From PvXwiki
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This build has been archived as of November 13, 2007, for the following reasons:
- Not used as often
- Energizing Wind nerf
This build had been designed for the following use:
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This team uses traps and RaO thumpers to apply signifigant pressure to the enemy team, while a backline protected by traps and spirits and fuelled by Soul Reaping help keep the team alive.
[edit] Composition
- 3
/
RaO Thumpers
- 1
/
Smoke Trapper
- 1
/
Spike Trapper
- 1
/
WoR Healer
- 1
/
OoA Healer
- 1
/
Expel Rit
[edit] EW RaO Thumper
Core Warrior. Hammer Mastery 12 Hammer Bash Hammer Attack Lose all adrenaline. If Hammer Bash hits, your target is knocked down. Prophecies Warrior. Hammer Mastery 12 Crushing Blow Hammer Attack If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds. Factions Ranger. Beast Mastery 12 Bestial Mauling Pet Attack Your animal companion attempts a Bestial Mauling that deals +17 damage. If the attack strikes a knocked-down foe, that foe is Dazed for 9 seconds. Core Ranger. Beast Mastery 12 Energizing Wind Nature Ritual Create a level 5 Spirit with 100 Health and 32 armor. For non-Spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This Spirit dies after 25 seconds. Nightfall Ranger. Beast Mastery 12 Rampage as One Elite Skill For 13 seconds, both you and your animal companion attack 33% faster and run 25% faster. Core Ranger. Beast Mastery 12 Comfort Animal Skill You heal your animal companion for 87 Health. If your companion is dead, it is resurrected with 48% Health. Core Ranger. Beast Mastery 12 Charm Animal Skill Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. Core No Profession. Unlinked Resurrection Signet Signet Resurrect 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. |
[edit] Equipment
- A mix of Radiant and Survivor's insignias, depending on personal preferance.
- Zealous and Ebon Hammers of Fortitude with 15^50 inscriptions.
- Weapon and shield sets for anti-spike.
- A staff for emergency energy.
- Place EW in a safe location, refreshing it if it ends or is killed.
- Maintain Rampage as One as much as possible to provide a speed boost and IAS.
- Chain Hammer Bash -> (Bestial Mauling) -> Crushing Blow to apply Deep Wound and Daze.
- Time your KDs to hit important skills if necessary.
[edit] EoE RaO Thumper
Core Warrior. Hammer Mastery 12 Hammer Bash Hammer Attack Lose all adrenaline. If Hammer Bash hits, your target is knocked down. Prophecies Warrior. Hammer Mastery 12 Crushing Blow Hammer Attack If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds. Factions Ranger. Beast Mastery 12 Bestial Mauling Pet Attack Your animal companion attempts a Bestial Mauling that deals +17 damage. If the attack strikes a knocked-down foe, that foe is Dazed for 9 seconds. Prophecies Ranger. Beast Mastery 12 Edge of Extinction Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 43 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 126 seconds. Nightfall Ranger. Beast Mastery 12 Rampage as One Elite Skill For 13 seconds, both you and your animal companion attack 33% faster and run 25% faster. Core Ranger. Beast Mastery 12 Comfort Animal Skill You heal your animal companion for 87 Health. If your companion is dead, it is resurrected with 48% Health. Core Ranger. Beast Mastery 12 Charm Animal Skill Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. Core No Profession. Unlinked Resurrection Signet Signet Resurrect 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. |
[edit] Equipment
- A mix of Radiant and Survivor's insignias, depending on personal preferance.
- Zealous and Ebon Hammers of Fortitude with 15^50 inscriptions.
- Weapon and shield sets for anti-spike.
- A staff for emergency energy.
- Place EoE in a safe location. Be aware that it can backfire if your team is under heavy pressure.
- Maintain Rampage as One as much as possible to provide a speed boost and IAS.
- Chain Hammer Bash -> (Bestial Mauling) -> Crushing Blow to apply Deep Wound and Daze.
- Time your KDs to hit important skills if necessary.
[edit] Fertile RaO Thumper
Core Warrior. Hammer Mastery 12 Hammer Bash Hammer Attack Lose all adrenaline. If Hammer Bash hits, your target is knocked down. Prophecies Warrior. Hammer Mastery 12 Crushing Blow Hammer Attack If this attack hits, you strike for +16 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 17 seconds. Factions Ranger. Beast Mastery 12 Bestial Mauling Pet Attack Your animal companion attempts a Bestial Mauling that deals +17 damage. If the attack strikes a knocked-down foe, that foe is Dazed for 9 seconds. Prophecies Ranger. Beast Mastery 12 Fertile Season Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. Non-Spirit creatures within range have +130 maximum Health and gain +8 armor. This Spirit dies after 39 seconds. Nightfall Ranger. Beast Mastery 12 Rampage as One Elite Skill For 13 seconds, both you and your animal companion attack 33% faster and run 25% faster. Core Ranger. Beast Mastery 12 Comfort Animal Skill You heal your animal companion for 87 Health. If your companion is dead, it is resurrected with 48% Health. Core Ranger. Beast Mastery 12 Charm Animal Skill Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. Core No Profession. Unlinked Resurrection Signet Signet Resurrect 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. |
[edit] Equipment
- A mix of Radiant and Survivor's insignias, depending on personal preferance.
- Zealous and Ebon Hammers of Fortitude with 15^50 inscriptions.
- Weapon and shield sets for anti-spike.
- A staff for emergency energy.
- Place Fertile Season as much as possible against spike teams or if your team is being outpressured.
- Maintain Rampage as One as much as possible to provide a speed boost and IAS.
- Chain Hammer Bash -> (Bestial Mauling) -> Crushing Blow to apply Deep Wound and Daze.
[edit] Smoke Trapper
Nightfall Ranger. Wilderness Survival 14 Smoke Trap Elite Trap When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 10 seconds. Smoke Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. Core Ranger. Wilderness Survival 14 Flame Trap Trap When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 19 fire damage and set on fire for 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Core Ranger. Wilderness Survival 14 Barbed Trap Trap When Barbed Trap is triggered, all nearby foes are struck for 22 piercing damage, become Crippled, and begin Bleeding for 24 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Prophecies Ranger. Wilderness Survival 14 Dust Trap Trap When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 8 seconds and take 24 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. Nightfall Ranger. Expertise 13 Trapper's Speed Stance For 27 seconds, your Traps recharge 25% faster and activate 25% faster. This Stance ends if you successfully hit with an attack. Factions Ranger. Wilderness Survival 14 Tranquility Nature Ritual Create a level 9 Spirit with 180 Health and 56 armor. Enchantments cast by non-Spirit creatures within its range expire 48% faster. This Spirit dies after 57 seconds. Nightfall Paragon. Command Song of Concentration Chant For 10 seconds, the next Skill used by each ally within earshot cannot be interrupted. Core No Profession. Unlinked Resurrection Signet Signet Resurrect 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. |
[edit] Equipment
- Full Survivor's Insignias.
- A +5 energy weapon of Fortitude and a shield of Fortitude. Anti-spike shields.
- Maintain Trapper's Speed when trapping.
- Trap at choke points, near spirits, or near your backline.
- Use Smoke Trap to relieve pressure by placing next to enemy physical damage dealers, or offensively by placing them in the path of kiting enemies.
- Use Make Haste to help relic running, or to help the ghost keep up with the RaO in King of the Hill.
- Use Dust Trap as an alternative to Smoke Trap, or to harass bunched up enemies.
- Maintain Tranquility against teams that use enchantments.
[edit] Spike Trapper
Core Ranger. Wilderness Survival 14 Spike Trap Elite Trap When Spike Trap is triggered, all nearby foes are struck for 38 piercing damage, become Crippled for 24 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Core Ranger. Wilderness Survival 14 Flame Trap Trap When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 19 fire damage and set on fire for 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Prophecies Ranger. Wilderness Survival 14 Dust Trap Trap When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 8 seconds and take 24 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. Core Ranger. Wilderness Survival 14 Barbed Trap Trap When Barbed Trap is triggered, all nearby foes are struck for 22 piercing damage, become Crippled, and begin Bleeding for 24 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Nightfall Ranger. Expertise 12 Trapper's Speed Stance For 25 seconds, your Traps recharge 25% faster and activate 25% faster. This Stance ends if you successfully hit with an attack. Core Ranger. Wilderness Survival 14 Nature's Renewal Nature Ritual Create a level 9 Spirit with 180 Health and 56 armor. For 142 seconds, Enchantments and Hexes cast by non-Spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after 142 seconds. Core Elementalist. Earth Magic 6 Ward Against Foes Ward Spell You create a Ward Against Foes at your current location. For 13 seconds, non-Spirit foes in this area move 50% slower. Core No Profession. Unlinked Resurrection Signet Signet Resurrect 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. |
[edit] Equipment
- Full Survivor's Insignias.
- A +5 energy weapon of Fortitude and a shield of Fortitude. Anti-spike shields.
- Maintain Trapper's Speed when trapping.
- Trap at choke points, near spirits, or near your backline.
- Use Spike Trap to provide a cheap AoE knockdown.
- Use Flame Trap to increase degen pressure on enemies.
- Use Barbed Trap to spread degen or hinder enemy runners.
- Maintain Nature's Renewal against teams that use enchantments.
- Use Ward Against Foes for a non-removable snare.
[edit] WoR Healer
Nightfall Ritualist. Restoration Magic 12 Weapon of Remedy Elite Weapon Spell For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 63 Health from that foe and loses 1 Condition. Factions Ritualist. Restoration Magic 12 Mend Body and Soul Spell Target ally is healed for 96 Health. That ally loses one Condition for all Spirits within earshot. Factions Ritualist. Restoration Magic 12 Spirit Light Spell Target ally is healed for 156. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 12 Spirit Transfer Spell The Spirit nearest you loses 41 Health. Target ally is healed for 5 for each point of Health lost. Factions Ritualist. Restoration Magic 12 Weapon of Warding Weapon Spell For 9 seconds, target ally has a Weapon of Warding that grants target ally +4 Health regeneration and a 50% chance to block. Factions Ritualist. Restoration Magic 12 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 70 Health. Nightfall Ritualist. Restoration Magic 12 Recovery Binding Ritual Create a level 8 Spirit with 160 Health and 50 armor. Conditions on allies within range of this Spirit expire 44% faster. This Spirit dies after 54 seconds. Factions Ritualist. Restoration Magic 12 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 17% Energy. |
[edit] Equipment
- Full Survivor's Insignias.
- A +5 energy weapon of Fortitude and a shield of Fortitude. A Restoration or SR focus. Anti-spike shields.
- Maintain Recovery as much as possible.
- Use Weapon of Remedy as quick condition removal or general healing.
- Use Mend Body and Soul and Spirit Light for stronger heals.
- Counter spikes using Spirit Transfer.
- Relieve physical pressure using Weapon of Warding.
- Hold Protective Was Kaolai, recasting or dropping it for a party wide heal.
[edit] OoA Healer
Factions Necromancer. Curses 7 Order of Apostasy Elite Enchantment Spell For 5 seconds, whenever a party member hits a foe with physical damage, that foe loses one Enchantment. For each Monk Enchantment removed, you lose 20% maximum Health. Factions Ritualist. Restoration Magic 12 Mend Body and Soul Spell Target ally is healed for 96 Health. That ally loses one Condition for all Spirits within earshot. Factions Ritualist. Restoration Magic 12 Spirit Light Spell Target ally is healed for 156. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 12 Spirit Transfer Spell The Spirit nearest you loses 41 Health. Target ally is healed for 5 for each point of Health lost. Factions Ritualist. Restoration Magic 12 Protective Was Kaolai Item Spell Hold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 70 Health. Factions Ritualist. Restoration Magic 12 Life Binding Ritual Create a level 8 Spirit with 160 Health and 50 armor. When this Spirit dies, all non-Spirit allies within its range are healed for 6 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Factions Ritualist. Restoration Magic 12 Recuperation Binding Ritual Create a level 8 Spirit with 160 Health and 50 armor. Non-Spirit allies within its range gain +3 Health regeneration. This Spirit dies after 39 seconds. Factions Ritualist. Restoration Magic 12 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 17% Energy. |
[edit] Equipment
- Full Survivor's Insignias.
- A +5 energy weapon of Fortitude and a shield of Fortitude. A Restoration or SR focus. Anti-spike shields.
- Maintain Recuperation as much as possible.
- Cast OoA so that your front line can strip enchantments from their targets.
- Use Mend Body and Soul and Spirit Light for heals and condition removal.
- Counter spikes using Spirit Transfer.
- Hold Protective Was Kaolai, recasting or dropping it for a party wide heal.
[edit] Spirit Spammer
Factions Mesmer. Unlinked Expel Hexes Elite Spell Remove up to 2 Hexes from target ally. Nightfall Ritualist. Channeling Magic 14 Warmonger's Weapon Weapon Spell For 14(+2) seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. Factions Ritualist. Channeling Magic 14 Splinter Weapon Weapon Spell For 20(+2.8) seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 47 damage to up to 3 adjacent foes. Factions Ritualist. Communing 12 Shelter Binding Ritual Create a level 7 Spirit with 140 (+39) Health and 44 armor. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 51 Health. This Spirit lasts 54 seconds. Factions Ritualist. Communing 12 Union Binding Ritual Create a level 7 Spirit with 140 (+39) Health and 44 armor. Whenever a non-Spirit ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 54 seconds. Factions Ritualist. Communing 12 Displacement Binding Ritual Create a level 8 Spirit with 160 (+45) Health and 50 armor. All non-Spirit allies within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit takes 60 damage. This Spirit dies after 54 seconds. Factions Ritualist. Channeling Magic 14 Bloodsong Binding Ritual Create a level 8 Spirit with 160 (+45) Health and 50 armor who dies after 142 seconds. Attacks by that Spirit steal up to 24 Health. Factions Ritualist. Restoration Magic Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 5..17..21% Energy. |
[edit] Equipment
- Full Survivor's insignias.
- A HCT/HRT set for spamming weapon spells.
- Standard shield, weapon and focus sets.
- Maintain Warmonger's Weapon on one thumper, cast Splinter Weapon on the others (and the pets if all thumpers have it already).
- Spam spirits to provide defense or body block enemies.
- Use Expel Hexes to remove any dangerous hexes on team members.
[edit] Match types
[edit] Annihilation
- Trap under bridges, near spirits, and in your backline. The Priest should also be trapped on priest maps.
- The thumpers should pressure enemy healers until the enemy team gives way.
[edit] Relic Runs
- Use traps to delay enemy runners. The thumpers should use RaO as a permenant speed boost to run relics.
- Trap the Ghostly in case of attack by enemy melee.
- The Ritualist should stay with the runner in case of snares.
[edit] Capture Points
- Split into 2-3 teams and quickly capture as fast as they can. Traps are useful to defend captured points.
- Remember not to get too caught up in the fighting, unless you are holding most or all of the points.
[edit] King of the Hill
- Use traps to spread heavy pressure to anyone on the altar. Use Song of Concentration to prevent your Ghostly from being interrupted.
- Splinter Weapon combined with EoE and traps often make short work of clumped enemies (often heroes) on the altar.