PvXwiki

This build is provisionally vetted great pending more votes.

This build has received a provisional rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

A team with high pressure in 8v8 situations and good options for splitting.

Team Overview[]

Dervish/ Ritualist     
Avatar of Balthazar Harrier's Grasp Radiant Scythe Wearying Strike Rending Aura Heart of Fury (PvP) Whirling Charge Death Pact Signet (PvP)
Warrior
Enraging Charge Devastating Hammer Hammer Bash Crushing Blow Optional Bull's Strike Flail Optional
Ranger/Monk
Melandru's Shot Distracting Shot Savage Shot Lightning Reflexes Mending Touch Apply Poison Natural Stride Optional
Necromancer/Assassin
Signet of Suffering Life Siphon Oppressive Gaze Dark Pact Angorodon's Gaze Strip Enchantment Dash Optional
Elementalist/Dervish
Aura of Restoration (PvP) Fire Attunement Mind Burn Immolate Glowing Gaze Smoldering Embers Flame Djinn's Haste Mystic Regeneration (PvP)
  OR  Elementalist/Dervish   
Aura of Restoration (PvP) Air Attunement Lightning Surge optional Lightning Strike Shock Arrow Windborne Speed Mystic Regeneration (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

AoB Dervish[]

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

Runes and insignias

Weapons

Usage


Devastating Hammer Warrior[]

12 + 1 + 1
Your attack skills gain 14% armor penetration.
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Variable skill slots

  • Death's Charge Death's Charge – allows to easier collapse on splitting targets.
  • Iron Palm Iron Palm – on-demand knockdown; the condition should usually be met by default due to necromancer and ranger.
  • Protector's Strike Protector's Strike – for harder spikes.
  • Death Pact Signet (PvP) Death Pact Signet (PvP)
  • Resurrection Signet Resurrection Signet – with the secondary profession assassin.

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

Variants


Melshot Ranger[]

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

Equipment

Runes and insignias

Weapons

Usage Main Article: SoS Necromancer


Split Elementalist[]


Restore Condition Prot[]

Your allies are healed for 29 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 Fuse[]

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 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.

See also[]