User:Fox007/Build:Team - UW Wall Group


 * Archive Reason: Better ways in protecting yourself and your party.

This build has been created to complete all quests in the Underworld, with a good safety rate for the casters. It also can be used for different areas. It doesn't go as fast as other builds but it is the most secure way to complete the Underworld.


 * 2 Obsidian Tanks


 * 3-4 Damage Dealers


 * 1-2 Healer Monk


 * 1 Bonder Monk

Obsidian Tanks
Depending on your preferences you can choose one of these tanks to use.

Attributes and Skills
[build name="E/D doa tank - regen variant" prof=eleme/dervi earthm=12+1+3 earthp=8 energy=10+1][Stoneflesh Aura][Armor of Earth][Glyph of Swiftness][Obsidian Flesh][Ward Against Foes][Glyph of Concentration][Mystic Regeneration][Armor of Sanctity][/build]

Attributes and Skills
Compared to the E/D version, this version of the Obsidian Tank sacrifices some damage reduction and self-healing for better energy management and protection against interrupts. In particular, it is guaranteed not to be interrupted by Aatxe or Grasping Darknesses, as Mantra of Resolve cannot be interrupted by hard interrupts as Glyph of Concentration can. It is also able to remain uninterruptable while using Glyph of Swiftness, which is especially useful on the Plains. [build prof=eleme/mes earthmagic=12+1+3 air=3+1 inspi=9 energy=9+1][Stoneflesh Aura][Armor of Earth][Glyph of Swiftness][Obsidian Flesh][Ward Against Foes][Mantra of Resolve][Optional][Earth Attunement][/build]

Variants

 * Optional Slot can be a self heal (Ether Feast) or additional energy management (Channeling).
 * Alternatively, Take Aura of Restoration and switch Armor of Earth for Kinetic Armor for some healing ability, extra armor, and faster walking speed, at the cost of additional micromanagement
 * Ward of Stability could be taken as a backup to an enchantment timing mistake of Obsidian Flesh vs Dryders, or Stoneflesh Aura vs Obsidian Guardians

Attributes and Skills
This version has high damage reduction and infinite energy through Mantra of Earth. However, it relies on the interruptable Glyph of Concentration. [build prof=eleme/mesme earthm=12+1+3 air 3+1 inspir=9 energy=9+1 ][Stoneflesh Aura][Armor of Earth][Glyph of Swiftness][Obsidian Flesh][Ward Against Foes][Stone Striker][Mantra of Earth][Glyph of Concentration][/build]

Equipment

 * Blessed Insignias for added Armor.
 * Rune of Superior Vigor and Rune of Vitae.
 * Hale Earth Staff of Enchanting with a "Have Faith" Inscription.

Alternatively, And either of:
 * A Martial Weapon of Enchanting with an "I Have The Power" Inscription.
 * An Earth Focus of Fortitude with a "Faith is My Shield" or "Sheltered by Faith" Inscription.
 * A Shield of Fortitude with a "Sheltered by Faith" Inscription.

Staff is preferred, as this allows you to kill your own Dying Nightmares, and the additional protection from an offhand is only useful against Aatxe. If you desire, take both and switch as the situation requires.

Attributes and Skills
[build name='w/e obsidian tank' prof=warri/eleme streng=12+1+3 earthm=12 tact=3][stoneflesh aura][obsidian flesh][wary stance][Ward Against Foes][glyph of concentration][endure pain][dolyak signet][signet of stamina][/build]

Equipment

 * Armor
 * Gladiator's or Radiant Armor, with a Rune of Superior Absorption.
 * The last two armor upgrade slots can be taken by Runes of Attunement or Vitae.
 * Weapons
 * A +5 energy axe/sword of Enchanting.
 * A Strength Shield with a "Sheltered by Faith" inscription and a Shield Handle of Devotion.
 * An Earth Focus with a "Sheltered by Faith" or "Faith is My Shield" inscription and a Focus Core of Devotion. Both availible from Kehjim in The Kodash Bazaar or Grif Ebonmane in Command Post. The Earth Focus is also available from the collector Helenah and the shield from the collector Talmehinu.

Attributes and Skills
[build prof=dervi/eleme earthm=12 earthp=12+1+1 myst=3][Stoneflesh Aura][Obsidian Flesh][Armor of Earth][Glyph of Concentration][Mirage Cloak][Mystic Regeneration][Fleeting Stability][Ward Against Foes][/build]

Equipment

 * Radiant insignias on all armor pieces.
 * Any +5 energy weapon of enchanting such as the Totem Axe and Rajazan's Fervor.
 * An Earth Focus, with +health and +armor while enchanted mods, or a HSR mod, such as Hajok's Prism.
 * A shield or earth focus with -2 (while enchanted) is a nice addition to the build.

Usage

 * Keep up constantly Stoneflesh Aura, Armor of Earth, and Mystic Regeneration.
 * Use Obsidian Flesh as it recharges or as needed.
 * If facing minor interrupts, cover your spells with Glyph of Concentration.
 * If facing heavy amounts of hard interrupts, cover Glyph of Concentration with Mirage Cloak.

Attributes and Skills
[build prof=Elementalist/Mesmer Fire=12+1+3 Energy=12][Searing Flames][Arcane Echo][Glowing Gaze][Glyph of Lesser Energy] [Glyph of Sacrifice][Meteor Shower][Fire Attunement][Resurrection Signet][/build] Variants
 * Go Monk secondary. Switch Arcane Echo for Liquid Flame, and switch Resurrection Signet for either Rebirth or Resurrection Chant.  Rebirth offers more security in the case of a wipe, while Resurrection Chant is a re-usable in-battle res, especially when combined with Glyph of Sacrifice.
 * Glyph of Sacrifice can be switched for Glyph of Elemental Power. This gives a slower casting Meteor Shower and Res, but more damage.

Equipment

 * Survivor Insignias. Radiant is not needed much, as this build already has high energy and good management. You may mix to personal preference however.
 * Rune of Superior Vigor and Two Runes of Vitae.
 * Fire Wand of Memory with a "Have Faith" or "Hale and Hearty" Inscription.
 * Fire Focus of Fortitude with a "Forget Me Not" or "Master of My Domain" Inscription.

Attributes and Skills
[build prof=Necromancer/Mesmer Curses=12+1+3 Soul=11+1 Blood=6+1][Spiteful Spirit][Arcane Echo][Defile Enchantments][Desecrate Enchantments][Reckless Haste][Optional][Blood Ritual][Resurrection Signet][/build] Variants
 * Sympathetic Visage (or Ancestor's Visage} can be useful in preventing Grasping Darknesses from using Skull Crack on the Tank. If you do this, move some attribute points from Soul Reaping into Illusion Magic.
 * Consume Corpse for corpse denial vs Dead Collectors.
 * Signet of Lost Souls for energy management.
 * Sunspear Rebirth Signet instead of Resurrection Signet, if you have it.

Equipment

 * Survivor Insignias are preferred, but as this build has a high energy requirement and minimal management, you may wish to bring some Radiant.
 * Rune of Superior Vigor and Rune of Vitae.
 * Curses Wand of Memory with a "Hale and Hearty" Inscription.
 * Curses Focus of Fortitude with a "Forget Me Not" or "Master of My Domain" Inscription.

Attribute and skills
[build prof=necro/mesme curses=12+1+3 soulre=12+1 bloodm=3+1][blood ritual][signet of lost souls][desecrate enchantments][suffering][arcane echo][feast of corruption][awaken the blood][resurrection signet][/build]

Equipment

 * Of the many armor options available to necromancers the mods on Scar Pattern Armor are the most useful. A large energy bar is the only way you can ensure a successful cast of several offensive spells on a single target.
 * Halves skill recharge time on Curses is a very useful mod as well as it will enable repeated casting of your Curses spells.  A truncheon from Nord Stonegrimm or Uderit Ignis will provide the build with the much needed chance of fast recharge and in the off hand Villnar's Glove provides a chance for level 19 Curses as well as an additional chance at halves spell recharge.  Another option for the focus would be the focus available from Cinder Linnwood or Goran Grimyak which will increase the chance at a fast recharge of Curses spells to 36% but without the added bonus of a 20% chance of +1 Curses. A third option would be to take the curse staff from Hoknil the Lesser, which has the two 20% fastcast/recharge upgrades built in while also allowing the addition of a +1 Curse Staff Wrapping. This also allows for the inclusion of a staff head of your choosing.

Healing Monk
One of the following Healing Monks, according to preference.
 * Atleast 1 needed

Mo/E GoLE Healer's Boon Healer
Attributes and Skills [build prof=monk/e healin=12+1+2 protec=6+1 divine=11+1][Dwayna's Kiss][Ethereal Light][Dismiss Condition][Shield of Absorption][Heal Party][Glyph of Lesser Energy][Healer's Boon][Resurrection Chant][/build]

Mo/any Light of Deliverance Hybrid
[build prof=monk/any divine=10+1 healin=11+1+1 protec=10+1][light of deliverance][signet of rejuvenation][dwaynas kiss][dismiss condition][shield of absorption][protective spirit][Remove Hex][rebirth][/build]

Mo/Any WoH Hybrid
Compared to the Light of Deliverance Healer, this monk sacrifices the ability to heal the tanks from range, for much more effectiveness at healing the party when things go wrong. With several small prots and the powerful Word of Healing as its elite, this monk can keep the party alive even with a herd of Aatxe rampaging though them. [build prof=mo/any Healing=12+1+3 Prot=9+1 Divine=9+1][word of healing][dwayna's kiss][guardian] [shield of absorption][protective spirit][remove hex][holy veil][rebirth][/build] Variants
 * Dismiss Condition for Holy Veil or Remove Hex, if you don't like having no condition removal. However, life-threatening conditions are rare, and having two hex removals can be useful if a group of Mindblade Spectres break agro on the party. Condition removal can be left to the Blessed Light Monk.
 * Healing Touch or Signet of Rejuvenation instead of Guardian or Shield Of Absorption, for more healing, less protection.

Equipment
 * Survivor Insignias.
 * Rune of Superior Vigor and Two Runes of Vitae.
 * A Martial Weapon of Enchanting with an "I Have The Power" Inscription.
 * Protection Focus of Fortitude with a "Forget Me Not" Inscription.

Bonder Monk

 * Atleast 1 needed

Attributes and Skills
[build prof=monk/mesme divine=11+1+3 protec=11+3 inspir=8][Life Barrier][Life Bond][Balthazar's Spirit][Blessed Signet][Mantra of Inscriptions][Protective Spirit][Ether Signet][Rebirth][/build]

Variants

 * Take Blessed Light instead of Life Barrier. The tanks will take more damage against hard-hitting foes, but the monk will be more effective in the case of an agro break.

Equipment

 * Survivor Insignias.
 * Rune of Superior Vigor and Two Runes of Vitae.
 * A Martial Weapon of Enchanting with an "I Have The Power" Inscription.
 * Protection Focus of Fortitude with a "Forget Me Not" Inscription.

WalkThrough
Here you will find how to use this build.

General

 * The Obsidian Tanks
 * The Tanks will need to form a wall and activate the wards when possible since the Underworld consists of lots of small paths it is easy for them to block the way completely to the casters. And thanks to the Burning from the SF Ele's Armor of Sanctity and Stoneflesh Aura you will have a total of 46 Damage Reduction.


 * Damagedealer
 * The Damagedealers is simplest task in this build. The only thing they have to do is kill foes. They have also got to lure foes - this is because casters won't get close enough to the wall to get affected by their wards.


 * Healer Monk
 * If you have a good "wall" the Healer won't have problems healing them since they won't get any damage (except when Stoneflesh runs out) but if all wall Tanks have got a +20% Enchanting weapon they will not be vulnerable if stoneflesh is cast right.


 * Bonder Monk
 * The Bonder needs to bond the three Tanks with Life Barrier, Life Bond and Balthazar's spirit giving you a total of -5 energy regeneration. (if you like to cast Balthazar's spirit on yourself, then a total of -6)

Clearing The Chamber
Before taking this quest, clear the chamber of all Aatxe and Dying Nightmares. When aggroing Aatxe, the Tanks should make sure they have their anti-interrupt skill active and be ready to cast Obsidian Flesh if they hear a Dying Nightmare spawn. Aatxe are the hardest hitting foes in the Underworld, and the Tanks will likely take some damage through all of their enchantments. Monks should be ready to run in with a heal if needed.

When taking the quest, the Tanks can try creating a wall at the top of left staircase, or just place one Tank where it will attract aggro.

Make sure the Tanks activate their anti-interrupt skill active when fighting Grasping Darknesses. Other then their interrupts, these foes are not much of a problem.

The next area has several patrols of Aatxe and Grasping Darkness with attached Dying Nightmares. Depending on the abilities of the Tank, you can pull these one at a time, or all at once. Just make sure the Tanks have GoC/MoR active, and are ready to cast Obsidian Flesh if a Nightmare is agroed.

Next step is the Terrorweb Dryders. Tanks should use Glyph of Swiftness and Obsidian Flesh to remain immune to spells. Stoneflesh Aura should be enough to be immune to their attacks. Try to cluster the Dryders together before the party comes in to nuke.

The Reaper of the Labyrinth will then spawn, so you can complete your quest, but DO NOT TAKE ANY QUESTS YET! You make it much easier on yourself if you clear all foes surrounding the statues of Grenth in the Forgotten Vale and Twin Serpent Mountains, which are positioned to attack the Reaper when summoned. After you have done this, you may return to the Reaper of the Labyrinth and then take the quest Restore the Monuments of Grenth

Restoring the Monuments of Grenth

 * Reaper of the Chaos Planes


 * This place is a bit harder and asks for the tanks to run as fast as they can. Killing a Banished Dreamrider isn't too hard but after the death of a Dreamrider, Mindblade Spectres will spawn. All casters should run to the middle and the elementalists should run to the spectres as fast as they can because they're melee creatures, it won't be hard keeping aggro once it has been taken by the tanks.


 * Reaper of the Ice Wastes


 * To kill the Dryder's at the monument of the Reaper of the Ice Wastes just create a wall underneath the stairs and kill them. If done right you will have no problems with surrounding foes.


 * Reaper of the Bone Pits


 * This area is harder since all binds will often become stripped from the chained souls if the tanks don't keep Obsidian Flesh on all the time. Be carefull for exploitable body's left behind the wall there might get minions summoned who will attack the caster's behind the wall. If that is the case the Elementalist shouldn't react on that and just let the SF ele's kill them they won't be a great threath but being forgotten still might become a problem.


 * Reaper of the Spawning Pools


 * This Reaper would be done first too because of the many Terrorwebs you might get confused and kill the statue group and then the rest aggro the reaper and kill it.


 * Reaper of the Forgotten Vale


 * You kill the foes surrounding this statue - if done following this walkthrough the Dryders won´t be a problem here.


 * Reaper of the Twin Serpent Mountains


 * You kill the foes surrounding this statue. Ignore the terrorwebs until you have killed the Obsidian Behemoth.

Servants of Grenth
Before starting this quest clear the area of Smites, Dying Nightmares and Coldfires. Now stand where the Dryders should spawn when the quest has been taken. The Healer Monk goes to the Reaper of the Ice Wastes. Whenever the Healer monk takes the quest he waits till all dryder have spawned and have aggroed the wall before going back to the team. The Tanks should have Obsidian Flesh activated constantly. When all Terrorwebs have spawned the eles cast Meteor Shower to interrupt them.

Imprisoned Spirits
First clear the complete pits. Now all casters should stand on the bridge and the Tanks just a bit ahead of it. The Healer Monk goes ahead to take the quest. When the quest is taken there will be a spawn of foes at the gate and a spawn of allied ghost which you need to protect. The spawn of foes will proceed to the bridge - kill them as soon as possible. Now you can take the Spirits to the reaper.

Note: The spirits will attack Chained Souls, so help by killing them to speed the quest.

Wrathful Spirits
This Quest won't be a big problem since there are no other foes than the Tortured Spirits. Just make sure one of the NPC spirits survive.

Demon Assassin
This is a very easy quest. Start by clearing the way to the shrine. Take the quest and quickly make your way back to the place where the path splits. Here the Demon Assassin will storm at you. The tanks should quickly body-block him, and the casters can finish him off. Now there will be a group coming after the Demon Assassin - body-block them too, and finish them off with some SF spamming.

The Four Horsemen
Here The Tanks should split up into 2 groups. They then get at both the right side and the left side. The side with a single warrior gets cleared first. When that side is done, everyone goes to the other side where the elementalist Tank is - the second will come and create the 2-man wall again.
 * The Tanks must use Glyph of Swiftness and keep up Obsidian Flesh if this goes wrong it will result in a dead or lost of energy for healing from the monks
 * The casters (especially the monks) should stay away until full aggro has been placed on the tanks

Terrorweb Queen
When this quest is taken go to the Queen and make sure at least one elementalist aggros it while he keeps Obsidian Flesh maintained. The SF eles must use Meteor Shower on her Guardians right away. You may also choose to lure the Queen closer to the Guardians so the they will be damaged by the AoE from SF and MS. Alternatively, you can just ignore her Guardians and kill the Queen and use the Reaper to get away from there. No hard time for the casters since there will be no damage, only projectiles, and because they will always be behind a wall they won't get hit by them.

Escort of Souls
Only take this Quest when you have completed Wrathful Spirits. If not they might kill a new soul and take your team back to the mortal world even if you completed this quest. Let the monk take this quest so the lost souls will follow the monk. The Tanks should proceed as usual and eles should wait for full aggro on the Tanks especially when fighting the Mindblade Spectres.

Unwanted Guests
This quest should only be taken if you have another Reaper summoned. Take the quest and go to another Reaper, preferably the Reaper of the Forgotten Vale. Walk back to the Reaper of the Labyrinth. When you enter the Labyrinth wait for the Vengefuls to be far away from the Keeper. The tanks should create a wall in front of the damagedealers in case the Aatxe become lured/aggroed while the damagedealers are still killing the Keeper and the Terrorwebs. If you have killed the Keeper and the Aatxe's don't die just lose aggro and they will die this can be done by teleporting somewere else via a Reaper or just simple running. Next, go to the Reaper of the Chaos Planes or Ice Wastes and do the same again as you did with the first group. All groups consist of 3 Terrorwebs, 3 Vengeful Aatxes and 1 Keeper of Souls