This build is significantly affected by the Flux: Hidden Talent. See the build's talk page for discussion and ramifications not noted here. Notes: Improved attribute values for the monk skills.
This build is significantly affected by the Flux: There Can Be Only One. See the build's talk page for discussion and ramifications not noted here. Notes: You receive more damage from elementalists, so you'll have to protect yourself more than usual.
NightfallElementalist. Energy Storage 10Glyph of RestorationGlyphFor 15 seconds, your next 2 Spells heal you for 80 Health, and you are healed for 317% of the Energy cost of each Spell.518
FactionsElementalist. UnlinkedSecond WindElite SpellYou gain 1 Energy and 5 Health for each point of energy restricted by Overcast. You lose all enchantments.5515
EotNMonk. Healing Prayers 11Patient SpiritEnchantment SpellFor 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 96 Health when the enchantment ends. 5¼4
FactionsMonk. Protection Prayers 11Spirit Bond (PvP)Enchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 74 Health.10¼5
CoreMonk. Protection Prayers 11Protective SpiritEnchantment SpellFor 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.10¼5
NightfallMonk. Protection Prayers 11Shield of AbsorptionEnchantment SpellFor 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment.5110
PropheciesMonk. Healing Prayers 11Vigorous SpiritEnchantment SpellFor 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 16 Health.5¼4
Spear of defense, 10% hrt with strength shields of fortitude, +10 armor against each damage type.
Usage[]
Before the match begins, start to accumulate some overcast by cancelcasting Second WindFactionsElementalist. UnlinkedSecond WindElite SpellYou gain 1 Energy and 5 Health for each point of energy restricted by Overcast. You lose all enchantments.5515.
Ideally you stay at roughly 40% overcast in your first high energy set for a balance of health/energy gain and second wind usage frequency.
Protect and heal gate relevant NPCs. Always cover important protection enchantments with Vigorous SpiritPropheciesMonk. Healing Prayers 11Vigorous SpiritEnchantment SpellFor 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 16 Health.5¼4 because of enchantment removal, i.e. from turtle siege attacks.
Stay behind the gate and as far away from opponents as possible.
This reduces the probability that they attack you instead of the protected NPCs.
It allows you to run into safety for a couple of seconds after protecting NPCs.
Glyph of RestorationNightfallElementalist. Energy Storage 10Glyph of RestorationGlyphFor 15 seconds, your next 2 Spells heal you for 80 Health, and you are healed for 317% of the Energy cost of each Spell.518 serves as a self heal when you don't yet need the energy from second wind.
Avoid using Protective SpiritCoreMonk. Protection Prayers 11Protective SpiritEnchantment SpellFor 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.10¼5 when turtle siege attacks are about to hit. Listen for the sound or watch for the map ping effect. Generally use it only after each siege attack or if enchantments are removed. And then cover with Spirit BondFactionsMonk. Protection Prayers 11Spirit BondEnchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 74 Health.10¼2 followed by Vigorous SpiritPropheciesMonk. Healing Prayers 11Vigorous SpiritEnchantment SpellFor 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 16 Health.5¼4.
Counters[]
AneurysmEotNMesmer. Domination Magic AneurysmSpellTarget foe regains all Energy. For each point of Energy gained in this way, that foe takes 1..3..3 damage and all adjacent foes lose 1 Energy. (Maximum 1..24..32).515
EquinoxFactionsRanger. Wilderness Survival EquinoxElite Nature RitualCreate a level 1..8..11 Spirit. Spells cast within its range that cause Overcast cause an additional 10 Overcast. This Spirit dies after 30..126..158 seconds.10315
Mark of InsecurityNightfallAssassin. Deadly Arts Mark of InsecurityElite Hex SpellFor 5..21..26 seconds, target foe suffers from -1..3..3 Health degeneration, and Enchantments and Stances on target foe expire 30..70..83% faster. All of your non-assassin skills are disabled for 10 seconds. 5110
Air of DisenchantmentNightfallMesmer. Illusion Magic Air of DisenchantmentElite Hex SpellRemove one enchantment from target foe and all nearby foes. For 5..17..21 seconds, enchantments expire 150..270..310% faster on those foes.10110
TranquilityFactionsRanger. Wilderness Survival TranquilityNature RitualCreate a level 1..8..11 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20..44..52% faster. This Spirit dies after 15..51..63 seconds.15560
Notes[]
Keep in mind that using your elite skill will remove all enchantments from you, rendering you unprotected.