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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:

Slingway aims to clear Urgoz's Warren while skipping several large spikes through the use of Recall. Tanks alternate maintaining aggro while the secondary tank runs to Guardian Serpents or safe locations to allow the rest of the team to recall to them. This requires coordination among the team but provides a safe way to reduce speed clear timing throughout the run.

t1/t2[]

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Throughout the run (unless otherwise mentioned) maintain recall on your respective monk, i.e. t1 maintains recall on m1, and t2 on m2. Your corresponding monk will be responsible for maintaining bonds on you, therefore you both will want to maintain bond range of each other. Use of cupcake without Armor of Earth (AoE) is needed to reduce aggro while skirting pulls that the other tank is maintaining. t1 is more heavily responsible for tanking large groups while t2 is more responsible for pathing around enemies and porting the team. The t1 should understand how to manage spirits of disenchantment and have vs slash defense on their armor and shield to more easily tank vs long wolf holds

Room One:

  • t2 calls "t2 port"
  • t1 casts recall on m1 then grabs all aggro while maintaining armor of earth and drags to the left/east (if m1 has not spawned in you can recall anyone other than t2 and do not need to wait for bonds)
  • t2 runs to the right/west side while avoiding/breaking aggro and waits for team to clear initial spawn and port in. Any that die or load late can recall chain to m2
  • t2 calls "t2 port"
  • t2 waits for d1 to gather aggro for second pull, then runs directly to the first guardian serpent without AoE for the team to port in

Room Two:

  • t1 calls "t1 port"
  • t2 grabs all aggro and hides behind safe wall while maintaining AoE
  • t1 skirts to serpent using HoS off of bark and ports team in, then immediately steps back and holds spawned drinkers and any aggro split from t2

Room Three:

  • t2 calls "t2 port"
  • Once door to room three is open t2 casts SF, ports to m2, and runs past aggro into the fire room. d1/d2 are responsible for door switches
  • t1 ports to the team once they have made it into the fire room

Room Four: Pause for team to reset bonds as needed, then both t1/t2 run across bridge

  • t2 calls "t2 port"
  • t2 holds first two wolf spawns with AoE for team to spike
  • t1 runs past and holds third wolf spawn
  • t2 runs directly to the serpent to give a port in

Room Five:

  • t2 calls "t2 port"
  • t2 gathers first two wolf spawns and pulls aside for team to run past
  • t1 runs ahead to group/hold next wolves at the bottom of the valley
  • t2 recasts shroud/SF/Aoe then ports to m2 once team is clear
  • t2 runs past without AoE to allow team to port onto the bridge without spiking
  • t1 ports in once team is clear

This is a good point to allow the team to heal/rebond

Room Six: Use HoS/recall to skip down bridge

  • t1 calls "t1 port"
  • t2 holds wolf spawns while t1 runs to serpent and ports team in
  • Once team is inside t2 runs around to avoid damage until team has moved past the energy degen room, then ports in to m1

Room Seven:

  • t1 gathers all enemies for large spike. This is the largest spike of the run and is worth doing slowly
  • Once spike is done, t2 heads into the thorns room and pulls aggro from the serpent while maintaining AoE
  • t1 calls "t1 port"
  • t1 runs to the serpent while avoiding aggro and ports the team in
  • Once the team has gone inside, t2 ports to team

Room Eight:

  • t1 gathers wolves and holds in corner
  • t2 avoids wolves and assists team with drinkers
  • t2 remains prepared to grab wolf aggro if m1/t1 die

Room Nine:

  • t2 gathers aggro for spike at serpent while team kills bark

d1/d2[]

The energy cost of Dervish enchantments is reduced by 40%.
In PvE, gain +10 armor rating while enchanted.
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At the start of the run d1 is responsible for grouping and holding the second wave of enemies. Run to the right/west along following t2 and immediately run to the next area once you have room. If you are inexperienced you can ask for a monk to bond you for this pull.\

  • Precast all enchantments prior to triggering recall for spikes on guardian serpents
  • In room three, d1 is responsible for triggering the left/east switch and d2 the right/west switch. Time your IAU to avoid cripple and death's charge up to the switch then recall out once triggered

m1/m2[]

Your allies are healed for 51 Health whenever you cast Monk spells on them.
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  • Maintain balth/life bond on your respective tank, i.e. m1 bonds t1 and m2 bonds t2
  • Listen to calls for port from t1/t2. If t1 calls "t1 port" then m1 and m2 should cast recall on t1

If the main team is inexperienced, they may choose to repeatedly recall a monk instead of a tank. Therefore it is the monks' responsibility to prioritize correct recall

  • M1: prioritize life bond --> balth onto your tank at the start and when a rebond is necessary. You can then recall on m2 and balth/blessed yourself. When your tank is not engaging, you can remove your selfcast bonds and reapply appropriately
  • M2: prioritize recall onto your tank at the start, and cast life bond --> balth if they are still in range. If not, you can apply after porting the team
  • Reapply recall as soon as you are able to after a port in. You are responsible for providing a recall chain to your tank in the event that someone dies, therefore during certain areas such as the start of the run it is important not to get spiked by vampries. Bond your tank and stay as safe as you can while maintaining bond range
  • During spikes, seed the other monk if your tank is not holding aggro
  • During the drinker room, it is extremely important that you do not maintain recall on the tank holding wolves, otherwise it will be stripped causing you to port to the wolves and die
  • During large spikes stay out of aggro range of the ball, seed/heal party, and UA rez any of the team that dies
  • It is important that the monks track when it is their turn to port, and beneficial to call to the team when porting in. It is highly recommended to read the t1/t2 role to understand the tempo of the run

Shockfreeze[]

Your maximum Energy is raised by 36.
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Panic[]

You activate Spells and Signets 48% 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 42%.
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EoE[]

The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 64%.
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Blind wolves if they approach the team, technobabble and choking gas drinkers

Mes x3[]

You activate Spells and Signets 48% 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 42%.
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See also[]