Green thumbs up.png

This build is provisionally vetted great pending more votes.

This build has received a provisional rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

R/Rt QZ Ural's Support focuses on maintaining "By Ural's Hammer!" on the party through the effects of Quickening Zephyr. This combo provides a powerful 33% damage increase, 50% recharge reduction and death penalty protection to the entire team. The increased energy demands imposed by QZ are offset by the full energy refill provided every time BuH revives. This build is best played with casters that don't need much, if any, prep time before combat.

Attributes and Skills

The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 56%.
Template code

Variants to Serpent's Quickness: replace with one of the following options to maintain permanent QZ without relying on a morale boost or 16 WS

  • Oath Shot Oath Shot : recharge your skills whenever needed. Allows for reliable recovery after mistakes or disruption, and you can double EVAS.
  • Bring another copy of Quickening Zephyr Quickening Zephyr (disable & micro) on a hero (don't bother investing anything more than spare points); casting QZ under the effects of QZ allows you to permanently maintain it.

Variants to Ebon Vanguard Assassin Support: swap it out only if you have a martial player to aggro for you.

  • "Together as One!" "Together as One!" : potent regen and attack damage buff for the whole party.
  • Great Dwarf Weapon Great Dwarf Weapon : for a combination of damage and effective defense via knockdowns.


Restoration Magic (12)

  • Tranquil Was Tanasen Tranquil Was Tanasen : anti-interrupt; doesn't need much investment to be effective. Heroes will not cast Blood is Power on you while you are holding the bundle.
  • Recuperation Recuperation : maintainable party regen.
  • Spirit Light Spirit Light : strong spot heal.
  • Mend Body and Soul Mend Body and Soul : weaker spot heal, but will let you clear condition stacks with enough spirits.
  • Flesh of My Flesh Flesh of My Flesh : it's highly recommended to bring a rez, but not necessary; attribute investment optional.

Channeling Magic (12)

  • Signet of Spirits Signet of Spirits : free spirits for passive damage and triggers for rit backline skills. Be careful when repositioning with Summon Spirits, as QZ will be dragged with them.
  • Bloodsong Bloodsong : +1 spirit.
  • Painful Bond Painful Bond : increase spirit DPS.
  • Splinter Weapon Splinter Weapon : cast on EVAS for additional damage.
  • Ancestors' Rage Ancestors' Rage : cast on EVAS for additional damage.
  • Spirit Siphon Spirit Siphon : energy management; try to avoid draining the same spirit twice.


  • Lightning Reflexes Lightning Reflexes / Whirling Defense Whirling Defense : block against physical disruption. Both have similar overall uptime, pick the duration you need.
  • Throw Dirt Throw Dirt : works better against balled melee foes than stances, assuming no condition removal.

Wilderness Survival

  • Greater Conflagration Greater Conflagration & Winter Winter : use with Mantra of Frost among the team.
  • Frozen Soil Frozen Soil : to block opposing resurrection; BUH ignores this spirit.
  • If not taking any skills from other attributes, increase this attribute to 12+1+3 to be able to start maintaining permanent QZ using SQ from the start.

Beast Mastery

  • Edge of Extinction Edge of Extinction : can be very effective at spiking human enemy groups due to your team's automatic synchronized deaths under BUH. Also fine for general clean-up of non-human groups.


  • Radiant Insignia recommended, choice of +Armor can be used instead if not running energy-intensive optionals.
  • Headpiece with +1 Expertise
  • Superior Runes of Wilderness Survival, Expertise and Vigor
  • Two runes of Vitae or Attunement.
  • Staff with user's choice of mods.
    • Mods are not critical, +Armor will reduce enemy aggro on you and improve survivability best if targeted. Feel free to replace with +Energy mods if needed.
  • Longbow, Shortbow and Recurve bows of Defense with +5 Energy inscription/inherent mod if using Oath Shot.


Setting Up

  • All party members that need to be under BUH should die by running/flagging into the nearest pack of enemies. Heroes can simply be flagged back and forth to prevent much skill use and give melee mobs auto-crits.
    • Minion Masters and any melee relying on other buffs to function are not suitable BUH targets.
    • Healers can benefit from the Death Penalty protection and energy refill every 30 seconds. The initial 15% DP can be worked off quickly.
    • It is not recommended to place your protection hero (such as a Soul Twisting Prot Hero) under BUH; ST ritualists have significant setup time that can lead to delays in party protection which is needed if BUH lapses mid-fight.
      • For the same reasons, it is highly recommended to bring Flesh of My Flesh on your Soul Twisting Prot Hero and to disable & micro it in case the player needs a rez at the same time BUH lapses. This can save the party from a wipe.
  • Use Quickening Zephyr while under Serpent's Quickness.
  • Run in and revive your entire party with BUH.


  • Engage using EVAS to keep initial aggro off your team, reducing the risk that any of them will die before BUH ends.
  • As your party moves, use Summon Spirits to keep QZ with you. Avoid bringing it in range of enemies.
  • If using SQ, its recharge and that of QZ and BuH will line up so that you can maintain BUH indefinitely (but let BUH expire before reuse).
    • Once your party kills a boss, immediately use QZ while under the previous QZ. From now on you will be able to keep it up permanently.
  • If you set up perma QZ, just keep doing that, making sure not to miss your window or be engaged with foes that can disrupt you.
  • Use your other support as needed.
  • Flesh of My Flesh should only be used to rez when absolutely needed or for a party member that was not participating in the BUH chain.
    • You will need to disable & micro any rezzes on your heros so that they do not ruin a BUH chain. While less party rezzes are needed, its smart to keep at least two copies on the team (preferably 1 on a mesmer, and 1 on a Soul Twisting Prot Hero) so that you can quickly get rezzed if you should die; player death while using BUH with a hero team can quickly become a wipe if you are not careful. For this reason, it is better to stay back and play supportive role rather than an active DPS one.


  • Anti-summon skills: take advantage of spirit range to avoid losing your spirits to these
  • Anti-shout: Well of Silence and Vocal Minority in particular.
  • Not getting all dead party members with BuH will force you to either revive them with FoMF (losing the benefits) or go 30 seconds without them.

See Also