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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.

Team Overview

Dervish/ Ritualist
Avatar of Balthazar Harrier's Grasp Radiant Scythe Wearying Strike Rending Aura Heart of Fury (PvP) Whirling Charge Resurrection Signet
Ranger/Monk
Burning Arrow Distracting Shot Savage Shot Pin Down Mending Touch Apply Poison Natural Stride Resurrection Signet
  OR  Ranger/Necromancer  
Magebane Shot Distracting Shot Pin Down Lightning Reflexes Rend Enchantments Apply Poison Natural Stride Resurrection Signet
Elementalist
Aura of Restoration (PvP) Fire Attunement Mind Blast Immolate Rodgort's Invocation Meteor Optional Optional
Elementalist
Glyph of Lesser Energy Earth Attunement Stone Sheath Obsidian Flame (PvP) Ebon Hawk Stoning Ward Against Foes Resurrection Signet
Mesmer/ Ritualist     
Complicate Power Leak 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

AoB Dervish

The energy cost of Dervish enchantments is reduced by 48%.
In PvE, gain +12 armor rating while enchanted.
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Equipment

Runes and insignia

Weapons

Usage


Ranger

The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 56%.
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  • Elite skill choices
    • Magebane Shot Magebane Shot – better shutdown at the cost of losing spike power.
    • Burning Arrow Burning Arrow – better spikes.
  • Variable skill slot 2
    • Lightning Reflexes (PvP) Lightning Reflexes (PvP) – with magebane shot.
    • Savage Shot Savage Shot – with burning arrow.
  • Variable skill slot 3
    • Mending Touch Mending Touch blind removal, easier flag pushing.
    • Rend Enchantments Rend Enchantments – better elementalist shutdown.

Equipment

Runes and insignia

Weapons

  • Poisonous recurve bow of defense.
  • Crippling long bow of defense.
  • Poisonous spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage


Mind Blast Elementalist

12 + 1 + 1
Your maximum Energy is raised by 36.
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Variable skill slots

  • Flame Djinn's Haste Flame Djinn's Haste – opens up the option to run flags on this elementalist.
  • Augury of Death Augury of Death deep wound on midline spikes.
  • Dark Escape Dark Escape – protection against spikes.
  • Shield Guardian Shield Guardian – increased team stability.
  • Resurrection Signet Resurrection Signet

Equipment

Runes and insignia

Weapons

Usage

  • Call midline spikes.
  • If you brought Flame Djinn's Haste, run flags when your team is under pressure.
  • Main Article: Mind Blast Elementalist


Stone Sheath Elementalist

Your maximum Energy is raised by 39.
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Equipment

Runes and insignia

Weapons

Usage

  • Protect fragile team members with Stone Sheath. Try to hit a mesmer or whoever is running the flag with it aswell, so you can knock him down with Stoning.
  • Assist the ranger in snaring, use Ward Against Foes at bottlenecks or in the vicinity of the flag stand.
  • Body block the snared flag runner.
  • Main article: Stone Sheath Elementalist

Variant


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%.
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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 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 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 Blast elementalist.

Flag

  • Flag push with the ranger and set Ward against Foes 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 Sheath, 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 Sheath 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.

See also

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