Build:Team - DoA HM Searing Flames

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This build has been archived as of 09:53, 19 January 2008 (EST), for the following reason:

  • Pets no longer leave corpses

This build had been designed for the following use:

Contents

The DoA Searing Flames team build is a build designed to conquer all of the Domain of Anguish (DoA). It is a balanced build that relies on the tried and true formula of a tank, elementalists nuking and monks keeping the team alive.

This build can complete all the 4 areas in the Domain of Anguish: City of Torc'qua, Stygian Veil, Ravenheart Gloom and The Foundry of Failed Creations. The same concept build can be used to defeat Mallyx the Unyielding in the Ebony Citadel of Mallyx with modifications to the damage dealers. The specific steps to use the build in each area are discussed below.

Conquering the DoA in sequence is done in the order: City -> Veil -> Gloom -> Foundry. This has the benefit that the chests at the end of each area would increasingly yield more gems. The City chest will yield one Margonite Gemstone for each party member, the Stygian Chest would yield two Stygian Gemstones, the Ravenheart Chest would yield three Torment Gemstones and finally, the Foundry Chest would yield four Titan Gemstones. In hard mode, these amounts are doubled.

[edit] Build Concept

While there are different tactics for different situations (explained below, in the tactics section), the general outline of how this team works is as follows:

  • An Obsidian Flesh tank draws aggro and tries to hold it.
  • Two Searing Flames nukers take out the targets.
  • A Necromancer-Mesmer provides an added punch with Spiteful Spirit.
  • Two healer monks keep the tank alive and catch any damage that strays towards the elementalists.
  • One bonder maintains all bonds on the tank and some bonds on the nukers to prevent massive spikes.
  • One Blood is Power Necromancer provides energy management and supportive spirits for the whole party.

[edit] Build Details

[edit] The Obsidian Flesh Tank

The Obsidian Flesh tank can be done in many ways. This includes a Warrior/Elementalist, Elementalist/Mesmer as well as other builds. The warrior provides the safest approach as their typical armor is 116 vs Physical and 96 vs Elemental damage without using a single skill. That being said, any of the other builds can be even more successful with enough skill and experience in the Domain of Anguish. Find other proposed tanking builds in the variants section.

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The DoA Searing Flames team in the Stygian Veil... Monsters pummeled by Meteor Shower and Searing Flames and unable to flee because of Deep Freeze.
The DoA Searing Flames team in the Stygian Veil... Monsters pummeled by Meteor Shower and Searing Flames and unable to flee because of Deep Freeze.
The grand prize of a 4 area run... 4 Titan Gemstones for every party member.
The grand prize of a 4 area run... 4 Titan Gemstones for every party member.

Usage:

  • The tank will be heavily bonded. As such he/she will only be receiving partial damage at all times.
  • The tank will have Balthazar's Spirit on which will allow for constant casting of all Earth Magic spells.
  • When going into a group of foes, it is best not to use Obsidian Flesh or Dolyak Signet as they will slow down your approach. Instead ask for Spell Breaker from a monk.
  • When pulling a group of foes, it is actually useful to invoke Obsidian Flesh as you pull foes into the tanking spot as moving slower than computer controlled foes will make them follow you as far as they could as opposed to running at normal speed.
  • Use Stoneflesh Aura as often as possible. It will make you take zero damage from nearly all attacks and spells.
  • Use Dolyak Signet to buff up your armor when facing foes that deal large amounts of damage such as the Tortureweb Dryders and the Stygian Brutes.
  • Use Glyph of Concentration to avoid having any of your spells interrupted. Use Wary Stance to protect the glyph if you expect physical interrupts from attack skills such as Savage Shot from the Spirit Tormentors and Disrupting Throw from the Sanity Tormentors.
  • The optional slot can be:

Equipment:

  • A sword/axe/spear with +5 Energy and a 20% "of Enchanting" grip. This will give you extra energy and make all the Earth spells last longer on you. Rajazan's Fervor or the Totem Axe make great weapons for this build.
  • A Shield with either +30 Health or +45 while Enchanted is optimal. Also, having a secondary set of Earth Magic based wand and Focus item is optimal for energy. It can also be a 15/-1 set to provide an extra energy boost in times of trouble.
  • Gladiator's Armor or an armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.

[edit] The Searing Flames Nukers

The primary damage dealers of this build are two regular Searing Flames nukers:

[edit] The Regular Nuker

This elementalist takes out foes by spamming Searing Flames and with tactical usage of Meteor Shower.

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Usage:

Equipment:

  • As elementalists have a large pool of energy, the only real upgrade this build really needs is 20% HSR preferably on both the wand and the focus item. This is to speed up the readiness of Meteor Shower. Using a 20% HCT+HSR wand and focus set will also significantly increase the DPS by speeding up the casting and recharge times of Searing Flames (normally 1 + 2 seconds).
  • A variety of armor choices make sense:

[edit] The Searing Flames Freezer

This elementalist freezes enemies piled around the tank so that they do not disperse before they are killed.

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Usage:

Equipment:

  • As elementalists have a large pool of energy, the only real upgrade this build really needs is 20% HSR preferably on both the wand and the focus item. This is to speed up the readiness of Meteor Shower.
  • A variety of armor choices make sense:
    • An armor set with Radiant Insignia will provide extra energy.
    • An armor set with Stalwart Insignia will provide extra protection against any melee aggro that comes your way.
    • Blessed Insignia would provide extra protection as the elementalist will always have at least 2 enchantments on.

[edit] The Spiteful Spirit Spammer

This necromancer provides pressure by casting Spiteful Spirit on enemies and adding additional damage.

3 + 1
12 + 3 + 1
12 + 1
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Usage:

Equipment:

  • A Necromancer staff or wand and focus item that provide extra energy as well as halving the spell recharge on Spiteful Spirit are ideal.
  • An armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.

[edit] The Healer's Boon Monk

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  • Note: There is no need to put points in death magic as the only need for NT is the teleport, not the poison duration. Better to put the points in Protection Prayers to make the skills on the allies you rebirth recharge a little faster.

Usage:

Equipment:

  • A perfect Insightful Staff of Enchanting with 20/20 HSR and HCT for Healing Prayers is optimal.
  • An armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.

[edit] The Spell Breaker Monk

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Usage:

Equipment:

  • A perfect Insightful Staff of Enchanting with 20/20 HSR and HCT for Healing Prayers is optimal.
  • An armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.

[edit] The Bonder

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Usage:

  • Maintain all the bonds above on the tank in order from right (Life Barrier cast first) to left (Vital Blessing cast last).
  • Maintain Balthazar's Spirit on yourself and both monks as well.
  • Maintain Life Barrier on the elementalists and (depending on your skill and how comfortable you are with bonding) everyone else.
  • When the party gets to the Prisoners part in the Foundry (see below), you will need to maintain Life Barrier, Life Bond and Vital Blessing on each prisoner as he is being rescued. After the prisoner is taken to safety, you can remove those bonds. Since no fighting takes place during those sequences, you can drop the bonds on the elementalists if you need to.

Equipment:

[edit] The BiPer