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
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
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
Death's ChargeFactionsAssassin. Shadow Arts 3Death's ChargeSpellShadow Step to target foe. If that foe has more Health than you, you are healed for 92.5¼30 – allows to easier collapse on splitting targets.
Iron PalmFactionsAssassin. Deadly Arts 0Iron PalmSkillTarget touched foe suffers 5 damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm counts as a lead attack.5¾20 – on-demand knockdown; the condition should usually be met by default due to necromancer and ranger.
Protector's StrikePropheciesWarrior. 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 – for harder spikes.
Death Pact Signet (PvP)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
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 – with the secondary profession assassin.
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 1Troll UnguentSkillFor 13 seconds, you gain +3 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.
CoreElementalist. Energy Storage 10Aura of Restoration (PvP)Enchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 333% 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
NightfallDervish. Earth Prayers 9Mystic Regeneration (PvP)Enchantment SpellFor 14 seconds, you have +3 Health regeneration for each enchantment (maximum of 3) on you.10¼12
CoreElementalist. Energy Storage 10Aura of Restoration (PvP)Enchantment SpellFor 60 seconds, you gain 1 Energy and are healed for 333% 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
NightfallDervish. Earth Prayers 9Mystic Regeneration (PvP)Enchantment SpellFor 14 seconds, you have +3 Health regeneration for each enchantment (maximum of 3) on you.10¼12
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Variable skill slot
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.
Strength shield of fortitude, -20% cripple duration.
Strength shields of fortitude, +10 armor against each damage type.
Usage
Strongest solo split choice, can't lose 1v1 situations against other split characters. Good at linebacking the other team's frontline in 8v8 situations, but provides less pressure than the fire elementalist.
Stay alive, don't risk getting killed.
Killing NPCs usually gives a greater advantage than killing players.
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
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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
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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
Popular on medium size split maps like Isle of Solitude and Isle of Wurms. The usual tactic is to solo split the elementalist and pressure the other team in a flag push game at main team, but the whole midline can join the split or defend against splits and the frontline is able to punish bad positioning of the other team quickly if the situation calls for it. 8v8
Spread pressure.
Irregularly perform pressure spikes.
Flag
Flag push with ranger. You may join with your frontline.
Run on your necromancer.
Split
You can split and defend against splits on your elementalist.
Build adrenaline on your hammer warrior and use him to collapse splits.
Collapse the mainteam and re-split frequently. Snare the runner.
Lategame
Ranger, necromancer and runner back. Prot where needed. Everyone else attacks.
Playing against this team[]
8v8 Situations
Flag
Dual run if necessary to avoid falling back on flags too much.
Split
Defend with your midline if possible. Stall the game instead of risking to lose NPCs or suffer kills in main team.
They can defend well against your splits, so be ready to snare their runner and collapse the main team to try getting a kill.
Lategame
It's easy to lineback their elementalist so they don't deal as much damage to the lord.