User:ChewyGummyBears

WotA
[build prof=A/? dag=12+3+1 cri=12+1 sha=3][Jagged Strike][Fox Fangs][Death Blossom][Way of the Assassin][Critical Eye][Asuran Scan]["I Am Unstoppable!"][Optional][/build]

Equipment

 * Zealous daggers with +30 health and 15^50 damage modifier.
 * Radiant Insignias and Attunement Runes

Usage

 * Maintain Critical Eye and Way of the Assassin.
 * Attack single targets who have no adjacent allies.
 * Leave grouped up foes to the VoS dervishes.
 * Target bosses left after the dervishes spike.
 * Attack priority targets first
 * Warden of Spirits - they use Shatter Enchantment which removes bonds.
 * Warden of Seasons - Ritualist healer
 * Dredge Gardener - Monk bonder/healer
 * Stone Reapers - Necromancer - Casts Chilblains and strips bonds
 * Use "I Am Unstoppable!" to prevent knockdown and cripple.
 * Use before approaching Warden of Forests to avoid getting knocked down by "None Shall Pass"
 * Use Asuran Scan to hit through block, blind, and Blurred Vision

VoS
[build prof=D/A scythe=8+1 earthp=12+3+1 myst=10+1][Sand Shards][Vow of Strength][Staggering Force][Eremite's Attack][Death's Charge][Ebon Battle Standard of Honor]["I Am Unstoppable!"][Optional][/build]
 * - For Blurred Vision and Blind.
 * - For energy management (not needed if the Mo/P maintains balth on you).
 * - For getting far ahead of the group to ball and fight drinkers/wallows.
 * - For soloing the first Ranger boss and soloing the split route near Vasburg.

Equipment

 * Zealous scythe with +20% enchant and 15^50 damage modifier.
 * Radiant Insignias

Usage

 * Ball up enemies for highest damage.
 * Get aggro, run next to a ranger/caster, let the warriors come to you, then spike.
 * Use "I Am Unstoppable!" to prevent knockdown and cripple.
 * Use before approaching Warden of Forests to avoid getting knocked down by "None Shall Pass"
 * Pre-cast Sand Shards. Wait until its hits are used up and recast it.
 * Keep Vow of Strength and Sand Shards up as much as possible.
 * Cast Ebon Battle Standard of Honor before applying damage.
 * Staggering Force before Eremite's Attack
 * Slice of Pumpkin Pie is helpful but not required.
 * Scythe Mastery is low because the damage comes from VoS and Sand Shards. The WotAs handle single targets.
 * Maximize the number of foes hit with the scythe when foes are grouped around you.
 * A scythe can hit up to three foes. Choose a target that results in the most being hit.
 * If the warriors are spread all around you, move a few steps so they are more grouped up for more hits per swing.

MoN
[build prof=Mo/N blo=10 hea=8+1 div=12+1+3][Seed of Life][Blood Is Power][Order of Pain][Patient Spirit][Dwayna's Kiss][Great Dwarf Weapon][Selfless Spirit][Resurrection Chant][/build]

Equipment

 * +20 energy staff with +20% enchant

Usage

 * At the start cast Blood Is Power on the other monks to make bonds go up faster.
 * Use Selfless Spirit to reduce the energy cost of Great Dwarf Weapon.
 * Cast Great Dwarf Weapon primarily on #1 and #2.
 * Use Order of Pain for damage and as a cover enchantment in areas with Warden of Spirits.
 * Spot heal melees when fighting Blood Drinkers and Root Wallows since life stealing doesn't trigger Seed of Life.
 * Seed Of Life
 * Avoid casting seed on the Mo/P since the Mo/R's seed is longer with Blessed Aura.
 * Either direct seed targets or watch for the Mo/P's seed to run out and cast seed on the Mo/R.
 * If the Mo/P and the Mo/R double seed (cast seed at the same time), the Mo/N's seed keeps the chain going.
 * As long as bonds stay up, watching the Mo/P's seed means the Mo/N doesn't need to direct seed a target. They just seed the Mo/R.
 * If the bonders chain seed correctly, Seed Of Life may not need to be used.

MoR
[build prof=Mo/R pro=11+1 div=12+3+1 wil=6][Seed of Life][Blessed Signet][Great Dwarf Weapon][Dwarven Stability][Serpent's Quickness][Life Barrier][Life Bond][Blessed Aura][/build]

Equipment

 * +20 energy staff with +20% enchant

Usage

 * Use a Protection headpiece (+3 +1) for Life Barrier and Life Bond.
 * Use a Divine headpiece (+3 +1) for Blessed Signet and for a higher Seed of Life.
 * Maintain Life Barrier on all 5 melees.
 * Maintain Life Bond on all 5 melees.
 * Maintain Blessed Aura on yourself.
 * Use Dwarven Stability before Serpent's Quickness.
 * Cast Seed of Life on the Mo/P for party-wide healing.
 * Use Blessed Signet to keep up your energy.
 * Cast Great Dwarf Weapon on melees 3-5.
 * Use Candy Corn (+1) with grail (+1) and the blessing (+1) before casting Blessed Aura to get 42% (19 Divine Favor) for a 9 second seed duration.

MoP
[build prof=Mo/P smi=12+1+3 pro=9+1 div=9+1][Seed of Life][Blessed Signet][Cautery Signet][Restore Life][Optional][Strength of Honor][Life Bond][Balthazar's Spirit][/build]
 * - To keep up with melees who push the pace.
 * - For the Reapers and Stone Souls.

Equipment

 * +20 energy staff with +20% enchant
 * 40/40 Smiting Prayers set for getting Strength of Honor up faster.

Usage

 * Use a Smiting headpiece (+3 +1) when casting Strength of Honor.
 * Use a Protection headpiece (+3 +1) for Life Bond.
 * Use a Divine headpiece (+3 +1) for Blessed Signet.
 * Use Balthazar's Spirit on yourself.
 * Use Balthazar's Spirit on the Mo/R so they get energy from Life Bond.
 * Maintain Life Bond on all 5 melees.
 * Maintain Strength of Honor on all 5 melees.
 * Maintain Balthazar's Spirit on the dervishes.
 * Use Cautery Signet to remove cripple and blind.
 * Cast Seed of Life on the Mo/R for party-wide healing
 * Wait until the Mo/R's Seed of Life runs out on you so that seed is always up.
 * Use Cautery Signet when the dervishes get blinded during large aggro so the first spike hit is clean.
 * Use the resurrect skill when the Mo/N kills themselves with BiP.

Alternative Melee Builds
[build prof=E/A fir=9 ene=9 dag=12][Asuran Scan][Conjure Flame][Double Dragon][Jagged Strike][Fox Fangs (PvP)][Death Blossom (PvP)][Glyph of Lesser Energy]["I Am Unstoppable!"][/build]

[build prof=R/A exp=9 wil=9 dag=12][Asuran Scan][Jagged Strike][Fox Fangs (PvP)][Golden Phoenix Strike][Death Blossom (PvP)][Scavenger's Focus]["I Am the Strongest!"]["I Am Unstoppable!"][/build]
 * Major Expertise Head Piece and Major Wilderness Rune

[build prof=W/A str=12 dag=12 sha=3][Asuran Scan][Jagged Strike][Fox Fangs (PvP)][Death Blossom (PvP)][Warrior's Endurance (PvP)][Burst of Aggression]["I Am the Strongest!"]["I Am Unstoppable!"][/build]
 * Major Strength Headpiece

Route and usage

 * One player in the party needs Winds of Change completed so that there are no afflicted spawns.
 * The run goes faster without afflicted.
 * The dervish can jump the warrior boss group quickly at the start if the afflicted are out of the way.
 * Get the blessing from the Kurzick Priest.
 * Monks should /kneel at the shrine to get the Monk of Dwayna blessing from the Avatar of Dwayna for +1 monk attributes.
 * Monks should choose a VoS dervish to place all bonds on first at the start of the run.
 * This dervish jumps the warrior boss group once they are balled up.
 * This allows the run to start immediately and the monks to get extra energy from Life Bond + Balth
 * Monks should bond on the fly.
 * This speeds up the start of the run.
 * Blood Is Power gives the monks plenty of energy so they can keep up with the party while casting.
 * When a dervish uses Death's Charge, stay 1.25-1.5 aggro circles away
 * Some mobs will move toward the original location of the player briefly before balling up.
 * If someone is too close to the player before the jump, the brief scatter will result in the other player getting aggro.
 * Either cast GDW on the dervish before they have aggro or after the aggro settles.
 * Casting on a player while they have aggro, but before the aggro settles results in the caster getting aggro.
 * Kyril Oathwarden ("The Big Ball")
 * One derv heads to this ball while the team kills the other foes in the area.
 * Check for a Warden of Spirits
 * If there is a Warden of Spirits, use enchantments to cover bonds.
 * Wait until the Necro boss mob starts to run around. If they are tightly grouped, they won't pull as far.
 * Starting from the left side, run straight down the hill, catching aggro of Kyril's group.
 * Aggro the other 2 warden groups and run southeast up the hill.
 * Run up the hill pulling the casters (seasons and spirits) and the winds (rangers) into the valley.
 * The lake popup of 4 wardens will spawn and aggro you. Don't run too far since this group breaks off easily.
 * Using the hill (high ground) with the valley (low ground) groups all the ranged enemies in a ball.
 * The rangers with longbows have more range at level ground than a caster.
 * Their range is reduced when shooting uphill which makes balling easier.
 * As soon as the enemies are in the valley grouping up, cast enchantments, Death's Charge, Honor, and spike.
 * The second dervish should be ready to jump and spike as soon as the aggro settles.
 * When done correctly, this spike should be safe and quick enough that Seed Of Life isn't needed.
 * Warrior/Assassin boss area
 * Cast GDW on both dervishes before they go in.
 * The Mo/R and Mo/P should stay out of range (behind the cliff) the whole time.
 * The dervishes split and ball all of the foes on the warrior boss group.
 * The rest of the melees wait until the aggro settles on the dervishes around the warrior boss.
 * Assassin boss dervish
 * Run in on the left side and pre-cast enchantments (because of daze).
 * Spawn the assassin boss.
 * Death's Charge or run to the warrior boss group, pulling the aggro with you.
 * Watch out for daze from the assassin boss preventing Death's Charge.
 * Warrior boss dervish
 * Run in on the right side and pre-cast all enchantments with VoS on the bottom.
 * Death's Charge the warrior boss group when they are grouped up.
 * Spike immediately and keep casting enchantments since there are 2 mesmers removing them.
 * When done correctly, the mesmer foes should be killed after the first or second scythe swing.
 * Once the spirits are down, kill the bosses and clean up the area.
 * Lake (end of the run)
 * 1 dervish solos the bridge, the rest of the team goes to Arbor
 * Bridge Solo
 * Depending on the position of the first group of 3, kill them or run past them.
 * Run down the stairs and aggro the hill group, the patrol, and the popups at the bottom of the stairs.
 * Run back up to the top of the stairs so the casters and rangers ball up at the bottom of the stairs.
 * Jump to the casters, center yourself if needed and spike.
 * When done correctly, this clears all of the mobs.
 * Arbor Team
 * Arbor needs to be pulled so that he can be killed without spawning additional foes.
 * Running past the bush triggers the additional foes.
 * Bow pull Arbor past the bush and kill him.
 * If Arbor stops to cast during the pull, stand still and move again once he finishes casting, or he may break aggro and run away.
 * Right right to avoid the seasons and kill the 2-3 groups at the end.
 * The derv can skip Arbor and and solo the last two groups.
 * Aggro the group up the end hill, run back onto the hill with the prior group so the end group balls up.
 * If the ground popup isn't spawned, don't run too far back on the pull to avoid spawning them.
 * Death's Charge in, wait for the hammer warriors to run to you, and spike.
 * The main team comes and kills the remaining rangers.
 * Because of dual Life Bond, if the Mo/P or Mo/R disconnects, the Mo/N seeds the remaining bonder.
 * The remaining bonder direct seeds targets, alternating seed with the Mo/N.