User:Srinivassa

A devastating build capable of soloing most creatures of FoW and all of the Tomb of the Primeval Kings. This build uses Shadow Form to remain invincible and shadow stepping to avoid danger, while doing large amounts of damage from the Mesmer hex Empathy and condition-inducing dagger attacks.

Equipment

 * Shrouded Armor or Radiant insignias are a must.
 * Because your health does not matter but your energy does, forgo a vigor rune in favor of two attunement runes.
 * Since if you aggro monsters outside of shadow form you will die, armor level is not important. Save money and buy starter level armor.


 * Daggers with a Dagger Handle of Enchanting and either bonus damage when enchanted or bonus energy. The Daggers of Xuekao or Chimor's Daggers or Arius' Sai are ideal.

Usage

 * Activate Shadow of Haste when you have more than one aggro bubble's width between the edge of your aggro bubble and your target.
 * Run close to your target (without aggroing) and cast Arcane Echo. (If this is removed before you go on to the next step, cancel Shadow of Haste with Dark Escape, wait for your skills to recharge, and try again.)
 * Cast Shadow Form and charge into battle.
 * Cast Empathy and follow up with Black Lotus Strike so you have your hex and enough energy; follow up with Black Spider Strike and Twisting Fangs.
 * Once Shadow Form is between one quarter and one third recharged, cast the echoed copy.
 * Shadow of Haste should run out just before the echoed copy of Shadow Form begins to flicker, and Shadow Step you back to your safe zone. If it does not, use Dark Escape to cancel.

Counters

 * If Shadow form or Arcane Echo are interrupted, you will not be able to make the assault, and will most likely die. However, provided you activate the first skills in a safe area, this should never happen
 * Touch skills (such as Vampiric Bite) or PBAoE (such as Symbol of Wrath) that are not affected by Shadow Form
 * Damage skills that affect an ally instead of an enemy (such as Riposte, Shield of Judgment, or Sliver Armor)
 * Enchantment removal that does not target an enemy (such as Chilblains or Expunge Enchantments)

Variants
Variants that do not require Nightfall skills:


 * Replace Black Spider Strike with Golden Phoenix Strike for a spike skill which will recharge quick enough to be used twice in each assault. Note that the loss of degeneration from poision in Black Spider Strike will slow down the build, usually meaning a maximum of one kill in each assault.
 * Replace Black Spider Strike with Repeating Strike for higher damage output. It is important not to spam this skill as energy will be consumed quickly.

Variants that do not require Dark Escape:


 * Replace Dark Escape with Recall.
 * Have a Hero or Henchman as a party member.
 * Cast Recall on the henchman and flag to a safe area.
 * Begin your assault. Recall to the henchman when Shadow Form ends.
 * Be aware that patrolling mobs may enter aggro with your henchman, most likely resulting in your death.
 * Using Recall enables you to drop Shadow of Haste in favour of another attack skill such as Death Blossom.

Videos
Tomb Of The Primeval Kings: http://www.youtube.com/watch?v=PJF1g50scyY

Fissure of Woe Beach: http://www.youtube.com/watch?v=B2ADjYB5A0g

Fissure of Woe Forest of the Wailing Lord: http://www.youtube.com/watch?v=VkULhWSa-gA

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 Weapon 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 Grip of Enchanting for your sword or axe.
 * 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.

Skills Template
For Axe

For Sword

Armor
Note #1: It is possible to mix Druid's Armor for energy with Sentry's Armor for higher armor. Note that the armor bonus is location specific.
 * Full Druid's Armor set for maximum energy.
 * Full Sentry's Armor for extra armor (+10 AL in stance).

Note #2: If you use Sentry's Armor only, it is advised to polish up your energy pool with weapons as explained below.

Runes

 * Rune of Vigor

Weapons

 * Any one-handed weapon that increases health, energy and/or lengthens enchantments:
 * 1) Sword with +5 Energy and +30 hp or +20% Longer Enchantments
 * 2) Rajazan's Fervor
 * 3) Totem Axe

Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.
 * Any shield with either stance and/or health modifications:
 * 1) Emboldened Carapace Shield from Hagnon Warblade [Health +60 (while hexed), Received damage -3 (while hexed)] - for hex passages of specific runs.
 * 2) Grognar's Defender - the Runner's Best Stance Shield Choice.


 * Fires in the East staff with a +5 energy Staff Head (+18 energy), and either a health or an enchantment lengthening mod.

General
The Running Sequence gives you a constant high speed boost and a high chance to evade missiles, and attacks. Holy Veil against hexes and the healing skills against conditions and degeneration help you survive.

Running Sequence
Note #1: Dodge and Zojun's Haste only evade missile attacks.
 * Use Dodge, Zojun's Haste and Escape for a constant speed boost.
 * Only Dodge and Zojun's Haste boost your speed to 33%, whereas Escape only provides you with 25%.
 * Use Escape to avoid mass damage as it provides a 75% chance to avoid attacks. It also protects from knockdown from melee attackers.

Note #2: Avoid knockdown if possible.

Healing

 * Cast Mending when entering a new area.
 * Use Restful Breeze before engaging large damage dealing mobs. Remember to activate run skills first.
 * Use Heal Area when taking large amounts of damage and when you are in need of instant healing. Be aware of your energy level.

Note: There are enemies which strip enchantments such as Stone Summit Heretics or Avicara Guile. You have to decide then which enchantment (Holy Veil or Mending) you want to use as cover, and which you do not want get stripped right away. Cast the cover enchantment that you want to get stripped last. Pay attention to Chilblains which mostly strips two enchantments.

General

 * Use Storm Chaser to regain energy when running through elemental damage dealing mobs.
 * Use Troll Unguent instead of Healing Breeze for lower energy cost. Remember to set points into Wilderness Survival.
 * Use Smite Hex instead of Holy Veil.
 * Use Smite Hex instead of Purge Conditions or Heal Area for a second hex remover.

Bold Forge Runner
The Bold Forge Runner variant can be used to solo-run Droknar Forge. It is highly reliable and you will notice that it is easier to run Lornar's Pass with, actually. Snake Dance and its Tundra Giants need a bit practice, though. Below are specific Ranger hints for this run:

Note #1: It is advised to use a weapon with 20% longer enchantments for the sake of Healing Breeze.

Note #2: Mend Ailment can replace Purge Conditions for countering two or more Barbed Traps. Crippled will always hit you last.

Worm Tunnel

 * Cast Mending, and Holy Veil (in this order). You don't want the Avicaras to strip Mending right away. Holy Veil represents a cover enchantment here (unlike later).
 * Use Healing Breeze before and during encountering dangerous situation, such as a run-through.
 * Use Zojun's Haste and Dodge to outrun the worm(s).
 * Use Escape when expecting mass damage from attacks, especially in melee by groups of Avicaras. It helps you survive grave danger situation by evading most attacks.

Worm Path

 * Use Healing Breeze after you got knocked-down by the worm(s) and when he is just outside your aggro bubble. This helps to avoid interruption again. Recast Mending on you between knockdowns, in case it got stripped through Chilblains. Without Mending in coordination with HB you might get into trouble regarding your health.
 * Use Escape for running through the groups of Grawls and when you get slowed down by hexes and take attack damage from melee.

Dreadnought's Drift
Note: When HB fades out, and after a Giant Stomp recast it as often as needed. Mending and HB should keep you alive without problems.
 * Cast Holy Veil, and Mending (in this order). This time Mending is the cover enchantment for Holy Veil due to the high risk of encountering Heretics.
 * Lose aggro and regenerate before encountering the Tundra Giants.
 * Use Healing Breeze and Escape before running through groups of Giants. Make use of a Stance Shield here.

Attention: When Stone Summit Heretic(s) and Ice Golem(s) get spawned and you cannot avoid them, immediately run back and rezone. Reasons: 1) Two different slow-down spells (Crippling Anguish & Deep Freeze), 2) covered with different hex-spells 3) accompanied by Gnashers & companions 4) with a Tundra Giant group to be passed at full health with Healing Breeze, and fully recharged Escape only. Smite Hex and Holy Veil will not make you survive this - no matter how high your running level is.

Snake Dance

 * Try to only aggro one group of Giants at a time.
 * Aggro them before running through to make them stomp before your run-through comes.
 * Use Healing Breeze as often as possible between stomps. The chances for an interrupt between two stomps are low.

SB Ranger Runner
The variant SB Ranger Runner is optimal for solo-running Copperhammer Mines -> Iron Mines of Moladune and vice versa as ranger. Spell Breaker lasts long enough to overcome the Mesmer spawns at the hardest parts of the run. The success rate with this build is very high.

Note: A weapon with 20% longer Enchantments is a must.


 * Activate Holy Veil as Mending coverage, and as additional hex remover when Spell Breaker wears out.
 * Follow the main ranger running principles listed above.

Note #1: It is known that bosses will still follow you, especially when running the route in a reversed way. This is the point where Holy Veil is of good use to get rid of the last hex-spell being a slow-downer if a Mesmer boss, or Golem boss got spawned.

Note #2: Mend Ailment can replace Purge Conditions for countering multiple traps. Downside is the longer casting time, and that you cannot clean up from all conditions at a time.

Elona Reach (Mission) Runner
Variant skills could be


 * Rebirth for Heal Area if you want to make sure no one dies. (Very Much recommened because Heal Area is 10 energy and almost never needed, and when you do use it you end up with low energy resulting in a death.

This Variant Elona Reach (Mission) Runner is a perfected build to solo run the mission easily. With the use of constant running and condition removals it is possible to complete this runnable mission within 10 minutes..

Attributes


 * Expertise = 12 + 3 + 1


 * Healing Prayers = 12

Equipment

Full Sentry armor is recommended for +10 AR(while in stance), Very useful for tanking out hex's and crippling conditions.

Weapon


 * A Axe/Sword of Fortitude
 * With +5 Energy
 * 30 hp

AND

or a Max Armor shield with equivalent stats.
 * Crimson Carapace Shield


 * -2 received damage (while in stance)
 * +45 Health (while in stance)

Runes
 * Major vigor / Superior Vigor
 * 3 attunement runes
 * Superior Expertise
 * Minor Expertise

Usage
Hug the right wall once you go under the bridge and run around to the Ghostly Hero
 * Minotaurs can be easily outran at the start of the mission. Head left at the start and follow straight down the hill until you come to a bridge, run under the bridge, maintaining a running stance at all times.

Note #1 Make sure your team does not follow you from the start because it is likely they will drag minotaurs to the cutscene, and killing the Ghostly Hero, which will result in the failure of the mission. Make sure you do not aggro any groups to the Ghostly Hero!!


 * Once you pass the first cutscene decide which way you will go first.. Either NW or E.

Note #2 Make sure to try and maintain running skills and mending at all times!

Note #3 Make sure before running into mobs to see if the mesmer boss is there, if so cast a pre Holy Veil and Healing Breeze then run in.

Note #4 If you need another 75hp then you can always drop the crystal and gain 75 hp from your wepons, running away then returning at full hp for the cystal, this is very helpful and saves you much of the time.


 * Make sure when you reach the vision crystal, look for mesmer boss (for pre Holy Veil, then cast Healing Breeze then run in, pick it up and try to avoid Enchanted Swords, if you become crippled from the Enchanted Swords, use Mending Touch,and run away. Try to maintain your hp above 100 and use Heal Area RARELY when needed (Use healing breeze instead to recover health. Run away from the Enchanted Swords and Elementalists (Arcanists, they spike you with large amounts of dmg) as quickly as possible. Try and use Dodge or Zojun's Haste when picking up the crystal because you run 33% faster instead of 25% faster.


 * Try not to aggro any groups that are avoidable, make sure not to aggro groups of enemies up to the Ghostly Hero when returning the crystal.This is rare that they will continue following after you get clearly by the alter/ghost. The ghostly hero must stay alive to suceed.

After some practice this run can be mastered.

Possible Routes
Listed below are all 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 -> Granite Citadel -> Copperhammer Mines Using henchmen as cannon fodder is important on most parts of this trip.
 * 3) Copperhammer Mines -> Iron Mines of Moladune and reversed.
 * 4) Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep
 * 5) Elona Reach (Mission) + bonus

Equipment

 * Radiant Armor.
 * A Shocking Shortbow. For the suffix, of Fortitude works nicely.  If you're stylish, consider Boulderbeard's Shortbow.
 * A 20/20 Air Magic staff for when Thunderclap is not available.

Usage
The lockdown is achieved with Thunderclap and a steady, uninterrupted stream of attacks from the Shortbow. The gap between the time it takes your enemy to stand up and the time it takes the next shot to hit is a fraction of a second, meaning the enemy will not have a chance to use a skill longer than 1/4 cast time or move before being knocked down again. To add sustained damage, have Brambles deal 5 damage + bleeding on each hit, and use Apply Poison to add an additional 4 pips of degeneration.

As battle begins, move with the rest of your team to claim a mine. If there is no major enemy group approaching, clear the Luxon Longbows with Lightning Orb and Lightning Strike. If you do see a large mob approaching, set up Brambles and lock down the threats - this should enable your allies to break away and get amber safely to the Gatekeepers.

Do not be afraid to die. When you are resurrected, you will have full energy. Dying is energy management. If you resurrect and your base is under attack, set yourself on the cliff overlooking the purple or orange gates, and target any convenient foes with the lockdown. Since these areas are often filled with enemies, you can often lock down 4 or more Luxon Warriors, Rangers with Pets, Minion Masters with their minions or foolhardy W/Mos and 'sins.

If your base is well under control, you can attempt to solo the Command Points. Take out the priests first, then the commanders. It is hard but not impossible to solo the Green Amber Mine.

If enemies get past your gates, then you can take three actions.
 * The First is to rely on your team to hold down the fort and simply try to run amber or take command posts.
 * The Second is to resurrect, and activate Apply Poison before you step into the portal - simply target the most threatening enemy (or possibly a group of enemies, such as a mob of Luxon Warriors) and attempt to take them out of commission. Often, preventing a monk from healing may give your teammates the chance they need to retake your base.  You may die quickly, but just repeat your efforts.
 * The Third option is what you will probably wind up doing when the enemy breaks through the green gate. Set up brambles and attempt to lock down any foes that mob Master Architect Gunther.  Sometimes just buying time will help your team pull things out of the hole.

Counters

 * You cannot knock down a Siege Turtle. To dispose of turtles, poison them, then use alternating casts of Lightning Orb and Lightning Strike.  You are not strong against turtles - do not focus on them if there are other targets.
 * Evasion Stances. Target the guy closest to them.
 * Hex Removal. Thunderclap them or the guy next to them.

Variants

 * Attributes are flexible. Remember that Wilderness Survival is not too important, as the conditions are reapplied on each hit.
 * You can remove Natural Stride for Storm Chaser, but the low cost and evasion chance is preferable.
 * Some might want to bring Glyph of Elemental Power - it costs five energy and requires you to prepare it before you cast Thunderclap, but saves you 1 energy per hit, for a possible gain of about 10 energy.
 * If you decide to take this build to RA, swap out Natural Stride for Resurrection Signet.