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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

Flux This build is significantly affected by the Flux: Hidden Talent.
See the build's talk page for discussion and ramifications not noted here.  

This Hidden Talent flux GvG team build uses spear warriors for frequent midline spikes and hard to spike team members.

Team Overview[]

Warrior/ Paragon
Sprint Spear of Lightning Spear of Redemption Blazing Spear Cruel Spear Flail Shield Bash Optional
Warrior/ Paragon
Sprint Spear of Lightning Spear of Redemption Blazing Spear Cruel Spear Flail Shield Bash Optional
Warrior/ Paragon
Sprint Spear of Lightning Spear of Redemption Blazing Spear Cruel Spear Flail Shield Bash Resurrection Signet
Elementalist/Dervish
Aura of Restoration (PvP) Air Attunement Invoke Lightning Lightning Strike Shell Shock Blinding Flash Windborne Speed Eremite's Zeal
Mesmer/ Ritualist     
Complicate Power Leak Diversion Shame Energy Surge Shatter Enchantment Drain Enchantment Death Pact Signet (PvP)
Monk/Warrior
Restore Condition Spirit Bond (PvP) Aegis (PvP) Guardian Shielding Hands Holy Veil Aura of Stability Balanced Stance
Monk/Assassin
Healing Burst Patient Spirit Infuse Health Guardian Shield Guardian Cure Hex Draw Conditions Dark Escape
Monk/Assassin
Healing Burst Patient Spirit Spirit Bond (PvP) Guardian Shield Guardian Cure Hex Draw Conditions Dash

Builds[]

Spear Warriors (3)[]

Your attack skills gain 14% armor penetration.
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Variable skill slot

  • Wild Throw Wild Throw for improved spikes.
  • "Watch Yourself!" "Watch Yourself!" for a small party-wide prot. Set tactics to 6+1.
  • Lion's Comfort Lion's Comfort for easier splitting.
  • Resurrection Signet Resurrection Signet

Equipment

Runes and insignias

Weapons

  • Vampiric spear of defense, 15^50 with
    • Strength shield of fortitude, -20% blind duration.
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Use


Air Magic Elementalist[]

12 + 1 + 2
Your maximum Energy is raised by 39.
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Equipment

Runes and insignias

Weapons

Usage

  • Use Blinding Flash on flesh wound paragons and hammer warriors.
  • Lead spikes with Shell Shock.
  • Run flags.
  • Main article: Invoke Elementalist


Domination Mesmer[]

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%.
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Equipment

Runes and insignias

Weapons

  • 40/40 domination magic.
  • 40/40 inspiration magic.
  • High energy set domination magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage


Restore Condition Prot[]

Your allies are healed for 35 Health whenever you cast Monk spells on them.
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Variants

  • Pick Shield Guardian over Holy Veil if anticipating pressure builds like Necromancer Balanced.
    • This makes you more vulnerable to Power Block and Power Leak.

Equipment

Runes and insignias

Weapons

Usage

Healing Burst Monk[]

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Your allies are healed for 32 Health whenever you cast Monk spells on them.
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Variant

  • Take Signet of Rejuvenation over Infuse Health against pressure builds.

Equipment

Runes and insignias

Weapons

Usage


Healing Burst Runner[]

Your allies are healed for 35 Health whenever you cast Monk spells on them.
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Variants

  • Replace Spirit Bond (PvP) with Protective Spirit against spike builds or Shield of Absorption against pressure builds.
  • Replace Shield Guardian with Shielding Hands and Guardian with Mending Touch if anticipating a dedicated split build.

Equipment

Runes and insignias

Weapons

Usage


Tactics[]

Playing this team[]

Game Plan Ideal for Warrior's Isle and other narrow maps which don't favour splitting. DP the opposing team in an 8v8, push them into their base and make use of their weakened targets.
8v8

  • Spike frequently to exhaust the opposing monks' energy and score kills.

Flag

  • Hold and get the flags on runner or elementalist. Don't capture too soon to avoid
  • Try to spike their flag, capture and push their team. You might be able to get a backup on your runner.

Split

  • Your warriors can split and defend against splits somewhat effectively, but lack the mobility of an elementalist.
  • If you anticipate splitting opponents run a Lightning Surge instead.
  • Prefer to defend on your runner to keep better spiking opportunities.

Lategame

  • Send the elementalist where he gets linebacked least. Send one warrior to pressure your opponent in your base if necessary.

Playing against this team[]

8v8 Situations

  • Stay in your shield sets.
  • If you are unable to kill their casters, force a flag push or split game.

Flag

  • Push flags with a ranger so you can defend yourself with stances against the warriors.

Split

  • As this team is primarily based on forceful main team spikes a 5-3 split is likely to counter it.
  • The warriors can split but require adrenaline to selfheal, giving you the opportunity to kill them easily with good dodging.

Lategame

  • The warrior spike doesn't have good pressure options for defending their base, so you may want to play the lategame aggressively.


See also[]

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