User:Lord Belar

For my own reference:

The Underworld Vengeful Farmer build can be used to farm the Bladed Aatxe, Grasping Darknesses and Smite Crawlers. It mainly uses the Item Spell Vengeful Was Khanhei(VWK) to preserve health and damage all attacking opponents.

Equipment

 * Tempest Armor(armor + 10 while affected by an Enchantment Spell) with two Runes of Attunement and a Major/Superior Vigor Rune.
 * Galigord's Stone Staff or a Ritualistic Ghostly Staff as energy management is rather hard.
 * A Longbow.

Fighting Aatxes and Nightmares

 * When entering the Underworld, do not take Clear the Chamber from the Lost Soul straight away.
 * Go to a nearby group of Bladed Aatxe and aggro only the Aatxe that is patrolling. If the patrolling Aatxe is stuck in a mob of stationary Aatxes, lure them, and run to where the farthest NPC stands. By running this far you should break aggro of the stationary ones. Should a Dying Nightmare pop up during the proccess, hide behind that NPC. Now, the NPC in front of you will effectively body-block the following Aatxe, giving you enough time to kill the Nightmare and cast your enchantments.
 * Cast Earth Attunement, Kinetic Armor, Glyph of Lesser Energy, Armor of Earth and Stoneflesh Aura in this order.
 * Use Glyph of Concentration before the fight and cast Vengeful Was Khanhei as the Aatxe begins hitting you.
 * While fighting, cast Glyph of Concentration followed by Stoneflesh Aura, and Glyph of Lesser Energy followed by Armor of Earth. This skill combo should allow you to maintain your energy without getting interrupted and to keep your energy at an acceptable level. Also, Savage Slash, their only interrupt, has a recharge of 20 seconds. If you notice your foes had just used this skill, you may cast your spells without GoC to further save on energy.
 * When VWK is not active, cast Vengeful Weapon to maintain your health at near full level. Whatever you do, do not try to spam it as you will find yourself low on energy very fast.
 * Do not forget to maintain Kinetic Armor. Time your Vengeful Weapon to keep it up.
 * After taking out one group of enemies scout the nearby area for any Dying Nightmares.
 * When you are finished eliminating all the Aatxe in the chamber take the quest from the Lost Soul.

Fighting Darknesses

 * Grasping Darknesses are incredible anti-casters and can take you down very easily.
 * You will only need Armor of Earth and Stoneflesh Aura for this as keeping up Kinetic Armor will be harsh on your energy pool.
 * Always use Glyph of Concentration before applying your enchantments, then quickly use VwK to try and avoid interruption.
 * When VwK is not active, try kiting around in circles to prevent their adrenaline gain as much as possible.
 * Do not give up even if their "Fear Me!" drains your energy to zero. Kite around until your energy recovers to 5. Cast Glyph of Lesser Energy followed by VwK, Followed by Armor of Earth.
 * After Dealing with the Darknesses exit the chamber to the north and proceed to the Ice Wastes.

Fighting Smites

 * You will find two groups of two Bladed Aatxe each and one of Grasping Darknesses and possibly a Dying Nightmare. Avoid them completely by luring the first group of Aatxe and running past them, without aggroing, to reach the second.
 * These are the last Aatxe you will see, now your primary foes are the Smite Crawlers. As Smite Crawlers only do about 50 to 60 damage, you will not need to maintain Kinetic Armor here either. What will pose a threat here are the Coldfire Nights (see Variants section of this article) that patrol the area and the Dying Nightmares that may appear out of nowhere.
 * Simply use VWK and Vengeful Weapon here to finish off the groups of Smite Crawlers.

Counters

 * Failure to maintain Kinetic Armor, Armor of Earth and Stoneflesh Aura while fighting the Aatxe.
 * Interruptions.
 * Strip of enchantments at inopportune times.
 * Overuse of energy and energy denial.

Variants

 * The same build is possible with a Ritualist primary. Even with low Earth Magic, you still take zero damage from the Aatxes when all your enchantments are up. Although this can kill foes quite faster than an E/Rt, the lower energy pool and shorter duration of Stoneflesh Aura makes the run more difficult. A 20% enchant mod is a must for this variant. Note that Armor of Earth significantly slows your movement, thus should not be used when aggroing the first mob of Aatxes. You may fail to shelter behind the NPC with your slowness.

A Vengeful Farmer is a Ritualist that employs the elite Vengeful Was Khanhei (VWK). When a foe attacks you through melee or ranged attacks, they lose health for each attack and you gain that lost health. Using dolyak signet a warrior can alternate between these for farming Smite Crawlers in the underworld.

Equipment

 * Armor: Warrior Gladiator's Armor is best, although not vital.
 * Weapons: A +5 energy sword/axe/spear with a +30hp or +7 armor mod. A shield with +30hp always and damage -5 (chance: 20%). Also shields with stance bonuses are advisable for the running portion and you could replace the +5 energy weapon for a weapon with "let the memory live again" to reduce the recharge time of Vengeful Was Khanhei.

Usage
Carefully approach, and take the quest from the Lost Soul who should be in front of you.

If you accidentally aggro a Bladed Aatxe, hit Sprint and run straight to the cliff wall behind you, this should break any aggro. If you attract a Dying Nightmare, use Vengeful Weapon until you kill it.

Once the quest was taken, you should have noticed some monsters appear on your mini-map. They are Grasping Darknesses, so we need to lure and kill them to escape from the chamber.

So aggro the closest group, usually of about 4 Grasping’s. This will normally also aggro the Bladed Aatxe, so we hit sprint, and run straight to the back wall. Only the Graspings should follow. (You could also use a longbow for luring the Graspings, that way you can save 5 energy from not having to use Sprint.)

Once lured, use Dolyak Signet, attack them with your sword (or axe) until Bonetti’s is charged, once charged use Bonetti’s, then Vengeful was Khanhei.

Repeat until they are dead. The main problem with Grasping's are their interrupts and energy drain, both of which can be tackled with Bonetti’s. Use it as a cover when casting VWK.

Once you have killed the 3 Groups of Graspings required for the quest, you can escape the chamber.

After escape you have to aim for smites, they are the creatures that you can kill that will drop ecto. On reaching the Smites, just spam all the skills except the running ones.

For a better sight go to http://www.youtube.com/watch?v=pO4nVP_ZHvc

This build uses Stone Striker to convert damage received into Earth Damage, which trigger Mantra of Earth to reduce the damage and gain energy. Stoneflesh Aura then reduces the damage further. By using high damage dealing skills, this build may be used to solo the Smite Crawlers in the Underworld within 10 minutes.

Equipment

 * Geomancer armor, though not required, will provide you with 20 extra armor.
 * Anything along the lines of Galigord's Stone Staff.

Clear the Chamber

 * Upon entering the Underworld, watch the patrolling Bladed Aatxes in front of the Lost Soul.
 * When they are far away from him, use Storm Djinn's Haste to run and take the Clear the Chamber quest from him.
 * Run back as soon as you accept it and wait in the centre. Make sure you retarget yourself with the "F" key.
 * The best way to do this is if you press the "R" key after the "X" key. Which will auto-reverse and run you back.
 * Kill any Dying Nightmares along the edge if you popped them
 * If they are patrolling wait for them to leave before the next step.
 * Do not forget to re-target yourself before proceeding as you will eventually enchant the NPC instead of you.
 * Cast Stone Striker, Mantra of Earth and Storm Djinn's Haste.
 * Cast Stoneflesh Aura and Aggro 1 group of Grasping Darkness’ at a time and return back to the centre as far back as you can.
 * Use the same X-R technique to make this safer.
 * Wait until all of the Grasping Darkness’ use up their Distracting Blows. This is about 5 seconds.
 * Attacking them will induce their Interrupts but make sure you count how many Grasping Darkness' there are and how many have interrupted you.
 * Cast Ancestor's Visage, wait another 5 seconds.
 * Recast Stoneflesh Aura then use Sandstorm followed by Dragon's Stomp 1 second after and Aftershock immediately after.
 * Those that are not dead will run, this is your chance to renew your Stone Striker.
 * Those returning will attack with Distracting Blow as soon as they get back, and remember to count.
 * Cast Ancestor's Visage again and wait 5 seconds.
 * Recast Stoneflesh Aura and use Aftershock.
 * Those still not dead you may simply wand to death.
 * Another method for killing the Grasping Darkness' is to do exactly the same thing, but wait about 1 second before activating Dragon's Stomp, this way, they will often die before running.
 * Do the same for the other groups.
 * Agroing multiple groups of grasping darknesses can be dangerous because of all the interrupting, it's best to go one group at a time.

Getting to the Ice Wastes

 * After killing the 3 mobs of Grasping Darkness' you will be able to leave the central chamber.
 * Carefully watch the Bladed Aatxe patrols East of where you first entered the Underworld.
 * Make sure that they are away from the tunnel leading into the next room.
 * Run out of the chamber with Storm Djinn's Haste.
 * In the tunnel, wait until the Grasping Darkness' and Dying Nightmare patrol are far away (marked by the X in the map).
 * Run into the Ice Wastes with Storm Djinn's Haste.
 * Once in the Ice Wastes you can farm the Smite Crawlers in the same way you killed the Grasping Darkness’ except use Sandstorm immediately followed by Dragon's Stomp and Aftershock without the 1 second delay.
 * Watch out for Coldfire Nights, do not aggro them.
 * If you do, instantly hit Storm Djinn's Haste and try to run away in a zig-zag pattern to dodge Shard Storm.


 * When Dying Nightmares do pop, let it strip you, then put all enchantments back on. Smite Crawlers can’t kill you before you replace Stoneflesh Aura.

List of Farmable Areas

 * The Underworld
 * Minotaurs at Elona Reach (Recommended to bring Glyph of Elemental Power)
 * Mountain Trolls outside of Droknar's Forge
 * Kirins outside of Maatu Keep (Pongmei Valley exit) (bring a snare skill)
 * Ice Imps outside of the Ice Caves of Sorrow
 * Icy Dragon Sword farming in the Mineral Springs, (build explained in talk)
 * Minotaurs outside Ice Tooth Cave
 * Insects in Arkjok Ward just outside Yohlon Haven.

Farmable Bosses

 * Zelnehlun Fastfoot in The Floodplain of Mahnkelon, a short distance east of Rilohn Refuge (bring Aura of Restoration)
 * Exuro Flatus in Domain of Secrets
 * Bring Aura of Restoration, Armor of Earth and whatever damage skills you see fit. Do not forget to turn your Lightbringer title on.
 * Or use Glyph of Renewal, Sliver Armor, Crystal Wave and Ether Feast
 * Riktund the Vicious in The Mirror of Lyss
 * Bring Storm Djinn's Haste and run out of Beetle's and take Aura of Restoration.

Counters

 * Degeneration (unless you bring either Aura of Restoration or Ether Feast)
 * Enchantment stripping.
 * Stance removal.
 * Interrupts coming from those not adjacent to you.
 * Heavy damage output. (for example Bladed Aatxes or Coldfire Nights)

A Vengeful Farmer is a Ritualist that employs the elite Vengeful Was Khanhei (VWK). When a foe attacks you through melee or ranged attacks, they lose health for each attack and you gain that lost health. Using Arcane Echo, you can extend the duration of VWK.

Equipment

 * Armor: Oracle's Armor (+10 AL while holding an item) is good. If energy is a problem then Halcyon's Armor.
 * Weapons: Spiritgarden's Repose or anysuch weapon is recommended (but not required). The 20% faster recharge can make VWK recharge even faster. A one-handed weapon and focus with HSR 20% each will even increase your chance of recharging VWK.
 * Any weapon you want to take is fine as the item spell will cancel out any bonus from it except the initial cast.

Usage
This build is optimal for farming groups of enemies that are mostly attackers (warriors or rangers) and that do not have heavy interruption, enchantment removal or spike damage. As such, it can farm a wide variety of areas ranging from the Jade Brotherhood in Kaineng Center to the Undergrowths in Echovald Forest and the Naga in the Jade Sea.

Before encountering foes
 * Before engaging foes, hit Arcane Echo.
 * Go into enemy foes and round them up around yourself. This means taking the melee attackers to the ranged attackers.
 * Invoke Vengeful Was Khanhei. If Arcane Echo starts blinking before you are done rounding up enemies, invoke VWK anyways.
 * Continuously use Vengeful Weapon as it recharges.
 * Invoke Sympathetic Visage and when it runs out invoke Ancestor's Visage (AV). If you fear interruption you might want to cast one of them before you go in. If you do this, make sure to cast them before Arcane Echo.
 * When the first VwK runs out, use the echoed version. By the time the echoed version runs out the original will have recharged.

Counters

 * Groups with interruption will interrupt SV or AV, this is why having both is a good insurance policy.
 * Groups with enchantment removal will remove SV and AV off of you.
 * Bosses are generally very formidable as they do increased damage that, over time, is more than what VWK steals back.

Variants
In the optional slots, a few skills can be used to boost your defense:
 * Elemental Resistance: When facing groups of Undergrowths, Stone Scale Kirin and Dragon Moss. The moss can spike hard using Arc Lightning and Shatterstone.
 * Physical Resistance: When facing warriors or rangers that hit hard (Jade Brotherhood Knights or Naga Archers), this can be used to boost resistance.

The AoE Nuker build is for those who are keen into helping out your party be doing large amounts of damage against many foes at once. The build is NOT intented for PvP, but it has worked for me on occasion. Because this build doesn't have elite skills, it may seem worthless, but trust me, it's very helpful against large groups of enimies. Using this build requires you to stay primarily at the back of your group, using your skills Meteor Shower, Rodgort's Invocation, and Searing Heat sparangly so you don't run out of energy.

Attributes and Skills

 * Replace Elemental Attunement for Glyph of Energy or Glyph of Renewal.
 * "Aura of Restoration" works like an Optional slot. NOTE: Replacing this skill with another will most likely require you to have a healer in your party.

Equipment

 * Droknars Forge Armour (or armour of the same stats with mods)
 * I use a GOLD Fire Staff of Shelter, but using a GOLD fire staff with some good mods will work just fine.

Usage
NOTE: Be sure to always use Aura of Restoration before you start attacking. Using Meteor Shower first would effect most of the enemy group, then using other skills would finish the job. :) Because the skills use up a lot of energy, healing will be no problem. Using this build requires a lot of attention to where all of your enemies are. Use either Phoenix or Fireball to start off on a foe, then once they group together, use either Searing Heat or Rodgort's Invocation to lower all of their health. Using either Inferno or Flame Djinn's Haste while melee enemies or other enemies are around you causes them to lose a lot of health. NOTE: Using these skills will make them run away (enemies in PvE ONLY), so then use Fireball or Phoenix to finish them off.

Counters

 * This build DOES NOT go well with Anti-Casters in PvP, but it does work against many other types of enemies.
 * Health degeneration

The Discord Spammer uses the Air Magic skill Gale to knockdown foes, then follows up with potent Death Magic spells to set up for Discord spamming.

Equipment

 * Tormentor's or a Scar Pattern is recommended for extra armor or extra energy.
 * 20/20 Insightful Death Staff of Fortitude.

Usage

 * Choose a target and start of by casting Gale then Fetid Ground and follow up with Rising Bile (if you expect the target to be tough to take down) and cover with Parasitic Bond. If the target has no self healing or is weakened already, Parasitic Bond alone should work. Once your target has the mandatory condition and hex, begin spamming Discord, reapplying the hex and condition when needed.
 * Enervating Charge is to be used to apply weakness, for either an additional condition or melee defense.
 * Consume Corpse is your Energy management and self heal, and should be used as required.
 * When facing large groups of enemies, Rising Bile works well when placed on an enemy who will survive the whole 20 seconds, as the AoE damage will have most effect then.
 * When using this build in Random Arenas, try to let other team members go in first, due to your lack of healing when matches start.

Counters

 * General anti spam spells like Backfire and Diversion.
 * At the start of battle, due to lack of corpses, you will have no self heal.
 * Good condition and hex removal, though Parasitic Bond and Enervating Charge are both relativly spammable.

Variants

 * Skill for the optional slot include Vile Miasma, Whirlwind, Verata's Aura, or Taste of Pain, though most Death Magic skills work. Resurrection Signet should be used for TA or RA.
 * Soul Feast or Taste of Pain can replace Consume Corpse, but leaves you with little energy management.
 * Switch to N/Me and replace, Fetid Ground, Gale, and Enervating Charge with, Enfeeble, Arcane Echo, and Taste of Pain. Move the air attribute points to curses. This lets you spam discord faster allowing for quicker kills. It also lets you set up Discord faster because Enfeeble and Parasitic Bond have such short recharges and energy costs.

Equipment

 * You'll need one high-health set of armor and weapons and one 55 set (see Invincible Monk for details on 55 equipment).

Usage
When you enter the Stygian Veil, there is a mob in the trench immediately to your right (S-SE) that may be (mostly) killed easily for fun and profit and to get the first few no-drops out of the way. If you get a great drop from these, use Consume Corpse and retrieve it. This will end this farming run. Watch out for the patrol - particularly the Mind Tormentors and Water Tormentors that often spawn will hurt.

Head East, dodging the nasty Shadow patrols. Talk to the Whispers Informant to receive Anguish Hunt. Then talk to the Adept of Whispers, take the Breaching the Stygian Veil quest, and immediately run NE along the wall above the Dreadspawn Maw. Wait for three mobs of six Stygian Hungers to gather around the Adept of Whispers.

Carefully run along the wall to the lower area around the Dreadspawn Maw - there's just enough room to get down there from either side without aggro'ing any of the groups..

Now the fun begins....

Part 1 - The Hunger Mobs
Stygian Hungers are touch/AoE necros with Grenth's Balance as their elite. Switch to your 55 health setup to counter Grenth's Balance. Repeat the following:


 * Use 'c' to select the nearest target - make sure it is in one of the side mobs - save the center mob for last.
 * Cast Suffering.
 * Run away around the Dreadspawn Maw using a running skill until aggro is broken. Occasionally, this will be difficult. Do not stop running until aggro is broken.
 * Make sure you have the nearest target of the same mob, and cast Desecrate Enchantments. The Hungers use Dark Aura, making this do a decent amount of damage to the mob.
 * Run away and break aggro.
 * Nearest target, cast Feast of Corruption.
 * Run away.
 * Go back to the first step, and repeat until their health is low.

You really want to finish them off with Feast of Corruption or Desecrate Enchantments. If you let them degen to death while you're not in the area, you may not get any drops. They should be in an easily killable range with either skill once their health bar is into the 'Lvl' text. If you are using your 55 armor, then all can be killed simultaneously.

When a mob dies, it will be replaced by another one from a spawn point behind the gates the first three mobs came from. You have a lot of time to run around the Dreadspawn Maw to lose aggro from the other two mobs, but do try to avoid aggro'ing the new one.

Part 2 - The Brute Mobs
Stygian Brutes are hammer warriors. While facing them, you can switch to your high-health armor if you wish, but you're still probably dead if they actually hit you. Use the same techniques as on the Stygian Hungers, except only cast Desecrate Enchantments when you have energy to burn, as it is considerably less cost-effective for damaging the Brutes.



Part 3 - The Fiend Mobs
Stygian Fiends are rangers with Crippling Shot, Choking Gas, and other fun skills to mutilate necromancers with. Once again, you really don't want to get hit by these. Unfortunately, if they even shoot at you and miss, Demonic Miasma will make it hurt. Use the high-health armor when dealing with these, as you're likely to at least be *missed* by a barrage or two of arrows.

Once again, hit and run. If possible, run up the nearby hill while running away to minimize any height-advantage and additional range the Fiends may get. See the highlighted path in the map:



Part 4 - The Golem Mobs
Stygian Golems are Dervish beasts which use Harrier's Haste to catch up with you. It's almost impossible to reliably lose them with just running skills. The trick here is to circle around the mob and plant Muddy Terrain *behind* the mob, to the NE of the Adept of Whispers (center point on the map to the right). Then head back down below and do the following:


 * Cast Suffering
 * Run away (use a running skill just before leaving Muddy Terrain's area of effect).
 * Wait for mob to resettle.
 * Cast Feast of Corruption.
 * Run away and wait for mob to resettle.
 * Cast Suffering
 * Run away until you lose aggro, then head back and drop another Muddy Terrain spirit at the spot on the map.
 * Rinse, repeat.

It works best if you trigger your running skill just prior to leaving the area under the effect of Muddy Terrain. This makes you go fast while the Golems are still stuck trudging along. If the spirit is correctly placed, they'll give up before getting out of its range.

Part 5 - The Horror Mobs
Stygian Horrors are warriors which, similar to the Stygian Golems, use Bull's Charge to speed them on their way to killing you. Use the same technique with Muddy Terrain to kill these as used for Stygian Golems.



Part 6 - The Mixed Mobs
The last mob of each of the three sets has all of the Stygian Demons in it. You'll need to use the high-health armor to deal with the Fiends and use the Muddy Terrain technique (See the map images for placement for Eastern and Western mobs). Unfortunately, that means you're unlikely to kill them all simultaneously. Once the Stygian Hungers are the only ones left, switch back to your 55 armor for the final kills

Part 7 - How do I get my drops?!?!
Once you've killed all the mobs, the area around the Adept will be safe. However, it's easy enough to pick up valuable drops long before that point, either directly after killing one set or not.

If you've just killed a set, then run away *without* using a running skill. Go around the Dreadspawn Maw with the remaining two mobs trailing behind you. Just as you cross the halfway-around point, hit your running skills and head for your most valuable drops. If done correctly, you can pick up one or two items, then run away without being hit and be able to continue the farm if desired.

This will most likely not work if a mob of Fiends, Golems, or Horrors is present - only make hoover runs with Brutes and Hungers around. Look at the table showing the order of the mobs in Breaching the Stygian Veil to figure out your best kill order to get drops.

If you haven't just killed a set, just aggro them with Suffering and run around the Maw as described above.

Variants
A N/A using Deadly Paradox Shadow of Haste Dark Escape and Dash and 12 Shadow Arts instead of the ranger skills and Wilderness Survival. The strategy is very much the same except for the running away part. For that you activate Deadly Paradox then Shadow of Haste, run in, cast your spell(s), then use Dash to cancel out Shadow of Haste. This will teleport you back to the place where you used Shadow of Haste and you can proceed to run using Dark Escape if needed. For a more indepth guide to this version see here.

Uses Gale + Awe for a non-elite, two-slot method of dazing casters. Around this the build has the flexibility of design to fit many different groups. Due to the energy cost and exhaustion of its main mechanic though, the build should rely on mostly adrenaline skills and shouts for energy management.

Equipment

 * Radiant Insignia
 * Rune of Clarity
 * Rune of Vigor


 * Furious Spear of Fortitude with "I have the power!" Inscription
 * Shield of Fortitude with "I can see clearly now!" Inscription

Usage

 * Aggressive Refrain. Keep it on with Anthem of Flame and/or "Go for the Eyes!"
 * Gale + Awe (make sure your close enough to use Awe, its half range)
 * Anthem of Flame + Stunning Strike. Don't have to use the Anthem if they already have a condition.
 * Wild Throw to knock out block stances.
 * Gale to stop kites, interrupt signets, prevent damage, ect.

The focus of an Inquisitor is to keep targets burning through the use of a Fiery Spear and Mark of Rodgort. The conditions distributed to foes are taken advantage of with "They're on Fire!" and Glowing Signet for both party protection and energy management.

Equipment

 * Armor: Any set of armor will do, though Radiant Insignias would give you a larger energy pool. A shield with +30hp and 20% chance for -5 damage is recommended. Such a shield is craftable by an unlockable NPC in the Command Post. If it's strictly AL you are worried about, you might consider a shield not linked to stats (like Hassin's Shell).
 * Weapon: Luluh's Spear or a Fiery Spear of Enchanting. A "Guided by Fate" Inscription will help your overall damage output.
 * Runes: Superior Spear Mastery (+3), Minor Leadership (+1), optional Rune(s) of Attunement (+2 en)

Usage
Before engaging your enemy, cast Conjure Flame so that your spear attacks will deal additional fire damage. Next, cast Mark of Rodgort on your target and start blasting them with projectiles. Use Glowing Signet for energy gain, and "They're on Fire!" to reduce personal or party damage intake. Cruel Spear is the only attack that uses adrenaline (and also has the highest damage output per use) so activate it whenever possible for a nice spike. It will inflict a Deep Wound on anything standing still, so it is best to focus it on stationary targets. If you are under the effects of "They're on Fire!" you can use Signet of Aggression to shorten the charge duration of CS. Swift Javelin can be used to apply Burning to a target that would otherwise avoid projectiles (assuming you are still enchanted with CF). Anthem of Flame will allow your party members to contribute to the effectiveness of TOF.

Skill Replacements

 * Leader's Comfort is an efficient self-heal.
 * Angelic Protection can be used to protect individuals against spike attacks.
 * A cheap AOE fire nuke such as Fireball can be used to strike multiple targets with fire damage.
 * An energy-based Shout or Chant from the Leadership skill tree for more party support.
 * "Go for the Eyes!" can help with energy management, though it will detract from Cruel Spear's adrenaline supply.

This build is designed for very fast-paced spear attacks combined with and increased armor level to cause major damage while protecting yourself from some attacks.

Attributes and Skills

 * Variants: Use Barbed Spear in place of Mighty Throw for extra degen.
 * In Alliance Battle, Resurrection Signet can be replaced with Leader's Comfort for healing power.
 * In PvE, Sunspear Rebirth Signet can replace Resurrection Signet.

Equipment

 * Full set of max armor with Centurion’s Insignia on all pieces
 * Rune of Vigor and Two Runes of Attunement
 * Max Spear with a +15% damage -5 energy or 15% while over 50% Inscription modded with a Zealous Spearhead and Fortitude or Defense Spear Grip.
 * Max Tactics req. Shield with Fortitude Handle and a "Luck of the Draw" or +10 armor vs. XX inscription.

Usage
First, cast Soldier’s Fury, followed by “For Great Justice” and “Shields Up” for an increased armor level and a 33% attack speed buff. Your adrenaline will build quickly, letting you spam Mighty Throw for a huge attack bonus. Use Blazing Spear whenever it is recharged, and use Wild Throw on targets using stances to remove them or as you wish to use it. Cast “Watch Yourself!” whenever it is ready for the armor and energy provided by your Leadership attribute. Recast your other shouts and Soldier’s Fury as they wear off and are recharged.

This build uses the pet as a constant spike for Zealot's Fire while protecting both itself and its owner. this is used for knocking out the npc groups on both alliance battles and competitive missions and can do substantial aggroing as well.

Equipment

 * Full ascetic's armor
 * Full energy staff with insightful staff head and a wrapping of defense

Usage

 * Begin by casting Life Bond and Essence Bond on your pet.
 * Find a target and cast Zealot's Fire, Call of Protection, and Predatory Bond.
 * Get pet to attack target, spamming reversal fortune. this will trigger zealot's fire while protecting your pet.
 * Use enraged lunge after maiming strike as often as possible

This build focuses on pressure through spreading heavy degeneration with the elite Ranger skill, Burning Arrow. In combination with Apply Poison, this build is able to spread conditions rapidly, putting pressure on enemy monks, while interrupting enemies in their skill usage. In combination with the Monk's Protection Prayers line, the user is also able to cope with enemy pressure through condition removal.

Equipment

 * Poisonous Recurve Bow
 * Poisonous Longbow
 * Rotwing Recurve Bow

Usage

 * Maintain Apply Poison as much as possible to spread conditions through your attacks.
 * Deal damage and apply heavy degeneration through Burning and Poison through the use of Burning Arrow.
 * Interrupt enemies with Distracting Shot and Savage Shot. Note each interrupt's side bonuses.
 * Use Troll Unguent to counter degeneration and for a self-heal.
 * Remove conditions with Mending Touch.
 * Natural Stride can be used when running flags or simply for a speed boost.
 * Resurrect fallen allies with Resurrection Signet.