro to the wall opposite to the main team so that they can run by safely. Note: Always stay out of agro range of the spirits and main team. Once the main team has ran up the stairs, you hug the left wall and walk to the top of the first staircase towards vale. Pause here and the rit will body block the enemies with their spirits. Walk through the spirits until the agro becomes one ball. Ping a target (Aatxes make the best targets) using Conjure Nightmare and the mesmers will spike down the group. Afterwards, run into vale and grab the remaining mindblades as well as the hidden groups of grasping nightmares between the bridge and the mayor. Ball these enemies at the entrance door to vale and again the rit will body block the enemies and you run through the spirits to create a large ball. Next is popping the vale reaper.
Pain Inverter Mesmer
Nightfall Mesmer. Fast Casting 16 Symbolic Celerity Enchantment Spell For 62 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes. Nightfall Mesmer. Fast Casting 16 Symbolic Posture Stance For 21 seconds, the next Signet you activate recharges 84% faster. Prophecies Mesmer. Fast Casting 16 Keystone Signet Elite Signet All of your signets except Keystone Signet are recharged. For 20 seconds, the next 6 times you use a signet that targets a foe, all other foes adjacent to your target are interrupted and take 63 damage. Factions Mesmer. Domination Magic 12 Unnatural Signet Signet Target foe takes 63 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 41 damage. Nightfall Mesmer. Illusion Magic Signet of Clumsiness Signet If target foe is attacking, that foe and all adjacent foes are interrupted and take 15..51..63 damage. Any foes using attack skills are knocked down. Prophecies Mesmer. Domination Magic 12 Wastrel's Worry Hex Spell After 3 seconds, target foe and all adjacent foes take 84 damage. Wastrel's Worry ends prematurely if that foe uses a skill. 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. EotN No Profession. Asura rank Pain Inverter Hex Spell For 6..10 seconds, every time target foe deals damage that foe takes 100..140% of the damage it causes (maximum 80 damage). |
Optional for Holy Veil
- Wait for your Lab tank to call for spike. Simply cast your spells as necessary. At Dhuum, you are 1 of the 3 people who will stay alive. The others being the EoE/SoS ritualist and obviously the E/Mo bonder. Use your normal spike to take out Minions and Champions of Dhuum. Use Pain Inverter whenever you see Dhuum use Judgment of Dhuum.
Damage Mesmer
Nightfall Mesmer. Fast Casting 16 Symbolic Celerity Enchantment Spell For 62 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes. Nightfall Mesmer. Fast Casting 16 Symbolic Posture Stance For 21 seconds, the next Signet you activate recharges 84% faster. Prophecies Mesmer. Fast Casting 16 Keystone Signet Elite Signet All of your signets except Keystone Signet are recharged. For 20 seconds, the next 6 times you use a signet that targets a foe, all other foes adjacent to your target are interrupted and take 63 damage. Factions Mesmer. Domination Magic 12 Unnatural Signet Signet Target foe takes 63 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 41 damage. Nightfall Mesmer. Illusion Magic Signet of Clumsiness Signet If target foe is attacking, that foe and all adjacent foes are interrupted and take 15..51..63 damage. Any foes using attack skills are knocked down. Factions Necromancer. Kurzick rank Signet of Corruption (Kurzick) Signet Target foe and all nearby foes take 20..30 damage. For each affected foe suffering from a Condition or Hex, you gain 2 Energy (maximum 12..20 Energy). Nightfall Necromancer. Soul Reaping 0 Signet of Sorrow Signet Target foe takes 15 damage. If target foe is near a corpse or has a dead pet, this Skill recharges instantly. Prophecies Mesmer. Domination Magic 12 Wastrel's Worry Hex Spell After 3 seconds, target foe and all adjacent foes take 84 damage. Wastrel's Worry ends prematurely if that foe uses a skill. |
Your Job
- You will follow the same spiking guides as the Keystone Mesmer1 up until Dhuum, where you will die with the rest of the team.
Utility Mesmer
Nightfall Mesmer. Fast Casting 16 Symbolic Celerity Enchantment Spell For 62 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes. Nightfall Mesmer. Fast Casting 16 Symbolic Posture Stance For 21 seconds, the next Signet you activate recharges 84% faster. Prophecies Mesmer. Fast Casting 16 Keystone Signet Elite Signet All of your signets except Keystone Signet are recharged. For 20 seconds, the next 6 times you use a signet that targets a foe, all other foes adjacent to your target are interrupted and take 63 damage. Factions Mesmer. Domination Magic 12 Unnatural Signet Signet Target foe takes 63 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 41 damage. Nightfall Mesmer. Illusion Magic Signet of Clumsiness Signet If target foe is attacking, that foe and all adjacent foes are interrupted and take 15..51..63 damage. Any foes using attack skills are knocked down. Prophecies Mesmer. Domination Magic 12 Wastrel's Worry Hex Spell After 3 seconds, target foe and all adjacent foes take 84 damage. Wastrel's Worry ends prematurely if that foe uses a skill. Nightfall Mesmer. Unlinked Mirror of Disenchantment Spell Remove one Enchantment from target foe. All of that foe's party members also lose that same Enchantment. Core No Profession. Unlinked Optional Optional Optional. |
Optionals
Your Job
- You will follow the same spiking guides as the Keystone Mesmer1 up until Dhuum, where you will die with the rest of the team.
SoS/EoE Ritualist
Factions Ritualist. Channeling Magic 16 Signet of Spirits Elite Signet Create three level 13 spirits. These spirits deal 21 damage with attacks. These spirits die after 60 seconds. Factions Ritualist. Channeling Magic 16 Bloodsong Binding Ritual Create a level 13 Spirit with 260 (+94) Health and 79 armor who dies after 158 seconds. Attacks by that Spirit steal up to 26 Health. Factions Ritualist. Spawning Power 9 Feast of Souls Spell Destroy all nearby allies' Spirits. For each Spirit destroyed in this way, all party members are healed for 80 Health. Factions Ritualist. Kurzick rank Summon Spirits (Kurzick) Spell All Spirits you control shadow step to your location, and gain 60..100 Health. Prophecies Ranger. Beast Mastery 10 Edge of Extinction Nature Ritual Create a level 7 Spirit with 140 (+50) 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. EotN No Profession. Ebon Vanguard rank Ebon Battle Standard of Wisdom Ward Spell You plant an Ebon Battle Standard of Wisdom at your current location. For 14..20 seconds, non-Spirit allies in this area have a 44..60% chance to halve skill recharge of spells they cast. 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. EotN No Profession. Ebon Vanguard rank Ebon Escape Spell Shadow Step to target other ally. You and that other ally are healed for 70..110 health. |
Optionals for Ebon Escape
Your Job
- Maintain EoE before/during spikes. Use SoS to take out stragglers. Stay alive at Dhuum, maintain SoS, Bloodsong and EoE. Use wisdom for helping spirits with recharge time on Dhuum's Rest.
E/Mo Bonder
Factions Elementalist. Fire Magic Burning Speed Enchantment Spell For 7 seconds, you are set on fire and move 30..42..46% faster. When Burning Speed ends, all adjacent foes are set on fire for 3..8..9 seconds. Prophecies Elementalist. Energy Storage 16 Ether Renewal Elite Enchantment Spell For 21 seconds, each time you cast a Spell, you gain 4 Energy and 21 Health for each Enchantment on you. Core Elementalist. Energy Storage 16 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 520% of the Energy cost each time you cast a spell. Core No Profession. Unlinked Optional Optional Optional. Core Monk. Healing Prayers 3 Infuse Health Spell Lose half your current Health. Target other ally is healed for 107% of the amount you lost. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Prophecies Monk. Protection Prayers 12 Protective Bond Enchantment Spell While you maintain this Enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or Spell. When Protective Bond prevents damage, you lose 4 Energy or the Spell ends. Core Monk. Protection Prayers 12 Life Bond Enchantment Spell While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 25. |
Optionals
Your Job
- Run your E/Mo duties as you would any other UWSC run. Infuse players with low health, bond anyone necessary, MAINTAIN YOUR ENERGY, and tank Dhuum.
Note: If running on Essence Only you need Candy Corn or a Golden Egg.
Terra Builds
Mountains + Pools
Factions Assassin. Shadow Arts 16 Shroud of Distress Enchantment Spell For 62 seconds, if you are below 50% Health, you have 8 health regeneration and a 75% chance to block attacks. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 26 damage with a single skill or attack. Core No Profession. Unlinked Optional Optional Optional. EotN 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. Factions Elementalist. Earth Magic 12 Sliver Armor Enchantment Spell For 10 seconds, you have 45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 29 earth damage. Core No Profession. Unlinked Optional Optional Optional. EotN No Profession. Norn rank "I Am Unstoppable!" Shout For 16..20 seconds, you have +24 armor and cannot be knocked down or Crippled. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |
Optional 1
Optional 2
Equipment
- An Insightful Earth Staff of Enchanting (Helps in mountains when interrupting Behemoths).
- Blessed Armor and Lightning Shield when tanking Charged Blackness.
- Vanguard Armor and Blunt Shield if taking
Heart of Shadow for tanking Slayer.
Your Job
-Mountains-
- Run up to where the reaper spawns, remember to cast
"I Am Unstoppable!" when recasting
Shadow Form.
- Pull the Terrorweb Dryders away from the Behemoths and begin to sliver down the Behemoths. Remember to use your staff to interrupt
Healing Spring. The order in which the Behemoths cast usually follows a pattern. Note that an IAS personal consumable is helpful if you are having difficulties.
- After the top Behemoths are cleared, check to see if the reaper will agro the bottom group, if not sliver down the Terrorwebs and switch to your Vanguard Armor set. Run down to where you are surrounded by Behemoths and wait for Slayer to arrive, sliver and you are done mountains.
Pits + Planes
Factions Assassin. Shadow Arts 16 Shroud of Distress Enchantment Spell For 62 seconds, if you are below 50% Health, you have 8 health regeneration and a 75% chance to block attacks. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 26 damage with a single skill or attack. Factions Assassin. Shadow Arts 16 Heart of Shadow Spell You are healed for 158, and you Shadow Step to a nearby location directly away from your target. Prophecies Elementalist. Unlinked Glyph of Concentration Glyph For 15 seconds, your next 1 Spell cannot be interrupted and ignore the effects of being Dazed. EotN 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. Factions Elementalist. Earth Magic 12 Sliver Armor Enchantment Spell For 10 seconds, you have 45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 29 earth damage. EotN No Profession. Norn rank "Finish Him!" Shout If target foe has less than 50% Health, that foe takes 44..80 damage and suffers from Cracked Armor and a Deep Wound for 12..20 seconds. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |