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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

This GvG team build features strong ranged spikes and party-wide speed boosts to counter splits. It's ideally used for maps such as

  • Isle of Meditation
  • Nomad's Isle
  • Imperial Isle
  • Isle of Dead
  • Jade Isle
  • Druid's Isle

Team Overview

Assassin/ Paragon
"Incoming!" (PvP) "Fall Back!" (PvP) Vicious Attack "Go for the Eyes!" (PvP) Disrupting Throw Assassin's Remedy (PvP) Critical Eye Way of the Master
Elementalist/ Ritualist
Aura of Restoration (PvP) Air Attunement Mind Shock Lightning Strike Teinai's Wind Blinding Flash Sundering Weapon Resurrection Signet
   OR  Elementalist/ Ritualist
Aura of Restoration (PvP) Air Attunement Mind Shock Shell Shock Glyph of Elemental Power Blinding Flash Sundering Weapon Resurrection Signet
Elementalist/Dervish
Aura of Restoration (PvP) Air Attunement Invoke Lightning Shell Shock Teinai's Wind Blinding Flash Windborne Speed Eremite's Zeal
   OR  Elementalist/ Paragon
Aura of Restoration (PvP) Elemental Attunement Conjure Lightning Chain Lightning Glyph of Sacrifice Lightning Orb Lightning Hammer Resurrection Signet
Elementalist
Aura of Restoration (PvP) Fire Attunement Mind Burn Immolate Glowing Gaze Meteor Glyph of Elemental Power Resurrection Signet
   OR  Elementalist/ Paragon   
Aura of Restoration (PvP) Elemental Attunement Conjure Flame Meteor Glyph of Sacrifice Fireball Rodgort's Invocation Resurrection Signet
Mesmer/ Ritualist     
Complicate Power Drain Diversion Shame Energy Surge Shatter Enchantment Drain Enchantment Death Pact Signet (PvP)
Monk/Warrior
Restore Condition Spirit Bond (PvP) Aegis (PvP) Guardian Shielding Hands Holy Veil Aura of Stability Balanced Stance
Monk/Assassin
Healing Burst Patient Spirit Infuse Health Guardian Shield Guardian Cure Hex Draw Conditions Dark Escape
Monk/Assassin
Healing Burst Patient Spirit Spirit Bond (PvP) Guardian Shield Guardian Cure Hex Draw Conditions Dash

Builds

A/P Caller

You have an additional 13% chance to critical hit. Whenever you critical hit, you get 3 Energy.
 save
Template code

Equipment

Runes and insignias

Weapons

Usage

  • Maintain your enchantments.
  • Call spikes.
  • Call retreats/collapses.
  • Main Article: A/P Caller


Standard Midline

Position 2 Variant: Standard Midline Mind Shock
Your maximum Energy is raised by 36.
 save
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Equipment

Runes and insignias

Weapons

  • 40/20/20 air magic.
  • 40/40 air magic.
  • 40/40 communing.
  • High energy set air magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

  • Buff the caller with Sundering Weapon before spikes.
  • Blind physicals with Blinding Flash, prefer flesh wound paragons and hammer warriors.
  • Main article: GvG Mind Shock Elementalist
Position 3 Variant: Standard Midline Invoke Lightning
12 + 1 + 2
Your maximum Energy is raised by 39.
 save
Template code

Equipment

Runes and insignias

Weapons

Usage

  • Follow Spikes.
    • If Sundering Weapon has been taken out, lead spikes with Shell Shock.
  • Blind physicals with Blinding Flash, prefer flesh wound paragons and hammer warriors.
  • Main Article: Invoke Elementalist
Position 4 Variant: Standard Midline Mind Burn
12 + 1 + 2
Your maximum Energy is raised by 39.
 save
Template code

Equipment

Runes and insignias

Weapons

  • 40/20/20 fire magic.
  • 40/20/20 healing prayers.
  • 40/40 fire magic.
  • High energy set fire magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

  • Make sure that you inflict burning on spike targets. Fake out interrupts if needed.
  • Knock a monk down with Meteor before a spike; coordinate with your mesmer.
  • Main Article: Mind Burn Elementalist


Conjure Midline


Domination Mesmer

You activate Spells and Signets 40% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 33%.
 save
Template code

Equipment

Runes and insignias

Weapons

  • 40/40 domination magic.
  • 40/40 inspiration magic.
  • High energy set domination magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage


Restore Condition Prot

Your allies are healed for 35 Health whenever you cast Monk spells on them.
 save
Template code

Variants

  • Pick Shield Guardian over Holy Veil if anticipating pressure builds like Necromancer Balanced.
    • This makes you more vulnerable to Power Block and Power Leak.

Equipment

Runes and insignias

Weapons

Usage

Healing Burst Fuse

Your allies are healed for 32 Health whenever you cast Monk spells on them.
 save
Template code

Variant

  • Take Signet of Rejuvenation over Infuse Health against pressure builds.

Equipment

Runes and insignias

Weapons

Usage

Healing Burst Runner

Your allies are healed for 35 Health whenever you cast Monk spells on them.
 save
Template code

Variants

  • Replace Spirit Bond (PvP) with Protective Spirit against spike builds or Shield of Absorption against pressure builds.
  • Replace Shield Guardian with Shielding Hands and Guardian with Mending Touch if anticipating a dedicated split build.

Equipment

Runes and insignias

Weapons

Usage

Tactics

Playing this team

Game Plan DP targets with hard to catch spikes until the opposing team is defeated.
8v8

  • Spike targets.

Flag

  • Hold it on your runner.
  • If you need to run a flag, move with your entire team.

Split

  • Defend with the runner.
  • Full collapse on splits with "Fall Back!" and "Incoming!".

Lategame

  • If you see an opportunity to wipe their monks and end the game, keep your damage together. If necessary and if they don't have much damage defending, you may play without a monk in the offensive team.
  • Else, send the fire elementalist and if necessary mind shock to help defend your base.

Playing against this team

8v8 Situations

  • Stay in the shield set.
  • Interrupt the elementalists.
  • Remove enchantments from the elementalists, especially the fire elementalist.
  • Use energy denial against the elementalists, especially the mind shock elementalist.
  • If you don't have means to neutralize their spikes, try splitting.

Flag

  • If your team can survive the spikes, dual run until you have a decisive advantage.

Split

  • Splits can be a useful counter against A/P spike. However, only commit when you know that the main team is very far away so you could survive a full collapse.

Lategame

  • Any team with frontliners should have the advantage.
  • Don't allow them to monkstomp.

Exemplary Video

A/P Caller PoV, isle of meditation, standard version:
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See also

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