User:Jasminethetender/builds/warrior

=Raging Mokele=

This Warrior build allows a player to instantly charge adrenal skills, allowing for an immediate opening attack chain. The use of a hammer with a solid attack chain and an IAS provides lethal damage. It can also be used to spike low armored targets.

Equipment

 * Armor: 1 Radiant Insignia (on chest piece), 1 Stonefist Insignia (any), all other pieces with Survivor's Insignia. 1 Rune of Attunement, 1 Rune of Clarity.
 * Weapons: Furious, elemental (any) and Vampiric Hammers of Fortitude, all with damage +15% (while health is above 50%) mods.

Usage
Approach your target using Enraging Charge. Your initial attack should be Mokele Smash. When Mokele Smash successfully hits, Enraging Charge will end, but the adrenaline gain will fully charge the cost of Devastating Hammer. Immediately use Tiger Stance and quickly follow up with Devastating Hammer, Crushing Blow, and Fierce Blow. Rinse and repeat.

Counters

 * Blind
 * Anti-melee spells
 * Anti-knockdown
 * Block, Evade
 * Sympathetic Visage, Ancestor's Visage, Soothing Images severely hinder the effectiveness of this build.

Variants

 * You may replace Tiger Stance with Frenzy or Flail upon self preference.

The Optional Slot gives a good deal of utility:
 * Wild Blow to rid stances.
 * Bull's Strike works well in conjunction with Enraging Charge to catch kiters.
 * Distracting Blow can be used for a key interrupt.

In addition, you may change your secondary to any type you believe can complement your play style in the optional slot. Here are a few useful choices:
 * Necromancer - Plague Touch
 * Monk - Mending Touch
 * Dervish - Rending Touch
 * Assassin - Death's Charge. Good for catching the target off guard. Trigger Enraging Charge, shadow step with Death's Charge, then proceed with Mokele Smash and the rest of the combo. It also gives out some healing so is useful to get out of an AoE.

=Unnatural Fury= The W/Rt Unnatural Fury uses the elite skill Weapon of Fury to quickly build and maintain adrenaline.

Attributes and Skills

 * Possible skills for the optional slot:
 * Penetrating Blow for additional damage.
 * Soldier's Strike for an unblockable attack.
 * Flail for an IAS. Note that if you choose this option, "Watch Yourself!" should be swapped with a cancel stance.
 * Wielder's Strike for additional damage at the cost of energy.
 * Cruel Was Daoshen for a quick first-strike. Cast it before you enter the battle and drop it as soon as you are in range.
 * Bull's Strike to further punish fleeing foes.
 * "To the Limit!" for a quick adrenal boost. Note that Weapon of Fury DOES affect adrenaline gained in this way.
 * "None Shall Pass!" to prevent fleeing.

Equipment

 * Most armor will do. Gladiator's Armor tends to be unnecessary. Armor with a Brawler's Insignia is a good choice.
 * A 15>50 Axe with a Sundering or Furious mod depending on personal preference, and a Tactics-linked shield.
 * The runes should include a Superior Axe Mastery, a Minor Tactics, the best Vigor available, the best Absorption available, and a Rune of Clarity.

Usage
This build is designed more for continued pressure than for spiking. Maintain Weapon of Fury on yourself at all times and follow standard Warrior tactics. Penetrating Chop (or Penetrating Blow, if desired) is a useful attack skill as it ignores your low Strength and can be used frequently with your boosted adrenaline. Always cover Dismember with Axe Rake to prevent fleeing and to cover the Deep Wound. Due to its long duration and relatively quick recharge, you can choose to maintain Weapon of Fury on both yourself and another warrior in your party with only a minimal downtime, but this should be low on your list of priorities.

Counters

 * Standard anti-warrior counters such as kiting, Blindness, and blocking.

Variants

 * When kiting is not an issue, such as in PvE, replace Axe Rake with Penetrating Blow for more damage.
 * For a more offensive build, replace "Watch Yourself!" with "Fear Me!"
 * Deep Wound is less effective in PvE than in PvP. When in PvE, Dismember may be replaced with another, more damaging attack skill, such as Executioner's Strike or Furious Axe.

Equipment

 * Full Berserker's Armor.
 * Vampiric, Zealous, Crippling, and Ebon Swords/Axes of Fortitude.
 * A +30HP, -5 (20% chance) received damage shield.
 * A +30HP, +10 armor vs piercing shield.
 * A +30HP, +10 armor vs slashing shield.
 * Free rune slots should be fitted with Vitae runes.

Usage

 * You are aiming to gank the opponent's base, hence be prepared to play alone for long periods of the game.
 * "You're All Alone!" is your snare and condition removal (with the conjunction of Signet of Malice).
 * Try to force kills of flaggers to get your team morale boosts.

Counters

 * Any skills that cause damage when attacking, such as Empathy or Spiteful Spirit, blind, blocking skills (Escape, etc...), condition removal skills or spells that mitigate damage (Healing Hands, etc...).
 * Mending Touch.

Variants

 * Add Distracting Blow for an interrupt.
 * Wild Blow can be used for Stance removal.

Equipment

 * Armor with Radiant Insignia is recommended for the high energy cost of this spike, although it is not as necessary if this build is being used in Competitive Missions or Alliance Battles.
 * Runes of Major Tactics, Superior Vigor, Major Hammer Mastery, Minor Strength.
 * A Zealous Hammer can help with Energy management.

Usage

 * Use Death's Charge to move up to your target.
 * Trigger Tiger Stance before using Shove, as it will be disabled if you use it after.
 * Follow up Shove with Crushing Blow, Thrill of Victory, and Wild Blow.
 * Use Wild Blow against targets in a stance, particularly flagrunners using Shadow of Haste.
 * Your main self-heal is Healing Signet. It is extremely buffed thanks to your high Tactics level.
 * Resurrection Signet is to be used on fallen allies.

Counters

 * While you can still deal damage with Shove when blinded, you will be unable to accomplish much else.
 * Damage-on-attack hexes can be devastating, but not so much as builds which utilize Frenzy.

Variants

 * Take Sprint or Rush if you think you will be needing a speed boost.
 * Dark Prison is a more costly spell, but slows your target. Death's Charge is replaced in this case.
 * Shadow Walk is also a viable teleport skill, with no side benefits and an awkward return, although that can be used to your advantage.
 * Shadow Walk is a stance and will not be in effect during Tiger Stance.
 * Tiger Stance can be replaced with Burst of Aggression.
 * Soldier's Strike is extremely powerful with the high tactics in this build and can replace Crushing Blow for a build that can use any weapon

=Agressive Hammer=

Aggressive Hammer warrior uses the elite skill Backbreaker to apply damage and pressure to targets while other allies come in to spike. This warrior is versatile as it is able to switch between applying pressure with long knockdowns and snares, and spiking a target with a deadly attack combo. This warrior combos well with other melee professions.

Equipment

 * Radiant Armor.
 * Furious Hammer of Fortitude with 15^50.

Usage

 * Begin with Enraging Charge to build up initial adrenaline.
 * Cast Grasping Earth to snare nearby targets.
 * Use Flail as your IAS
 * Use Backbreaker, Flail, Crushing Blow, Protector's Strike in that order to deal spike damage.
 * Use Protector's Strike to deal a mini spike against kiting foes.
 * Resurrect fallen allies with Resurrection Signet

Counters

 * Anti-melee hexes and conditions apply.

Variants

 * Replace Enraging Charge with Rush.
 * Replace Resurrection Signet with any utility skills for AB.

=Charging Executioner=

This build takes advantage of Charging Strike multipurpose effect which makes it a great cancel stance,great running skill, also great for blocking opponents.

Usage

 * 1) Use Charging Strike to run in ,hit with it first to gain its bonus damage.
 * 2) Charge up your chain.
 * 3) When all your skills are charged follow this order switch to your desired target and unleash your chain.

Counters

 * Anti-Melee hexes and conditions.
 * Targets that block or evade make your chain ineffective.

Variants
Look at each of the condition removals for their drawback and advantage.
 * You can swap Mending Touch out for your condition removal of choice, for example, Remedy Signet, Signet of Malice.
 * Flail can be used instead of frenzy if the double damage is something you don't want to worry about, flail however has a disadvantage of making you slower, so if your targets are not crippled they may run away, Charging Strike is a great cancel stance for whichever increase in attack speed skill you decided to choose.

=Crippling Slash Sword=

This build uses Crippling Slash for its great use of crippling in PvP. This build can easily cripple the entire enemy party, and can use cripple for all sorts of events; giving your monk a breather, slowing the enemy, and can counter the flag runner while still having decent spikes.

Equipment
If using a PvE character, also use a Vampiric Sword of Fortitude and a wand/shield combo of your choice.
 * Armor of choice. Gladiator's armor is not required for this build.
 * If creating a PvP only character for this build, choose a Crippling PvP Sword of Fortitude and an Ebon PvP Sword of Fortitude with a +30hp/-5 (20%) shield.

Usage

 * Use Crippling Slash to Cripple your foes, and try to spread the cripple as much as possible.This is your main job.
 * Use Frenzy to speed up the attack rate of your attacks, if you come under focused fire, cancel it using Sprint.
 * Use Healing Signet to heal yourself and to ease pressure off your monks.
 * When you and other warriors have adrenaline, organize a spike on a suitable target.
 * Try to spike down low health targets.
 * Don't stay on one character for too long, if you see them being enchanted with skills such as Guardian or Protective Spirit, switch targets.
 * Use Resurrection Signet to resurrect fallen party members.

Variants

 * Replace Frenzy with Flail. Because you will cripple your foes, fleeing will not be a large problem.
 * Replace Sprint with skills such as Rush, Dash, Enraging Charge.
 * Replace Resurrection Signet with any other skill for AB or CM, such as Shock or Plague Touch.
 * You may wish to use Mending Touch or Signet of Malice for condition removal.

=Dragon Sword= A definite pressure Warrior. No Final Thrust weakens the ability to spike, but Dragon Slash allows you to spam your adrenaline skills a lot more often. This is a strongly offense-oriented warrior for HA and GvG, but it can be used in AB and the Arenas with some modification (see Variants).

Equipment

 * Any armor set can be used with this build.
 * Vampiric, Zealous, Ebon prefixes, and with an of Fortitude suffix are preferred.
 * Furious may also be helpful.

Usage

 * Regardless of secondary profession, this build focuses on repeatable adrenaline attacks to apply pressure on the target, while other warriors come in to spike.

Counters

 * Anti-warrior conditions and hexes apply to this build.

Variants

 * Replace Rush with Dash, Sprint or Enraging Charge for a different speed boost.
 * Replace Frenzy with Tiger Stance for a less dangerous IAS. This is usually preferred for use in the Arenas and Alliance Battles, where you are being targetted frequently.
 * If you're looking for self-healing, take Lion's Comfort.
 * Protector's Strike can be replaced with Bull's Strike for a knockdown attack.
 * Replace Protector's Strike with Distracting Blow for an interrupt or Shock for a knockdown.

Attributes and Skills

 * "For Great Justice!"
 * Mending Touch/Signet of Malice
 * Bull's Strike

Equipment

 * Radiant Insignia's and a Stonefist Insignia.
 * Furious Hammer of Fortitude/of Mastery

Usage

 * Get close to your target and use "You're All Alone!".
 * Activate Enraging Charge before attacking.
 * Activate Tiger Stance.
 * Use your hammer attack skills.
 * Make sure your target is not close to any Ally's when using "You're All Alone!". If the target is in a group of opponents, try hitting it until it starts to run.

Counters

 * Condition removal
 * Anti-melee hexes
 * Anti-melee conditions

Variants

 * It's possible to replace Tiger Stance with Burst of Aggression.
 * Alternative speed buffs are also viable.
 * Protector's Strike can be used as a quick activation attack.
 * Bull's Strike may be used if you feel you need the extra KD.
 * Depending on your secondary profession, you may also be able to incorporate Hex, Condition or Enchantment removal; shadowsteps; or additional utility skills.

=Flailing Coward=

The Flailing Coward uses synergy between "Coward!" and Flail to deal keep your opponent at your feet.

Attributes and Skills

 * Mending Touch can be used instead of "For Great Justice!", obviously, this requires you to go /Mo, put the remaining attributes into Protection Prayers. It helps to get rid of an untimely Blind or Cripple.
 * Enraging Charge can be replaced by "To the Limit!" or "You Will Die!" to be used directly after "Coward!".
 * Sun and Moon Slash is also a viable alternative.
 * You may replace the Resurrection Signet or "For Great Justice!" with Healing Signet.

Equipment

 * Superior Absorption, Vigor and correct runes.
 * Stonefist Insignia, also with Survivor Insignias.
 * A Perfect Sundering Sword of Fortitude with the "Strength and Honor" inscription.
 * A Perfect Zealous Sword of Fortitude with the "Strength and Honor" inscription.
 * A Tactics Shield of Fortitude (maybe the one while in a stance, still testing).

Usage

 * Find a target, preferably a squishy and activate "For Great Justice!" and Enraging Charge. Once you attack them all your adrenal skills except Steelfang Slash will be charged (hit them one more time to fully charge it).Be careful not to overextend or charge in, though. Do not activate Flail until your adrenaline is charged.
 * Spam your skills, try to time Steelfang Slash so you get the bonus adrenaline. To do this you will have to time your attacks so that you are just about to hit them when you activate "Coward!" so you have the adrenaline for Steelfang Slash. As soon as you start attacking, (if you opponent is moving), activate "Coward!" and Steelfang Slash.
 * If you have swapped "For Great Justice!" for Mending Touch,use Mending Touch to relief yourself of annoying conditions such as blind, cripple, etc.
 * Use Healing Signet sparingly, you take double damage while using it and you can't spend all of your time healing.
 * Be careful when using Flail, you do not want your target to escape.
 * Have fun and good luck!

Counters
Charging in, overextending, etc.

Axe Variant
Of course, transfer all points from Swordsmanship to Axe Mastery.

Equipment

 * Use full Gladiator's Armor.
 * If using a PvP character, use a Vampiric or Zealous PvP Hammer of Fortitude and an Ebon PvP Hammer of Fortitude. If using a PvE character, Use all three of the above with a wand/shield combo.
 * To lengthen knockdown time from Irresistible Blow, use Stoneskin Gauntlets.

Usage

 * Upon entering battle, begin building adrenaline. When you and any other warriors on your team have adrenaline, organize a spike on a suitable target.
 * When spiking and Death's Charge is available, try to shadow step to a target that they won't suspect a spike on (such as one that is quite a distance away from you). Shadow step to your target and unleash your chain.
 * Try to spike down low health targets
 * Don't stay on a target if he gets enchanted by skills like Protective Spirit.
 * Spam Irresistible Blow on targets that are blocking for knockdowns and extra damage
 * Use Frenzy to build adrenaline faster and to speed up your spikes
 * Use Rush to catch kiting targets and to cancel Frenzy if you come under focused fire
 * Use Healing Signet to keep your health up and to ease pressure off of your monks. Don't use it when under focused fire
 * Use your Ebon weapon to bypass enemy warriors' resistance to physical damage
 * Of course, use Resurrection Signet to resurrect dead party members

Counters
All the usual warrior counters apply, such as snares, blind, weakness, Empathy, Faintheartedness, etc.

Variants

 * Healing Signet can be replaced with another utility skill such as "To the Limit!", Distracting Blow, or Bull's Strike.
 * Healing Signet can be replaced with Mighty Blow for further damage during the spike. It also removes the need for tactics and further increases the damage due to higher strength.

=Steady Axe=

This pressure build is made from the Nightfall skill Steady Stance, and Desperation Blow and Drunken Blow from the previous 2 campaigns. The character may look like a gimmick at first sight, however the "Fear Me!" spam causes mass e-denial, especially with multiple copies of this character.

Equipment

 * Vampiric and Ebon axes of fortitude (15^50 inscription).
 * +5 energy axe (possibly focus too) to counter e-denial.

Usage

 * Use steady stance followed by either Drunken Blow or Desperation Blow.
 * Spike down targets by following with Critical Chop.
 * Keep yourself clear of condition with Signet of Malice.

Variants

 * Signet of Malice can be switched for Dash or Rush if you have reliable backup.
 * The build is as or more powerful when using Hammers, by speccing 12+1+1 into Hammer Mastery and switching Critical Chop for Hammer Bash.

Counters

 * Block skills are not as big a problem as they may seem. Even if the attack skills are blocked, you will gain the energy and adrenaline, so to keep up your "Fear Me!" spam.
 * Signet of Humility, by disabling Steady Stance, consistently disrupts this build
 * Anti-warrior Hexes

=Charging Sword= This build is primarily intended for GvG. It takes into account the fact that Sword Warriors can operate quite well without their elite and thus brings "Charge!" because of its great use in GvG.

Equipment

 * A Zealous PvP Sword of Fortitude and a Vampiric PvP Sword of Fortitude.
 * Two PvP shields of your choice.

Usage

 * Use Sever Artery, Gash, and Final Thrust on targets hovering around 65% of their health to quickly deal spike damage.
 * In a team degeneration build try to spread bleeding with Sever Artery.
 * Use "Charge!" to allow your team to move about the map quickly together. Also use it to give other Warriors a speed buff.

Counters

 * All of your normal Warrior counters apply (Blind, Ward Against Melee, Shadow of Fear, etc.)

Variants

 * Bull's Strike, usually replacing Healing Signet.
 * Barbarous Slice can replace Sever Artery for additional damage.
 * Distracting Blow can be incorporated into this build as well.
 * Sprint, instead of Shock, if you think you will be in need of a cancel stance.
 * Hex Breaker can replace Sprint as an alternate stance cancel. It costs you a degree of mobility in exchange for greater hex resistance.  It also requires minimal point investment and change in secondary class.

=Linebacker=

This build sports a hefty five knockdowns. It is used to pressure and disrupt enemy warriors.

Equipment

 * Zealous, Vampiric, and Ebon PvP Hammer (elemental damage preffered as main target will be warriors).
 * Sentinel's Armor.
 * Stonefist insignia. This effectively doubles the power of this build.

Usage

 * Try to stay on enemy Warriors to force enemy monks up to heal them and to disrupt their damage dealing abilities; however, enemy Mesmers and sometimes Elementalists can pose a large threat that can be solved by your knockdowns. (Note that you will need extraordinary timing to interrupt several common Mesmer skills, due to their low base casting time and Fast Casting.)
 * Use your knockdown skills to interrupt critical skills, as well as ones with a long casting time (such as Meteor Shower or Backfire).
 * Use Rush and Bull's Strike against kiting enemies.
 * Use Counter Blow and Devastating Hammer on enemy Warriors.
 * Try running away from a melee foe for a bit (long enough for him to queue up an attack skill), and then attacking him with Counter Blow. You should hit just after they begin their attack.
 * Follow up your knockdowns with Crushing Blow.
 * Use Shock if your other knockdowns are recharging or if their conditions are not met. Also, use it on foes that block or evade your attacks.
 * Note that this is primarily a defensive character designed to take pressure off monks. It still has some bite, however.

Counters

 * All of your normal Warrior counters apply (Blind, Ward Against Melee, Shadow of Fear, etc.)
 * Anti-Knockdown skills (Ward of Stability, "Brace Yourself!")

Variants

 * Sprint may replace Rush.
 * Devastating Hammer can be replaced with Backbreaker for a long knockdown, or Earthshaker for AoE knockdown.

=Shock Axe= The Shock Axe is a PvP-oriented Warrior/Elementalist build, focusing on adrenaline spikes and disruption through the Elementalist skill Shock.

Equipment

 * Use full Gladiator's Armor with Stoneskin Gauntlets to raise your energy pool and extend your knockdown.
 * If creating a PvP only character for this build, choose a Vampiric PvP Axe of Fortitude and an Ebon PvP Axe of Fortitude, a Zealous PvP Axe of Fortitude, a shield with +30 Health and -20% Blind Duration, and a Furious PvP Spear of Fortitude.

Usage

 * Upon entering combat, build adrenaline on a target. Once you and any other warriors on your team have adrenaline, organize a spike on a suitable target.  Open your spike with Shock, and use Eviscerate quickly followed by Executioner's Strike.
 * Attempt to spike down low-health targets.
 * Don't stay on one character for too long, if you see them being enchanted with skills such as Guardian or Protective Spirit, switch targets.
 * Use Shock to counter any slow-casting spells and to snare kiters. Be careful, however, and don't just spam the button, as your limited energy reserves will quickly be greyed out from exhaustion.
 * Use Frenzy carefully to gain adrenaline, up your DPS, and to speed up your spikes.
 * Use Rush to reach your target if it is kiting and to cancel frenzy if you come under focused fire.
 * Use Healing Signet to keep your health up and to ease pressure off your monks.
 * Use your ranged weapon to build adrenaline before engaging and whenever you break off fighting.
 * Use your elemental weapon to bypass enemy warriors' extra defense against physical damage.

Variants

 * Grasping Earth can be taken as a snare in place of Healing Signet.
 * You can switch out either Healing Signet or Bull's Strike for "To the Limit!", Critical Chop or Distracting Blow.
 * Sprint or Enraging Charge can replace Rush.
 * Bull's Strike can be taken out for Protector's Strike.

Equipment

 * Minor Rune of Swordsmanship, Minor Rune of Strength, Superior Rune of Absorption, Superior Rune of Vigor.
 * Gladiator's Armor is best for this build as it provides extra energy. If you feel you have enough energy already, use Legionnaire's Armor instead as you will be constantly in a stance.
 * Any Max Zealous/Vampiric/Sundering Sword of Fortitude with 15% Dmg while in Stance bonus. If you feel you need energy, use the Zealous Sword.
 * Any Max 45+Hp -2 Dmg while in stance Shield will do. Grognar's Defender is a good choice.
 * Any Max Ebon Sword of Fortitude for bypassing enemy warrior armour.

Usage

 * When entering battle, start building up adrenaline.
 * Once other people in your team are ready, organize a spike on a target.
 * Use the skills in the order listed on your skill bar. Use Magehunter Strike right after you've used Final Thrust.
 * Use Frenzy to attack faster.
 * Use Enraging Charge to cancel out Frenzy when under fire.
 * Use Mending Touch to get rid of annoying conditions such as Blind, Cripple, etc.

Counters

 * Most anti-melee strategies such as Faintheartedness, Spiteful Spirit etc. Conditions such as Blind, etc. you can get rid of using Mending Touch.
 * Anti-spamming strategies such as Diversion, etc.
 * No healers in your group will cause trouble as you don't have any healing skills on you.

Variants

 * Swapping Frenzy for Flail is a good variant as you can attack at the same speed of Frenzy without taking double damage for the cost of moving slower.
 * Swapping Enraging Charge for Rush to be able to cancel out Frenzy or Flail more often and without having to spend energy.
 * Swapping Mending Touch for any helpful enchantment such as Vigorous Spirit, etc.
 * Using an axe in place of a sword by swapping the sword attack skills for axe attack skills such as Executioner's Strike and others.
 * Swapping Enraging Charge for Sprint.
 * Swapping Mending Touch for Plague Touch to spread conditions on to your target. You will have to change your secondary though.
 * Use Resurrection Signet for the resurrection skill.
 * Swapping Frenzy for Berserker Stance lets you get extra adrenaline for the cost of lasting less time and not being able to use skills.

=Bulls Charge= This is a sword build that deals especially well with kiters. Bull's Charge allows you to have both a speed boost and a knockdown on moving foes at the same time. Works okay in most builds, but works especially well in builds such as smite, which rely on snares. Also has decent soloing capabilities with Plague Touch and Healing Signet and decent spikes.

Equipment

 * Use full Gladiator's Armor with Stoneskin Gauntlets.
 * If using a PvP character, use a Vampiric or Zealous PvP Sword of Fortitude and an Ebon PvP Sword of Fortitude. If using a PvE character, use all three of the above with a wand/shield combo.

Usage

 * Upon entering battle, begin building adrenaline. When you and any other warriors on your team have adrenaline, organize a spike on a suitable target.
 * Try to spike down low health targets.
 * Don't stay on a target if he gets enchanted by skills like Protective Spirit or Guardian.
 * Use Frenzy to build adrenaline faster and to speed up your spikes.
 * Use Bull's Charge to catch and knockdown kiting targets and to cancel Frenzy if you come under focused fire.
 * Use Healing Signet to keep your health up and to ease pressure off of your monks. Don't use it when under focused fire.
 * Use your Ebon weapon to bypass enemy warriors' resistance to physical damage.
 * Use Plague Touch to give conditions to your foes.
 * Of course, use Resurrection Signet to resurrect dead party members.

Counters

 * This build is more resilient towards condition-based warrior shutdown, however, hexes such as Faintheartedness, Empathy, Reckless Haste, etc. still hurt it a lot.

Variants

 * You can replace Plague Touch with another utility skill, such as Bull's Strike (kind of redundant), Distracting Blow, "To the Limit!", or Shock.
 * Mending Touch is a viable alternative to Plague Touch.
 * "On Your Knees!" can replace Plague so that you can instantly recharge Bull's Charge near the end of its duration, but at the expense of losing all adrenaline.

=Antikiter= This warrior uses the skill Charging Strike to pressure the enemy back line while also using anti-kiting skills to punish kiters. It is best used with another Warrior or Dervish on the front line because of its lack of powerful spiking potential.

Attributes and Skills

 * You may choose to bring Mending Touch in place of either Bull's Strike or Frenzy for more condition removal during splits, but less overall damage output.

Equipment

 * Stoneskin hands or feet, Radiant on the remaining pieces; with the best Vigor rune possible, and a Vitae or Attunement rune as well.
 * Zealous, Vampiric, and Ebon Swords of Fortitude, +45/-2 Stance Shield

Usage
Spam Charging Strike to cause a lot of chaos in the enemy back line, while using Bull's Strike against kiting targets. Also use Charging Strike to start off your spike chain, then follow up with Frenzy for the rest. Make sure you don't stay on one target for too long and switch targets when they become enchanted with Protective Spirit, Spirit Bond, etc. When your fellow allies are ready to spike, watch for enemy monks still moving. If they are, make sure you try to hit one of them with a Bull's Strike for a KD to hinder their ability to protect the target. If no monks are moving, then use your Sever-Gash-Final chain to apply additional pressure to another squishy and disorient the monks. When used correctly, this build can be a major nuisance to the opposing team.

Counters
Any standard warrior counters: Blind, Weakness, Faintheartedness, etc.

=Fierce Hammer= This is a fairly versatile hammer warrior build. Easily suited to pressure or spike playing. Pairs well with another sword or axe warrior in GvG.

Equipment

 * Use full Gladiator's Armor with Stoneskin Gauntlets.
 * If using a PvP character, use a Vampiric or Zealous PvP Hammer of Fortitude and an Ebon PvP Hammer of Fortitude. If using a PvE character, use all three of the above with a wand/shield combo.

Usage

 * Upon entering battle, begin building adrenaline. When you and any other warriors on your team have adrenaline, organize a spike on a suitable target.
 * Try to spike down low health targets.
 * Don't stay on a target if he gets enchanted by skills like Protective Spirit.
 * Spam Devastating Hammer on targets that are blocking for knockdowns and extra damage.
 * Use Frenzy to build adrenaline faster and to speed up your spikes.
 * Use Rush to catch kiting targets and to cancel Frenzy if you come under focused fire.
 * Use Healing Signet to keep your health up and to ease pressure off of your monks. Don't use it when under focused fire.
 * Use your Ebon weapon to bypass enemy warriors' resistance to physical damage.
 * Of course, use Resurrection Signet to resurrect dead party members.

Counters
All the usual warrior counters apply, such as snares, blind, weakness, Empathy, Faintheartedness, etc.

Variants

 * You can replace Bull's Strike with Hammer Bash or, to utilize the Weakness condition from Devastating Blow, Heavy Blow.
 * NOTE: If you are doing this, it is advisable to replace Rush with Sprint, since both Hammer Bash and Heavy Blow cause you to lose all adrenaline.
 * If you don't have the Factions campaign, Mighty Blow can replace Fierce Blow with only a few points of damage loss.
 * Rush can be replaced with Enraging Charge for quicker adrenaline gain.
 * Healing Signet can be replaced with another utility skill such as "To the Limit!", Plague Touch, Distracting Blow, or Bull's Strike.
 * You can replace a skill with Way of the Fox to ensure your spike hitting.
 * You can replace Fierce Blow with Heavy Blow for an additional knockdown.
 * You can replace Irresistable Blow with Death's Charge to get to your target quicker, but it has a long recharge time.


 * With a Dervish secondary, you can replace Rush with Pious Haste for a quick recharging cancel stance. As well, W/D allows you to make use of Rending Touch.

=Zealous Decapitater= The Zealous Decapitater is a build that focuses on the use of the Elite Skill Decapitate to deal high damage, in conjunction with the energy management skills of the Dervish.

Attributes and Skills
Depending on the situation, Vital Boon can be replaced with:


 * Aura of Thorns as a snare
 * Lightbringer's Gaze for use in high-level PvE

If you find yourself getting enough energy from Zealous Renewal without Flail, swap it for Conviction. If you don't own the Factions campaign, replace Furious Axe with the energy-based attack skill of your choice.

Equipment

 * Armor with Radiant Insignia to give a base Energy pool of at least 25.
 * A Rune of Superior Absorption, the best Vigor Rune available and one rune of Vitae.
 * A Zealous Axe Of Fortitude. Wing's Axe is a good choice.
 * A Strength requirement Shield with +30 Health and received damage -2 (in stance) shield would be optimal due to the use of Flail and the -5(20%) mod being random.

Usage

 * Approach your target, and once you are in melee range use Vital Boon and Zealous Renewal.
 * Attack your chosen target and build up Adrenaline. Activate and maintain Flail.
 * Use the two energy-based attack skills as necessary. Furious Axe while your target is under a blocking stance or Guardian can be beneficial.
 * Once you have sufficient Adrenaline and your target is at approximately 75% health, use Decapitate.
 * Use Signet of Pious Light to end Zealous Renewal and gain back Energy.
 * Once you have Energy, use Furious Axe and Counterattack in quick succession on your target.
 * Recast Zealous Renewal and repeat on a different target if the first is not already dead.


 * Should you need healing at any time, use Vital Boon followed by Signet of Pious Light

Counters

 * Wild Blow and other Stance counters will remove your IAS, which results in less Energy gain after removing Zealous Renewal.
 * Be especially wary of enemies removing Zealous Renewal before you have used Decapitate. On the other hand, enemies removing the enchantment after you use Decapitate can be beneficial.
 * Blind, Weakness, etc.
 * Life Sheath can render a large portion of your damage useless.

Variants
A variant using different attack skills is below.

Same usage as the main build, but after using Decapitate and Signet of Pious Light, follow instead with Vital Boon followed by Twin Moon Sweep for a double-strike and additional healing. Note that Twin Moon Sweep can be used with an Axe, as it is a Melee Attack rather than a Scythe Attack. Any spare attribute points should be placed into Scythe Mastery for this variant. Cyclone Axe is useful for increasing the return from Zealous Renewal and also for building adrenaline.

=Obsidian Tank= The Obsidian Tank takes the high armor/health/durability of the warrior class, and adds to it the defensive capabilities of the Elementalist Earth Magic enchantments. It's purpose is to take/hold aggro and soak up damage. It is strictly a PvE build with little use outside of very high level areas like the Domain of Anguish and Sorrow's Furnace, where variations of this build have been a staple for ages. It pairs very well with a monk bonder build.

Attributes and Skills

 * Optional skill slot can be replaced by:
 * Resurrection Signet
 * Lightbringer's Gaze
 * Lion's Comfort (timing is important when using with dolyak signet)
 * Bonetti's Defense
 * "None Shall Pass!"
 * Sliver Armor
 * Magnetic Aura
 * Glyph of Concentration
 * Glyph of Lesser Energy

Equipment

 * Armor
 * Gladiator's or Radiant Armor, with a Rune of Superior Vigor and Rune of Superior Absorption.
 * The last two armor upgrade slots can be taken by Runes of Attunement or Vitae.
 * Weapons
 * A +5 energy axe/sword of Enchanting.
 * A Strength Shield with a "Sheltered by Faith" inscription and a Shield Handle of Devotion.
 * An Earth Focus with a "Sheltered by Faith" or "Faith is My Shield" inscription and a Focus Core of Devotion. Both availible from Kehjim in The Kodash Bazaar or Grif Ebonmane in Command Post.

Usage
Fairly straight forward. Use Signet of Stamina when first entering an area, and never attack anything (unless you need to pull with a bow). Run in and aggro the group of mobs when your team is ready, while under Endure Pain and with your shield equipped to help against the initial spike of damage.

Once in the middle of the group of enemies, use Dolyak Signet and switch to your Earth Focus to start putting up your enchantments. Start with Obsidian Flesh, followed by Armor of Earth, and then Stoneflesh Aura. Use Grasping Earth to slow the movement of the nearby enemies, and switch back to your shield.

Maintain your enchantments as needed, using Stoneflesh Aura, Obsidian Flesh, and Dolyak Signet whenever they become available. Armor of Earth only needs to be reapplied every 30 seconds. Grasping Earth can be used every 15 seconds or so, whenever a group shifts, or when your allies start a nuke cycle. Stay with your Shield equipped as much as possible for the armor, equipping the Earth Focus only when you need the energy to cast an enchantment. Lather, Rinse, Repeat.

Counters

 * Any interruption skills
 * Skills that cause longer cast times (Migraine)
 * Dazed
 * Heavy enchantment removal (Obsidian Flesh will guard against most)

Variants
Replace Grasping Earth with Ward Against Foes when facing enemies that have lots of hex removal.

=Sliver Vermin=

This build is used to farm vermin, but in a completely different way than the other builds. It uses the power of Sliver Armor to quickly kill a lot of vermin instead of Triple Chop and Cyclone Axe, which now causes the vermin to run away very often.

Equipment

 * Knight's Armor for the damage absorption
 * Any sword will do, but Rajazan's Fervor is preferred for the “of enchanting” upgrade and the extra energy
 * Any maxed shield will do, particularly those with absorption upgrades
 * Use runes of superior vigor, absorption and some attunement runes on your armor

Usage

 * Aggro 2-3 groups of vermin at a time (see image),
 * Use skill in the following order:
 * Dolyak Signet
 * Glyph of Renewal
 * Sliver armor
 * Healing signet 2 or 3 times
 * Repeat


 * Bonetti's defense is for the energy upkeep, I will survive if the health degeneration becomes to much to handle and riposte and deadly riposte to kill the last few vermin

Counters

 * The elite skill of the vermin boss causes more health degeneration than you can heal without "I will survive!", so it's best to kill him as soon as possible.
 * Getting knocked down while activating Sliver Armor
 * When using this build in any other area, enchantment removals are the greatest counters, because your main attack is an enchantment

Variants

 * Replace the ripostes for any strength or tactics based attack skill for some more damage. Do NOT choose any swordsmanship skills, because you only have 2 swordsmanship
 * Replace glyph of renewal with gladiators defense as silver armor and gladiators defense working at the same time will deal out almost double the damage in the same period of time. The vermin will have less time to shadow step and thus could all be dead in a period of 4 seconds.

Equipment

 * Full Gladiators Armor with Ascalon Helm
 * Zealous sword of Defense
 * Longbow (for pulling)

Usage
Step 1 Step 2 Step 3 Step 4 Step 5
 * Get into The Deep and take the right portal. Now lure the 2 Ripper Carps with your bow. Kill them using your Riposte, Gladiator's Defense and Desperation Blow. Make sure Dolyak Signet is always on. Start with Gladiator's Defense, Shield Stance, Gladiator's Defense, Dolyak Signet, Shield Stance etc. If the Darkened Irukadjis follow you, hug the left wall as you pull the carps and go around the corner, if properly positioned you will be able to block the Spirit's attacks. There is a small chance that you get blinded, if this happens do not panic. Just repeatedly use your healing signet and stances to block damage.
 * When you've killed the 2 Ripper Carps, head to the Darkened Irukandji's. Watch the Restoration and disrupt the Darkened Irukandji's when they attempt to cast the spirit. (They will cast it when the spirit is gone.) If you are having trouble interrupting the Spirit of Restoration you can reduce one Irukandji to just a few health and wait for the spirit to disapear. Then quickly hit it with Desperation Blow to kill it. The same works for the second one but you should have an easier time when there is only one. Don't spam it, but if you need to you can use Gale as a backup interrupt.
 * Kanaxai Aspect of Soothing Kill him with your attack skills. When he's taking 0 damage, use Gale to knock him down. This should happen 3-4 times. If you are taking an excess of damage you can gale him and use your Healing Signet while he is on the ground.
 * Run forward and you'll see a enormous group of mobs. Lure the group with no Smiting Monks in it and lure them back to the Gate. First kill the Ripper Carps. Make sure to disrupt their Shadow Refuge. After that, take out the 2 Darkened Irukandji's.
 * Now take the second group with 3-4 Ripper Carps and 2 Smiting Monks. When they casted Balthazar's Aura on the Rippers, spam Healing Signet and you should survive.
 * Continue killing the rest of the chamber with the same tactics

=UW Solo Enduring Visage=

The W/Me Enduring Visage UW Solo uses both Visages, Dolyak Signet, and Warrior's Endurance combined with Energy based attacks to farm the Smite Crawlers in the Underworld. Because it does not use Healing Signet, it can also kill Coldfire Nights. It has a very high survival rate and is possibly the safest Underworld Solo Build around for its speed, finishing a run in under 30 minutes.

Attributes and Skills

 * * Weapon mastery will be either Axe Mastery or Swordsmanship.

Equipment

 * Armor
 * Knight's Insignias.
 * Runes of Superior Strength, Major or Superior Vigor, Superior Absorption, Minor Tactics, and Minor Axe Mastery.
 * Weapons
 * A Zealous Axe or Sword of Enchanting with a "Strength and Honor" or a "Dance with Death" inscription. Since you have no weapon based attacks, Swords and Axes work equally well.
 * A Shield of Endurance (Requiring Strength) with a "Run for your Life!" Inscription, or any shield with equivalent stats. Arrahhsh's Aegis is ideal.
 * For those with the money, a Shield with both -2 Physical Damage while in a Stance and while Enchanted is greatly superior. There are no Green Items with these stats and they cannot be created with Inscriptions and Upgrades.
 * Any type of Longbow or Flatbow. Since it will only be used for pulling, the stats do not matter.  Flatbow is preferred, since you will be obstructed less frequently.

The Entrance

 * Take the quest Clear the Chamber as soon as you can without being seen by any Aatxes.
 * Grasping Darknesses have a natural speed boost of around 33%.
 * Aatxes have a natural speed boost of around 10%.
 * This means that any time you aggro both Aatxes and Grasping Darknesses, the Grasping Darknesses will get to your first.
 * Turn your back to the mob of Grasping Darknesses you want to pull, and wait till it moves near a group of Aatxes.
 * Hit either "F" or "C" so that you don't cast spells on the Lost Soul.
 * Just before aggroing, cast Ancestor's Visage on yourself.
 * Back up, aggroing the Aatxes. Instantly hit Enraging Charge and rush for the wall in front of you.
 * When the Aatxes aggro, the Grasping Darknesses will come along with.
 * The Aatxes will give up very quickly, but the Grasping Darknesses will keep coming.
 * As soon as you think you've lost the Aatxes, hit Dolyak Signet.
 * Turn around and start attacking the Grasping Darknesses. You should get enough energy from your Zealous Axe to use Sympathetic Visage when Ancestor's Visage runs out.
 * As soon as you get 5 energy, use Warrior's Endurance.
 * Hit Ancestor's Visage again when Sympathetic Visage runs out.

Notes:
 * If you aggro a Dying Nightmare either while getting the quest or while luring Grasping Darknesses, run like heck for the far wall and hope the Aatxes with it break aggro before you get there.
 * If they don't break, you will probably die. Just keep running around using your Enraging Charge and hope they give up.

To Kill Grasping Darknesses

 * Use Warrior's Endurance, followed by spamming Power Attack and Counterattack every time they recharge. Maintain Dolyak Signet and your Visages.
 * They do almost no damage, and their interrupts are non-existent with Visages. These should be easy, if boring, kills.
 * Once you've killed one group, lure the next and repeat.

Notes:
 * Sometimes the third group will get itself stuck on the stairs to the right. If this happens, kill the other two groups first, then hit Enraging Charge and run past the right side Aatxes.  Aggro the Grasping Darknesses, then run to the right, straight into the closed door.  You should have lost the Aatxes, but the Grasping Darknesses will follow you, and can now be killed alone.

To Kill Dying Nightmares

 * Since you couldn't care less if they strip your enchants, these enemies pose no threat to you whatsoever after they have spawned (except possibly around Smite Crawlers) and can either by killed or ignored at your leisure.

Notes:
 * The threat Dying Nightmares do pose is in spawning.
 * All Dying Nightmares in the starting room have Aatxes mobs associated with them. Aggroing them is considered a bad idea.

To Kill Bladed Aatxes

 * Just don't. Try to avoid them at all costs.  If you do manage to aggro some, just keep running away until they leave you alone.
 * Unlike some builds, you will not die in one hit from an Aatxe, it usually takes five or six.

The Run

 * Once you have completed the quest, run along the right side to the open gate, being sure to break aggro with the three or four nearby Aatxes.
 * If there are enemies in the passageway, this is a (mostly) safe point to stop and wait. Be careful of the patrols nearby.
 * As soon as the passageway is clear, run through it. Try to time your run so that you will not be seen by the Grasping Darkness patrol, as even with Enraging Charge you cannot outrun them and will be forced to fight. Use Enraging Charge just as you leave the passage, and head to the left.
 * If you can, try to run all the way past both groups of Aatxes in one shot. If you can't, break aggro and wait in the big room (avoiding patrols) until Enraging Charge has recharged, then run past the last pair of Aatxes.
 * Be careful, as you may have to wait till Enraging Charge recharges to break their aggro. If this happens, you will end up directly in the middle of the Smite Crawler group, and will be forced to fight.

The Run: Alternative Method

 * Watch the Grasping Darkness patrol in the room to the right, at the end of the passage.
 * As soon as you see them circle around and move away from the end of the passage, hit Enraging Charge and run along the right side of the room straight to them. The Aatxes behind you will break aggro fairly quickly.
 * As you reach the door, take note of where the Aatxes are.
 * If they're in the Passage or coming towards it, run past them as fast as you can. This is the hardest part, as it is far too easy to be trapped against the wall.  They will only get two or three hits off at most if you make it past.  Run to your left.
 * If they're still in the room, just keep running. Hug the left-side wall. Enraging Charge will wear off about now.
 * Keep running to your left. Just as the Aatxes behind you catch up, hit your recharged Enraging Charge.
 * the Aatxes behind you will break aggro just as you run into the pair in front.
 * Run straight through them, towards the Smite Crawlers on the other side. In this method, the Aatxes normally break aggro before you reach the Smites Crawlers.

Notes:
 * Lag is extremly dangerous when running through the narrow passage with the Aatxes. It's very easy to get body blocked without you knowing it. Your character will keep running but infact he is stuck between the Aatxes, if this happens, your run will most likely end here. The best thing you can do is just wait until they are far away from the Passage

To Kill Smite Crawlers

 * Pull one group of Smite Crawlers with your bow to a place where you can fight them alone. When fighting multiple groups, a mistake often leads to death.
 * Once you've gotten to the spot you want to fight at, hit Dolyak Signet and switch weapons.
 * As soon as they start to reach you, hit Ancestor's Visage and Warrior's Endurance.
 * Wait a few seconds until you think they've been sufficiently drain of energy, then start attacking.
 * When Ancestor's Visage is halfway recharged, cast Sympathetic Visage.
 * Handle them just like Grasping Darknesses, but here Visages are required to stop their healing. Warrior's Endurance will provide you with plenty of energy to maintain them.

Notes:
 * If you start taking damage from Shield of Judgment, it means you have not fully drained their energy. Cast your next Visage and switch targets.
 * Once you get down to the last Smite Crawler, the energy drain is much slower. It can out heal you easily though, so make sure to keep your Visages up.
 * Occasionally, for unknown reasons, a Smite Crawler group will become hostile to all other Smite and Coldfire groups in the area. Just let them die, it's not worth running in for the loot.
 * You should be able to handle up to five Smite Crawlers at once, which is the largest that most groups contain.

To Kill Coldfire Nights

 * First, identify their patrol route. Stand in front of their path, so they they're walking towards you when they see you.
 * Hit Enraging Charge just before getting in their range, you should be able to reach them before they can cast Shard Storm or Maelstrom.
 * As soon as you get in melee range, hit Dolyak Signet, Lion's Comfort, and Warrior's Endurance.
 * Fire off both your attack skills. Keep attacking as often as you can with your attack skills, using Warrior's Endurance and Dolyak Signet when they recharge.
 * You can use Lion's Comfort twice per Dolyak Signet, once just after it's used, and once about 9 seconds later. The rest of the time, just keep the adrenaline stored.
 * You will be at around 100-200 health the whole time, but if done properly, you should survive.
 * As they cast Shard Storm often, running away is unlikely to succeed.

Notes:
 * Coldfires have no valuable drops, and thus it is often better to skip them altogether then to kill them, unless they are blocking a mob of Smite Crawlers.
 * Killing groups of two is fairly easy, but groups of three are not recommended.
 * If you do need to kill a group of three, try to find a barrier that you can pull them to. Hide behind it to block Shard Storm until you see them cast at least two of their Maelstroms, then engage.

Safety Spots
This is a map of the path taken by this build:


 * The Green line is the path you should be taking.
 * The Red dots are the Safety Spots.
 * If you need to take a break or recharge, go to the closest Safety Spot you've cleared, and stay there.
 * All enemies can be pulled to at least one of the marked safety spots and fought there.
 * Two of the Safety Spots are not on the path. These spots are only used when a group of Smite Crawlers spawns in a bad location nearby.
 * All of these spots (except the ones in the middle of The Run) are free of Patrols.

Survival Tips

 * When trying to run around Aatxes, always try to go past on the most open side. They like to trap you by forcing you to run to one side, then cutting you off. Running past them close to walls is a good way to dig an early grave, as is running past them without Enraging Charge activated.


 * If you accidentally use Lion's Comfort just before Dolyak Signet recharges, just hit Enraging Charge and run. You can't tank more then 4 Smite Crawlers or Grasping Darknesses safely without it.


 * If the Grasping Darknesses interrupt one of your Visages and drain all your energy, just keep Dolyak Signet up and keep hitting them. Eventually either you'll get up to 5 energy and you can use Warrior's Endurance to gain more, or they'll just die.  They can't kill you as long as Dolyak Signet is up.


 * If you hit Dolyak Signet when you didn't mean to, just stop running. You can't escape anything while slowed, so stand still and tank if there are any enemies in the area.


 * Use Enraging Charge while Warrior's Endurance is recharging, followed by Lion's Comfort for a quick heal. Remember to do this only after you've activated Dolyak Signet.

Variants

 * Counterattack can be replaced by any other 5 Energy attack skill with a quick recharge. Be warned of energy problems if you do change it. This is not recommended unless you do not have access to Counterattack.
 * For experienced players, Final Thrust or Dismember can replace Lion's Comfort. Be warned that this will make aggroing large groups of Smite Crawlers and/or Coldfires much more dangerous.
 * The only variant for the attribute distribution is 10+1+3 Strength, 8+1 Weapon Mastery, 2+1 Tactics, and 12 Illusion Magic. This variant is slightly more effective against Smite Crawlers, but kills slower.  Only recommended if you have no Axe Grip of Enchanting.
 * There are many variants to the strategies proposed for pulling, running, and tanking. None were considered effective enough to include here, but if it works for you, use it.

Counters

 * Bladed Aatxes.
 * Attacking Smite Crawlers with Shield of Judgment on them.

=Raging IDS Farmer=

This build is designed to run from The Granite Citadel, through Tasca's Demise to the Ice Imp cave in Mineral Springs, and farm the imps for the Icy Dragon Sword. This build relies heavily on adrenaline and the Nightfall elite Rage of the Ntouka to supply some of it. The healing provided by Lion's Comfort is not affected by Rust cast by Siege Ice Golems and heals more than Healing Signet without decreasing your armor level.

Equipment

 * Warrior Wyvern Armor (any armor that gives +10 AL vs Elemental attacks)
 * Sentinel's Armor (Armor that gives +20 AL vs Elemental attacks when Strength is greater than or equal to 13 works well too)
 * Running Set: Non-vampiric, non-zealous axe (preferably with an axe grip of Defense) and Stalwart Carapace Shield
 * Fighting Set: Wing's Axe (Any zealous axe works. An axe grip of Defense or of Warding could also help.) and Stalwart Carapace Shield.

Usage
Make sure that the Running Set is equipped. Run until the Ice Imp cave, so do not stop to fight anything but Siege Ice Golems and Ice Imps that may be encountered on the North path in Mineral Springs.

Getting to the Imp Cave
If you have Defend Droknar's Forge in your quest log, you MUST abandon it, or Ice Imps will not spawn.

Due to the availability of heroes from Nightfall and the ability to flag heroes and henchmen, it may be better to attempt this build with a full group of eight for when there is a poor spawn. Run/Fight through Tasca's Demise to Mineral Springs, then fight your way to the Ice Imp cave. While soloing the imps, make sure that your henchmen/heroes names are grayed out, to increase the chances of picking up the drop. Or, the run could be restarted.

All of the running is done by using Rage of the Ntouka then Rush. Do not use Rush again until it starts rapidly flashing. Use Rage of the Ntouka to maintain adrenaline.

Make sure to watch the path of the Avicara, if you can. There are many times that the group will gather in one area and easily be run around.

Tasca's Demise



Start at The Granite Citadel and take the lower path through Tasca's Demise. If you're bringing along a hero/hench team, flag them near the back of the resurrection shrine.



Run through Tasca's Demise from the southern path. If you were quick enough, you will be able to beat a patrol of Stone Summit, usually with a variety of Dolyak Masters, Summit Beastmasters, and Stone Summit Rangers. If not, run past the bridge and wait until the patrol comes around. Be careful not to aggro anything. When they've passed you by, sneak around the edge an across the bridge.



Carefully move forward, until you see another patrol with a Siege Ice Golem and smaller Stone Summit. Back up along the wall to your right, until you are behind the branch in the path. Wait for them to pass and run forward.



There's another patrol that will be on your right. Avoid these, if possible. If the spawn to your left is in front of you near the center and not all to the left, you'll need to attempt to run through. You will have Crippling Anguish casted on you. If you did not bring henchman/heroes, try to get as close to Mineral Springs portal as possible. If you did, unset the flag to cause them to follow you. If all of them die, get as close to the portal as possible. If some are alive, send them ahead and into the mob before you attempt a run to the portal. In any case, if you don't survive, you should be resurrected near the portal, so just run there.

Mineral Springs

There are two paths to the Ice Imp cave. Note that if you encounter Hyl Thunderwing and have Iron Mist cast on you, immediately stop and use Dolyak Signet, Rage of the Ntouka, and Lion's Comfort. Once Iron Mist and Dolyak Signet have worn off, immediately start running.



N1: Ice Imps and Siege Ice Golems N2a: first bridge, should be able to run through easily N2b: second bridge, if you see several Avicara Braves, aggro then run backwards before running past S1: Avicara Fierce patrol, run past, they move slowly S2: Pinesouls, try to run opposite of where most of them are to avoid Barbed Trap S3: Tundra Giants, aggro and use Dolyak Signet and "Watch Yourself!" when available

The north path is considerably shorter, but it's also more dangerous if the Avicara spawn too close to a group (or two!) of Ice Imps and a Siege Ice Golem. You will need to stop and fight these, as their water hexes will constantly be slowing you down. The way to fight them is covered below in Ice Imp Cave. If you're fighting your way to the Ice Imp cave with heroes/henchmen, this is the best path.



If you find yourself body blocked on a bridge, just run back from the bridge and run around the mob.

The south path is longer but usually easier to run through. Also, you will pass by another resurrection portal, so if your attempts at running to the Ice Imp cave/soloing imps is unsuccessful, you will be closer to the cave and can lower your DP by killing the nearby Tundra Giants. Soon after the entrance and some trees, you'll encounter a large patrol of Avicara Fierce that have a long patrol path, so don't wait for them, just run path them early on. You will then encounter an area with a few Pinesouls that will cripple you with Barbed Trap and further slow you down with Muddy Terrain. The Juniper Bark that pop up can be ignored (only Level 7 Monks!) if you need to heal, after losing the aggro of the Pinesouls.

When you see that you're near the second resurrection shrine, stay closer to your left, other than when you see an Avicara boss and group. It is crucial that you lose their aggro before encountering the Tundra Giants. You will need to solo these, but that can easily be done by keeping Dolyak Signet on you. Using "Watch Yourself!" also helps, but do NOT use Elemental Resistance, since it reduces your physical resistance. Try to kill only the ones in the group blocking your path to the narrow passageway. The others can be left for DP reduction later on.

Run up the narrow path, being careful not to be body blocked. When you're past the narrow passageway, be careful with your aggro. You must lose aggro before encountering the Ice Imps. If you see that there are Avicara with the group of Ice Imps and you're running solo, you will need to restart from The Granite Citadel. It's possible that you'll see Mountain Trolls and Siege Ice Golems, but these should not be no problem. If you brought along henchmen/heroes, run in to kill the Avicara before flagging the henchmen/heroes away.

Ice Imp Cave
Before encountering the imps, you can boost your adrenaline by using Rage of the Ntouka. By using it at least once, you can encounter the imps with Dolyak Signet, Elemental Resistance, and "Watch Yourself!". Once your energy is full, switch to the weapon set for fighting.

Always keep Dolyak Signet and Elemental Resistance up. Use "Watch Yourself!" when possible. Make sure that if you want to heal, use Lion's Comfort BEFORE the recharge on Dolyak Signet reaches the lower right hand corner of the skill icon, or it will be left recharging for 12 seconds. Don't use Rage of the Ntouka too often, or you may not have enough energy left to use Elemental Resistance. If there are trolls in the cave, make sure to kill those first, since they can interrupt you with Disrupting Chop. Siege Ice Golems can be killed after them, so that you aren't knocked down if Dolyak Signet isn't reused in time. Try to aggro smaller groups at a time, since you will usually be taking damage, though smaller amounts. You can also backup so that some of the ice imps aren't casting spells at you.

If your region has favor, kneel at the statue of Lyssa, and pay 50 gold for Holy Blessing (To Conquest).

When you've cleared the cave, make your way up the ramp. Once that is cleared, slowly move forward towards Ice Beast, if you see more imps outside of the cave. The Ice Beast can be ignored and cannot be killed solo with this build. Azure Shadow will popup. Run back immediately after you aggro one. You can only take on one or two alone, so do not rush ahead. If you do aggro too many, just resign or map travel somewhere else. If you have henchmen/heroes, cancel the flag and aggro the Azure Shadow before running back down the ramp. Wait for the henchmen/heroes and kill the Ice Beast and Azure Shadows. Flag them away again and repeat the process, until the imps are dead. Infuse your armor with the Seer if you need to, and/or finish the run. A quick way to restart the run, if you took the northern path is to die on purpose, zone to Tasca's Demise, and rezone. Wintergreen Candy Canes are good for removing DP encountered by this.

Counters
Interrupts, stance removal, and/or adrenaline denial would pretty much render this build useless.

Variants
Sword Use: Redistribute points in Axe Mastery to Swordsmanship. Replace Executioner's Strike with Standing Slash or replace Desperation Blow and Executioner's Strike with Sever Artery and Gash.

Items and Equipment

 * Rune of Superior or Major Vigor.
 * Rune of Superior or Major Absorption.
 * Crimson Carapace Shield from Lord Dorn Lendrigen.
 * A low requirement axe or sword with a + health mod; for example, the Ascalon Axe from Ouran Odwin.
 * A double adrenaline axe or shield with hp mod is useful but not needed.
 * Armour Vs element,(Dreadnought armor or the Insignia).

Run to the end
The entire mission can be run using "Charge!", Sprint, and Healing Signet, except for the defense of Vizier Khilbron.

About half of the way through the run you will enter a swamp area with poisonous water. Right before this area there are two groups of Hellhounds that can push you against a wall and surround you. If you wait at the bend in the path, it should be simple to dodge them by getting them to run in one direction, then sprinting off in the other. You could even pull the hellhounds away from the narrow path to make sure you get past them.

However, lag can render this technique useless, and get you stuck while it looks like you are several paces in front of them. If you are getting hit but after moving you are "teleported" back to the same location, you are trapped even though you appear to be in front. If possible, run back; you may only be blocked in the front. This will give you another chance to dodge them. If you are completely surrounded, equip your sword and fight the one that appears to be blocking your path. Their attacks will not hurt you, but they will cause bleeding, so you will need to use Healing Signet several times. Once you are free, start running again. Don't forget to pick up the Scepter of Orr before you dash off!

Hug the right wall when running through the swamp. Open the gate as quickly as possible as the Bone Dragon boss will be following you closely. (Use Endure Pain if you need it) After opening the gate, run to the clearing on the right and heal up. The run from here to the dock is trivial.

Just before reaching the dock there will be a group of enemies with a boss. Run past them and do not allow them to follow you to the beach. If they do, the build's defensive skills will not be sufficient to keep you alive. If you are running other players, make sure they do not follow you at this point. They may bring the boss down to the beach, or cause the White Mantle to attack the Vizier if they run around on the beach enough.

Run to the end W/Mo style
keep spaming sprint and heal with low health.

Defending the Vizier
When the Vizier begins to summon the ship stand a few yards off of the dock. Make sure you are far enough away that none of the White Mantle see the Vizier; the success of the run depends on you being able to keep enemy focus on yourself and off of him. Begin attacking the first enemy that is in range, and immediately use Mantra of Flame,"Shields Up!", which will counter the White Mantle Seekers' arrows; and Dolyak Signet, which will dramatically increase your armor. Use "Watch Yourself!" whenever it becomes available. Continue attacking and using these four skills whenever any of them recharges. Remember to ALWAYS keep up your four defensive skills. Using Mantra of flame keeps your energy at max so energy won't be a problem.

When all four of these skills are up, only the White Mantle Savants will inflict noticable damage, via Searing Heat. Use Healing Signet whenever you sustain any damage; after several groups of White Mantle move in, you will need to use it almost constantly. However, you should prefer using the four defensive skills over Healing Signet unless you are below 50% health.

When the ship surfaces, wait for the dock ramp to drop. Then use "Charge!", Sprint, and Endure Pain and run onto the deck. (Dolyak Signet may slow your movement here, but it is of no consequence, you'll need to wait it out, when it ends run to the dock.)

It is very likely that the Vizier will die after the cut scene begins. However, this does not seem to affect the mission outcome; he will simply disappear when he dies and will still be present in the rest of the scene.

Defending the Vizier For W/Mo
When they come at you, you have to keep spamming Dolyak Signet, Shielding Hands, Defensive Stance, Healing Signet, and Shield of Regeneration. Remember to have Watchful Spirit, and Balthazar's Spirit on at all times.

Variants

 * "I Will Survive!" can be used instead of Mantra of Flame to strengthen you against conditions.
 * Signet of Stamina can be used in place of Endure Pain(Recommended).
 * Charging Strike (low recharge time and can use again before it expires) can replace "Charge!" and Sprint, it will keep you running at 33% faster and leaves one skill slot for a stance.
 * Protector's Defense is a good addition if you decide to replace "Charge" and Sprint.

=UW Solo W/Me=

This build uses dual visages, physical resistance, and warrior adrenaline attacks to farm the Smite Crawlers in the Underworld.

Equipment

 * Full Knight's Armor
 * Axe Helm of Superior Axe Mastery (for fighting)
 * Strength Helm of Superior Strength (for running)
 * Elemental Axe of Enchanting (for Grasping Darknesses)
 * Zealous Axe of Enchanting (for Smites)

Usage

 * Take Clearing the Chamber immediately and lure one group of Graspings. Make sure you have a visage up when luring them. Sprint to the middle of the chamber to lose the Bladed Aatxes. Kill the Graspings one at a time with your attacks. Lure another group and repeat.
 * Once you have completed the quest, run along the right side of the room and through the open gate.
 * Stop as soon as you have broken aggro in order to heal and/or recharge. Continue running along the path until you reach the Smites.
 * Now kill the Smites the same way you did the Graspings. You have to give them a couple seconds of hitting you before attacking so they can't put up Shield of Judgment.

Counters

 * Bladed Aatxes
 * Coldfire Nights

Variants

 * Remove the axe attacks for Sever Artery, Gash, and Dragon Slash.
 * Exchange Cleave with Triple Chop for some AoE damage.
 * Exchange Cleave and Dismember for Eviscerate and Executioner's Strike for greater overall DPS (before the Deep Wound is considered) at the cost of slightly more energy. (DPS is increased because using adrenaline skills lowers your adrenaline by one strike; while this is gained back if you hit, that hit will not result in a net gain of adrenaline, meaning that higher cost adrenaline skills will actually increase your DPS.)
 * Exchange Healing Signet with another attack skill such as Penetrating Chop or Furious Axe.
 * Change Penetrating Blow to Bonetti's Defense for better energy management (Recommended).

Equipment

 * Any armor that reduces Physical Damage.
 * Any sword with a Furious Hilt and Pommel of Shelter.

Usage

 * Start from Boreas Seabed.
 * Try not to aggro the Wallows, if you do, just break aggro by Sprinting away
 * Cast Balthazar's Spirit
 * Run to the place where Arrahhsh is.
 * There will be 2 groups of Yeti blocking the entrance
 * Wait until they break apart before sprinting through and stopping on the bridge
 * When on the bridge, wait until all the Yetis are not in a position to body block you
 * Once they are far from the next bridge, aggro them and break aggro by Sprinting onto the bridge closer to where Arrahhsh is
 * If the other Warrior Yeti attacks you first, concentrate on him
 * Cast Scourge Healing on Arrahhsh to prevent him from receiving a good heal from Healing Signet, keep it up as much as possible
 * Cast Dolyak Signet
 * Spam Riposte, Deadly Riposte and Gladiator's Defense whenever possible
 * Healing Signet to keep yourself alive

Counters

 * Careful of the traps the Ranger Yetis set up, they might cripple you and hinder your progress.

Variants

 * You may like to replace Gladiator's Defense with Auspicious Parry.

Armor

 * Full Gladiator's Armor for maximum energy.
 * Helm alternative: Lieutenant's Helm for shortened Hex duration at the expense of one less point of Tactics (13), 1 Energy, and only 60 AL compared to the Gladiator's head gear.

Runes

 * Rune of Superior or Major Vigor
 * Rune of Superior Absorption

Weapons

 * Any one-handed weapon that increases health, and/or energy:
 * 1) Katana of Fortitude (from Factions - Divine Path) - plus 5 Energy always and plus modification of your choice (preferrably + Health).
 * 2) Any sword and an "I Have the Power!" inscription. (If you have Nightfall)

Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.
 * A shield with maximum armor (+16) with attribute requirement in Tactics:
 * 1) Grognar's Defender [Green Item; Received Dmg: -2 (In Stance); +45 HP (In Stance)] - The Runner's Best Stance Shield Choice.
 * 2) Emboldened Carapace Shield from Hagnon Warblade [Health +60 (while hexed), Received damage -3 (while hexed)] - For hex passages of the run.

Core Running Sequence
Note: Balanced Stance cancels Sprint, for they are both stances. Never use them simultaneously if you don't want to lose either of them. Balanced Stance should be used with "Charge!" instead. Balanced Stance will outlast "Charge!" by 8 secs. Use Balanced Stance, wait 4-8 secs and activate "Charge!". It is better to be quicker in escape than in approach due to aggro/ deaggro behavior of the NPCs.
 * Use Sprint, and Charge for running. It's the sequence which you can use without any gaps.
 * Use Balanced Stance to counter knockdowns by Frost Worms, Ice Golems, Tundra Giants, and Azure Shadows.

Healing
Note: Be aware of the fact that "runners run, and healers heal." Only heal yourself if it is really necessary.
 * Use Healing Signet in safe spots for healing.
 * Use Endure Pain for extra health boost in passages of the run where you encounter much damage.

Hex-Countering Mechanism
Note #1: Always use Smite Hex for removing a Hex before canceling Holy Veil. By not canceling Holy Veil first you make sure that the enemies still need twice as long to cast for their hexes.
 * Cast Holy Veil on yourself as major hex-protecting mechanism.
 * Use Smite Hex as major hex-remover.

Note #2: For an extra hex remover cast Holy Veil and wait for it to recharge. By canceling it, recasting, and canceling it again, you can remove up to two hexes only with Holy Veil.

Conditions
Note: Beware traps set by Pinesouls that cripple you for quite a long time. It is not unlikely that two traps are behind each other. Go on running crippled to check whether a second trap is about to ignite; only then use Purge Conditions to reduce the chance of getting trapped twice to a minimum. Alternatively, Mend Ailment can replace Purge Conditions for countering multi-traps.
 * Use Purge Conditions for an all-in-one conditions clean-up.

Ice Imps

 * Cast Holy Veil on yourself before encountering them. Either outstand the first Mind Freeze on you or remove it with Smite Hex while Holy Veil is still being on you.

Worm Tunnel
Note: Sprint cancels Balanced Stance, for they are both stances. Never use them simultaneously if you don't want to lose either of them.
 * On entering the worm tunnel do not aggro the Ice Imp patrol.
 * Run into the tunnel with Sprint as long as possible until Frost Worms pop up. Activate Balanced Stance, jog for some seconds, and escape with "Charge!".
 * In some of the spawns, the tree behind the tunnel is a safe spot for regeneration.
 * Cast Holy Veil on yourself before encountering the Ice Golems behind the tunnel. Use Smite Hex for removing their Deep Freeze. Cancel Holy Veil only if it is really necessary. Refrain from using Holy Veil if there are Avicara Guile between your current location and the Ice Golems, as Avicara Guile can and will remove your Holy Veil immediatly.

Troll Cave

 * In most spawns and due to lag it is highly advisable to lure the Mountain Trolls either out of the cave, or around the Icicles in the cave.

Wurm Path

 * Use Sprint for covering the first meters of the Wurm Path (beginning right behind the bridge of the Troll Cave).
 * Try to run at the right-hand side.
 * Use Balanced Stance when getting knocked down for the first time.
 * Use "Charge!" when you get in aggro range of the Grawl Patrol.
 * Jog with Balanced Stance, or Sprint all along the path.
 * Use Healing Signet after a Wurm popped up, when you escaped him and it is outside your aggro circle.

Ice Golem Path
Note: If a Muddy Terrain Spirit was already cast (e.g. due to another runner in your group or by accident), wait for it to die before attempting the run-through.
 * Encounter them only with fully recharged Balanced Stance and Holy Veil being already up.
 * Use the shortest and therefor quickest path available avoiding as many Pinesouls, and Ice Golems as possible. Be fond of running through Grawls rather than through Pinesouls, and Ice Golems.
 * Beware of more than one trap set by Pinesouls.
 * Avoid Stone Summit Heretic at any cost.

Dreadnought's Drift
Attention: Survivor Title Hunters can survive here. Therefore, they just stand in the lower right corner when entering the Drift. It may need some spawns, for the patrols always tend to use a slightly different path depending on other NPC groups. Millimeter work!


 * Go to the right immediately, and if there is anyone you are running that is not going for survivor title, tell them to run into the patrol there as well.

Snake Dance
Note #1: Beware of lag in the Troll Tunnel. It is advisable to lure some Mountain Trolls or even Ice Golems out to guarantee a secure run-through. Cast Holy Veil on yourself to avoid a minor slow-down by the Ice Golems when running through the tunnel.
 * Efficiently use Balanced Stance and "Charge!" here against groups of Tundra Giants, and Azure Shadows.

Note #2: It is not necessary to use Balanced Stance for these low-level Ice Golems that do not knock you down.

Talus Chute

 * Before encountering the first Azure Shadows cast and recharge Holy Veil.
 * Activate Balanced Stance when the first Signet of Judgments are about to hit you.
 * Use "Charge!" in the first corner near the Azure Shadow Boss.
 * Use Endure Pain when running through the groups of Avicara.

Variants

 * Mending Touch can replace Purge Conditions to counter more than one Barbed Trap. It has a faster regeneration time and heals the runner slightly.
 * Signet of Stamina can replace Endure Pain for a permanent health boost so long as the runner never attacks.
 * Mend Ailment can replace Purge Conditions to counter more than one Barbed Trap. Crippled will always hit you last.
 * Defensive Stance can replace Healing Signet for running from Copperhammer Mines -> Iron Mines of Moladune. Activate "Charge!", then Defensive Stance when running through large aggro groups of Avicara. Wait for natural health regeneration to take effect in safe spots. Be sure to activate "Charge!" before Defensive Stance, or else Defensive Stance will end immediately.
 * Deflect Arrows can replace Healing Signet for running from Copperhammer Mines -> Iron Mines of Moladune.
 * Contemplation of Purity, and Mending can replace Smite Hex, and/or Purge Conditions. Use CoP for removing Hexes and Conditions while Holy Veil and/or Mending is active. It is recommended to increase Healing Prayers to 8 to gain 3 pips of health regeneration from Mending.  This variant, however, since it uses Healing Prayers, goes against the general theory of the "Bold Forge Runner" which uses no Healing Prayers.
 * Shielding Hands can replace Endure Pain for damage limitation although Endure Pain can be useful if a player is overwhelmed by monsters at a single time.
 * Replace Smite Hex with Signet of Stamina for extra health. Don't attack or else Signet of Stamina will end.
 * Swap Endure pain for Signet of Stamina which should boost your health to around 700 making it really easy to run past mobs.
 * Enraging Charge can replace Sprint for an extra second of running time.

Endure Pain Bug
After Endure Pain ends your Health may drop to 1. Due to the Endure Pain Bug do not activate Healing Signet after having 1 Health - this would kill you immediately due to negative health and positive signet healing. Wait for your Health bar to gain pips and regaining above 1 Health again before using Healing Signet.

Possible Routes
Listed below are the possible high-level routes that this build and its variants can be run with:

Prophecies

 * 1) Beacon's Perch -> Camp Rankor -> Droknar's Forge
 * 2) Camp Rankor -> Deldrimor War Camp
 * 3) Copperhammer Mines -> Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep

Equipment

 * Armor - Glads armor for energy with all the runes of superior vigor (or major will suffice) and superior absorption. Knight's Armor can be used for the -3 damage reduction against physical attacks (recommended for beginners).
 * Weapons - An axe is required for this build. I use Victo's Battle Axe for added damage, but any max axe with 15^50 will do, just might take longer.  Have a max shield with +45/-2 while enchanted AND requires strength. Arrahhsh's Aegis may also work since it is a stance shield and fairly easy to farm.

Usage
First get to The Shattered Ravines from Bone Palace. Let the king die in order to repeat the quest. Cast Balthazar's Spirit on yourself and let the energy recharge to full before casting Live Vicariously. Once the king is dead, wait until the slave spirits settle, and then get close to aggro and cast Vigorous Spirit BEFORE aggro. Be sure to charge for the monks slave spirits first as they are the ones that can shoot you from a distance. Get within the mob so that your cyclone axe will be able to hit everything. Once positioned, hit Dolyak Signet to reduce melee damage. Start cycloning using both Cyclone Axe followed by Triple Chop. After the first cyclone axe, you should be able to use flail to increase attacking speed. Alternate Cyclone Axe and Triple Chop (by continuously spamming whichever becomes available first) and use executioner's strike whenever it becomes charged. With live vicariously and vigorous spirit up, you should be able to stay alive while causing massive AOE damage to all surrounding targets. Make sure flail stays up at all times to increase attack speed and to increase the rate you benefit from live vicariously and vigorous spirit. You will get interrupted by Savage Slash frequently when trying to cast vigorous spirit, but just keep trying and eventually they won't be able to interrupt. Use the same method for all 5 mobs. When finished, rezone and repeat.

Counters
The slave mobs consist of monks and warriors but their ratio is not fixed in proportion. The more monks, the more dificult it will be to kill and more Reversal of Damage's to worry about.

Variants

 * Replace Executioner's Strike with Bonetti's Defense if you are having difficulty keeping vigorous spirit up. That is, have Bonetti's Defense active before you cancel it with Vigorous Spirit to prevent interrupts.
 * Healing Hands makes it a lot easier to stay alive. It also has a very short activation time and is therefore difficult to interrupt.

Alternate setup for Axe

 * Take Resurrection Chant (or Rebirth for difficult areas).

Equipment

 * Choose either a furious weapon haft for faster Adrenaline generation or a vampiric weapon haft to increase the inflicted damage. For the Axe version, a zealous mod is necessary to spam Cyclone Axe and Triple Chop.
 * Choose the best (while enchanted) gear available.
 * Wing's Axe or Sskai's Sword with an Exalted Aegis (unique item) (Strength) are good weapon sets to use.

Usage

 * Cast Vigorous Spirit on yourself (and team mates with high casting/attack rate) right before your party engages the enemy.
 * After casting Vigorous Spirit simply use each Skill when it becomes charged. Always be sure to use Sever Artery before using Gash. You should chain these skills.

Variations

 * If you do not trust your healers, take Healing Hands instead of your chosen Elite skill.
 * Exchange Triple Chop for Eviscerate and Dismember for Penetrating Blow for more focused damage.
 * Swap Penetrating Chop for Axe Rake to stop enemy healers from running or Axe Twist to weaken enemy Warriors, etc.
 * Taking Live Vicariously instead of a damage skill nearly doubles your self-healing.
 * If you find yourself short on Adrenaline all the time, swap Rush for Sprint and vice versa for Energy.
 * Take Shield of Absorption instead of your running skill when expecting to encounter large mobs to take some more pressure off your healer[s].
 * If you want to save your adrenaline, use Sun and Moon Slash instead of Final Thrust, if you are using a sword. It also gives more chances for Vigorous Spirit to heal you.
 * Any skills that provide IAS, such as Flurry, Frenzy, Berserker Stance..., will bring you more benefit from Vigorous Spirit. If you choose Frenzy, use Sprint (or Rush) to cancel it when you are under attack.

=Ghial Farmer=

This build is a Warrior/Monk designed to solo Ghial the Bone Dancer.

Equipment
Any max Sword with Sword Pommel Of Enchanting and a strength requirement shield with Enchanted mods. A bow. If you are using full Sentinal's Armor you can make do with almost any max sword and strength req shield. Victo's Blade has been proven to work effectively against Ghial, but not against any mobs, so if you have Victo's Blade, equip it, but do not use it until you face Ghial.

Usage

 * 1) Dolyak Signet, Healing Hands and Flail should be kept up as often as possible.
 * 2) Charge adrenaline through attacks in Flail, and use Sever Artery followed by Gash.
 * 3) Use Final Thrust when enemy is below 50% Health (only exception is Ghial, where it should be spammed as often as possible).

Getting to Ghial
-alternate: after aggroing Orosen run over the bridge and turn left on the roofs, walk to the back so you're out of range. after killing the 2 guards Orosen and his followers will kill a few other guards moving out of range, now you can slip past them. this route is slightly longer but safer because sometimes Orosen decides its more fun to kill you.
 * TIP* If your region has favor, /kneel by the shrine outside Senji's Corner to buy some nice benefits like 3 life steal.
 * Upon leaving Senji's Corner, cast Mending on yourself. Sprint to the right, past the pair of Canthan guards, over the bridge. You will see a Jade Brotherhood Ritualist boss, Orosen, Tranquil Acolyte.
 * Upon approaching Orosen, he will suddenly come towards you, along with one or two Jade Brotherhood groups. Run back to the Canthan guards, allowing the guards to aggro Orosen instead. Run back over the bridge while the Jade are engaged with the two Guards. Use Enraging Charge when you are about to engage the group of Jade Brotherhood in front of the bridge.
 * Pause on the bridge (after breaking aggro) to regenerate health.
 * At the end of the bridge, you will see 2-3 groups of Jade Brotherhood. Run past them, and activate Enraging Charge and Healing Hands when you aggro the last group. Pause at the area with the Tengu (should have broken aggro by now).
 * Follow the map, taking a left at the Tengu. Engage the first group of Jade Brotherhood you see and eliminate them (the Ritualist should be killed first).
 * Engage the two Knights on the bridge, and          as well.
 * Using your Ranged weapon, lure the two Knights at the end of the bridge and         . If they are accompanied by a Ritualist, be sure to pull the Ritualist back, out of aggro range of any other Jade Brotherhood.
 * Wait until the corpses have disappeared before pulling Ghial. If you see that Ghial is accompanied by a Ritualist, pull only the Ritualist until Ghial breaks aggro. Kill the Ritualist.
 * Do a quick count of how many enemies are aggroed when Ghial is pulled. If there is only one (or perhaps none), then follow these steps:
 * Break aggro from Ghial with Enraging Charge.
 * Go backwards on the bridge. You will see a group of Jade Brotherhood on a ledge.
 * Kill all of them except for one or two Jade Brotherhood Mages (should only have two non-boss enemies when fighting Ghial). Break aggro and wait for corpses to disappear.
 * Now Lure Ghial and the one or two Mages together so they are all attacking you.
 * Kill Ghial.
 * ADDED**- If you are using full Sentinel's Armor then you can take down Ghial with up to 3 other non-ritualist casters.
 * If you should choose to Solo ghial with no one around:
 * Lure Ghial out alone, this can be done by killing the 4 knights and any Ritualists accompanying them.
 * Make sure you have Vigorous spirit equipped as Healing Hands will not be enough with only him attacking you.
 * Wait until all corpses have dissapeared
 * Lure him out he usually comes out with a mesmer or a mage but he will go ahead of them.
 * Because he comes out ahead of them you can further aggro him across the bridge run until you reach the rooftop.
 * Now keep Dolyak Signet up as much as possible Flail is not needed and should not be equipped and replaced with Vigorous spirit.
 * Keep Vigorous Spirit on as it is your main healing factor when HH is not active.
 * Use HH as much as possible.
 * If a Jade Brotherhood member comes out right beside Ghial simply kill the member first than Ghial, unless it is a mage than you can directly aim for Ghial.

Equipment

 * Armor
 * Any Max AL Armor.
 * Rune of Superior Absorption.
 * Any Rune of Vigor.
 * Weapons
 * Malinon's Shield or any shield with equivalent stats.
 * The green Exalted Aegis (Either version) or any shield with equivalent stats.
 * Sword of Fortitude
 * Longbow
 * Any Focus Item that gives additional energy

Preparations

 * Put Malinon's Shield and the sword as weapon set #1.


 * Put Exalted Aegis and the sword as weapon set #2.


 * Put the Focus Item and the sword as weapon set #3.

The Run


''Rajazan is at [3], the other end of Unwaking Waters (Explorable), near the Kurzick exit. Therefore, you must run to him.''

Start at the outpost Harvest Temple. Equip the Weapon set #1 and cast Mending on yourself.

Start running, following the map. The Shiro'ken Rangers will try stopping you by draining your energy with Debilitating Shot. Once the Shiro'ken patrols get into your aggro circle, use Sprint and run. Don't get surrounded or trapped.

Your Sprint will last 12 seconds. When Sprint starts blinking quickly cover it up with Enraging Charge, which will last 11 seconds. Once you reach [1], Resurrection Shrine, you will be safe. Recover until full hit points and energy.

Creeping Carps await you. Lure them back to the Luxon/Kurzick guards and kill them, the Priest will heal you regardless of your allegiance. If you don't kill the carps, they will cast Siphon Speed on you and hunt you down. Furthermore, there will be patrols of Kraken Spawns and Outcasts – avoid these, especially the Krakens.



Your road lies to the left, and when you head into this road, three Outcast Assassins will pop out – get past them. If the Krakens have cast hexes on you, quickly turn to the right path run to the safe area [2] with boosted speed. Cast Healing Breeze to counter the degens and spam Healing Signet. Once the hexes have worn off, re-cast Mending (if removed) and head towards the Shiro'kens.

Use Sprint when the first group of Shiro'kens gets into your aggro-circle. Then use Enraging Charge.

Saltspray Dragons kill you, so hug the wall and stay away from them at all cost. If you are damaged, use your Healing Signet. When you are nearing [3] you will see Rajazan's outcast group, a group of Kraken Spawns and a group of Creeping Carps.

You can either carefully sneak through or just use Sprint to get past them to [4], the safe area. If your enemies are still chasing you, run around until they lose aggro - or equip weapon set #2 and kill them. When you are ready to deal with Rajazan, turn off all enchantments.

Defeating the Outcasts
Rajazan and his outcasts will be fighting another group of outcasts. His group:
 * Outcast Warrior
 * Outcast Deathhand
 * Outcast Ritualist
 * Outcast Assassin
 * Cultist Rajazan

If the Creeping Carps were lured in here, they will also start fighting with the group of Outcast that are standing on the cliffs. The melee-fighters will stand still doing nothing while casters will try killing the Outcast on the cliffs with spells.

Now you have two choices:
 * Wait and pull Cultist Rajazan.
 * Go and attack.

Wait and pull Rajazan
Get your bow out. Wait until Cultist Rajazan has defeated the other outcasts. The Creeping Carps will retreat and Cultist Rajazan will start wandering around again. Shoot him. Pull him out of his group and kill him alone. If the rest of his group is aggroed, Sprint back to [4] and shake them off. Repeat until you succeed in separating Cultist Rajazan from his group. This may take a few (or more) tries. Once you have Cultist Rajazan lured back, kill him and pick up the loot. Repeat the run until you get the Rajazan's Fervor.

Go and attack
You can run forth when Cultist Rajazan is busy and start attacking him. After a few swings with your sword he will change his target and attack you. If this happens, pull him back from the rest of the group and kill him. It is very often that you aggro the whole group of outcasts, and if you do, retreat to [4] and retry.

If you want to kill off Rajazan's party members, do it in this order:


 * The lured Creeping Carps (easy to separate from Outcast-group)
 * Outcast Assassin. Enchantment removes, can interrupt skills and cause cripple.
 * Outcast Warrior. Can cause cripple, is equipped with Disrupting Chop.
 * Outcast Deathhand. Plague Touch and enchantment remove.
 * Cultist Rajazan. Plague Touch and enchantment remove.

Pick up the loot. Repeat the run until you get the Rajazan's Fervor.

How to win


The build is centred on Auspicious Parry, Riposte and Deadly Riposte. You kill them by spamming these skills in the order:

1. Deadly Riposte 2. Auspicious Parry 3. Riposte

The following enemies will remove your enchantments:


 * Creeping Carp
 * Outcast Assassin
 * Outcast Deathhand
 * Cultist Rajazan

Survival
Some enemies are equipped with interrupting skills - Outcast Assassin and Outcast Warrior. They will try disabling your Healing Signet.

Therefore when you use your signet, make sure you have the ripostes and parries ready. Ripostes and parries can be used even while casting Healing Signet. Recommended order of healing/spamming skills:

1. Healing Signet + Deadly Riposte 2. Auspicious Parry 3. Riposte

Make sure they had triggered the first parry/riposte before using the next.

Variants
Healing Breeze can be dumped once you've learned how to avoid Krakens. In that case, replace Mending with Watchful Spirit and spend the rest of the attribute points on something else. Healing Breeze can be replaced with a useful sword skill or a condition-removal for survival.