This GvG team build is designed to gain a long-term advantage by killing NPCs on split for an advantage in the end phase of the match. Collapsing and re-splitting of the split team allow to gain momentum in the main team occasionally.
Team Overview
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NightfallDervish. Mysticism 12Avatar of BalthazarElite FormFor 74 seconds, you gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, and whenever you lose a Dervish enchantment, nearby foes are set on fire for 3 seconds. This skill is disabled for 45 seconds.5220
NightfallDervish. Wind Prayers 12Harrier's GraspFlash Enchantment SpellFor 17 seconds, attacks against moving foes also Cripple that foe for 8 seconds. This enchantment ends after you apply Cripple 3 times. When you cast this spell, you lose Cripple and 1 other condition. 515
EotNDervish. Scythe Mastery 12Radiant ScytheScythe AttackThis attack strikes for +1 damage for each point of Energy you currently have, maximum 25 damage. You gain 6 Energy if this attack hits.6
NightfallDervish. Scythe Mastery 12Wearying StrikeScythe AttackYou remove 1 Dervish enchantment. If an enchantment was removed, you inflict a Deep Wound for 9 seconds. You suffer from Weakness for 10 seconds if an enchantment is not removed.6
NightfallDervish. Wind Prayers 12Rending AuraFlash Enchantment SpellWhen you cast this enchantment, all nearby foes take 34 cold damage. For 30 seconds, your attack skills remove enchantments from knocked-down foes. When this enchantment ends, nearby foes are affected by Cracked Armor for 8 seconds.56
NightfallDervish. Wind Prayers 12Whirling ChargeFlash Enchantment SpellFor 5 seconds, you move 33% faster than normal. The next time you strike a foe, all other nearby foes take 50 cold damage and this enchantment ends.56
NightfallRitualist. Restoration Magic 1Death Pact Signet (PvP)SignetResurrect target party member with your current Health and 21% Energy. The next time that ally dies within 120 seconds, so do you.412
You activate Spells and Signets 40% 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 33%.
FactionsMesmer. Domination Magic 14ComplicateSpellIf target foe is using a skill, that skill is interrupted and disabled for target foe and all foes in the area for an additional 12 seconds.100.220
PropheciesMesmer. Domination Magic 14Power BlockElite SpellIf target foe is casting a Spell or Chant, that Skill is interrupted. The interrupted Skill and all Skills of the same attribute are disabled for 11 seconds for that foe.150.220
CoreMesmer. Domination Magic 14DiversionHex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.101.812
CoreMesmer. Domination Magic 14Shatter EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage.100.620
CoreMesmer. Inspiration Magic 9Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 13 Energy and 88 Health.51.220
NightfallRitualist. Restoration Magic 2Death Pact Signet (PvP)SignetResurrect target party member with your current Health and 26% Energy. The next time that ally dies within 120 seconds, so do you.2.712
Template code
Variable skill slot
Wastrel's DemiseNightfallMesmer. Domination Magic 15Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 10 damage and an additional 10 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 5¼3 if playing with a main team lightning surge elementalist or anticipating to play against a wastrel's mesmer. Switch to a major rune of domination magic.
ShamePropheciesMesmer. Domination Magic 14ShameHex SpellFor 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 13 Energy from that foe.10230
CoreElementalist. Energy Storage 13Aura of Restoration (PvP)Enchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 373% of the Energy cost each time you cast a spell.5¼20
CoreElementalist. Air Magic 15Air AttunementEnchantment SpellFor 60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.10130
CoreElementalist. Air Magic 15Lightning SurgeElite Hex SpellAfter 3 seconds, target foe is knocked down and struck for 100 lightning damage, and has Cracked Armor for 20. This spell has 25% armor penetration.10110
PropheciesElementalist. Air Magic 15Chain LightningSpellTarget foe and up to two other foes near your target are struck for 85 lightning damage. This spell has 25% armor penetration.51026
CoreElementalist. Air Magic 15Lightning StrikeHex SpellStrike target foe for 50 lightning damage. This spell has 25% armor penetration. If you are Overcast, that foe is hexed with Lightning Strike for 3 seconds. When this hex ends, that foe is struck again for 50 lightning damage.515
FactionsElementalist. Air Magic 15Shock ArrowSpellSend out a shocking arrow that flies swiftly toward target foe, striking for 50 lightning damage. If Shock Arrow strikes a foe suffering from Cracked Armor, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Shock Arrow has 25% armor penetration.518
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.3
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%.
FactionsMesmer. Fast Casting 9Psychic InstabilityElite Spell Interrupts the target foe's action. If that action is a skill, that foe and all nearby foes are knocked down for 3 seconds. (50% failure chance with Fast Casting 4 or less.)50.212
NightfallMesmer. Domination Magic 15Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 10 damage and an additional 10 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 50.23
PropheciesMesmer. Domination Magic 15Wastrel's WorryHex SpellAfter 3 seconds, target foe and all adjacent foes take 100 damage. Wastrel's Worry ends prematurely if that foe uses a skill.50.21
CoreMesmer. Domination Magic 15Power SpikeSpellIf target foe is casting a Spell or a Chant, that Skill is interrupted and target foe takes 120 damage.50.212
CoreMesmer. Domination Magic 15Shatter EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, that foe takes 100 damage.100.720
CoreMesmer. Inspiration Magic 11Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 15 Energy and 99 Health.51.320
FactionsRanger. Marksmanship 11Melandru's ShotElite Bow AttackIf this attack hits, your target bleeds for 20 seconds. If it hits a foe that is moving or knocked down, that foe takes +21 damage and is crippled for 12 seconds.218
CoreRanger. Expertise 14Distracting ShotBow AttackIf Distracting Shot hits, it interrupts target foe's action but deals only 15 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.2½10
CoreRanger. Marksmanship 11Savage ShotBow AttackIf Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +24 damage.4½5
CoreRanger. Expertise 14Lightning ReflexesStanceFor 11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.430
NightfallMonk. Protection Prayers 1Mending TouchSpellTouched ally loses two Conditions and is healed for 18 Health for each Condition removed in this way.2¾6
NightfallRanger. Wilderness Survival 11Natural StrideStanceFor 6 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.212
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.3
CoreElementalist. Energy Storage 11Aura of Restoration (PvP)Enchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 347% of the Energy cost each time you cast a spell.5¼20
CoreElementalist. Fire Magic 14Fire AttunementEnchantment SpellFor 58 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic.10130
CoreElementalist. Fire Magic 14Mind BurnElite SpellTarget foe and all adjacent foes take 57 fire damage. If you have more Energy than target foe, that foe and all adjacent foes take an additional 57 fire damage and are set on fire for 9 seconds.5515
NightfallElementalist. Fire Magic 14Glowing GazeSpellDeals 47 fire damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Burning.518
FactionsElementalist. Fire Magic 14Smoldering EmbersHex SpellTarget foe is struck for 66 fire damage. If you are Overcast, that foe is hexed with Smoldering Embers for 3 seconds and takes 24 additional fire damage each second.101.57
NightfallElementalist. Fire Magic 14Flame Djinn's HasteEnchantment SpellAll adjacent foes are struck for 113 fire damage. For 14 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell.10¾20
CoreElementalist. Energy Storage Aura of Restoration (PvP)Enchantment SpellFor 60 seconds, you gain 0..1..1 Energy and are healed for 200..360..413% of the Energy cost each time you cast a spell.5¼20
CoreElementalist. Air Magic 16Air AttunementEnchantment SpellFor 62 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.10130
CoreElementalist. Air Magic 16Lightning SurgeElite Hex SpellAfter 3 seconds, target foe is knocked down and struck for 106 lightning damage, and has Cracked Armor for 21. This spell has 25% armor penetration.10110
CoreElementalist. Air Magic 16Lightning StrikeHex SpellStrike target foe for 53 lightning damage. This spell has 25% armor penetration. If you are Overcast, that foe is hexed with Lightning Strike for 3 seconds. When this hex ends, that foe is struck again for 53 lightning damage.515
FactionsElementalist. Air Magic 16Shock ArrowSpellSend out a shocking arrow that flies swiftly toward target foe, striking for 53 lightning damage. If Shock Arrow strikes a foe suffering from Cracked Armor, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Shock Arrow has 25% armor penetration.518
Variable skill slots (pick one from each category)
Offense
Chain LightningPropheciesElementalist. Air Magic 16Chain LightningSpellTarget foe and up to two other foes near your target are struck for 90 lightning damage. This spell has 25% armor penetration.51026 – additional damage.
GaleCoreElementalist. Air Magic GaleSpellKnock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)101015 – domination on split.
Defense
Patient SpiritEotNMonk. Healing Prayers 10Patient SpiritEnchantment SpellFor 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 90 Health when the enchantment ends. 5¼4 – if anticipating to play against ranger, necromancer or wastrel's mesmer. 10 healing prayers, 8+1 energy storage.
Spirit Bond (PvP)FactionsMonk. Protection Prayers 9Spirit 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 66 Health.10¼5 – if anticipating to play against elementalists, assassin or warrior. 9 protection prayers, 9+1 energy storage.
PropheciesMonk. Protection Prayers 14Restore ConditionElite SpellRemove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target other ally. For each Condition removed, that ally is healed for 66 Health. Target ally gets healed for 29 Health.5¾2
FactionsMonk. Protection Prayers 14Spirit 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 86 Health. Target ally gets healed for 29 Health.10¼5
CoreMonk. Protection Prayers 14Aegis (PvP)Enchantment SpellFor 3 seconds, target other party member cannot be the target of hostile spells, and attacks against this party member fail. Target ally gets healed for 29 Health.10¼30
CoreMonk. Protection Prayers 14Shielding HandsEnchantment SpellFor 8 seconds, damage and life steal received by target ally is reduced by 17. When Shielding Hands ends, that ally is healed for 47 Health. Target ally gets healed for 29 Health.5¼15
CoreMonk. UnlinkedHoly VeilEnchantment SpellWhile you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Target ally gets healed for 29 Health.-15112
CoreWarrior. Tactics 10Balanced StanceStanceFor 16 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.530
Template code
Variants
Pick Shield GuardianFactionsMonk. Protection Prayers 14Shield GuardianEnchantment SpellFor 4 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 38 and Shield Guardian ends.51.520 over Holy VeilCoreMonk. UnlinkedHoly VeilEnchantment SpellWhile you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.-15112 if anticipating pressure builds like Necromancer Balanced.
This makes you more vulnerable to Power BlockPropheciesMesmer. Domination Magic Power BlockElite SpellIf target foe is casting a Spell or Chant, that Skill is interrupted. The interrupted Skill and all Skills of the same attribute are disabled for 1..10..13 seconds for that foe.15¼20 and Power LeakPropheciesMesmer. Domination Magic Power LeakSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 3..14..18 Energy.10¼20.
FactionsMonk. Healing Prayers 14Healing BurstElite SpellTarget ally is healed for 150(+32). All party members in earshot of your target gain Health equal to the Divine Favor bonus from this spell. Your Smiting Prayers are disabled for 20 seconds.5¾4
EotNMonk. Healing Prayers 14Patient SpiritEnchantment SpellFor 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 114 Health when the enchantment ends. Target ally gets healed for 32 Health.5¼4
CoreMonk. Healing Prayers 14Infuse HealthSpellLose half your current Health. Target other ally is healed for 134% of the amount you lost. Target ally gets healed for 32 Health.10¼
FactionsMonk. Protection Prayers 10Shield GuardianEnchantment SpellFor 3 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 30 and Shield Guardian ends.51.520
EotNMonk. Healing Prayers 14Cure HexSpellRemove one Hex from target ally. If a Hex was removed, that ally is healed for 114 Health. Target ally gets healed for 32 Health.5112
CoreMonk. Protection Prayers 10Draw ConditionsSpellAll negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 19 Health. Target ally gets healed for 32 Health.5¼4
FactionsAssassin. Shadow Arts 3Dark EscapeStanceFor 7 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.530
Template code
Variant
Take Signet of RejuvenationFactionsMonk. Healing Prayers 14Signet of RejuvenationSignetHeal target ally for 71. If target ally is casting a spell or attacking, that ally is healed for an additional 71 Health.18 over Infuse HealthCoreMonk. Healing Prayers 14Infuse HealthSpellLose half your current Health. Target other ally is healed for 134% of the amount you lost.10¼ against pressure builds.
FactionsMonk. Healing Prayers 13Healing BurstElite SpellTarget ally is healed for 140(+35). All party members in earshot of your target gain Health equal to the Divine Favor bonus from this spell. Your Smiting Prayers are disabled for 20 seconds.5¾4
EotNMonk. Healing Prayers 13Patient SpiritEnchantment SpellFor 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 108 Health when the enchantment ends. Target ally gets healed for 35 Health.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. Target ally gets healed for 35 Health.10¼5
FactionsMonk. Protection Prayers 11Shield GuardianEnchantment SpellFor 3 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 32 and Shield Guardian ends.51.520
EotNMonk. Healing Prayers 13Cure HexSpellRemove one Hex from target ally. If a Hex was removed, that ally is healed for 108 Health. Target ally gets healed for 35 Health.5112
CoreMonk. Protection Prayers 11Draw ConditionsSpellAll negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 21 Health. Target ally gets healed for 35 Health.5¼4
FactionsAssassin. UnlinkedDashStanceFor 3 seconds, you run 50% faster.58
Template code
Variants
Replace Spirit Bond (PvP)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 with 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 against spike builds or Shield of AbsorptionNightfallMonk. 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 against pressure builds.
Replace Shield GuardianFactionsMonk. Protection Prayers 11Shield GuardianEnchantment SpellFor 3 seconds, all party members in earshot have a 75% chance to block incoming attacks. If an attack is blocked, all allies in earshot are healed for 32 and Shield Guardian ends.51.520 with Shielding HandsCoreMonk. Protection Prayers 11Shielding HandsEnchantment SpellFor 8 seconds, damage and life steal received by target ally is reduced by 14. When Shielding Hands ends, that ally is healed for 38 Health.5¼15 and GuardianCoreMonk. Protection Prayers 11GuardianEnchantment SpellFor 6 seconds, target ally has a 50% chance to block attacks.514 with Mending TouchNightfallMonk. Protection Prayers 11Mending TouchSpellTouched ally loses two Conditions and is healed for 48 Health for each Condition removed in this way.5¾6 if anticipating a dedicated split build.
Game Plan
Stall the game by splitting and collapsing while running flags. You want that nothing happens in main team throughout the entire match while your elementalists have 25 minutes to run back and forth, trying to get some pit NPCs while safeguarding your own. Every NPC you get will give you an advantage in the lategame, which is when you want to decide the match for you. 8v8
Don't 8v8.
You might irregularly get into an 8v8 situation if your main team pushed them into their base. Don't converge split and main team. Fall back to give the opponent space where he can make mistakes.
If your split collapsed the main team and their runner is not yet there, you may achieve a kill.
Flag
Run flags on your runner, mainteam lightning surge, wastrel's mesmer or runner.
Split
Defend with the runner.
Play it safely. You have 25 minutes to get NPCs by splitting and collapsing and will eventually succeed.
Lategame
If your game plan worked out, you'll face a partly or fully emptied pit while yours is still full, allowing you to push with one monk and plenty of damage into their base, leaving the main pressure to your pit NPCs and the variable midline character.
Playing against this team
8v8 Situations
If your main team falls back into the base, try to lure the opponent into your pit to create an 8v8 situation. You should have an advantage here and can probably catch the split elementalists in an overextended position.
Watch out for collapses on the main team, they're going to try performing a few spikes in quick succession.
Flag
Your team will likely be too spread out to gain much ground here. Avoid letting the opponent boost.
Split
Don't allow them to get pit NPCs so their game plan doesn't work out.
As they're playing a dedicated split they might not notice if you sneak a dervish into their base to kill the knights.
Lategame
If you've kept your pit NPCs alive you'll be fine as dual ele split doesn't deal as much lord damage as dual frontline setups.
Exemplary Video
The split team played by one person (splitscreen):