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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 overwhelms the opposing backline with hexes and can deal well enough with split attempts.

Team Overview

Necromancer /Elementalist
Toxic Chill Deathly Swarm Putrid Bile Rising Bile Rotting Flesh Signet of Lost Souls Glyph of Lesser Energy Resurrection Signet
Necromancer /Elementalist
Lingering Curse Suffering Faintheartedness Foul Feast Plague Sending Angorodon's Gaze Glyph of Lesser Energy Resurrection Signet
Necromancer /Elementalist
Soul Bind Parasitic Bond Defile Flesh Insidious Parasite Enfeeble Signet of Lost Souls Glyph of Lesser Energy Resurrection Signet
Mesmer / Ritualist     
Complicate Power Drain Backfire Wastrel's Demise Energy Surge Shatter Enchantment Drain Enchantment Death Pact Signet (PvP)
Elementalist /Dervish
Aura of Restoration (PvP) Air Attunement Lightning Surge Lightning Strike Chain Lightning Shock Arrow Windborne Speed Mystic Regeneration (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

Toxic Chill

12 + 1 + 1
Gain 13 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
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Equipment

Runes and insignias

Weapons

Usage

  • Join midline spikes.
  • Spread degeneration.


Lingering Curse

12 + 1 + 1
Gain 13 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
 save
Template code

Equipment

Runes and insignias

Weapons

  • 40/40 curses.
  • 40/40 soul reaping.
  • High energy set curses.
  • Heavy spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

  • Apply Lingering Curse on balling foes and cover it with Suffering.
  • Drain conditions from party members (except for deep wound, unless the player suffering from it is at high health), regain energy with Angorodon's Gaze and send them back to the opposing team.
  • Annoy physicals with Faintheartedness; prefer rangers and hammer warriors.


Soul Bind

12 + 1 + 1
Gain 13 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
 save
Template code

Equipment

Runes and insignias

Weapons

Usage

  • Cover your other hexes with Parasitic Bond.
  • Spread Soul Bind.
  • Apply Defile Flesh on appropriate targets, preferably the monks.
  • Use Insidious Parasite against quickly attacking foes. Avoid using it on fainthearted targets.
  • Enfeeble physicals; prefer hammer and axe warriors.


Energy Surge

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

  • Pressure Backfired monks and spike targets with Wastrel's Demise.
  • Main article: Energy Surge Mesmer


Lightning Surge

Your maximum Energy is raised by 30.
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Equipment

Runes and insignias

Weapons

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 Monk

Your allies are healed for 32 Health whenever you cast Monk spells on them.
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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.
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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 Ideally suited for Isle of the Dead, but also adequate for other narrow maps which don't support savage splitting. DP the opposing backline in 8v8 situations until their entire team breaks down.
8v8

  • Spread hexes.
  • Cover Soul Bind, remove Spirit Bond (PvP) from Healing Burst monks.
  • Perform pressure spikes lead by your Lightning Surge elementalist.

Flag

  • Hold the flag.
  • Run on your flag runner if necessary.

Split

  • Defend with the lightning surge elementalist.

Lategame

  • Defend with Lingering Curse, Soul Bind and your runner. Send the prot where needed.
  • Send the mesmer to their solo monk so you can overwhelm him with Backfire.

Playing against this team

8v8 Situations

  • Take out Soul Bind.
  • Tell your monks where the spikes are incoming.
  • If the team doesn't replace its ritualist with a monk runner, camp him with interrupts (ideally a ranger) so he becomes a burden to his team and can't run flags.

Flag

  • You can flag push, but your monks have to push up as you'll get linebacked from the elementalist.

Split

  • If you split, be prepared to face the lightning surge elementalist.

Lategame

  • Avoid facing the mesmer with a solo monk.
  • Lineback the lightning surge elementalist.


See also

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