User:Harry138/builds/untested

= N/any Blood of the Lich =

This build uses Aura of the Lich to reduce incoming damage and all but negate health sacrifice while spamming cheap blood magic skills to create a heavy, sustainable flow of armor-ignoring damage/lifesteal.

Attributes and Skills
For most PvP, one optional slot will of course be filled with a res sig. For PvE, one might go as a secondary monk and take Rebirth, and for AB Verata's Aura is useful when facing an enemy MM. Hex and condition removal (Mending Touch works nicely) are good to have, especially in RA and AB where friendly monks are not guaranteed; other possibilities include Blood Ritual (especially in PvE and TA), enchantment removal, Consume Corpse, or Jaundiced Gaze.

Equipment

 * Any max armor will do; survivor insignias are not recommended as their benefit is halved by Aura of the Lich. +Armor while enchanted or Radiant armor would probably work best.
 * 20/20 blood magic; + 20% enchants is also nice as it increases the time that can elapse between castings of AotL and increases the regeneration time on Blood Renewal.

Usage
Cast and maintain Aura of the Lich, and cover with Blood Renewal. Cast Life Siphon on your target, then start spamming Dark Pact and Blood of the Aggressor. Signet of Lost Souls should be spammed whenever applicable. When faced with heavy degen, some additional Life Siphon targets can help compensate.

In general, with Aura of the Lich halving incoming damage, 9 pips of regen from Blood Renewal and a single casting of Life Siphon, and Blood Renewal, Signet of Lost Souls, Aura of the Lich, and Blood of the Aggressor all providing (at least potential) spike heals, the build is quite sturdy, despite its low health. Additionally, the degen along with the relentless barrage of life stealing and armor-ignoring attacks will kill most targets quite handily.

In PvE, this build will usually be out-damaged by one centered on either Spiteful Spirit or Spoil Victor; however, in situations where such hexes are not a viable option (when fighting Abaddon or Mallyx, for example), a variation on this build might provide an alternative.

Counters

 * Stripping of Aura of the Lich will leave you quite vulnerable to incoming damage and unable to use your sacrifice skills.
 * As with all builds that rely on spamming, skills such as Diversion or Power Block will greatly reduce the effectiveness.
 * Life stealing is very dangerous, as it is not technically damage and will therefore not be reduced by Aura of the Lich.
 * Extreme degeneration: the lowered max health means that this can be something of a problem; however, the build is capable of achieving fairly high regeneration, which, when combined with spike heals from several of the skills, can serve to offset this somewhat.

Note
This build is quite similar in theory to the Dark Bomber builds (using Aura of the Lich to ameliorate the sacrifice effect on a spammable damage skill), however, there are certain distinctions: relying on Life Siphon, Dark Pact, Blood of the Aggressor and Jaundiced Gaze rather than Dark Aura and touch attacks means that the overall damage output is slightly lower, but that it can be inflicted without closing to melee range. This also greatly reduces the efficacy of kiting as a counter. Additionally, leaving out Dark Aura (which caused additional health lost for every sacrifice) and incorporating life-stealing skills insures greater survivability, as well as the possibility of bypassing certain forms of damage reduction (bonders and Stoneflesh Aura, for example).

= N/Mo Tainted Bomber PvE =

This build is used on a hero in PvE. It's used to spread Disease and Poison while keeping your team safe and dealing a decent amount of damage. This is mainly used around elone, since there are a lot of human type mobs (Corsairs, Kournans)

Equipment

 * Radiant insignia's should work best.
 * A Death Magic staff of Enchanting.

Hero

 * The hero automaticly keeps Tainted Flesh on all it's allies.
 * In a condition heavy area, make sure to disable Draw Conditions if the hero isn't controlling any Minions.

Player

 * Keep Tainted Flesh on all of your allies, including pets.
 * Whenever there's a corpse available, cast Animate Bone Minions.
 * When in battle, use Rotting Flesh.
 * Try keeping Death Nova on all of your minions, or any allie that's close to dying.
 * Use Taste of Death to kill minions, in order to bomb them, or as a self heal.
 * Keep Infuse Condition on yourself ass much as possible.
 * Use Draw Conditions to remove all conditions from an ally, only use this when controlling any minions and Infuse Condition is up.

Counters

 * Heavy AoE damage.
 * Enchantment Removal.

Variants

 * Signet of Lost Souls can be used, when there are any energy management problems.
 * Vile Miasma can be used, in order to deal more damage.

= Team Famine/105 Titan Farmer = This build is designed to farm in The Foundry of Failed Creations with a Invincible_Monk and Famine Ranger in hopes of getting a Titan Gemstone as they go for a large sum of money.

Equipment

 * Any weapon with lengthening 20% enchantment time will work but I recommend Kepkhet's Refuge for the extra energy given.
 * All pieces of armor must have a superior rune on them bringing your health down to 105hp which is a variation of the 55 Monk build.

Usage
Cast the last 2 enchantments when loaded into the area and take the Anguish Hunt and Quest. Cast Protective Spirit, Spell Breaker, and then Shield of Absorption once Quickening Zephyr is up. Watch the group of Margonites to see where they ball up at. Once you are ready and they are about to ball agian. Cast your main enchantments and rush in, being sure to stand next to the Margonite Anur Ki and getting as close to other spell casters as possible. Note that the visages only work when being hit by melee attacks so do not continue to keep up if there are no melee attackers on you. Once the group of margonites is dead, pull the titans that spawn into the area between the wall and the broken wall in the corner of the room. Maintain Protective Spirit, Spell Breaker, and Shield of Absorption at all times. Stay close to the monks 1º, then spellcasters, necros and mesmers. After finishing them go for the melee enemies. If any non-melee targets manage to stay alive attack them with your wand, wait for their Healing skills (Troll Unguent, Leader's Comfort) and interrupt them using Lightbringer's Gaze or/and ask for the ranger's help with Apply Poison.

Counters and Problems

 * Casting Spell Breaker when Quickening Zephyr is not up will result in it not recharging in time which then can lead to enchantment stripping and death.
 * Not having all the spell casters in adjacent range to be hit by Visages.
 * Healing spikes from Margonite Anur Ki
 * Being interrupted by an Anur Vu's Magehunter's Smash (which only happens if you cast your Visages too late.)
 * Due to Shield of Absorption nerf you now need to spam Shield of Absorption to keep yourself alive

Equipment

 * Radiant Armor with Superior Wilderness Survival rune and runes of attunement for any other slots available is recommended.
 * A Staff with 15 or more energy.
 * Any type of Bow (Longbow or Flatbow is recomended).

Usage
Cast last enchantments on Monk upon loading (Making sure that you have enough energy for your first spirits) and take Anguish Hunt and Quest. Use Serpent’s Quickness followed by Quickening Zephyr when Monk is ready. Cast Famine and keep Quickening Zephyr and Famine up at all times. Cast Edge Of Extinction when Margonites are close to death.

Variants

 * Replace Apply Poison with Lightbringer's Gaze (depending on Lightbringer Rank) for different ways to deal with stragglers.
 * Some people like to carry Succor in place of Balthazar's Spirit.
 * Replace Serpent's Quickness with Lightbringer's Gaze. Cast Quickening Zephyr only while under the effects of Quickening Zephyr. The Margonite Anur Tuk will cast the initial one for you.

Members
E/Me's are responsible for Spike and burning damage to foes and for interruption of spellcasters where applicable. There are many variations that can be had here, but these are my preferences. Energy conservation is a must though. Flame Djinn's Haste (FDH) is there in case all hell breaks loose for a quick exodus or for an extra 127dmg against adjacent foes.

Searing Flames Eles
Equipment/armour: Additional energy armor + attunements and staff/wand/focus of your choice, Rago's Flame Staff or Staff of the Forgotten are ideal.

Notes: You can use DoT AoE spells like Meteor Shower here (replace Liquid Flame) but with a long cast time and AI scatter, they can be counter productive unless used correctly. If Grasps do break the minion wall, they must become your primary target, take them down fast. Also, bring the Sunspear Rebirth Signet if possible.

MM is responsible for maintaining a front line to body block enemies. Death Nova gives an added bonus of 105dmg + poison (-5 degen) for 15 secs. MM has plenty of energy already but more with battery in place. Variations abound for MM but this is pretty standard.

Minion Master
Equipment/armour: Additional energy armor + attunements and staff/wand/focus of your choice, Ghial's Staff is ideal.

P/N (ToFB) is responsible for buffing the team and providing energy for all members, basicly a battery necro with leadership. Should be setup with low health (via 5 Sup runes) to facilitate BiP usage. Song of power is used (and called) when battles are over to recharge others while moving to next area. BiP is only used in battle if ele's or monk call for it. At 16 Leadership, the P/N provides the party with a 37% reduction in damage as virtually everything will be on fire, making it a safer run. He also gains 8 energy back from shouts and chants making them very cheap. Careful management of energy is required though. Try to use glowing signet near the end of a battle to top up energy. "Go For The Eyes" is there to help with your energy management also. With Mending Refrain (+4) and Blood Renewal (+5) going you'll have +9 regen plus a full heal (120hp) after 10 seconds which is enough for sustained usage of BiP. Mending Refrain can be put on allies to assist monk, it will be recharged by "GftE" and "ToF". ToFB should stay in aggro circle of casters but slightly behind them so as not to take any damage.

ToF Battery
Equipment/armour: Additional energy armor, staff/wand/focus of your choice (Milthuran's Staff is perfectly suited) and a long or flatbow with +5 energy, zealous string and +5A grip (ideally for gaining some energy back). With Radiant insignias and a staff, you are sitting on 53 Energy (43 with bow).

Variant: Swap out BiP for Blood ritual if you don't have it as a cap although this hampers the build a fair amount.

Mo is your standard healer and can come in many guises, with many combinations avaliable, there is much room for variations. This is a pretty easy run for the monk.

Healing Monk
Any pure healing Monk. Although the use of enchantments is discouraged in Tombs (due to Fingers of Chaos and Shatter Enchantment), Dwayna's Sorrow provides a lot of healing when cast on minions and Healing Breeze allows some room for the monk to work.

Equipment/armour: Additional energy armor + attunements and staff/wand/focus of your choice. Hahan's Oath or Wenslauss' Faith are ideal.

Usage
Eles form up together, with MM/monk/ToFB behind. All eles fire off SF at the roughly same time and you are looking at 470dmg + burning for 5 seconds which equates to an extra 70 dmg so thats 540 dmg from one hit. A couple of applications are enough to kill most. If the eles stay fairly close together (adjacent) they may take more dmg from Energy Surge but this is offset by the fact that if a few grasps get through they can all hit FDH and deal a further 127dmg each to adjacent foes. The hp loss from one ES is healed nicely with heal party. Power Return is used to interrupt the spellcasters (Terrorwebs), although it returns 10 energy to them it wont matter, they wont live long enough to use it.

Once the MM has an army going, he becomes the front runner and sets up his minions to form the wall at the common places (entrances and bottlenecks) then gets back to the eles, remembering to get a few (at least) of the minions with Death Nova.

After each mob has been taken down, ToFB can apply Song of Power to give everyone a +4 energy boost for 18 seconds, this is enough to recharge for 48 energy on the casters. If casters hit 1/2 energy during the battle, they should call their energy and the ToFB will apply BiP for an extra +5 regen. ToFB has to try and keep "They're on Fire!" up all the time, its not difficult though with a 2 energy net cost.

The Siege Wurms can be problematic as with no skill interruption they will do dmg to the party, but the monk can heal through this and eles can take the wurm down. Beware of pop-up wurms too, make sure Minions take the brunt of the dmg.

Work through the maps until the Darknesses, these guys use diversion which can shut the eles down if they use SF while hexed. Eles have to pay attention to this and if the he/she does get hexed with diversion, its better to sacrifice Liquid Flame and continue casting SF and they will die quickly. Power return is very useful here to interrupt. Collect your greens.

Variants
3 x E/Mo / 2 x E/Me Variant: You can swap out the monk and two of the E/Me for E/Mo's with Heal area and Heal Party etc, as Eles are going to be about the same range from enemies, this can be very effective and provides more dmg for the spike. One E/Mo should carry Dwaynas sorrow and keep it on the minions at all times, this provides a lot of healing over time.

Para-less Variant: You can forget about the P/N and just use a battery necro as they will be easier to get for a PUG but I like (being) the P/N as its a bit different and allows Paras a good spot in a farming team.

= Team 8 Ranger ROT farm =

This is a build that you use to farm Rotscale. BHA is to daze him for easier interrupt.

Needs
x1 Fav Ranger x7 BHA rangers

Attributes and Skills
BHA Rangers

Attributes and Skills
Fav Ranger

Equipment
Any armor will do as long as it is max. A flatbow that is max damage require 8 or 9 and if you want lengthens daze by 33%.

Usage
Fight your way to Rotscale. Once you kill wraiths on bridge Fav Ranger should use Favorable winds. Everyone works together to kill bone dragons by using Kindle Arrows and Dual Shot to do 4 different types of damage. Once Rotscale is dead respawn back to kill him again.

Counters
Blind. Sometime knockdowns are a threat.