Guide:The Deep

This article serves as a general guide on how to complete The Deep in hard mode.

Minimum skill requirements
Successfully clearing The Deep is not a complicated task when key skills are brought:
 * Knockdowns: Aspects of Kanaxai become immune to all damage unless they are knocked down at 75%, 50%, 25% health thresholds.
 * Kanaxai himself has slightly different thresholds of 80%, 60%, 40% and 20%.
 * At minimum, your team will require two knockdowns in order to complete the final encounter with Kanaxai.
 * If using nine or more heroes, two knockdowns may be sufficient for the entire run.
 * Otherwise your party will ideally bring at least four knockdowns; one for each of the first rooms.
 * Realistically most groups will attempt to bring a knockdown on each damage player.
 * The recommended skills are either [["You Move Like a Dwarf!"] or [[Great Dwarf Weapon].


 * Recall: The third section includes a mechanic where the original design intent was to leave 5 players behind due to a gate closing too quickly after the pressure pads are released.
 * The standard way to beat this mechanic is for five nominated players to bring [[Recall] and synchronise ending the enchantment to avoid any players being trapped.
 * Recall can be combined with "You Move Like a Dwarf!" to greatly simplify the final encounter with Kanaxai.

These are the bare minimum requirements. Additionally groups may want to consider nominating a player to pull or tank foes beforehand, as this will influence the required backline (e.g. if using a tank player you wouldn't need an Imbagon).

Team overview
Adding a supportive backline to the above requirements will mean that a basic team will look as follows:

General
These tactics and builds are designed to combine relative velocity with ease of use and high reliability.

The Deep is a long chain of rooms, each constituting its own gameplay puzzle with different area designs, foe compositions and crippling environment effects. They are tied to the aspects of Kanaxai, mini-bosses found in each room; killing them will end the environment effects. However, their special trait is being immune to damage once they hit 75%, 50% and 25% health point thresholds. To break this damage immunity, they need to be knocked down. In order to kill aspects of Kanaxai knock downs are required.

In some rooms you'll find "flowers", interactive objects which attack your team. They can be turned off by activating them once. Note that interacting with them again will reenable them!

This guide features a basic main team approach which will work with any team built within this page's guidelines. Some player builds will open up additional opportunities for faster or more convenient solutions to some rooms. They will be listed separately in the respective room's guide section, marked in colour. These alternative tactics are optional but recommended to make full use of these utility builds. There are three groups of builds that enable extra tactics;
 * 1) Full shadow form tank
 * Only the Shadow Form Tank qualifies as this. This build can face-tank any foe and also do all the extras that are open to semi tanks. The full tank's tricks are recorded on the map in pink.
 * 2) Semitank
 * All somewhat tanky builds are able to do these jobs. What's to be done is recorded on the map in bright green.
 * Defy Pain Tank – serves as a full tank. In the chaos storm room, however, it only serves as a semitank.
 * Hundred Blades Warrior – can do the second full tank trick despite being a semitank.
 * Dagger Shadow Form Utility Character
 * Vow of Strength Dervish
 * 3) Dual IMS Paragon
 * A large area can be skipped by running through foes with permanent speed boosts, as seen on the map in paragonish colour. This requires party wide permanent IMS and healing, which is only available to the IMS Paragon Prot. See also: Video Section

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Section 1: Initial Split
Differences with heroes
 * colspan=3 valign=top|The Deep Hero Flag Position.jpg
 * There are four rooms into which you can send three characters each.
 * If possible, send balanced teams into each room consisting of two damage dealers and either a backline or utility character.
 * In each room there's a small group of foes and a separate aspect of Kanaxai. The gate to the next room opens once the group of foes has been eliminated. To proceed with the deep at least one team has to be able to defeat this group of foes and the foes in the next room (groups of ripper carps, scourge mantas and darkened irukandjis). Clearing the next room opens the gates of all the previous rooms and allows to free player teams that were unable to complete their starting room. Ideally each of the player teams can complete the first room without help from the others.
 * Distribute the heroes across at most three players in the team.
 * Players with heroes go through the closed gate (it has no collision) uphill and flag their heroes into the rubble. (See picture)
 * The player has to go uphill with the heroes all the way before flagging them or they won't be teleported.
 * All players with heroes go through the portal to room 1.
 * If less than three players have heroes, send more player characters through.


 * Now unflag the heroes. They will teleport to you shortly after colliding with a wall. As a result, the heroes are in room 1 together with three players.
 * Refer to the video section for a video guide.
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Section 2: Reunite

 * colspan=3 valign=top|Your team is separated into up to four split teams which can fight their way to a hall that's connected to all other starting rooms. At least one team has to make it through to save the others. Ideally all team parts can free themselves without help to save time.


 * Kill the group of mobs in your room. This will open your gate.
 * If possible, kill the aspect of Kanaxai (requires knock downs).
 * Proceed to the hall. Multiple groups of foes are patrolling there. Lure as many as your team can handle; use your gate as a choke point.
 * Once the entire room is cleared, all gates open and you can rescue parts of the team that didn't make it through before.
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Section 3: Puzzle Gate
Preparation Clear the room
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 * One character uses recall on a team member, runs into the room, disables the fire flower and cancels recall. Now the team can enter the room and kill foes or lure them down into the previous room.
 * valign=top style="background:light" height=20px|Preparation - semitank
 * Semitanks can go into the room, disable the fire flower, aggro the three collapsing groups of foes and drag the melees onto the ranged foes. The team can now spike them.
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 * Kill the aspect of lethargy.
 * Kill all foes in the room.
 * Kill the first group of outcast behind the gate to the next room.

Recall game
 * To open the gate one character has to stand on each of the five platforms in the room. This is the job of all characters with [[Recall].
 * The characters standing on the remote platforms use recall on the one standing on the central platform.
 * The central gate character uses recall on one of the party members which pass through the gate.
 * Recall characters take their positions on the platforms. The gate will now open.
 * All non-recall characters go through the gate. They can already start killing the group of foes below.
 * The character which recall was used on by the central platform character moves far enough into the room for this instance of recall to end.
 * The central platform character is thus moved to his recall target. This will automatically cancel all other recalls, causing their users to be shadow stepped past the gate into the next room. The gate closes few seconds later.
 * If heroes are among the recall characters, make sure to unflag them once they've shadow stepped. Else they'll run back into the last room right before the gate closes again.
 * In case anything went wrong and you lose party members, finish the post-gate room. The gate to the previous room will open again and after spiking the nightmares you can resurrect your party members. If their positioning is good they can alternatively be retrieved with [[Unyielding Aura@17] or [[Rebirth@4] without having to fight the nightmares at all.
 * Refer to the video section for a video guide.
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Section 4: Post-Gate

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 * Kill the left and right groups with caster damage.
 * Kill the central group near the aspect of Kanaxai before dealing with the aspect himself.
 * Kill the aspect.
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Section 5: Spell Failure

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 * In this room spellcasting fails. Stay in the previous room, don't run through the gate.
 * If you have a semitank, send him into the room to collect the three patrolling groups of foes. Assassins have to cast [[Shroud of Distress@17] in advance.
 * Without a semitank, send a character to lure one patrol at a time.
 * The patrols are lured to the team which is waiting in the previous room. They follow far enough to be killed on the stairs.
 * Once the three patrols are killed, one party member uses recall on another, enters the room and hides behind the large jade block right below the first group of outcast archers. All projectiles will be obstructed so you'll be safe there.
 * The rest of the team can now run through safely.
 * Run down both stairs, turn right and hide in the corner. There will be no environment effect affecting you.
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Section 6: Leviathan

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 * Stay in the corner you've run into coming from the previous room and kill off the Onis you're fighting.
 * Renew your enchantments, provide players with energy using [[Blood is Power@13] on them.
 * Proceed into the room and keep right. The environment effect prevents applying enchantments.
 * The Leviathan will spawn and block the way. Kill him for extra Luxon rewards.
 * His attacks hit particularly hard, but your Ritualist or Paragon prot will keep the damage within reasonable boundaries.
 * Keep right, kill spawning Onis and proceed into the next room.
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Section 7: Teleport

 * colspan=3 valign=top|
 * There are a few fire flowers on the left. Turn them off.
 * The aspect will teleport you to foes once in a while. If you're separated from your team, return to it.
 * If you have heroes, make sure they don't end up in [[Maelstrom@20].
 * Kill all Onis in the room to open the gate to the next. Outcast can be fought if you aggro them.
 * Kill the aspect and regroup before advancing into the next room.
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Section 8: Movement Punishment

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 * In this room you'll take damage while moving. This can be countered with [[Seed of Life], [["Incoming!"@14], [["Fall Back!"@14] or [["There's Nothing to Fear!"].
 * Foes will spawn in the previous room and start chasing you. If you're fast, you don't have to worry about them. Players with spirit builds can leave their spirits behind to delay foes.
 * Behind each bridge a large group of Onis hides.
 * Turn off the flowers to stop them crippling your team.
 * Kill the aspect of Kanaxai at the end of the third bridge.
 * Proceed depending on your team's setup – see next section.
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Section 9: Chaos Storms

 * valign=top|NOTE: Using non-spellcaster weapons does no longer prevent foes using chaos storm!

With a shadow form full tank With a semitank
 * Kill all foes from the previous that attack your team from behind.
 * Send one character to lure one or two groups at a time until all of them are killed.
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 * The tank uses [[recall] on a party member.
 * He should then collect all foes and place them such that the team can run past them.
 * Once the main team has made it past the aspect of Kanaxai the tank cancels recall.
 * Kill all foes from the previous that attack your team from behind.
 * Send the semitank into the room to grab as many groups of foes as possible, then lure them to the main team.
 * Spike the foes.
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 * Regroup, then simply run through the foes in this room. Keep right. Heroes need to be flagged all the time to avoid that they get stuck.
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Section 10: Flowers
With a full tank or utility warrior
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 * Designate two players who turn off the flowers, one on the left and one on the right side.
 * Keep right, fight spawning foes. Proceed to the next room.
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 * Use [[recall] on a party member.
 * Apply all your protective enchantments. [[Shadow Shroud@17], if part of the build, has to be active before you're in range of the Onis, as they apply dazed.
 * [[Death's charge] on the aspect from below.
 * Run further, keep right.
 * All foes from the room will now charge to the aspect and stay there.
 * Cancel recall.
 * The team can proceed to the next room without foe contact. Keep right.
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 * Regroup, then simply run through the foes in this room. Keep right. Heroes need to be flagged all the time to avoid that they get stuck.
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Section 11: Antechamber

 * colspan=2 valign=top|
 * Fight your way through.
 * valign=top style="background:light"|
 * Regroup, then simply run through the foes in this room. Heroes need to be flagged all the time to avoid that they get stuck. Pay attention that no one (heroes in particular) gets stuck.
 * Kill the outcast and aspect of Kanaxai.
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Section 12: Kanaxai Boss Fight
Like his aspects Kanaxai has to be knocked down in order to kill him. His damage immunity thresholds are 80%, 60%, 40% and 20% of his maximum health points. However, when he is knocked down a large amount of nightmare creatures spawns in his area – and they respawn upon the next knock down if killed. However, there's a limit to their total number, which can be used to ease the boss fight enormeously.
 * colspan=3 valign=top|

Step 1: Derail Extra Spawns Step 2: Kanaxai Boss Fight
 * The two players with both [[Recall] and [["You Move Like a Dwarf!"] are now required.
 * Use recall on one of the other party members.
 * Run into the left corner of Kanaxai's chamber. His aggro range is extended, so he'll come for you without requiring manual luring.
 * The first player knocks Kanaxai down once he is in touch range. At this point recall has to be cancelled to return to the team.
 * Once Kanaxai had recovered from the first knock down the other player does the second one and cancels recall for a safe escape. A standard knock down lasts two seconds.
 * All extra foes have now spawned on the left side of the room and will stay there.
 * The entire team moves along the right wall and avoids the extra spawns. Kanaxai aggroes and comes for you.
 * Kanaxai's damage immunity thresholds are 80%, 60%, 40% and 20% of his maximum health points. As with the aspects of Kanaxai, a knock down breaks the current immunity.
 * He has the self-preservation skill Nightmare Refuge. It grants great defense and quite some healing. Ideally you interrupt it with mesmer spells or [["You Move Like a Dwarf!"].
 * The skill can alternatively be countered with enchantment removal. While the enchantment is active, spells used against Kanaxai have a 50% chance of failure, so this is less reliable than interruption. Obviously it is preferable to interrupt it, but an ideal enchantment removal skill for this purpose is [[Inspired Enchantment].
 * }
 * }

Build suggestions
The sections below contain build suggestions suitable for all professions and teams between 2 and 12 players. When following the tactics in the area guide section, a tank is not required and run durations range from about 17 to 30 minutes. Experienced teams can play these builds without consumables.

''The builds are stored in collapsible sections to ease page navigation. Click ' show ' on their right side to unveil the content. For a quick navigation use the links below, else browse the page by scrolling.''

UA Healer (Pick 1)
{{Variantbar|name=Unyielding Aura|position=1|prof=Mo|template=[build prof=Mo ProtectionPrayers=6+1 DivineFavor=12+1+3 HealingPrayers=11+2][Optional][Dwayna's Kiss@14][Divine Healing@17][Heaven's Delight@17][optional][Seed of Life][Aegis@8][Unyielding Aura@17][/build]
 * Variable skill slots
 * {{skill pvxicon|Patient Spirit|14}} – second spot heal. Use in your 40/40.
 * {{skill pvxicon|Protective Spirit|8}} – backup for downtimes of {{Inlinepvx|Shelter@16}} or {{Inlinepvx|"Save Yourselves!"}}.
 * {{skill pvxicon|Vigorous Spirit|14}} – additional healing, particularly useful for assassins and dervishes.
 * {{skill pvxicon|Healing Seed|14}} – fake protection for single targets.
 * {{skill pvxicon|Shield of Absorption|8}} – actual protection for single targets.
 * {{skill pvxicon|Arcane Mimicry}} – copy {{Inlinepvx|Healing Burst@14}} for fights which will require a lot of healing.

Equipment

 * 40/20/20 Healing Prayers
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Maintain to increase your healing output.
 * An icon of the skill will appear on your screen and indicate that you're maintaining an enchantment. Double-click it to release it.
 * Release the enchantment to resurrect party members.
 * Use and  as a selfheal and to heal multiple party members.
 * Spot heal with.
 * Use when your team is threatened by weapon based attacks.
 * When a single target is receiving plenty of damage, use on it.
 * Main article: Mo/any Unyielding Aura

{| border="2" cellspacing="0" cellpadding="6" rules="all" style="margin:1em 1em 1em 0; border-style:solid; border-width:1px;" class="collapsible collapsed" width=58% !style=background:#ededed align=left| Hero Alternatives {{Variantbar|name=HERO Unyielding Aura|position=1|prof=Mo|template=[build prof=Mo DivineFavor=12+1+3 HealingPrayers=11+2 ProtectionPrayers=6+1][Healing Seed@14][Dwayna's Kiss@14][Divine Healing@17][Heaven's Delight@17][optional][Shield of Absorption@8][Aegis@8][Unyielding Aura@17][/build]
 * Variable skill slot
 * {{skill pvxicon|Protective Spirit|8}} – backup for downtimes of {{Inlinepvx|Shelter@16}} or {{Inlinepvx|"Save Yourselves!"}}.
 * {{skill pvxicon|Healing Seed|14}} – fake protection for single targets.
 * {{skill pvxicon|Shield of Absorption|8}} – actual protection for single targets.

Equipment

 * 40/20/20 Healing Prayers
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Main article: Mo/Me Unyielding Aura Hero
 * Main article: Mo/Me Unyielding Aura Hero
 * }
 * }

Second Healer (Pick 1)
Note: If your BiP is playing a healer build another healer won't be required. You can bring a utility character or damage dealer instead. {{Variantbar|name=Perma Seed|position=2|prof=Mo|template=[build prof=Mo/E DivineFavor=12+2 ProtectionPrayers=12+1+3][Glyph of Renewal][Dismiss Condition@17][Shield of Absorption@17][Spirit Bond@17][optional][Seed of Life][Aegis@17][Blessed Aura@15][/build]
 * Variable skill slot
 * {{skill pvxicon|Protective Spirit|8}} – backup for downtimes of {{Inlinepvx|Shelter@16}} or {{Inlinepvx|"Save Yourselves!"}}.
 * {{skill pvxicon|Shielding Hands|17}} – additional single target protection.
 * {{skill pvxicon|Arcane Mimicry}} – copy {{Inlinepvx|Unyielding Aura@15}} for stronger healing from {{Inlinepvx|Dismiss Condition@17}} and access to a backup resurrection.

Equipment

 * 40/20/20 Protection Prayers
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Equip your weapon of enchanting, then use and avoid weapon set switching.
 * Note: The resulting enchantment duration depends on whether you equip your weapon of enchanting before or after you apply blessed aura. For a reference, consult this table. GdG = Divine Favour; green = enchantment lasts longer if weapon of enchanting is equipped before blessed aura is applied; red = enchantment lasts longer if blessed aura is applied first. With this build you'll ideally equip the weapon first, apply blessed aura second and avoid weapon switching. This will extend your 8 seconds enchantments, most notably, by another second to a duration of 14 seconds.
 * Your lasts 19 seconds with a recharge time of 24 seconds, allowing easy permanent party-coverage together with the UA Healer.
 * Cast on targets receiving large amounts of damage per hit.
 * Combine with  on targets receiving many damage packages for plentiful party healing. Your seed lasts 8 seconds.
 * Make single targets immune to damage by using on them. Due to the extended duration of 14 seconds the damage reduction will quickly stack up far enough to reduce any damage to 0.
 * You can use as a single target healing spell; it heals for 131 health points. Removing a condition is not required, the healing effect is tied to your target being enchanted. Thanks to aegis chains this should always be the case.

{{Variantbar|name=Healer's Boon|position=2|prof=Mo|template=[build prof=Mo/Me HealingPrayers=12+1+3 DivineFavor=10+3 InspirationMagic=8][Orison of Healing@17][Dwayna's Kiss@17][Selfless Spirit][Heal Party@17][Auspicious Incantation@9][Seed of Life][Healer's Boon@14][Arcane Mimicry][/build]

Equipment

 * 40/40 Healing Prayers
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Copy from the UA healer with  and maintain it to increase your healing output.
 * An icon of the skill will appear on your screen and indicate that you're maintaining an enchantment. Double-click it to release it.
 * Release the enchantment if you wish to resurrect party members. Leave resurrecting primarily to the actual UA monk since you can't cast it again without arcane mimicry. If possible, only use it to resurrect the UA monk.
 * Use as energy management to spam your spot heals  and.
 * Use when appropriate.
 * Heal party is not restricted to earshot range but will work within compass range instead. That allows to safely heal targets far out of your casting range. This is particularly useful for supporting semi tanks.
 * When you're running low on energy, switch to your high energy set and use followed by heal party.
 * Main article: Mo/E Healer's Boon

{{Variantbar|name=Healing Burst|position=2|prof=Mo|template=[build prof=Mo/Me DivineFavor=12+1+3 HealingPrayers=11+2 ProtectionPrayers=6+1][Healing Burst@14][Dwayna's Kiss@14][Divine Healing@17][Heaven's Delight@17][optional][Seed of Life][Aegis@8][Arcane Mimicry][/build]
 * Variable skill slot
 * {{skill pvxicon|Protective Spirit|8}} – backup for downtimes of {{Inlinepvx|Shelter@16}} or {{Inlinepvx|"Save Yourselves!"}}.
 * {{skill pvxicon|Vigorous Spirit|14}} – additional healing, particularly useful for assassins and dervishes.
 * {{skill pvxicon|Healing Seed|14}} – fake protection for single targets.
 * {{skill pvxicon|Shield of Absorption|8}} – actual protection for single targets.

Equipment

 * 40/20/20 Healing Prayers
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Copy from the UA healer with  and maintain it to increase your healing output.
 * An icon of the skill will appear on your screen and indicate that you're maintaining an enchantment. Double-click it to release it.
 * Release the enchantment if you wish to resurrect party members. Leave resurrecting primarily to the actual UA monk since you can't cast it again without arcane mimicry. If possible, only use it to resurrect the UA monk.
 * The healing bonus is applied to most of your healing, including 's party healing. Due to this you'll create a steady stream of strong party healing while keeping single targets alive.
 * Spot heal with and . Prefer healing burst when possible.
 * Use when your team is threatened by weapon based attacks.
 * When a single target is receiving plenty of damage, use on it.
 * Main article: Mo/any Healing Burst

{{Variantbar|name=Restore Condition|position=2|prof=Mo|template=[build prof=Mo/R ProtectionPrayers=11+2 DivineFavor=12+1+3 WildernessSurvival=6][Restore Condition@14][Spirit Bond@14][Shield of Absorption@14][optional][optional][Seed of Life][Serpent's Quickness@7][Blessed Aura@17][/build]
 * Variable skill slots
 * {{skill pvxicon|Divine Healing|17}} – additional party healing.
 * {{skill pvxicon|Heaven's Delight|17}} – additional party healing.
 * {{skill pvxicon|Aegis|14}} – party protection.
 * {{skill pvxicon|Shielding Hands|14}} – additional single target protection.
 * {{skill pvxicon|Selfless Spirit}} – energy management. Always apply serpent's quickness first as it allows to maintain this enchantment permanently.
 * {{skill pvxicon|Reversal of Fortune|14}} – small prot. Only use with selfless spirit.

Equipment

 * 40/20/20 Protection Prayers
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Use, then equip your weapon of enchanting.
 * Note: The resulting enchantment duration depends on whether you equip your weapon of enchanting before or after you apply blessed aura. For a reference, consult this table. GdG = Divine Favour; green = enchantment lasts longer if weapon of enchanting is equipped before blessed aura is applied; red = enchantment lasts longer if blessed aura is applied first. With this build you'll ideally use blessed aura first, switch to the weapon second. This will extend your 7 seconds by another second to a duration of 12 seconds.
 * Enter in intense fights. It allows to use your important skills more frequently. The recharge time reduction stacks with the essence of celerity.
 * Remove conditions from party members with . This will usually heal targets to full health and is especially useful for targets which have been blinded and dazed by Onis.
 * Serpent's quickness reduces the recharge time to one second.
 * Your lasts 18 seconds with a recharge time of 24 seconds, allowing easy permanent party-coverage together with the UA Healer.
 * Under the effects of serpent's quickness the recharge time will be reduced to 16 seconds, allowing to cover the team without help of the UA.
 * Cast on targets receiving large amounts of damage per hit.
 * Use on targets receiving many damage packages for plentiful party healing. Your seed lasts 8 seconds.
 * Serpent's quickness reduces the recharge time to 11 seconds.
 * Make single targets immune to damage by using on them. Due to the extended duration of 12 seconds the damage reduction will quickly stack up far enough to reduce any damage to 0.

{{Variantbar|name=Attuned Was Songkai|position=2|prof=Rt|template=[build prof=Rt/any SpawningPower=12+3 RestorationMagic=12+1+3][Recuperation@17][Life@17][Attuned Was Songkai@16][Mend Body and Soul@17][Spirit Light@17][Spirit Transfer@17][Optional][Optional][/build]
 * Variant – no consumables
 * Reduce spawning power by 1, increase wilderness survival to 6.
 * {{skill pvxicon|Serpent's Quickness|6}} – use this to make {{Inlinepvx|Attuned Was Songkai@14}} maintainable.
 * {{skill pvxicon|Dwarven Stability}} – optionally extend the duration of serpent's quickness so your other skill are recharging more quickly aswell.
 * Variable skill slots
 * {{skill pvxicon|Breath of the Great Dwarf}} – on demand party heal.
 * {{skill pvxicon|Recovery|17}} – defeat conditions like dazed or blindness. Consider combining with {{Inlinepvx|Summon Spirits}}.
 * {{skill pvxicon|Summon Spirits}} – if using three spirits consider moving them around the map to reduce preparation time before fights.
 * {{skill pvxicon|Feast of Souls|16}} – on-demand party heal. Make sure that you don't kill other party members' spirits! Life recharges 4 seconds before it expires naturally, so you may want to use feast of souls on it whenever it is recharged to maximize the healing.
 * {{skill pvxicon|Ebon Battle Standard of Wisdom}} – support in teams consisting mainly of casters.
 * {{skill pvxicon|Ebon Battle Standard of Honor}} – support in teams with multiple ranged elementalist damage dealers.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – if additional knock downs are desired.
 * {{skill pvxicon|Recall}} – if the team does not yet have enough recalls.
 * {{skill pvxicon|Great Dwarf Weapon}} – alternative knock down source and buff to weapon based damage dealers' offensive potential.
 * {{skill pvxicon|Signet of Binding}} – steal hostile spirits, especially {{Inlinepvx|Restoration}}.

Equipment

 * 40/40 Restoration Magic
 * 5 x Herald's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Place spirits of . Once it has recharged.
 * For stationary fights also use.
 * Spam single target healing wherever they are needed.
 * Main article: Rt/R Attuned Was Songkai Healer

{{Variantbar|name=Ritual Lord Healer|position=2|prof=Rt|template=[build prof=Rt SpawningPower=12+3 RestorationMagic=12+1+3][Spirit Light@17][Mend Body and Soul@16][Rejuvenation@20][Ritual Lord@16][Life@20][Recovery@20][Recuperation@20][Summon Spirits][/build]

Equipment

 * 40/40 Restoration Magic
 * 5 x Shaman's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Make sure that if position 3 (BiP) is a necromancer or ritualist their restoration magic spirits are replaced and don't interfere with yours. Due to 16 spawning power and 20 restoration magic your spirits are superior in every aspect.
 * Maintain your spirits and keep them in range of the party. and  cause a constant healing of 20 healht points per second,  adds a party wide burst heal of 180 every 20 seconds and can be recast for an on demand heal.  makes conditions much less troublesome.
 * Spot heal with as necessary.
 * Remove conditions with and heal for a smaller amount.
 * Main article: Rt/any Ritual Lord Healer

{| border="2" cellspacing="0" cellpadding="6" rules="all" style="margin:1em 1em 1em 0; border-style:solid; border-width:1px;" class="collapsible collapsed" width=58% !style=background:#ededed align=left| Hero Alternatives {{Variantbar|name=HERO Healing Burst|position=2|prof=Mo|template=[build prof=Mo/Me HealingPrayers=11+2 DivineFavor=12+1+3 ProtectionPrayers=6+1][Healing Burst@14][Dwayna's Kiss@14][Healing Seed@14][Heaven's Delight@17][Divine Healing@17][Protective Spirit@8][Aegis@8][Arcane Mimicry][/build]

Equipment

 * 40/20/20 Healing Prayers
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Main article: Mo/Me Healing Burst Hero
 * Main article: Mo/Me Healing Burst Hero

{{Variantbar|name=HERO Second Blood is Power Healer|position=2|prof=N|template=[build prof=N/Rt SoulReaping=8+1+2 BloodMagic=8+3 RestorationMagic=12 Curses=7+2][Blood is Power@13][Enfeebling Blood@10][Signet of Lost Souls@13][Mend Body and Soul@13][Spirit Light@13][Spirit Transfer@13][Protective Was Kaolai@13][Recuperation@13][/build]

Equipment

 * 40/20/20 Restoration Magic
 * 5 x Tormentor's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Use this build only if position 3 (BiP) is already done by a blood is power N/Rt healer. Else, use the blood is power healer build for heroes found there.
 * Main article: N/Rt Blood is Power Healer Hero
 * Main article: N/Rt Blood is Power Healer Hero
 * }
 * }

Blood is Power (Pick 1)
Note: It is recommended that position 3 (BiP) is played by a hero, as the player builds aren't much fun and a player can't see other players' energy level.

Note: If using the recommended healer hero build, the party position 2, second healer, can be replaced with a utility character or damage dealer. {{Variantbar|name=HERO Blood is Power Healer|position=3|prof=N|template=[build prof=N/Rt SoulReaping=10+1+3 BloodMagic=8+3 RestorationMagic=12][Blood is Power@13][Signet of Lost Souls@15][Optional][Mend Body and Soul@13][Spirit Light@13][Spirit Transfer@13][Protective Was Kaolai@13][Life@13][/build]
 * Variable skill slot:
 * {{skill pvxicon|Well of Blood|13}} – party healing against melee foes. Useful due to plentiful Oni encounters.
 * {{skill pvxicon|Blood Bond|13}} – additional healing for channeling spirits, melee players and from dying melee foes. Can cause the hero to get out of position early in combat.
 * {{skill pvxicon|Enfeebling Blood|8}} – lower soul reaping to base 8, increase curses to base 7. Reduced damage from attacks. Can cause the hero to get out of position early in combat.
 * {{skill pvxicon|Blood Renewal|13}} – selfheal.
 * {{skill pvxicon|Weapon of Shadow|13}} – anti-physical protection.

Equipment

 * 40/20/20 Restoration Magic
 * 5 x Tormentor's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Main article: Blood is Power Hero
 * Main article: Blood is Power Hero

{| border="2" cellspacing="0" cellpadding="6" rules="all" style="margin:1em 1em 1em 0; border-style:solid; border-width:1px;" class="collapsible collapsed" width=58% !style=background:#ededed align=left|Player Alternatives {{Variantbar|name=Blood is Power Player Necromancer|position=3|prof=N|template=[build prof=N/Rt SoulReaping=7+1 BloodMagic=8+1+3 Curses=8+2 RestorationMagic=12][Blood is Power@13][Blood Renewal@13][Mend Body and Soul@13][Spirit Light@13][Spirit Transfer@13][Life@13][Breath of the Great Dwarf][Mark of Pain@11][/build]
 * Variant
 * Without anyone to trigger {{Inlinepvx|mark of pain@11}}, use {{Inlinepvx|Well of Blood@13}} and redo your attributes.

Equipment

 * 40/20/20 Restoration Magic
 * 5 x Tormentor's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Tell your physicals to call targets for your.
 * Use on mesmers and the backline.
 * Use blood is power on players who ask for energy support.
 * Selfheal with.
 * Heal the party with the rest of your bar.
 * }
 * }

Party Protection (Pick 1)
{{Variantbar|name=Communing Prot|position=4|prof=Rt|template=[build prof=Rt SpawningPower=12+1+3 Communing=12+3][Soul Twisting@17][Boon of Creation@17][Shelter@16][Union@16][Displacement@16][Armor of Unfeeling@16][optional][Summon Spirits][/build]
 * Variable skill slot
 * {{skill pvxicon|Signet of Creation|17}} – additional energy management.
 * {{skill pvxicon|Great Dwarf Weapon|17}} – damage support for physical attackers, additional knock down source. Lasts 33 seconds due to 17 spawning power.
 * {{skill pvxicon|Recall}} – if your team needs more.

Equipment

 * 40/20/20 Spawning Power
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Maintain and . Recast soul twisting when necessary.
 * Use, and  to protect the party.
 * Union has to be used after shelter to reduce the damage after it has been capped.
 * Use to ensure that the spirits receive only half the damage from foes and protecting allies.
 * Heal and move your spirits with.
 * Main article: Rt/any Soul Twisting Prot

{{Variantbar|name=Paragon Support|position=4|prof=P|template=[build prof=P/W Leadership=10+3 SpearMastery=9+1+3 Command=10+3 Tactics=7]["Save Yourselves!"]["For Great Justice!"]["To the Limit!"@8][Holy Spear@14]["Never Surrender!"@14]["Incoming!"@14]["Fall Back!"@14]["There's Nothing to Fear!"][/build]

Equipment

 * Vampiric Spear of Fortitude with "Strength and Honor"
 * Command Shield of Fortitude with "Leaf on the Wind"
 * 5 x Centurion's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * This build allows to skip parts of the deep, see guide.
 * Permenantly maintain the speed boost from and  on your party.
 * Protect your party during combat with and.
 * If you're the only party prot in the team, it is important to maintain SY as reliably as possible. allows to collect adrenaline much faster; combined with  it allows instant protection.
 * Use on summoned creatures for area damage.
 * Use to stabilize your team when necessary.

{| border="2" cellspacing="0" cellpadding="6" rules="all" style="margin:1em 1em 1em 0; border-style:solid; border-width:1px;" class="collapsible collapsed" width=58% !style=background:#ededed align=left| Hero Alternatives {{Variantbar|name=HERO Communing Prot|position=4|prof=Rt|template=[build prof=Rt SpawningPower=12+3 Communing=12+1+3][Soul Twisting@16][Boon of Creation@16][Shelter@17][Union@17][Displacement@17][Armor of Unfeeling@17][Signet of Creation@16][optional][/build]
 * Variable skill slot
 * {{skill pvxicon|Flesh of My Flesh|4}} – resurrection.
 * {{skill pvxicon|Rebirth|4}} – resurrection. Disable and micro.
 * {{skill pvxicon|Recall}} – if your team still needs more.

Equipment

 * 40/20/20 Spawning Power
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Main article: Rt/any Soul Twisting Prot Hero
 * Main article: Rt/any Soul Twisting Prot Hero
 * }
 * }

Utility (Pick 0 to 1)
For teams which prefer a more traditional playing style with a tank. Allows for different tactics in a couple of rooms, most notably under the Aspect of Depletion. Only the A/D full shadow form tank can do all tanking jobs. The other builds are only considered semitanks which have a slightly more limited range of tricks. The warriors are the middle ground as they can do 50% of the full tank jobs.

Note that if you play with a tank you should instruct your team to actually wait for you to ball foes and to control their usage of skills that cause scattering, such as Chaos Storm. Such skills should only be used against the Leviathan and foes which have snapped away from the tank already.

{{Variantbar|name=Defy Pain Tank|position=5|prof=W|template=[build prof=W/A Strength=12+1+3 Tactics=12+1 ShadowArts=3][Death's Charge@4]["To the Limit!"@14][Defy Pain@17]["You Are All Weaklings!"]["I Am Unstoppable!"][Shield Stance@14]["You Move Like a Dwarf!"][Recall][/build]

Equipment

 * Furious Spear of Fortitude with "I have the power!"
 * Strength Shield of Fortitude with "Run For Your Life!"
 * 5 x Knight's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae
 * 1 x Rune of Superior Absorption

Usage
}}
 * This build qualifies as a semi tank; check the guide for sections in which you can carry out special maneuvers. Additionally you can perform as a full tank in all rooms except under the Aspect of Depletion.
 * Gain adrenaline by using in range of foes and use it for.
 * Use to prevent knock downs, cripple or when the additional defense is needed.
 * Use to block attacks and further reduce incoming damage.
 * Use to facetank foes.
 * This build works ideally with a Healer's Boon monk in the team which can use to counter degeneration.

{{Variantbar|name=Hundred Blades Utility|position=5|prof=W|template=[build prof=W/A Strength=3 Swordsmanship=12+1+3 Tactics=12+1][Death's Charge@1]["To the Limit!"@14][Hundred Blades@17][Whirlwind Attack]["I Am Unstoppable!"][Soldier's Defense@14]["You Move Like a Dwarf!"][Recall][/build]

Equipment

 * Zealous Sword of Defense with "Strength and Honor"
 * Tactics Shield of Fortitude with "Run For Your Life!"
 * 5 x Knight's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae
 * 1 x Rune of Superior Absorption

Usage
}}
 * This build qualifies as a semi tank; check the guide for sections in which you can carry out special maneuvers. Additionally you can do the full tank job in Section 10: Flowers.
 * Shadow step into balling foes with, activate , , and . Spike foes with.
 * Works best alongside a necromancer.

{{Variantbar|name=Shadow Form Tank|position=5|prof=A|template=[build prof=A/D EarthMagic=12 ShadowArts=12+1+3 WindPrayers=6 DaggerMastery=11][Shroud of Distress][Shadow Form]["I Am Unstoppable!"][Signet of Mystic Speed][Ebon Battle Standard of Honor][Shadow Walk]["You Move Like a Dwarf!"][Dark Escape][/build]

Equipment

 * 40/20/20 Earth Magic
 * Spear with of Enchanting grip and +5 energy inscription.
 * Shield with "Sheltered by Faith"
 * Zealous Scythe of Enchanting and +5 energy inscription.
 * Zealous Daggers of Enchanting and a "Strength and Honor!" inscription.
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 3 x Rune of Attunement

Usage
}}
 * This build qualifies as a full tank; check the guide for sections in which you can carry out special maneuvers.

{{Variantbar|name=Shadow Form Damage|position=5|prof=A|template=[build prof=A DaggerMastery=12+3 ShadowArts=12+1+3 CriticalStrikes=3][Golden Lotus Strike@16][Golden Phoenix Strike@16][Death Blossom@16][Shadow Form@17]["I Am Unstoppable!"]["You Move Like a Dwarf!"][Shroud of Distress@17][Recall][/build]

Equipment

 * Zealous Daggers of Defense with "Guided by Fate"
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * This build qualifies as a semi tank; check the guide for sections in which you can carry out special maneuvers.

Damage (Fill the Team)
Please note that some of these damage builds, particularly those featuring squishy caster players, depend on party protection such as "Save Yourselves!" and Shelter. Do not run those builds without the right support.

{{Variantbar|name=Spiteful Spirit|position=6|prof=N|template=[build prof=N/Me SoulReaping=12+1 Curses=12+1+3][Arcane Echo][Spiteful Spirit@17][Mark of Pain@17][Necrosis][Signet of Lost Souls@14][Enfeebling Blood@17][Ebon Vanguard Assassin Support]["You Move Like a Dwarf!"][/build]

Equipment

 * 40/40 Curses
 * 5 x Tormentor's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Only use this character if you have a party member triggering reliably for spiking purposes: Vow of Strength Dervish, Hundred Blades Warrior or Ranger BiP.
 * Call mark of pain targets.
 * Follow with . It's not reliably attacking the targeted foe, but gives a chance for some additional mark of pain triggers.
 * Debuff melees with.
 * Use on quickly attacking foes or large balls of casters.
 * Depending on your team setup it may be best to use it on split targets instead, especially if it features many area damage specialized mesmers. This way you lose out on dealing area damage, but at least you've contributed something.
 * Damage single targets with.
 * Knock aspects of Kanxai down with.
 * Use on spiteful spirit, mark of pain or assassin support depending on the situation.
 * Main article: N/Me Spiteful Spirit

{{Variantbar|name=Icy Veins Support|position=6|prof=N|template=[build prof=N/A SoulReaping=12+3 Curses=12+1+3]["I Am Unstoppable!"]["You Move Like a Dwarf!"][Icy Veins@16][Mark of Pain@17][Ebon Vanguard Assassin Support][Barbs@17][Signet of Lost Souls@16][Recall][/build]

Equipment

 * 40/40 Curses
 * 5 x Tormentor's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Only use this character if you have a party member triggering reliably for spiking purposes: Vow of Strength Dervish, Hundred Blades Warrior or Ranger BiP.
 * Call mark of pain targets.
 * Main article: N/E Icy Veins

{{Variantbar|name=Icy Veins Damage|position=6|prof=N|template=[build prof=N DeathMagic=12+1+3 SoulReaping=12+3][Icy Veins@18][Putrid Bile@19][Putrid Explosion@19]["Finish Him!"][Masochism@18][optional][optional][optional][/build]
 * Variable skill slots
 * {{skill pvxicon|Well of Suffering|19}} – use against groups with Irukandji or Oni.
 * {{skill pvxicon|Signet of Lost Souls|18}} – additional energy management.
 * {{skill pvxicon|Recall}} – if your team needs more.
 * {{skill pvxicon|Rebirth|4}} – resurrection.
 * {{skill pvxicon|"By Ural's Hammer!"}} – panic button party resurrection.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – additional knock down source. Works well to finish off hexed targets.
 * {{skill pvxicon|Great Dwarf Weapon}} – alternative knock down source with martial weapon damage dealers in the team.
 * {{skill pvxicon|Ebon Vanguard Assassin Support}} – alternative knock down source, unreliable.
 * {{skill pvxicon|Ebon Battle Standard of Wisdom}} – support for your casters. Don't bring more than one party-wide.

Equipment

 * 40/20/20 Death Magic
 * 4 x Tormentor's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae
 * 1 x Bloodstained Insignia

Usage
}}
 * Call your targets to make sure that the on-death condition of and  is met soon and you can detonate the corpse with  for massive extra damage.
 * Finish them with.
 * Keep detonating corpses near foes.
 * Main article: N/E Icy Veins

{{Variantbar|name=Energy Surge|position=6|prof=Me|template=[build prof=Me FastCasting=12+3 DominationMagic=12+1+3][Cry of Pain][Energy Surge@17][Unnatural Signet@17][Chaos Storm@17][Spiritual Pain@17][Cry of Frustration@17][Optional][Optional][/build]
 * Variable skill slots
 * {{skill pvxicon|Wastrel's Demise|17}} – use on flesh golems. Only bring this if your team has few {{Inlinepvx|Spiritual Pain@17}}s.
 * {{skill pvxicon|Mistrust|17}} – use on casters.
 * {{skill pvxicon|Shatter Hex|17}} – useful in combination with a melee damage dealer.
 * {{skill pvxicon|Mind Wrack|17}} – improved single target damage. Opener for {{Inlinepvx|Cry of Pain}} if your team does not feature area mesmer hexes.
 * {{skill pvxicon|Overload|17}} – additional damage if you care to pay the required attention.
 * {{skill pvxicon|Shatter Delusions|17}} – additional damage. Only use in combination with overload.
 * {{skill pvxicon|Recall}} – if your team needs more.
 * {{skill pvxicon|Flesh of My Flesh|4}} – resurrection.
 * {{skill pvxicon|Rebirth|4}} – resurrection.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – additional knock down source.
 * {{skill pvxicon|Great Dwarf Weapon}} – alternative knock down source with martial weapon damage dealers in the team.
 * {{skill pvxicon|Ebon Battle Standard of Wisdom}} – support for your casters. Don't bring more than one party-wide.
 * {{skill pvxicon|Air of Superiority}} – chance of energy gain or chaos storm recharge.
 * {{skill pvxicon|"By Ural's Hammer!"}} – panic button party resurrection.

Equipment

 * 40/40 Domination Magic
 * 5 x Prodigy's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Wait with for  or.
 * If you have neither a panic nor ineptitude mesmer in your team, bring your own hex.
 * Eliminate spirits and minions with.
 * Interrupt foes with for additional large-range damage and shutdown.
 * Deal damage with and.
 * can be used on non-minion melee characters to try making them scatter. This is particularly helpful against large, uncontrolled Oni groups.
 * Main article: Me/any PvE Energy Surge

{{Variantbar|name=Ineptitude|position=6|prof=Me|template=[build prof=Me/E FastCasting=12+3 IllusionMagic=12+1+3][Ineptitude@17][Wandering Eye@17][Signet of Clumsiness@17][Arcane Conundrum@17][Cry of Pain][Glyph of Lesser Energy@0][optional][optional][/build]
 * Variable skill slots
 * {{skill pvxicon|Accumulated Pain|17}} – deep wound source. For use with {{Inlinepvx|epidemic}}.
 * {{skill pvxicon|"Finish Him!"}} – deep wound source. For use with epidemic.
 * {{skill pvxicon|Epidemic}} – spread deep wound. For use with either {{Inlinepvx|accumulated pain@17}} or {{Inlinepvx|"finish him!"}}.
 * {{skill pvxicon|Deep Freeze|4}} – snare to keep balled groups standing tight. Particularly useful with a utility character. Don't bring more than one party-wide.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – additional knock down source.
 * {{skill pvxicon|Great Dwarf Weapon}} – alternative knock down source with martial weapon damage dealers in the team.
 * {{skill pvxicon|Ebon Battle Standard of Wisdom}} – support for your casters. Don't bring more than one party-wide.
 * {{skill pvxicon|"By Ural's Hammer!"}} – panic button party resurrection.

Equipment

 * 40/40 Illusion Magic
 * 5 x Prodigy's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Due to the erratic behavior of Oni groups it's usually not worth bringing more than one ineptitude mesmer, including heroes, in a team. You don't have to bring one at all, but it's still nice to have one for its convenient combination of physical and caster shutdown aswell as utility skill slots.
 * Use, and  on attacking foes.
 * Put on casters. If none are available, use it on the largets group of non-casters available as it'll serve as a means of energy management alongside.
 * Deal additional damage with.
 * Main article: Me/any Ineptitude

{{Variantbar|name=Panic|position=6|prof=Me|template=[build prof=Me/E FastCasting=12+3 DominationMagic=12+1+3][Panic@17][Cry of Pain][Unnatural Signet@17][Chaos Storm@17][Mistrust@17][Cry of Frustration@17][Glyph of Lesser Energy@0][optional][/build]
 * Variable skill slot:
 * {{skill pvxicon|Spiritual Pain|17}} – remove summoned creatures, kill single targets, finish {{Inlinepvx|Icy Veins}} bearers.
 * {{skill pvxicon|Wastrel's Demise|17}} – use on flesh golems. Only bring this skill if you have few copies of {{Inlinepvx|Spiritual Pain@17}} in your team.
 * {{skill pvxicon|Shatter Hex|17}} – useful with a melee damage dealer.
 * {{skill pvxicon|Deep Freeze|4}} – snare to keep balled groups standing tight. Particularly useful with a utility character. Don't bring more than one party-wide.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – additional knock down source.
 * {{skill pvxicon|Great Dwarf Weapon}} – alternative knock down source with martial weapon damage dealers in the team.
 * {{skill pvxicon|Ebon Battle Standard of Wisdom}} – support for your casters. Don't bring more than one party-wide.

Equipment

 * 40/40 Domination Magic
 * 5 x Prodigy's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * It is recommended that you bring no more than one panic mesmer.
 * Use on the largest group of balling foes available. This will protect your team and allow other mesmers to use.
 * If you have a utility character or melee damage dealer in your team, they will lure and ball foes for you to hex.
 * Else, you can initiate combat on pre-balled foes.
 * Eliminate spirits and minions with.
 * Place on casters.
 * Interrupt foes with for additional large-range damage and shutdown.
 * Deal damage with and.
 * Use as a means of energy management.
 * can be used on non-minion melee foes to try making them scatter. This is particularly helpful against large, uncontrolled Oni groups.
 * Main article: Me/E Panic

{{Variantbar|name=Elemental Attunement Fire|position=6|prof=E|template=[build prof=E EnergyStorage=12+1 FireMagic=12+1+3][Elemental Lord][Elemental Attunement@14][Fireball@20][Rodgort's Invocation@20][Meteor@20][Intensity][optional][optional][/build]
 * Variable skill slots
 * {{skill pvxicon|Liquid Flame|20}} – additional source of direct damage.
 * {{skill pvxicon|Flame Burst|20}} – anti-melee damage.
 * {{skill pvxicon|Inferno|20}} – anti-melee damage. With its base damage of 170 before armour ratings this skill is particularly well-suited to trigger {{Inlinepvx|Intensity}}.
 * {{skill pvxicon|Searing Heat|20}} – area damage. Causes scatter, use right before {{Inlinepvx|Meteor@20}}!
 * {{skill pvxicon|Deep Freeze|7}} – snare to keep balled groups standing tight. Particularly useful with a utility character. Don't bring more than one party-wide.
 * {{skill pvxicon|Recall}} – if your team needs more.
 * {{skill pvxicon|Dash}} – if your team keeps running away while you use your attunements.
 * {{skill pvxicon|Arcane Mimicry}} – steal a backup unyielding aura or, if one of your party members insists on playing searing flames, that one.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – additional knock down source.
 * {{skill pvxicon|Great Dwarf Weapon}} – alternative knock down source with martial weapon damage dealers in the team.
 * {{skill pvxicon|Ebon Battle Standard of Wisdom}} – support for your casters. Don't bring more than one party-wide.
 * {{skill pvxicon|"By Ural's Hammer!"}} – panic button party resurrection.

Equipment

 * 40/40 Fire Magic
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Maintain and.
 * Prepare before combat. Ideally you can have one active on your first and second spell for massive area spike damage.
 * Kill targets with and.
 * Knock down targets with.
 * Aspects of Kanaxai move quickly enough to dodge meteor. Use it on currently attacking aspects only.
 * Main article: E/any Elemental Attunement Fire Magic

{{Variantbar|name=Shockwave|position=6|prof=E|template=[build prof=E/Me AirMagic=3 EarthMagic=12+1+3 EnergyStorage=12+1][Elemental Lord][Earth Attunement@18][Mindbender][Arcane Echo][Shockwave@18][Whirlwind@5][Aftershock@18]["I Am Unstoppable!"][/build]

Equipment

 * 40/20/20 Earth Magic
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Maintain and.
 * Prepare and  before combat.
 * Run into groups of foes, use . It will be doubled by arcane echo.
 * Use the second shockwave right away.
 * Use the second shockwave on recharge to get the most uses out of it before arcane echo's effects wear out.
 * Knock down targets with . Due to its low recharge time it's ideal to knock out aspects of Kanaxai.
 * Deal additional damage to knocked down targets with.
 * Protect yourself from knock downs and cripple with.

{{Variantbar|name=Star Burst|position=6|prof=E|template=[build prof=E FireMagic=12+1+3 EnergyStorage=12+1][Elemental Lord][Fire Attunement@18][Star Burst@18][Flame Burst@18][Inferno@18][optional][Intensity]["I Am Unstoppable!"][/build]
 * Variable skill slot
 * {{skill pvxicon|Meteor|18}} – additional source of knock down and ranged damage.
 * {{skill pvxicon|Flame Djinn's Haste|18}} – additional point-blank damage and speed boost.
 * {{skill pvxicon|Rodgort's Invocation|18}} – additional ranged damage.
 * {{skill pvxicon|Recall}} – if your team needs more.
 * {{skill pvxicon|Death's Charge|4}} – gap closer.
 * {{skill pvxicon|Ebon Battle Standard of Honor}} – damage boost for other melee damage dealers.

Equipment

 * 40/40 Fire Magic
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Usage
}}
 * Maintain and.
 * Prepare before combat. Ideally you can have one active on your first and second spell for massive area spike damage.
 * Kill targets with, and.
 * Protect yourself from knock downs and cripple with.
 * Main article: E/any Star Burst

{{Variantbar|name=Way of the Assassin|position=6|prof=A|template=[build prof=A/W CriticalStrikes=12+1+3 DaggerMastery=12+3]["Save Yourselves!"][optional][Way of the Assassin@16][Jagged Strike@17][Fox Fangs@17][Death Blossom@17][Critical Eye@16]["I Am Unstoppable!"][/build]
 * Variable skill slot
 * {{skill pvxicon|Death's Charge|4}}
 * {{skill pvxicon|Golden Phoenix Strike|17}} – second {{Inlinepvx|death blossom@17}} opener.
 * {{skill pvxicon|Critical Defenses|16}} – anti-melee protection.
 * {{skill pvxicon|Recall}} – if your team needs more.
 * {{skill pvxicon|Whirlwind Attack}} – area attack.
 * {{skill pvxicon|Brawling Headbutt}} – source of knock down if your heartless team does not provide you with {{Inlinepvx|Great Dwarf Weapon}}.
 * Variant
 * {{skill pvxicon|Wastrel's Collapse}} – replace your elite skill.

Equipment

 * Zealous Daggers of Defense with "Dance with Death"
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Restoration
 * 1 x Rune of Clarity

Usage
}}
 * Maintain and.
 * Kill foes with your dagger combo of →→↺.
 * Prefer killing foes standing apart from others as your single target damage is better than that of most other builds in the team.
 * Try to keep in range of your party so your backline has a chance of keeping you alive and the rest of your team receives the benefits from.
 * If you're being provided with, knock-lock Kanaxai and aspects of Kanaxai.
 * Main article: A/any Way of the Assassin

{{Variantbar|name=Barrage|position=6|prof=R|template=[build prof=R/Rt Marksmanship=10+1+1 Expertise=8+1 ChannelingMagic=12 RestorationMagic=2][Splinter Weapon@13][Ancestors' Rage@13][Ebon Battle Standard of Honor][Barrage@12]["You Move Like a Dwarf!"][Gaze of Fury@13][Lightning Reflexes@10][Flesh of My Flesh][/build]

Equipment

 * Zealous Recurve Bow of Fortitude with "Strength and Honor"
 * 5 x Radiant Insignias
 * 1 x Rune of Superior Vigor
 * 3 x Runes of Vitae

Usage
}}
 * This build requires the team to have a tank or semitank to work properly. It is a pure spike build and is ineffective unless 4 or more foes are balling.
 * Pre-cast Splinter Weapon on yourself for the spike with Barrage.
 * Destroy spirits of Restoration cast by Darkened Irukandji.

{{Variantbar|name=Barrage|position=6|prof=Rt|template=[build prof=Rt/R BeastMastery=10 Marksmanship=8 ChannelingMagic=12+1+3][Barrage@9][Splinter Weapon@17][Ancestors' Rage@17]["You Move Like a Dwarf!"][Gaze of Fury][Signet of Binding][Summon Spirits][Edge of Extinction@11][/build]
 * Variable skill slots
 * {{skill pvxicon|Gaze of Fury|17}} – use against hostile spirits, especially {{Inlinepvx|Restoration}}.
 * {{skill pvxicon|Signet of Binding|5}} – use against spirits of restoration. Lower beast mastery by 1, increase spawning power to 5.
 * {{skill pvxicon|Favorable Winds|9}} – improves arc of arrows and allows to use flat bows for increased range and attack speed. Use it like {{Inlinepvx|Edge of Extinction@11}}.
 * {{skill pvxicon|Spirit Siphon|17}} – energy management.
 * Variant
 * If using two barrage ritualists, drop {{Inlinepvx|Edge of Extinction@11}} and beast mastery from one. Replace it with {{Inlinepvx|Favorable Winds@13}} and increase marksmanship accordingly. Both ritualists should bring flat bows to make use of this spirit.

Equipment

 * Zealous Recurve Bow of Defense with "Strength and Honor"
 * 5 x Radiant Insignias
 * 1 x Rune of Superior Vigor
 * 3 x Runes of Vitae

Usage
}}
 * This build requires the team to have a tank or semitank to work properly. It is a pure spike build and is ineffective unless 4 or more foes are balling.
 * Place a spirit of while your tank gathers foes. Do not use this versus Outcasts as they are human too.
 * You can carry it to the next fight with.
 * Prepare on yourself for the spike.
 * Also use it on other suitable targets like dervishes, warriors and damage assassins.
 * Spike with followed by using  on the tank.
 * Renew splinter weapon and spike again if foes survived.

{{Variantbar|name=Destructive Was Glaive|position=6|prof=Rt|template=[build prof=Rt/Me ChannelingMagic=12+1+3 InspirationMagic=12 SpawningPower=3][Arcane Echo][Destructive Was Glaive@17][Ancestors' Rage@17][Channeling@13][optional][optional][optional]["I Am Unstoppable!"][/build]
 * Variable skill slots
 * {{skill pvxicon|Splinter Weapon|17}} – blasting area damage if used on a weapon based damage dealer.
 * {{skill pvxicon|Great Dwarf Weapon}} – additional damage for weapon based damage dealers with chance of knock downs. Lower inspiration magic to 6+1 and increase spawning power to 11+1+3+1.
 * {{skill pvxicon|Lamentation|17}} – additional ranged area damage.
 * {{skill pvxicon|Destruction|17}} – use and recast to deal damage against foes nearby the dying spirit. This spirit's damage is armour ignoring.
 * {{skill pvxicon|Gaze of Fury|17}} – remove spirits of {{Inlinepvx|Restoration}}.
 * {{skill pvxicon|Inspired Enchantment|13}} – remove Kanaxai's Nightmare Refuge.
 * {{skill pvxicon|Light of Deldrimor}} – additional point-blank area damage.
 * {{skill pvxicon|Ebon Battle Standard of Honor}} – damage boost for other melee damage dealers.
 * {{skill pvxicon|Mindbender}} – faster movement and casting.
 * {{skill pvxicon|Drunken Master}} – faster movement.

Equipment

 * Do NOT use a weapon that gives you additional energy.
 * Spear of Enchanting with "Don't Think Twice"
 * Shield of Fortitude with "Soundness of Mind"
 * 5 x Radiant Insignias
 * 1 x Rune of Superior Vigor
 * 3 x Runes of Attunement

Usage
}}
 * Maintain.
 * Prepare before combat.
 * Duplicate and keep recasting both copies for massive damage.
 * Deal additional damage with.
 * Main article: Rt/any Destructive Was Glaive Bomber

{{Variantbar|name=Signet of Spirits|position=6|prof=Rt|template=[build prof=Rt SpawningPower=11+1 Communing=6+1 ChannelingMagic=12+1+3][Signet of Spirits@17][Bloodsong@17][Vampirism][Armor of Unfeeling@8][Painful Bond@17][Summon Spirits][optional][optional][/build]
 * Variable skill slots
 * {{skill pvxicon|Splinter Weapon|17}} – additional area damage with weapon wielding party members.
 * {{skill pvxicon|Lamentation|17}} – direct damage.
 * {{skill pvxicon|Gaze of Fury|17}} – destroy hostile spirits. Can be used on its own spirits to carry around a 6th attacking spirit permanently.
 * {{skill pvxicon|Spirit Siphon|17}} – energy management.
 * {{skill pvxicon|Recall}} – if your team needs more.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – additional knock down source.
 * {{skill pvxicon|Great Dwarf Weapon}} – alternative knock down source with martial weapon damage dealers in the team.
 * {{skill pvxicon|Ebon Battle Standard of Wisdom}} – support for other casters. Don't bring more than one party-wide.
 * {{skill pvxicon|"By Ural's Hammer!"}} – panic button party resurrection.

Equipment

 * Channeling MagicAdept Staff of Mastery with "Aptitude not Attitude"
 * 5 x Shaman's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Bring at most one such ritualist per team.
 * Maintain a spirit army with, and.
 * Move them around with.
 * When a party member lures foes, try to place a wall of spirits to block them. improves the spirit survivability.
 * Increase your damage output with.
 * Main article: Rt/any Spirit Spammer

{{Variantbar|name=Hundred Blades Damage|position=6|prof=W|template=[build prof=Warrior/Assassin Swordsmanship=12+1+3 Strength=10+1 Tactics=8]["For Great Justice!"][Enraging Charge][Hundred Blades][Whirlwind Attack][Sun and Moon Slash][Protector's Defense]["You Move Like a Dwarf!"][Recall][/build]
 * Variant
 * Switch out Protector's Defense for Death's Charge.

Equipment

 * Zealous Sword of Fortitude with "Strength and Honor" inscription
 * 5 x Knight's Insignias
 * 1 x Rune of Superior Absorption
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * If your team has, follow target calls.
 * Main article: W/any Hundred Blades

{{Variantbar|name=Vow of Strength|position=6|prof=D|template=[build prof=D/A Mysticism=8+1 ScytheMastery=10+2 EarthPrayers=12+1+3 ShadowArts=2][Death's Charge@3][Sand Shards@17][Vow of Strength@17][Staggering Force@17][Eremite's Attack@13][Mirage Cloak@17][Optional]["I Am Unstoppable!"][/build]
 * Variable skill slot
 * {{skill pvxicon|Mystic Regeneration|17}} – improved survivability.
 * {{skill pvxicon|Ebon Battle Standard of Honor}} – stronger spikes against small and medium-sized groups. Better single target damage.

Equipment

 * Zealous Scythe of Enchanting with "Guided by Fate"
 * 5 x Windwalker Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * This build qualifies as a semi tank; check the guide for sections in which you can carry out special maneuvers.
 * If your team has, follow target calls.
 * Maintain.
 * Prepare and  before engaging foes.
 * Shadow step into balling foes with and use  followed by  for massive area damage.
 * Renew sand shards right away.
 * Main article: D/any Vow of Strength

{{Variantbar|name=Pious Renewal|position=6|prof=D|template=[build prof=D ScytheMastery=12+1+3 Mysticism=12+3][optional][Pious Assault@17][Twin Moon Sweep@17][Eremite's Attack@17][Pious Renewal@16][optional][optional]["I Am Unstoppable!"][/build]
 * Variable skill slots
 * Attack Speed (Pick 1)
 * {{skill pvxicon|Drunken Master}} – if you have a free PvE-only skill slot.
 * {{skill pvxicon|Pious Fury|16}} – else.
 * Utility
 * {{skill pvxicon|Aura of Holy Might}} – remarkable additional area damage. Make sure to keep {{Inlinepvx|Pious Renewal@16}} on top to protect it against enchantment removal.
 * {{skill pvxicon|Asuran Scan}} – counter blind.
 * {{skill pvxicon|"Save Yourselves!"}} – protect your team.
 * {{skill pvxicon|"You Move Like a Dwarf!"}} – additional source of knock down.
 * {{skill pvxicon|Recall}} – if your team still needs more.
 * {{skill pvxicon|Death's Charge|4}} – gap closer.

Equipment

 * Vampiric Scythe of Defense with "Strength and Honor"
 * 5 x Blessed Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae
 * 1 x Rune of Clarity

Usage
}}
 * This build is meant to make quick use of a ritualist's.
 * Keep using . It's removed by all of your attacks skills and needs to be reapplied. The teardown unlocks special properties of your other skills.
 * Use for general damage dealing.
 * is a good selfheal and will unleash a splinter weapon's entire damage at once if you're hitting three targets.
 * When surrounded by multiple targets or having more than three targets in front of you, hit them with.
 * Protect yourself from knock downs and cripple with.
 * Main article: D/any Pious Renewal

{| border="2" cellspacing="0" cellpadding="6" rules="all" style="margin:1em 1em 1em 0; border-style:solid; border-width:1px;" class="collapsible collapsed" width=58% !style=background:#ededed align=left| Hero Alternatives {{Variantbar|name=HERO Energy Surge|position=6|prof=Me|template=[build prof=Me FastCasting=10+3 DominationMagic=12+1+3 InspirationMagic=8+1][Energy Surge@17][Spiritual Pain@17][Unnatural Signet@17][Mistrust@17][Cry of Frustration@17][Power Drain@10][Chaos Storm@17][optional][/build]
 * Variable skill slot:
 * {{skill pvxicon|Shatter Hex|17}} – useful with a melee damage dealer.
 * {{skill pvxicon|Drain Enchantment|10}} – enchantment removal and energy management.
 * {{skill pvxicon|Mirror of Disenchantment}} – enchantment removal.
 * {{skill pvxicon|Flesh of My Flesh|3}} – resurrection.

Equipment

 * Domination MagicAdept Staff of Fortitude with "Aptitude not Attitude"
 * 5 x Prodigy's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Main article: Me/any Domination Magic Hero
 * Main article: Me/any Domination Magic Hero

{{Variantbar|name=HERO Ineptitude|position=6|prof=Me|template=[build prof=Me FastCasting=10+3 IllusionMagic=12+1+3 InspirationMagic=8+1][Ineptitude@17][Wandering Eye@17][Signet of Clumsiness@17][Arcane Conundrum@17][Accumulated Pain@17][Power Drain@10][Epidemic][optional][/build]
 * Variable skill slot
 * {{skill pvxicon|Drain Enchantment|10}} – enchantment removal and energy management.
 * {{skill pvxicon|Mirror of Disenchantment}} – enchantment removal.
 * {{skill pvxicon|Flesh of My Flesh|3}} – resurrection.

Equipment

 * Illusion MagicAdept Staff of Fortitude with "Aptitude not Attitude"
 * 5 x Prodigy's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Due to the erratic behavior of Oni groups it's usually not worth bringing more than one ineptitude mesmer, including players, in a team. You don't have to bring one at all, but it's still nice to have one for its convenient combination of physical and caster shutdown aswell as utility skill slots.
 * Main article: Me/any Illusion Magic Hero
 * Main article: Me/any Illusion Magic Hero

{{Variantbar|name=HERO Panic|position=6|prof=Me|template=[build prof=Me FastCasting=10+3 DominationMagic=12+1+3 InspirationMagic=8+1][Panic@17][Chaos Storm@17][Unnatural Signet@17][Mistrust@17][Cry of Frustration@17][Power Drain@10][Drain Enchantment@10][optional][/build]
 * Variable skill slot:
 * {{skill pvxicon|Spiritual Pain|17}} – removes summoned creatures.
 * {{skill pvxicon|Shatter Hex|17}} – useful with a melee damage dealer.
 * {{skill pvxicon|Mirror of Disenchantment}} – enchantment removal.
 * {{skill pvxicon|Flesh of My Flesh|3}} – resurrection.

Equipment

 * Domination MagicAdept Staff of Fortitude with "Aptitude not Attitude"
 * 5 x Prodigy's Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Usage
}}
 * Main article: Me/any Domination Magic Hero
 * Main article: Me/any Domination Magic Hero
 * }
 * }

Notes and Variants

 * The equipment and attribute spread of some builds featured on this page is adjusted to take account of the benefits from the used consumables. Using standard equipment with standard attribute spreads instead will be fine in all cases.
 * Experienced players can use these builds and tactics to play without consumables. The runs will take few minutes longer, but the margin of error is decreased. There are a couple of things to keep in mind when playing without a conset:
 * 1) Make sure that your builds still reach their relevant break points without the grail of might.
 * 2) The BiP should be a N/Rt healer without dropping the regular second healer. As a result, you'll have a four characters backline.
 * 3) The incoming paragon is no longer a viable replacement for a communing prot nor does it allow to skip foes with its now lost IMS. Instead a Spear Paragon can be used on the second healer party slot.