Build:Team - GvG Dual Elementalist Spike

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The PvXwiki community finds this to be a great build.

This build has received 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 team build based on frequent and strong spikes utilizing an air and fire elementalist midline.

Team Overview

Warrior/Elementalist
Eviscerate Body Blow Agonizing Chop Bull's Strike Shock Frenzy Rush Resurrection Signet
Warrior
Devastating Hammer Crushing Blow Protector's Strike Bull's Strike Hammer Bash Flail Enraging Charge Resurrection Signet
Elementalist/Dervish
Aura of Restoration (PvP) Air Attunement Invoke Lightning Lightning Strike Shell Shock Blinding Flash Windborne Speed Eremite's Zeal
Elementalist/Dervish
Aura of Restoration (PvP) Fire Attunement Mind Burn Immolate Glowing Gaze Smoldering Embers Flame Djinn's Haste Mystic Regeneration (PvP)
Mesmer/ Ritualist     
Complicate Power Block Power Drain Diversion Shame 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

Eviscerate

Your attack skills gain 13% armor penetration.
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Equipment

Runes and insignias

Weapons

  • Vampiric axe of defense, 15^50.
  • Zealous axe of defense, 15^50.
  • Elemental axe of defense, 15^50.
  • Any "Live For Today" focus of fortitude.
  • Furious spear of fortitude, +5 energy with
    • Strength shield of fortitude, -20% blind duration.
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

Variant


Devastating Hammer Warrior

Your attack skills gain 14% armor penetration.
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Equipment

Runes and insignias

Weapons

  • Vampiric hammer of defense with "Strength and Honor".
  • Sundering hammer of defense with "Strength and Honor" for accumulating lord damage.
  • Elemental hammer of defense with "Strength and Honor" against warriors.
  • Furious or zealous axe/sword of defense with "I have the power!".
  • Furious spear of fortitude with "I have the power!" and
    • Strength shield of fortitude, -20% blind duration.
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage


Invoke Lightning

12 + 1 + 2
Your maximum Energy is raised by 39.
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Equipment

Runes and insignias

Weapons

Usage

  • Join spikes, leading with Shell Shock.
  • Run flags.
    • If they push the flag with a ranger, let the other elementalist run.
    • If the Mind Burn elementalist has too much overcast, let him run the flag.
  • Main Article: Invoke Lightning Elementalist


Mind Burn

Your maximum Energy is raised by 30.
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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 duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

  • Run the flag if you've accumulated too much overcast.
  • Run the flag if their ranger pushes.
  • Defend splits or split if necessary.
  • Main Article: Mind Burn Elementalist


Restore Condition Prot

Your allies are healed for 29 Health whenever you cast Monk spells on them.
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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.
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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.
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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 Strike kills with frequent spikes in an 8v8 situation, attempting to kill their backup flag to get the flag advantage and push them back in an 8v7 situation.
8v8

  • Perform frequent spikes on their midline.
  • When playing against dual domination magic mesmer setups, keep running flags on your air elementalist and split on your fire elementalist.

Flag

  • Hold the flag. On your runner if possible, on your invoke elementalist if necessary. Don't cap unless it's the opponent is about to boost.
  • You want to keep all your damage in main team to keep spiking them.
  • If possible, kill their backup flag, return it and capture the flag. This will allow you to play 8v7 for a while.
  • When you can't run flags on your monk, do it on the invoke elementalist. If they have a pushing ranger, prefer the mind burn elementalist which can defend itself.

Split

  • Defend with the runner or fire elementalist.
  • If necessary you can split your own fire elementalist.

Lategame

  • Attempt a lord rush.
  • If that doesn't work, defend with mind burn, runner and hammer warrior.

Playing against this team

8v8 Situations

  • Lineback the elementalists.
    • Power Leak and disenchant the fire elementalist.
    • Interrupt the air elementalist in general.

Flag

  • Dual run until you have a backup flag while the opponent is holding the flag.
  • Aggressively push on their flags.

Split

  • The team doesn't have good means of defending against coordinated splits and doesn't have very good options outside of an 8v8. If your team can split effectively, go for it while simultaneously pushing on their flag.

Lategame

  • The fire elementalist can spread respectable damage on players. If possible, counter him with interrupts or enchantment removal.
  • Dual elementalist spike is usually played without a dervish. Try to keep your knights alive so their pressure overwhelms dual ele's assault team.

See also