This build was archived 18:18, 6 May 2009 (UTC), for the following reason:
This build had been designed for the following use: This build was in the category Good before being archived. |
A balanced team build that utilizes pressure and hexes along with a strong defense to defeat the enemy
Composition[]
ES War[]
Attributes and Skills[]
12 + 1 + 1 12 + 2 Your attack skills gain 14% armor penetration. |
Equipment[]
- Ebon/Vampiric/Zealous Hammers of Fortitude
- Furious Spear/Shield set for defense and building adren
- Stonefist Insignia
- Survivor runes
Usage[]
- Enraging Charge to build adren
- Earthshaker for AOE Knockdown, call your target
- Bull's Strike to KD kiting foes
- For heavy target pressure, use Earth Shaker, activate Flail, followed by Crushing Blow and Mighty Blow
SH/Converter[]
Attributes and Skills[]
Your maximum Energy is raised by 39. |
Equipment[]
- 40/40 Fire Set
- High Energy Set
- Defensive Set
- Survivor runes
Usage[]
- Spread pressure with AOE
- Use Flame Djinn's Haste to run flags and chain run
- Convert dangerous hexes versus hexway teams
SH/WoW[]
Attributes and Skills[]
Your maximum Energy is raised by 33. |
Equipment[]
- 40/40 Fire Set
- High Energy Set
- Defensive Set
- Survivor runes
Usage[]
- Spread pressure with AOE
- WoW Ghostly on altar or monks under heavy melee pressure
- Use Protective Was for a party wide heal when team is under heavy pressure
Ward/Snarer[]
Attributes and Skills[]
Your maximum Energy is raised by 33. |
Equipment[]
- 40/40 Water Set
- 40/40 Earth
- Defensive Set
- High Energy Set
- Survivor Runes
Usage[]
- Icy Shackles stacked on frontline melee makes them miserable
- Snare groups in AOE
- Snare Runners by stacking Icy Shackles
Tainted Necromancer[]
Gain 9 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds. |
Usage[]
- Spread Disease
- Make Haste Runners
- Put up Wells when possible
- Foul Feast conditions
- Wand targets to build adrenaline for Song, and use it when the ghostly starts to cap
Equipment[]
- Survivor
- 40/40 Death Set
P/D Mesmer[]
Attributes and Skills[]
You activate Spells and Signets 34% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 27%. |
Equipment[]
- 40/40 Domination Set
- 40/40 Illusion Set
- Defensive Set
- High Energy Set
- Radiant Runes
Usage[]
- Psychic Distraction and Cry of Frustration on important spells, enemy caps and enemy snares when your team is chain running
- Shutdown Monks with Diversion/Shame
- Disenchant and Inspired as many enchantments as possible
HB/Infuse[]
Attributes and Skills[]
Your allies are healed for 35 Health whenever you cast Monk spells on them. |
Equipment[]
- 40/40 Healing
- Defensive Sets
- High Energy Set
- Survivor Runes
Usage[]
- Maintain Healer's Boon
- Patient Spirit and Dwayna's Kiss are your primary healing skills
- Use Infuse Health to catch spikes or heal very low targets
- Use Heal Party for party-wide heal
- Draw Conditions as much as possible to keep your health up and make the RC's life easy
- Holy Veil against hexes, remember to pre-prot
- Channel Tank when needed
RC Monk[]
Attributes and Skills[]
Your allies are healed for 38 Health whenever you cast Monk spells on them. |
Equipment[]
- 40/40 Healing
- Defensive Sets
- High Energy Set
- Survivor Runes
Usage[]
- Spam RC, particularly on the HB/Infuser and Foul Feast Nec
- Spirit Bond targets being spiked heavily, or the HB monk after an infuse, be SURE to prot the ghostly as much as possible while he is holding shines
- Cast Guardian on targets under heavy melee attack
- Holy Veil against hexes, remember to pre-prot
- Use Aura of Stability on chain runners
- Reversal of Fortune for a quick heal
- Channel Tank when needed