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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:

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.

Team Overview[]

Dervish
Avatar of Balthazar Harrier's Grasp Radiant Scythe Wearying Strike Rending Aura Optional Whirling Charge Resurrection Signet
Warrior/ Ritualist
Enraging Charge Devastating Hammer Hammer Bash Crushing Blow Protector's Strike Bull's Strike Flail Death Pact Signet (PvP)
Ranger
Melandru's Shot Distracting Shot Savage Shot Lightning Reflexes (PvP) Optional Apply Poison Natural Stride Optional
Necromancer/Assassin
Signet of Suffering Life Siphon Oppressive Gaze Dark Pact Angorodon's Gaze Strip Enchantment Dash Optional
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[]

Frontline[]

Combine two frontline builds of your choice, picking what your players use best.

Common combinations:


AoB Dervish[]

The energy cost of Dervish enchantments is reduced by 48%.
In PvE, gain +12 armor rating while enchanted.
 save
Template code

Variable skill slot

  • Heart of Fury Heart of Fury
  • Pious Fury Pious Fury

Equipment

Runes and insignias

Weapons

Usage


Devastating Hammer Warrior[]

Your attack skills gain 14% armor penetration.
 save
Template code

Equipment

Runes and insignias

Weapons

  • Vampiric hammer of defense with "Strength and Honor".
  • Sundering hammer of defense with "Strength and Honor" for accumulating lord damage.
  • Elemental hammer of defense with "Strength and Honor" against warriors.
  • Furious or zealous axe/sword of defense with "I have the power!".
  • Furious spear of fortitude with "I have the power!" and
    • Strength shield of fortitude, -20% blind duration.
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

Variant


Melshot Ranger[]

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

Variable skill slot 1

  • Mending Touch Mending Touch – for general use.
  • Holy Veil Holy Veil – if anticipating to play against a Lightning Surge elementalist.
  • Rend Enchantments Rend Enchantments – anti elementalist skill both for split and main team purposes.

Variable skill slot 2

  • Resurrection Signet Resurrection Signet
  • Troll Unguent Troll Unguent – if you plan to split or fight splits a lot with the ranger and need the healing.

Equipment

Runes and insignias

Weapons

  • Crippling recurve bow of defense.
  • Crippling long bow of defense.
  • Poisonous recurve bow of defense.
  • 40/40 protection prayers.
  • Poisonous spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage


Necromancer[]

12 + 1 + 1
Gain 13 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
 save
Template code

Variable skill slot

  • Resurrection Signet Resurrection Signet
  • Blood Renewal Blood Renewal – for easier survival in split defense situations or when a ranger pushes on you while you're flag running.
  • Rend Enchantments Rend Enchantments – if anticipating elementalist heavy 8v8 builds.

Equipment

Runes and insignias

Weapons

Usage


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%.
 save
Template code

Variants

  • Take Power Drain over Power Leak or Complicate for easier energy management.
  • Drop Diversion or Shame for Power Spike or a wastrel's cancel skill like Wastrel's Demise or Mind Wrack.
  • Switch to a Power Block mesmer.

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 29 Health whenever you cast Monk spells on them.
 save
Template code

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 Fuse[]

Your allies are healed for 32 Health whenever you cast Monk spells on them.
 save
Template code

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.
 save
Template code

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 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 Guardian.
  • 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[]

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