A team with high pressure in 8v8 situations, solid flag pushing abilities and good options to counter splitting. It can adapt to most opponent's builds and tactics.
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
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
Template code
Variable skill slot
Heart of FuryNightfallDervish. Mysticism 12Heart of FuryStanceFor 8 seconds, you attack 25% faster.4
Pious FuryEotNDervish. Mysticism 12Pious FuryStanceRemove 1 Dervish enchantment. For 6 seconds, you attack 25% faster. If an enchantment was removed, this stance lasts twice as long.510
NightfallWarrior. Strength 14Enraging ChargeStanceFor 14 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 3 strikes of adrenaline if you hit with a melee attack.520
CoreWarrior. Hammer Mastery 13Devastating HammerElite Hammer AttackIf Devastating Hammer hits, your target is knocked down and suffers from Weakness for 18 seconds. This attack skill has 14% armor penetration.7
CoreWarrior. Hammer Mastery 13Hammer BashHammer AttackLose all adrenaline. If Hammer Bash hits, your target is knocked down. This attack skill has 14% armor penetration.6
PropheciesWarrior. Hammer Mastery 13Crushing BlowHammer AttackIf this attack hits, you strike for +17 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 18 seconds. This attack skill has 14% armor penetration.510
PropheciesWarrior. Strength 14Protector's StrikeMelee AttackIf this attack strikes a moving foe, you strike for 38 more damage. This attack skill has 14% armor penetration.5½3
CoreWarrior. Strength 14Bull's StrikeMelee AttackIf this attack hits a moving foe, you strike for +28 damage, and your target is knocked down. This attack skill has 14% armor penetration.510
NightfallRitualist. Restoration Magic 3Death Pact Signet (PvP)SignetResurrect target party member with your current Health and 32% Energy. The next time that ally dies within 120 seconds, so do you.412
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
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
Mending TouchNightfallMonk. Protection Prayers 1Mending TouchSpellTouched ally loses two Conditions and is healed for 18 Health for each Condition removed in this way.5¾6 – for general use.
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 to play against a Lightning SurgeCoreElementalist. 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 elementalist.
Rend EnchantmentsCoreNecromancer. Curses 1Rend EnchantmentsSpellRemove 5 Enchantments from target foe. For each Monk Enchantment removed, you take 53 damage.5220 – anti elementalist skill both for split and main team purposes.
Variable skill slot 2
Resurrection SignetCoreNo 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
Troll UnguentCoreRanger. Wilderness Survival 11Troll UnguentSkillFor 13 seconds, you gain +8 Health regeneration.5310 – if you plan to split or fight splits a lot with the ranger and need the healing.
NightfallNecromancer. Blood Magic 14Signet of SufferingElite SignetYou suffer from Bleeding for 6 seconds. The next Necromancer skill that targets a foe causes Bleeding for 15 seconds.4
FactionsNecromancer. Blood Magic 14Oppressive GazeSpellTarget foe and adjacent foes take 29 shadow damage. Foes already suffering from a condition are Poisoned and Weakened for 11 seconds.10110
Resurrection SignetCoreNo 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
Blood RenewalPropheciesNecromancer. Blood Magic 14Blood RenewalEnchantment SpellFor 7 seconds, you gain +6 Health regeneration. When Blood Renewal ends, you gain 180 Health.15%117 – for easier survival in split defense situations or when a ranger pushes on you while you're flag running.
Rend EnchantmentsCoreNecromancer. Curses 3Rend EnchantmentsSpellRemove 6 Enchantments from target foe. For each Monk Enchantment removed, you take 49 damage.5220 – if anticipating elementalist heavy 8v8 builds.
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 LeakSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 16 Energy.100.220
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
PropheciesMesmer. 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.101.230
CoreMesmer. Domination Magic 14Energy SurgeElite SpellTarget foe loses 9 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.215
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
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Variants
Take Power DrainCoreMesmer. Inspiration Magic 9Power DrainSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and you gain 19 Energy.5¼20 over Power LeakPropheciesMesmer. Domination Magic 14Power LeakSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 16 Energy.10¼20 or ComplicateFactionsMesmer. 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.10¼20 for easier energy management.
Drop DiversionCoreMesmer. Domination Magic 14DiversionHex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.10312 or 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 for Power SpikeCoreMesmer. Domination Magic 14Power SpikeSpellIf target foe is casting a Spell or a Chant, that Skill is interrupted and target foe takes 114 damage.5¼12 or a wastrel's cancel skill like Wastrel's DemiseNightfallMesmer. Domination Magic 14Wastrel'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 9 damage and an additional 9 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 5¼3 or Mind WrackCoreMesmer. Domination Magic 14Mind WrackHex SpellFor 38 seconds, whenever this foe is the target of one of your non-hex Mesmer skills, that foe loses 1 Energy and takes 24 damage per point of Energy lost. If the target foe's Energy drops to 0, that foe takes 94 damage.517.
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
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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
Necromancer balanced is flexible. Do whatever hurts your opponent most. Stay in an 8v8 if your shutdown and pressure are superior, split if their team requires an intact main team, flag push if they can't respond well to it. 8v8
Don't call spikes.
Everyone applies damage on his own. The mesmer support the frontline with removing GuardianCoreMonk. Protection Prayers GuardianEnchantment SpellFor 2..6..7 seconds, target ally has a 50% chance to block attacks.514.
Drain the enchantments of elementalists and interrupt casters in general so they drop low on energy, allowing you to play aggressively.
Flag
Run on the necromancer.
Push their flag with ranger and possibly your frontline.
Split
Split your ranger if necessary.
Defend splits with runner, ranger or necromancer.
Lategame
Ranger, necromancer and runner back. Prot where needed. Rest is the assault team.
Playing against this team[]
8v8 Situations
Take out poison.
Anti caster skills should be directed towards the mesmer.
Kill the dervish with dual shatter if possible.
Neutralize their condition pressure with a flesh wound paragon.
Flag
Avoid falling behind on flags too far, else their flag pushing will give them the opportunity to play aggressively in an 8v7 situation.
Split
Don't attempt dervish splits.
Elementalists can be defended effectively, collapse and re-split frequently.
Lategame
If their pit NPCs are still up you need two monks for the offensive team.
See also[]
RNE for large, split heavy maps like isle of wurms and frozen isle.