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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:
A team build focusing on frequent pressure spikes and flag pushing. It was popularized in 2011/2012 by the guild Galactic President Superstar Mc [awsm] and had a renaissance in 2015.
NightfallDervish. Mysticism 12Avatar of BalthazarElite FormFor 74 seconds, you gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, and whenever you lose a Dervish enchantment, nearby foes are set on fire for 3 seconds. This skill is disabled for 45 seconds.5220
NightfallDervish. Wind Prayers 12Harrier's GraspFlash Enchantment SpellFor 17 seconds, attacks against moving foes also Cripple that foe for 8 seconds. This enchantment ends after you apply Cripple 3 times. When you cast this spell, you lose Cripple and 1 other condition. 515
EotNDervish. Scythe Mastery 12Radiant ScytheScythe AttackThis attack strikes for +1 damage for each point of Energy you currently have, maximum 25 damage. You gain 6 Energy if this attack hits.6
NightfallDervish. Scythe Mastery 12Wearying StrikeScythe AttackYou remove 1 Dervish enchantment. If an enchantment was removed, you inflict a Deep Wound for 9 seconds. You suffer from Weakness for 10 seconds if an enchantment is not removed.6
NightfallDervish. Wind Prayers 12Rending AuraFlash Enchantment SpellWhen you cast this enchantment, all nearby foes take 34 cold damage. For 30 seconds, your attack skills remove enchantments from knocked-down foes. When this enchantment ends, nearby foes are affected by Cracked Armor for 8 seconds.56
NightfallDervish. Wind Prayers 12Whirling ChargeFlash Enchantment SpellFor 5 seconds, you move 33% faster than normal. The next time you strike a foe, all other nearby foes take 50 cold damage and this enchantment ends.56
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect 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.3
CoreRanger. Expertise 14Distracting ShotBow AttackIf Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.2½10
NightfallRanger. Wilderness Survival 11Natural StrideStanceFor 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.212
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect 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.3
Template code
Elite skill choices
Magebane ShotNightfallRanger. UnlinkedMagebane ShotElite Bow AttackIf this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked.10½5 – better shutdown at the cost of losing spike power.
Burning ArrowNightfallRanger. Marksmanship 11Burning ArrowElite Bow AttackIf this attack hits, you strike for +25 damage and cause Burning for 5 seconds.105 – better spikes.
Variable skill slot 2
Lightning Reflexes (PvP)CoreRanger. Expertise 14Lightning Reflexes (PvP)StanceFor 11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.445 – with magebane shotNightfallRanger. UnlinkedMagebane ShotElite Bow AttackIf this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked.10½5.
Savage ShotCoreRanger. Marksmanship 11Savage ShotBow AttackIf Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +24 damage.10½5 – with burning arrow.
Variable skill slot 3
Mending TouchNightfallMonk. Protection Prayers 1Mending TouchSpellTouched ally loses two Conditions and is healed for 18 Health for each Condition removed in this way.5¾6 – blind removal, easier flag pushing.
Rend EnchantmentsCoreNecromancer. Curses 1Rend EnchantmentsSpellRemove 5 Enchantments from target foe. For each Monk Enchantment removed, you take 53 damage.5220 – better elementalist shutdown.
CoreElementalist. Energy Storage 12Aura of Restoration (PvP)Enchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 360% of the Energy cost each time you cast a spell.5¼20
CoreElementalist. Fire Magic 14Fire AttunementEnchantment SpellFor 58 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.10130
NightfallElementalist. Fire Magic 14Mind BlastElite SpellTarget foe is struck for 57 fire damage. If you have more Energy than target foe, you gain 8 Energy.512
PropheciesElementalist. Fire Magic 14Rodgort's InvocationSpellTarget foe and all nearby foes are struck for 113 fire damage and set on fire for 3 seconds.2528
Flame Djinn's HasteNightfallElementalist. Fire Magic 14Flame Djinn's HasteEnchantment SpellAll adjacent foes are struck for 113 fire damage. For 14 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell.10¾20 – opens up the option to run flags on this elementalist.
Augury of DeathNightfallAssassin. Deadly Arts 6Augury of DeathHex SpellFor 17 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 11 seconds and Shadow Step to that foe. This Spell has half the normal range.5120 – deep wound on midline spikes.
Dark EscapeFactionsAssassin. Shadow Arts 6Dark EscapeStanceFor 9 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.530 – protection against spikes.
Shield GuardianFactionsMonk. Protection Prayers 8Shield GuardianEnchantment SpellFor 3 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 26 and Shield Guardian ends.51.520 – increased team stability.
Resurrection SignetCoreNo Profession. UnlinkedResurrection SignetSignetResurrect 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.3
Strength shields of fortitude, +10 armor against each damage type.
Usage
Call midline spikes.
If you brought Flame Djinn's HasteNightfallElementalist. Fire Magic 15Flame Djinn's HasteEnchantment SpellAll adjacent foes are struck for 120 fire damage. For 14 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell.10¾20, run flags when your team is under pressure.
CoreElementalist. Earth Magic 14Earth AttunementEnchantment SpellFor 58 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Earth Magic.10130
NightfallElementalist. Earth Magic 14Stone SheathElite Enchantment SpellFor 19 seconds, you and target ally have +28 armor and are immune to critical hits. When you cast this spell, all foes near you and your target take 66 earth damage and are Weakened for 19 seconds.10115
NightfallElementalist. Earth Magic 14Ebon HawkSpellSend a projectile that strikes target foe for 80 earth damage and causes Weakness for 14 seconds if it hits.1015
CoreElementalist. Earth Magic 14StoningSpellSend out a large stone, striking target foe for 101 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.1515
CoreElementalist. Earth Magic 14Ward Against FoesWard SpellYou create a Ward Against Foes at your current location. For 19 seconds, non-Spirit foes in this area move 50% slower.15120
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect 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.3
Strength shield of fortitude, -20% cripple duration.
Strength shields of fortitude, +10 armor against each damage type.
Usage
Protect fragile team members with Stone SheathNightfallElementalist. Earth Magic 14Stone SheathElite Enchantment SpellFor 19 seconds, you and target ally have +28 armor and are immune to critical hits. When you cast this spell, all foes near you and your target take 66 earth damage and are Weakened for 19 seconds.10115. Try to hit a mesmer or whoever is running the flag with it aswell, so you can knock him down with StoningCoreElementalist. Earth Magic 14StoningSpellSend out a large stone, striking target foe for 101 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.1515.
Assist the ranger in snaring, use Ward Against FoesCoreElementalist. Earth Magic 14Ward Against FoesWard SpellYou create a Ward Against Foes at your current location. For 19 seconds, non-Spirit foes in this area move 50% slower.15120 at bottlenecks or in the vicinity of the flag stand.
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%.
FactionsMesmer. Domination Magic 14ComplicateSpellIf target foe is using a skill, that skill is interrupted and disabled for target foe and all foes in the area for an additional 12 seconds.100.220
PropheciesMesmer. Domination Magic 14Power LeakSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 16 Energy.100.220
CoreMesmer. Domination Magic 14DiversionHex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.101.812
PropheciesMesmer. Domination Magic 14ShameHex SpellFor 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 13 Energy from that foe.101.230
CoreMesmer. Domination Magic 14Energy SurgeElite SpellTarget foe loses 9 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.215
CoreMesmer. Domination Magic 14Shatter EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage.100.620
CoreMesmer. Inspiration Magic 9Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 13 Energy and 88 Health.51.220
NightfallRitualist. Restoration Magic Death Pact Signet (PvP)SignetResurrect target party member with your current Health and 15..83..106% Energy. The next time that ally dies within 120 seconds, so do you.2.712
PropheciesMonk. Protection Prayers 14Restore ConditionElite SpellRemove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target other ally. For each Condition removed, that ally is healed for 66 Health. Target ally gets healed for 29 Health.5¾2
FactionsMonk. Protection Prayers 14Spirit Bond (PvP)Enchantment SpellFor 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 29 Health.10¼5
CoreMonk. Protection Prayers 14Aegis (PvP)Enchantment SpellFor 3 seconds, target other party member cannot be the target of hostile spells, and attacks against this party member fail. Target ally gets healed for 29 Health.10¼30
CoreMonk. Protection Prayers 14Shielding HandsEnchantment SpellFor 8 seconds, damage and life steal received by target ally is reduced by 17. When Shielding Hands ends, that ally is healed for 47 Health. Target ally gets healed for 29 Health.5¼15
CoreMonk. UnlinkedHoly VeilEnchantment SpellWhile 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 29 Health.-15112
CoreWarrior. Tactics 10Balanced StanceStanceFor 16 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.530
Template code
Variants
Pick Shield GuardianFactionsMonk. Protection Prayers 14Shield GuardianEnchantment SpellFor 4 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 38 and Shield Guardian ends.51.520 over Holy VeilCoreMonk. UnlinkedHoly VeilEnchantment SpellWhile 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.-15112 if anticipating pressure builds like Necromancer Balanced.
This makes you more vulnerable to Power BlockPropheciesMesmer. Domination Magic Power BlockElite SpellIf target foe is casting a Spell or Chant, that Skill is interrupted. The interrupted Skill and all Skills of the same attribute are disabled for 1..10..13 seconds for that foe.15¼20 and Power LeakPropheciesMesmer. Domination Magic Power LeakSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 3..14..18 Energy.10¼20.
FactionsMonk. Healing Prayers 14Healing BurstElite SpellTarget ally is healed for 150(+32). 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.5¾4
EotNMonk. Healing Prayers 14Patient SpiritEnchantment SpellFor 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 32 Health.5¼4
CoreMonk. Healing Prayers 14Infuse HealthSpellLose half your current Health. Target other ally is healed for 134% of the amount you lost. Target ally gets healed for 32 Health.10¼
FactionsMonk. Protection Prayers 10Shield GuardianEnchantment SpellFor 3 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 30 and Shield Guardian ends.51.520
EotNMonk. Healing Prayers 14Cure HexSpellRemove one Hex from target ally. If a Hex was removed, that ally is healed for 114 Health. Target ally gets healed for 32 Health.5112
CoreMonk. Protection Prayers 10Draw ConditionsSpellAll negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 19 Health. Target ally gets healed for 32 Health.5¼4
FactionsAssassin. Shadow Arts 3Dark EscapeStanceFor 7 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.530
Template code
Variant
Take Signet of RejuvenationFactionsMonk. Healing Prayers 14Signet of RejuvenationSignetHeal target ally for 71. If target ally is casting a spell or attacking, that ally is healed for an additional 71 Health.18 over Infuse HealthCoreMonk. Healing Prayers 14Infuse HealthSpellLose half your current Health. Target other ally is healed for 134% of the amount you lost.10¼ against pressure builds.
FactionsMonk. Healing Prayers 13Healing BurstElite SpellTarget ally is healed for 140(+35). 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.5¾4
EotNMonk. Healing Prayers 13Patient SpiritEnchantment SpellFor 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 108 Health when the enchantment ends. Target ally gets healed for 35 Health.5¼4
FactionsMonk. Protection Prayers 11Spirit Bond (PvP)Enchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 74 Health. Target ally gets healed for 35 Health.10¼5
FactionsMonk. Protection Prayers 11Shield GuardianEnchantment SpellFor 3 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 32 and Shield Guardian ends.51.520
EotNMonk. Healing Prayers 13Cure HexSpellRemove one Hex from target ally. If a Hex was removed, that ally is healed for 108 Health. Target ally gets healed for 35 Health.5112
CoreMonk. Protection Prayers 11Draw ConditionsSpellAll negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 21 Health. Target ally gets healed for 35 Health.5¼4
FactionsAssassin. UnlinkedDashStanceFor 3 seconds, you run 50% faster.58
Template code
Variants
Replace Spirit Bond (PvP)FactionsMonk. Protection Prayers 11Spirit Bond (PvP)Enchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 74 Health.10¼5 with Protective SpiritCoreMonk. Protection Prayers 11Protective SpiritEnchantment SpellFor 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.10¼5 against spike builds or Shield of AbsorptionNightfallMonk. Protection Prayers 11Shield of AbsorptionEnchantment SpellFor 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment.5110 against pressure builds.
Replace Shield GuardianFactionsMonk. Protection Prayers 11Shield GuardianEnchantment SpellFor 3 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 32 and Shield Guardian ends.51.520 with Shielding HandsCoreMonk. Protection Prayers 11Shielding HandsEnchantment SpellFor 8 seconds, damage and life steal received by target ally is reduced by 14. When Shielding Hands ends, that ally is healed for 38 Health.5¼15 and GuardianCoreMonk. Protection Prayers 11GuardianEnchantment SpellFor 6 seconds, target ally has a 50% chance to block attacks.514 with Mending TouchNightfallMonk. Protection Prayers 11Mending TouchSpellTouched ally loses two Conditions and is healed for 48 Health for each Condition removed in this way.5¾6 if anticipating a dedicated split build.
Game Plan
DP the opposing team out with pressure spikes while preventing them from boosting. 8v8
Lineback in general. You want to run flags on your monk to keep the pressure in main team high.
Call pressure spikes with dervish and ranged spikes with the Mind BlastNightfallElementalist. Fire Magic 14Mind BlastElite SpellTarget foe is struck for 57 fire damage. If you have more Energy than target foe, you gain 8 Energy.512 elementalist.
Flag
Flag push with the ranger and set Ward against FoesCoreElementalist. Earth Magic 14Ward Against FoesWard SpellYou create a Ward Against Foes at your current location. For 19 seconds, non-Spirit foes in this area move 50% slower.15120 in narrow areas to further delay their flag running.
If possible, create an 8v7 situation by creating a flag advantage for your team.
Split
Defend with ranger or runner. If possible, keep your damage in the main team.
Lategame
Defend with ranger, earth elementalist and runner. Send back the prot aswell if needed.
Playing against this team
8v8 Situations
As they will attempt to run flags on their monk, you may attempt a monk stomp.
Else, lineback the elementalists to take force out of their pressure spikes.
Harass the elementalists, especially Stone SheathNightfallElementalist. Earth Magic Stone SheathElite Enchantment SpellFor 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.10115, with a Wastrel's Mesmer if possible.
Flag
It might be to your advantage to hold the flag and force an 8v8.
Else, try to dual run to avoid that the opponent can play fully offensively.
Split
If you have a split character that can't be defended by their ranger, you can ruin your opponent's flag running tactics by binding their monk and their 8v8 plan by taking the power out of their pressure spikes.
Lategame
Make sure to remove Stone SheathNightfallElementalist. Earth Magic Stone SheathElite Enchantment SpellFor 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.10115 from their guild lord.
They don't have good options to deal damage to your lord. If you can work around their stone sheath elementalist in their base you're going to have the advantage.