User:Kickside/Rescued Builds Pve

E/Me Terra Tank
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.

E/any Searing Flames Elementalist
This PvP build is used to cause high damage, semi-spammable AoE pressure. It can be adapted for PvE purposes.

Equipment

 * A Full set of + Health Armor
 * A +5 Energy/30 Hp Weapon with an offhand of choice.
 * A 15/-1 Energy Set
 * A Staff of Enchanting is optional.

E/A Solo Green Farmer
This build utilizes the elite Shadow Arts skill Shadow Form and the earth magic skill Sliver Armor to quickly take down bosses that are accompanied by medium/large mobs to efficiently farm their green items

Equipment

 * Archmage's Armor
 * Enchantments last 20% longer weapon.
 * Arius' Sai or Chimor's Daggers are recommended Daggers.
 * Galigord's Stone Staff is a recommended Staff.
 * Totem Axe/Rajazan's Fervor + Galigord's Stone Scroll are also recommended. Earth Scrolls with identical stats as Galigord's can be found at Collector Ohtah in the Undercity (5 Plague Idols) or Collector Denos Makaluum in Vasburg Armory (5 Stone Horns). Droajam's Storm is also very similar to Galigord's Stone Scroll (and may be preferable depending on what you are farming).

Usage

 * Run to the boss using Dark Escape.
 * When you are just out of aggro, activate Glyph of Elemental Power,Shadow Form and use Death's Charge to teleport in. Usually aggroing before teleporting in makes enemies clump together, giving Sliver Armor less of a chance to target the boss.
 * Then activate Sliver Armor. Make sure you are closer to the boss than anything else, or you will not kill it! If Sliver Armor ends up targetting the wrong foe, try stepping away and then back to the boss, this will often give you the desired effect.
 * Use Obsidian Flame, Teinai's Crystals then Crystal Wave to speed up killing.
 * Just after the boss is dead, activate Shadow Form and use the speed buffs to run away to safety. You can use Shadow Form again since Morale Boosts recharge all skills.

Mo/E SoA Sliver
This build is a branch of the Mo/any SoA Monk. It utilizes the quick killing power of Sliver Armor along with Shield of Absorption to stay alive. It was particularly useful in farming Bosses and has been known to kill in under 15.5 seconds before the latest game update.

Attributes and Skills

 * The Attributes listed above can be changed to fit your reaction time and/or computer speed. Because you only have about one second to click on SOA, the build above helps extend that time needed to click on it again. If your computer's (or your) reaction speed is not the best go with the current build. On the other side, if you are fast and your computer is as well, you can lower the Divine Favor down a point and add on to Earth Magic.


 * The most common choice for the optional slots is Essence Bond and Aftershock or Watchful Spirit (or any other regeneration skill). See the Variants | Variants section for other possibilities.

Equipment

 * Ascetic's Armor is recommended for a larger energy pool, max armor is not needed.


 * You will need five superior runes - at least one in Protection Prayers and one in Divine Favor, as well as one in the headpiece (see below) - to bring your health down to 105, The -50 hp Grim Cesta from the Cities of Ascalon quest is not needed, but can be used if you like.


 * Aquire two scalp designs, one for Protection Prayers with a Superior Protection Prayers and another for Divine Favor. (Note that both headpieces must have a superior rune) This is needed to achieve 15 Divine Favor to strengthen the power of Blessed Aura. This will be described more in the next section (Usage)


 * Any weapon / staff with an "Enchantments last 20% longer" modifier is needed. The Totem Axe and Rajazan's Fervor are common choices but any staff with the "Enchantments last 20% longer" mod will work as well. Kepkhet's Refuge is very useful if you are playing the 105 hp variant, as the halved casting and recharge can be very effective if it affects Sliver Armor or Shield of Absorption.


 * Hukhrah's Staff (or any other staff of Mastery in Divine Favor) is also helpful. This will also be explained in the Usage section.

Ne/Me Midnight Solo
The Midnight Solo is one of a very few builds centered around the Mesmer elite skill Signet of Midnight. This solo build will work on all Warrior bosses located in the Jade Sea. It should be applicable to most Warrior and Assassin bosses in other areas, as long as you isolate them.

This build has been proven to work on:
 * Geoffer Pain Bringer (Boreas Seabed (explorable))
 * Sskai, Dragon's Birth (Boreas Seabed (explorable))
 * Jacqui The Reaver (Gyala Hatchery (explorable))
 * Reefclaw Ragebound (Gyala Hatchery (explorable))
 * Chkkr Locust Lord (Melandru's Hope)

This build focuses on blinding the target and uses failure hexes to get energy as well as deal some damage. With a high chance to miss with attacks (25%+25%+52% from hexes and 90% from blindness) the target will simply never hit you with an attack. Mixed with -9 Health degeneration this build is very effective and can kill almost any Jade Sea Boss in 60 seconds.

Equipment

 * +5 energy Wand or Sword and any collectors Curses offhand.
 * Wicked Scar Pattern (Curses +1).
 * Superior Curses Rune.

N/Mo Boss Farmer
This build is intended for quick and direct farming of bosses. It relies on the normal 55 standard and very high health regeneration for healing and damage reduction. Essence Bond and Balthazar's Spirit provide energy for the consistent spamming of regeneration skills. The main damage comes from Spoil Victor and possibly one Touch Attack. This build allows the user to charge directly for the boss monster and ignore the boss's mob.

Equipment

 * Each of your armor pieces need to have a superior attribute Rune. This will lower your base Health to 105. (The only required type is blood, but 5 are necessary to hit 105 health.)
 * It is a good idea to bring a second set of armor. This will allow you to adjust your health manually based on any Death Penalty you might accumulate.
 * Any +5 energy/20% longer enchanting sword/axe such as Rajazan's Fervor or Totem Axe.
 * The -50hp Grim Cesta from the Cities of Ascalon quest. (This is not required if you don't mind dying once and using a -20 offhand to hit 13hp. This will work better in most cases.)
 * For 13hp build, any -20hp offhand (preferably +12 energy). (Life is Pain Inscriptions help with this.)
 * If you have any +hp offhands they could also be useful if any DP is accumulated.

R/D Impurity Farmer
This farming build relies on Ranger evasion stances while spreading conditions to enemies and healing yourself for each enemy under a condition.

Attributes and Skills

 * Optional slot can be filled with an additional attack skill such as Eremite's Attack or Troll Unguent for extra defense.
 * Other good choices are Veil of Thorns or Aura of Thorns as they will ensure all enemies are always suffering from a condition. This is a must for this build as Reap Impurities is your main healing skill.

Equipment

 * Radiant or Sentry armor
 * Any Scythe will do the trick, best is Zealous, but if you cannot afford, take any max damage Scythe or Pre-Order one. Suli's Scythe is a good choice.

R/Me UW Solo Trapper
This build is designed to farm the Underworld as a solo ranger trapper. The build uses the skill recharge bonus and energy given by the Nature Rituals and Serpent's Quickness to spam as many Dust Traps as much as possible.

Equipment

 * Full Druid's Armor or equivalent in function
 * Two Runes of Attunement
 * The best Rune of Vigor you can afford (but at least a major)
 * Any staff with 15 or 20 energy bonus with + 7 armor against physical damage
 * For extra protection when pulling you could take a replacement armor piece for one of those with a superior rune in it and a staff with +60hp. This will allow you to survive two hits from a Bladed Aatxe.

W/Mo Vermin Farmer
This is a W/Mo build for solo-farming the Vermin in Xaquang Skyway. The core skills of this build include: Dolyak Signet, Triple Chop, Cyclone Axe, and Vigorous Spirit.

This build is very easy for any beginning farmer to understand and use. It is not recommended for farming anything else, but can be easily modified to farm numerous other melee-based mobs.

Attributes and Skills
This is one of many possible variations. Many people have many different preferences and this farm can be done with a weapon other than axe, but this is the general consensus as to the most widely-used build. The skills may not be exactly the same for most people with the exception of only a couple (Dolyak Signet, Cyclone Axe, Vigorous Spirit) and many different types of variation are definitely possible.


 * The optional slot is for an energy management skill such as Bonetti's Defense or Balthazar's Spirit if you choose not to bring a zealous weapon. If you choose to bring a zealous weapon, this skill slot can be used for pretty much anything (Bringing Balanced Stance or Flail is very effective).

Equipment

 * Gladiator's Armor (suggested but not required). Knight's Armor is another good choice, as you will only lose health through degen.
 * Best Vigor Rune available.
 * Superior Absorption.
 * Zealous Axe (Wing's Axe works wonderfully) suggested, however isn't necessary. Any kind of axe will do.
 * If you decide to go without a zealous weapon, the Totem Axe, Victo's Battle Axe and Chaklin's Axe are also very good choices.


 * Onwan's Aegis is a great shield for this build.
 * Any shield that gives you health while enchanted is also a good idea.

W/any Fissure Spider Farmer

 * Gladiator's Helmet of Major Vigor
 * Gladiator's Hauberk of Superior Absorption
 * Gladiator's Gauntlets of Minor Axe Mastery
 * Gladiator's Leggings of Major Tactics
 * Gladiator's Boots of Minor Strength


 * Either Battle Axe from the collectors Nord Stonegrimm, Sir Pohl Sanbert, or Pietro, upgraded with a Zealous Axe Haft and an Axe Grip of Shelter +7.
 * The Crimson Carapace Shield from Lord Dorn Lendrigen.

=E/R Sanctum Cay Runner= This build is used to run the Sanctum Cay Mission. Stoneflesh Aura and Troll Unguent keep you alive while Storm Djinn's Haste boosts your speed. It may be used for a source of income or simply running friends.

Equipment

 * Any maximum AL armor will do.
 * Have a 20% Enchantments last longer staff.

The Shiverpeaks Runner makes running through the Southern Shiverpeaks no longer impossible. Due to spell-breaking it is good for routes full of hex-casters, and guarantees a more secure run than any other class or build. It is primarily built around Spell Breaker and the main Ranger running skills.

Armor
It is essential to wear infused armor for the run to Marhan's Grotto or Thunderhead Keep where many Mursaat and Jades with Spectral Agony would instantly kill you without Infusion. Other than that, consider the following armor types for additional protection:
 * Acolyte's Armor for its +10 armor (while enchanted) bonus.
 * Wanderer's Armor for its +10 armor (vs. elemental damage) bonus.

Weapons
A weapon with 20% longer Enchantments is essential for lengthening the duration of Spell Breaker, and shortening the recast gap between 2x Spell Breaker. Divine Favor Skill Recharge bonus is helpful but not strictly required for this build to work. Options:
 * A weapon such as Gardock's Staff offers 20% Skill Recharge for Divine Favor and 20% longer enchantments.
 * A Totem Axe or a Rajazan's Fervor and the Divine Symbol from collector Cinder Linnwood in the Diviner's Ascent
 * The weaponsmiths Gertrud (Vasburg Armory) and Telamon (Leviathan Pits) also craft the same item.
 * There are also many other Divine Symbols available throughout the campaigns that provide beneficial bonuses.
 * A Holy Staff obtained from collector Rylan Paval in Skyward Reach, upgraded with:
 * a perfect Insightful Staff Head (+5)
 * a perfect Staff Wrapping of Enchanting (20%)

Usage
Maintain the following casting orders when running.

Enchantment Sequence

 * Activate Blessed Aura and Watchful Spirit (in this order).

Note: Watchful Spirit, though providing only a Health recovery of +2, can quick-heal you for 160 Hit Points (12 Divine Favor) or even 190 (Divine Favor of 16) when canceled by double-clicking on it. Recover your Energy bar after that. Therefore, in emergency situations (Avicara Rangers, Jade Bows) cancel this skill, if you need immediate health. Blessed Aura helps keep up Spell Breaker - your only insurance of not dying right away.

Running Sequence

 * Activate Serpent's Quickness, Spell Breaker, and Storm Chaser (in this order).

Note #1: With Serpent's Quickness you initate your running sequence. It will give Spell Breaker a minimal advantage to recover faster. Try to keep up Spell Breaker at any given moment. Blessed Aura (supported by your weapon with +20% longer enchantments), and Serpent's Quickness guarantee that Spell Breaker will get recharged within 18,5 secs or less if you delay the activation of Storm Chaser (which cancels Serpent's Quickness' Quick-Recharge-Skill ability) (See Bug: Serpent's Quickness under Specific Hints No. #6). Eventually, Storm Chaser will boost your speed for 18 secs, the same period of time Spell Breaker is being active (with Divine Favor of 16). If there aren't any Hex-casting enemies on your route, you, of course, are free not to use Spell Breaker.

Note #2: As soon as Spell Breaker fades away, recast it, and use Storm Chaser again. You can do the Running Sequence twice, without a gap between 2x Spell Breaker.

Mo/W Bold Forge Monk
The unique Bold Forge Monk finally allows the monk profession to run Droknar on a highly reliable level. By making use of the classical Warrior running stances, and the quick-healing abilities of Divine Favor skills this build provides the best output for primary monks for running Droknar's Forge.

Armor

 * Acolyte's Armor for its +10 armor (while enchanted) bonus - you will be under enchantments almost 100% of the time of your run.

Runes

 * Rune of Major or Superior Vigor

Weapons
Two weapon sets are optimal for this run, so that you can switch while running. This, of course, depends more or less on your personal style of running. One set for high energy, and faster recharge, and one for running through groups of Tundra Giants.

Weapon Set #1

 * Gardock's Staff

Weapon Set #2

 * Totem Axe or Rajazan's Fervor


 * Grognar's Defender

Note: The 20% longer enchantment mod helps to keep up the life-saving skill Divine Intervention longer which can be helpful when running through groups having this skill up.

R/D Enchanted Forge Runner
This build uses Ranger stances to maintain high average speed and Dervish enchantments for support to run to various places, particularly from Beacon's Perch to Droknar's Forge.

Armor

 * Full Sentry's Insignia (+10 armor while in stance)

Runes
Note: Against getting Crippled a Rune of Restoration is highly recommended for surviving traps. It shortens Crippled and Bleeding by 20% which is considerable.
 * Rune of Vigor
 * 2 Attunement runes (+2 Energy x 2 = +4 Energy)
 * Rune of Restoration

Weapons

 * Crafted or collector's staff (20% chance of half spell recharge) with +5 energy staff head and any enchantment lengthening mod