User:Jasminethetender/builds/ele

Elementalist =Master of Restoration=

Designed to use the low cost, highly spammable heals of the Ritualist Restoration line. Master of Magic is used as energy management over Attuned was Songkai. MoM provides superior energy over AoS on low cost spells and allows for the caster to use a weapon, as to get half cast and recharge effects, and the use of the Elementalist's large energy pool.

Equipment

 * Survivor Insignias
 * Rune of Superior Vigor
 * Rune of Recovery
 * Runes of Vitae


 * Weapon set 1 (main set)
 * Restoration Wand of Memory with the "Aptitude not Attitude" inscription
 * Restoration Focus of Aptitude with the "Forget Me Not" inscription


 * Weapon set 2 (MoM casting set)
 * Axe/Sword of Enchanting with the "Don't Think Twice" inscription
 * Energy Storage Focus of Aptitude


 * Weapon sets 3 & 4 are typical weapon sets for dealing with conditions or energy denial.

Usage

 * Activate Master of Magic and renew it as needed.
 * Quickly, switch to Weapon Set 2 when you do this, then switch back. Timing this takes a bit of practice because if you do either switch to while casting a spell it will switch back.


 * Activate Kinetic Armor and renew it as needed.
 * Constant casting will mean you rarely have to renew the enchantment, though you may need to recast the spell simply for the recharge time for Master of Magic.


 * Activate Magnetic Aura if you are taking physical damage or suspect you are about to.
 * This spell also fuels Master of Magic, if it is available and you are not afraid of being adrenaline or sin spiked, then use it just to get the recharge.


 * Place Recovery. Replace it as needed.
 * This Ritual is also meeting the conditions of Mend Body and Soul and Spirit Light.


 * Use your weapon spells and heals to keep your party alive.
 * Weapon of Warding.
 * A key spell to this build. Almost no healer build in 4v4 can outheal the damage production.  That is why you need Prot spells.  This is this build's prot spell.  Keep your eyes on the battle and place this spell on anyone being attacked by physical attacks.
 * Mend Body and Soul to heal and remove conditions.
 * Spirit Light as a big heal.
 * Wielder's Boon on allies with Weapon of Warding.

Counters

 * Power Block
 * Shroud of Silence
 * Anti-spam skills.
 * The large energy pool and redundancy within the bar help defend against some of these.


 * Energy denial.
 * The large energy capacity and the way this build sips it judaciously makes this less of a problem.


 * Kill the spirit.
 * If you have spirit spammer on your team, this isn't a problem.
 * The build can operate pretty effectively without the spirit, should it have to. It loses no healing power and recasting the spirit is never too far away.


 * Daze and Knockdown
 * The block ability from Weapon of Warding and Magnetic Aura make these less iritating.
 * The build can remove Daze from itself.

Variants
This build is more focused upon the healing role. Its spirit is a support role spirit that removes conditions. It has two self defense buffs; both with long recharges. The two long recharge skills available mean you have even better energy management. This build isn't dependent upon a long casting time ritual for its energy management, so it won't be slowed down or tripped up by long recasts for energy management from Master of Magic.


 * Additionally, if used on a spirit heavy team, this build could easily drop its spirit for another spell.
 * Also if an a spirit heavy team, this build could take Spirit Transfer instead of Spirit Light as a quicker, even bigger, big heal.

Equipment

 * Tempest Armor
 * Self Preference (Make sure you do not have a Staff/Wand Which halves Casting time as this may off-time the Spike)

Usage

 * Select a target with low AL, any Casters.
 * Use Armor of Mist and run in hitting your target with Ice Spear to lower his health prior to spike.
 * If he is enchanted, use Gaze of Contempt
 * Cast Glyph of Elemental Power then Use Shatterstone-->Vapor Blade with no second to spare inbetween casting.
 * Continue to spike targets, keep chaining Glyph of Elemental Power-->Shatterstone-->Vapor Blade whenever Possible.
 * Use Ice Spear post-spike to finish him off if he is not dead.
 * Cast Glyph of Elemental Power then apply Water Attunement and Armor of Mist for longer duration and higher armour.

Counters

 * Dazed
 * Interruption
 * High armour Levels

Variants

 * Ice Spear for Ice Spikes or Freezing Gust
 * Glyph of Elemental Power for Glyph of Lesser Energy
 * Armor of Mist for Frigid Armor to counter Searing Flames builds.
 * Gaze of Contempt for Rend Enchantments

Equipment

 * 20/20 Water Staff with energy +5^50 inscription is recommended.

Usage

 * Start the build with Water Attunement to keep your energy up. Pick your target, then cast your hexes, use Signet of Twilight to remove any enchantments on them. Hit them with Shatterstone and Vapor Blade in quick succesion. Use Feigned Neutrality if you need healing, then pick your next target and repeat.

Counters

 * Hex removal will stop you from removing their enchantments.
 * Energy denial or interrupts.

Variants

 * If you are entering a battle where you are certain to have monks, Feigned Neutrality can be substituted for Glyph of Elemental Power, or another Damage skill to increase your spike capacity.
 * Deadly Paradox is a good addition to help with enchantment removal and healing.

=Searing Flames=

Equipment

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

Usage

 * Keep Fire Attunement up at all times.
 * Find a mob of players or NPCs and cast Searing Flames, Glowing Gaze, Liquid Flame repeatedly.
 * Use Glyph of Lesser Energy whenever possible to assist your energy.
 * Cast Meteor Shower on a bunched up group of players/NPCs to cause panic.

Counters

 * Enchantment removal, Anti-spam skills such as Backfire, Spiteful Spirit, and Diversion, Avatar of Melandru, Signet of Humility, Mantra of Flame, Protection Prayers (Protective Spirit in particular), This build is less useful against split or spread teams.

Variants

 * Use Arcane Echo:
 * with Meteor Shower for a devastating 'double-nuke'.
 * with Searing Flames short term double DPS.
 * Replace Glyph of Sacrifice with Aura of Restoration for PvE.
 * Replace Resurrection Signet with Dash for Alliance Battles or Competitive Missions.
 * Replace Glyph of Sacrifice with Mark of Rodgort for extended (and reapplied) burning. Only one elementalist per group should carry Mark of Rodgort.
 * Replace Liquid Flame with Meteor or Gale for Knockdowns.
 * Serpent's Quickness can be used to decrease recharge times.
 * Use Mending Touch for condition removal.
 * Replace Glyph of Lesser Energy with Mantra of Flame to counter other SF teams.
 * Use a HCT+HSR Fire Magic wand+focus set - this will increase your average DPS. Only switch to the +15/-1 if you are out of energy and need one or two more shots to finish something off.

=Lightening Blinder= This build uses Blinding Surge as a staple ability to spam cheap non-projectile air magic spells and keep opponents constantly blinded. It is designed for the Random Arenas, with simple variants for Competitive Missions and Alliance Battles.

Equipment
A wand and offhand with 20/20 HCT/HSR are strongly recommended. No special armor is needed.

Usage
Cast Air Attunement before entering combat. Pick a target, spam Blinding Surge, Lightning Strike, and Arc Lightning as they become available. Use Lightning Orb on unsuspecting targets or as a finisher. Use Gale to interrupt or prevent key actions such as self-heals and knock down fleeing foes. Use Glyph of Restoration to recover health.

Counters

 * Any anti-spam abilities such as Diversion or Distracting Shot.
 * Removing Air Attunement can cause energy problems in protracted fights.
 * Protection from casters is relatively light, so high-damage caster builds and degen can often overwhelm the light healing provided by Glyph of Restoration.
 * Protection spells such as Protective Spirit and Spirit Bond can severely reduce the amount of damage dealt by this build.
 * Dazed combined with any non-blinded attacker will completely shut this down.
 * Anti- spell caster hexes such as Backfire, Soul Leech, Spiteful Spirit, Migraine, and Arcane Conundrum.
 * Avatar of Melandru will prevent the blindness effect entirely.

Variants

 * If playing Luxons on Fort Aspenwood, pick Necromancer as your secondary and replace Resurrection Signet with Gaze of Contempt or drop one point in Energy Storage for 5 Death Magic to get Well of the Profane.
 * For Alliance Battles, Jade Quarry, or Kurzicks on Fort Aspenwood, replace Resurrection Signet with Windborne Speed.
 * Lightning Orb can be replaced with Glyph of Elemental Power for more reliable damage frontloading, but less spiking power.
 * Glyph of Restoration can be replaced with Aura of Restoration to cover Air Attunement, while providing heal-over-time.
 * Glyph of Lesser Energy can be used over Gale to help with energy management.
 * Some skills that can replace Arc Lightning are Enervating Charge, and Lightning Bolt. Also Chain Lightning is good but it causes Exhaustion.

=Air Spiker= The Air Spiker is an aggressive Air Magic spike damage build. It is commonly used in Guild versus Guild with many others running variants of this build. Air Spikers are common in almost every area of PvP thanks to their high damage output on single targets.

Equipment

 * An Insightful Air Magic staff is the standard suggestion. Runar's Brimstone Staff is excellent.

Note: In a synchronized Air spike team, the 20% chance of faster casting speed weapon mod can give the spike target away. It is imperative in such teams that all spikers hit the target at exactly the same time; therefore, it is best not to use it in such a build.

Usage

 * Cast Air Attunement immediately before an encounter and remember to keep it up.
 * Choose a target in sync with your party's plan and try to take it out.
 * Use your spiking skills in the order of how fast they recharge, Lightning Strike and Orb can be spammed indefinitely since their recharge is only 5 seconds each.
 * Use Gale to control events around your party. If the spike target is running away, you can pin him down with Gale long enough to finish him off with Lightning Orb. If the target is using a long casting self heal like Troll Unguent or Healing Signet, use it as an interrupt. If an enemy is harassing your monk, use it on the enemy to give your monk a breather.
 * Use Glyph of Lesser Energy to save energy on Lightning Orb and Blinding Flash.
 * Use Blinding Flash to shut down enemy non-spellcasters.
 * Air Spells are cheap and fast to recharge, so in general, being interrupted is not a big issue. Beware of Distracting Shot and Diversion however. Also, a well-placed Backfire can kill you in a matter of seconds.

Variants

 * Replace Invoke Lightning with Lightning Surge, and use it immediately before Lightning Orb for a massive 200 damage spike.
 * Also for PvP, consider mesmer as a secondary profession and bring Shatter Enchantment or Drain Enchantment to make your spikes more effective, especially to counter skills that reduce your damage like Protective Spirit and Feigned Neutrality.
 * Aura of Restoration can be used especially in RA as a self-heal and cover Enchantment for Air Attunement.
 * Windborne Speed and Storm Djinn's Haste can be used for a speed boost. This is especially useful in Competitive Missions.
 * Invoke Lightning can be replaced with Mind Shock. This allows for a Knockdown.
 * Vigorous Spirit can be used in conjunction with Aura of Restoration for decent healing whenever you cast your spells.

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

Equipment

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

Clear the Chamber

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

Getting to the Ice Wastes

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


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

List of Farmable Areas

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

Farmable Bosses

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

Counters

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

Variants
Glyph of Restoration.
 * Using Glyph of Concentration is an option. By precasting before agroing the Graspings, you can save yourself the risk of being interrupted. Th downside: losing time on killing smites.
 * To farm easier places, you need to consider any interrupters or enchantment strippers around and modify the build to counter. You may also like to replace Storm Djinn's Haste with Glyph of Elemental Power if running is not needed.
 * For longer fights, bring more armor instead of Ancestor's Visage.
 * Damage skills are very open depending on the circumstance.
 * This build may be replicated with Prophecies and Nightfall only. Dragon's Stomp may be replaced with Earthquake and Ancestor's Visage with Sympathetic Visage.
 * If a particular mob does not need Ancestor's Visage or Storm Djinn's Haste, replace it with a utility skill like, like Grasping Earth or Ward Against Foes and put the extra attributes into Energy Storage or Inspiration Magic.
 * If you are finding it hard to do Smite runs, look on the talk page for variants.
 * If you intend to farm enemies giving out very large damage output, you could bring Kinetic Armor. This needs to be maintained by spamming Stone Daggers.
 * When going into AB, switch out illusion magic and Ancestor's Visage for more Energy Storage and
 * Using the build in the same fashion as killing Smites, you can solo nodes, all except the Mesmer one.

Usage
A Starburster's main job is to deal big damage to all nearby foes by using skills based on striking nearby foes. It uses Death's Charge to quick approach enemy and strike him with his deadly skills. Fire Attunement gives some energy back so it's easy to strike many times. When enemies are weakened it's good to use Meteor Shower after using Glyph of Sacrifice to finish them off.

Equipment

 * A fire wand and flame artifact set with 20% HCT/HSR
 * A second set with +15 energy and -1 energy regeneration.
 * Full Battlemage's Armor (Stalwart Insignia: +10 vs. physical damage)

Variants

 * Glyph of Sacrifice or Flame Burst can be replaced by Bed of Coals.
 * Take Glyph of Lesser Energy if you expect to be spamming your skills constantly.
 * For a speed buff try Flame Djinn's Haste or Burning Speed.
 * Other common choices of Fire Magic skills include Teinai's Heat, Searing Heat, Breath of Fire, Mark of Rodgort, and Phoenix.

=Incendiary Spiker= The Incendiary Spiker is built for RA and TA, where the short length of battles allows for more energy intensive builds. With slightly more conservative play, it can easily be adapted to Alliance Battles. It uses Incendiary Bonds in combination with Smoldering Embers to set up a delayed spike. Augury of Death then shadow steps them to the target so they can finish off with Star Burst.

Equipment
= Usage ==
 * Blessed Insignias, With Rune of Superior Vigor and 2 Runes of Attunement
 * Weapons
 * A 20/20 Adept Fire Staff of Mastery
 * Maintain Fire Attunement.
 * Pick a squishy or overextended target for your spike.
 * Cast Augury of Death on the target, but beware of it only having half the normal casting range.
 * Next, cast Incendiary Bonds and queue up Smoldering Embers. Due to aftercast delay, these two spells will hit at nearly the same time.
 * Follow up with Liquid Flame to bring your target under 50% health. This activates Augury of Death, which causes a deep wound and teleports you to the foe.
 * Cast Flame Djinn's Haste and if they still aren't dead, finish them off with Star Burst.
 * While waiting between spikes, you can use Star Burst and Smoldering Embers to help finish off other targets.

Counters

 * Standard spellcaster counters such as:
 * Interrupts (Savage Shot, Power Spike, etc.)
 * Cast-punishing skills (Backfire, Spoil Victor, etc.)
 * Cast prevention skills (Guilt etc.)
 * Dazed


 * Anti-hexes (Hex Breaker, Holy Veil, etc.)

Variants

 * Replace Smoldering Embers with Fireball for AoE damage.
 * Replace Flame Djinn's Haste with Glowing Gaze and use it right after Smoldering Embers for additional energy management.
 * For Alliance Battles, replace Resurrection Signet with Immolate and replace Flame Djinn's Haste with Flame Burst.

This build can be run with Air Magic or Water Magic, keeping everything else the same. The skill bars would be the following:

=Point Capture Nuker= This build is meant to cap mines and break gates only in CM!

Equipment

 * Armor: All Radiant
 * Weapons: Insightful Fire Staff of Enchanting.

Usage
Whenever a mine has been taken by the opposing side, run just out of the range of the NPCs. Cast Glyph, MS, Death's Charge, Assassin's Promise, and then all other PBAoEs to kill the NPCs. This works on Gates and Mines.

Counters
Really any intelligent enemy. This isn't supposed to kill people, just NPCs. Do not go after a gate covered in enemies.

Variants
If you fear damage, you could replace Assassin's Promise with Shadow Form. But then You wouldn't be able to use Glyph of Sac+MS very often.

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 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.

Equipment

 * A +5 energy sword/axe of Enchanting and a 20% recharge/+30hp air focus.
 * Runes of Superior Vigor, Superior Air Magic, Minor Energy Storage.

Usage

 * During Spikes, use Lightning Orb and Lightning Strike to deal fast and deadly armor penetrating damage.
 * Being primarily a Support build, your role is to assist the rest of your party.
 * Draw Conditions should be used as much as possible to reduce the need for Monks to waste their energy removing Conditions.
 * Cast Heal Party during pressure situations.
 * Use Blinding Flash to induce Blindness on enemy attackers, primarily Warriors.
 * Ether Prodigy should be used to maintain energy, but avoid filling your energy pool completely.
 * To remove the need of teammates using Resurrection Signet, use Glyph of Sacrifice followed by Resurrection Chant to instantly resurrect your party member to full or near-full health.
 * Use Windborne Speed to aid in a Flag Running role (providing variant is chosen).

Variants

 * Gift of Health is a common addition to this build, usually replacing Lightning Strike.
 * Extinguish can replace Lightning Strike in this build, for faster condition removal.
 * Replacing Resurrection Chant with Restore Life allows you to resurrect the target with much more Energy, but with less Health. This, however, makes it dangerous to resurrect allies beyond the current front of combat, as you have to get within Touch range in order to cast Restore Life.
 * Gale can also be included, but the addition of another exhaustion causing skill requires that it be used sparingly.
 * Replacing Lightning Strike with Enervating Charge allows you to cover Blinding Flash, and/or hinder another enemy.
 * The Glyph of Sacrifice/Resurrection skill combo can be replaced by a Resurrection Signet.
 * Ward Against Melee can replace Glyph of Sacrifice. If doing this, take points out of your other attributes and put a few into earth. A high spec is not required.
 * You may wish to add in Windborne Speed in place of Draw Conditions for Flag running.
 * Healing Breeze can be incorporated as well to counter degeneration.

Equipment

 * Archmage's Armor
 * +5 energy or Halves Skill Recharge 10% sword of Enchanting or Spirit of the Forgotten and hsr 20% Health +30 water focus (weapon slot 1); +5 Energy sword of Enchanting +15/-1 energy Health +30 water offhand (slot 2) and a -5 energy or Halves Skill Recharge 10% sword and focus set to switch to in order to prevent damage from Ether prodigy. A Reduce Cripple 20% Health +30 shield is useful to reduce the duration of enemies that may try to snare you while flagging.
 * Empty armor slots can be filled with Runes of Vitae or a Rune of Restoration, depending on preference.

Usage

 * Your primary job is to run the flag. As such, do not get overly involved in the fighting unless you have superiority at flag stand.
 * Keep Storm Djinn's Haste up while running the flag.
 * Use Blinding Flash to protect yourself and your team from warriors, rangers, assassins and Dervishes.
 * Assist your team by snaring the opposing team with your water hexes or heal and remove conditions with Heal Party and Extinguish, as well as take pressure off your team's monks with Heal Party spamming.
 * Use Ether Prodigy while assisting the team with heals or snares to regain energy.

Counters

 * Snares make flag running a lot harder. Be sure your monks are aware of you when you get into the enemies range while running the flag.
 * Neither Healing Breeze nor Heal Party are great self-heals and relatively easy to interrupt. This build is not meant to go one-on-one with other characters. If getting attacked while running the flag, try to blind the attacker and run away.

Variants

 * Drop one of the snares for a condition removal skill such as Mending Touch.
 * Drop Freezing Gust for Gale. This way you won't have to spread your atributes into Water Magic, as Deep Freeze's duration is not effected by your atributes.

=Hydro Support Caster= This Elementalist build is a popular support build used in many GvG matches. It provides condition removal, support healing, and many snares to both help your players kite and to help your warriors catch up to their kiters. Not especially strong in spike builds, but great in pressure builds.

Attributes and Skills

 * Use Vapor Blade for helping spikes, Blurred Vision for more warrior hate, Extinguish for condition control, or Teinai's Prison/Ice Prison for more snares.
 * NOTE: Don't use Teinai's Prison or Ice Prison in a team build with fire damage.

Equipment

 * A +5 energy sword/axe of Enchanting and a 20% recharge/+30hp water focus.

Usage

 * Being mainly a support role, don't try to do damage too much.
 * Snare enemy warriors to help your players kite.
 * Snare your warriors' targets to help them reach them.
 * Try to catch multiple people in Deep Freeze's obscene AOE.
 * Snare the enemy team when retreating or when they're falling back.
 * Use Draw Conditions to keep your warriors clean and to help the monks.
 * Use Ether Prodigy to keep your energy up, but be careful not to exhaust yourself out and try not to keep your energy at max.

Variants

 * Gale can also be included, but the addition of another exhaustion causing skill requires that it be used sparingly.
 * Ward Against Melee can replace Heal Party. If doing this, take the points out of healing and put them into earth.
 * You can incorporate Aegis into this build if you're trying to do an Aegis chain.
 * Include Vapor Blade to help in spikes.
 * Replace Shard Storm with Ice Prison or Teinai's Prison for more snares.
 * Use Armor of Mist when doing competitive missions or flag running.
 * Use Heal Other or Healing Breeze to help assist your healers.

Usage

 * Maintain Master of Magic and Zealot's Fire as often as possible.
 * Spam Reversal of Fortune along with Draw Conditions on target ally to deal damage to all foes nearby.
 * Use Balthazar's Aura to further increase damage dealt.
 * Remove harmful hexes with Smite Hex.
 * Enchant attacking allies with Judge's Insight to increase their damage output.
 * Resurrect fallen allies with Resurrection Signet.

Equipment

 * Any weapon can be used, as long as you have an of Enchanting upgrade to your weapon.
 * Rune of Minor Energy Storage, Superior Vigor.

Counters

 * Heavy Enchantment removal harms both your output and your Energy management.
 * Diversion is a major counter, as it can halt your spamming capabilities. However, if Diversion gets, say, Smite Hex or Judge's Insight, you may lose the use of those skills for a while, but they'll be disabled for a long time, contributing to Master of Magic without particularly great loss to the build.  If you've got Diversion on try to throw one of those skills at it.

Variants

 * Use Judge's Intervention for another Enchantment, as well as a defensive skill.
 * Protective Spirit can be used for increased spamming and damage reduction.
 * If energy is still a problem, consider Glyph of Lesser Energy for use with Balthazar's Aura or Zealot's Fire.
 * Guardian is another choice for a spamable enchantment to trigger Zealot's Fire. This also contributes to defense.

Equipment

 * Armor: Minor Runes + Radiant Insignia + Superior Vigor
 * A superior Earth Magic Rune can be equipped. In this case, switch to Survivor Insignia to make up for health loss
 * Weapons: +5 Energy Axe/Sword/Spear of Enchanting / +30 health and 20% HSR on Earth Magic Focus item
 * Alternate weapon sets: 1 high energy set (+30/-2) and 1 low energy set (-5 Energy Axe/Sword/Spear of Enchanting and +30 health shield)

Usage

 * Place wards to protect your team. Know your enemy to better manage your energy:
 * Use Ward Against Melee to protect against melee-heavy teams, use Ward of Stability to prevent knockdowns (i.e., Hammer Bash from a Thumper) and use Ward Against Foes near your backline, so the monks can kite away from melee trains faster.
 * Use Ward Against Foes to snare relic runners.
 * Try to ensure optimal ward coverage (protect healers if they're targeted, etc.)
 * Use Sandstorm on bunched up foes (i.e., two teams fighting on the Altar, or a team body-blocking your relic runner)
 * Use Gale to knock down key foes (e.g. Ghostly Hero when using Claim Resource, or a relic runner)

Counters

 * Enchantment removal leads to energy problems
 * Disruption is easy and effective as most of your skills have both high activation and recharge times
 * All standard caster counters (Backfire, Arcane Languor, Dazed, etc.)

Variants
Gale can be replaced with:
 * Obsidian Flame for spike damage.
 * Web of Disruption for an interrupt
 * Armor of Earth, Frigid Armor or Mantra of Flame for increased survivability (depends very much on the FotM build)

=Savannah Heat=

This build uses Savannah Heat, and 2 other AoE fire spells to apply pressure to the other team and keep them moving, and possibly off a certain target. Also, if a monk is trying to run out of the AoE spells, they are not healing which gives your team a big chance to get a few kills.

Equipment

 * Radiant Insignias and Attunement/Vitae Runes.
 * Insightful PvP Fire Staff of Enchanting.
 * OPTIONAL * 20/20 Wand or Off Hand for better recharge/casting time on the long recharge times of the AoE spells.

Usage
Before you start the fight, cast Fire Attunement, followed by Arcane Echo, Savannah Heat, Gale, and Another Savannah Heat. Use the other two AoE spells when Savannah Heat is recharging. For relic matches in HA, use Flame Djinn's Haste to run the relic.

Counters

 * Interruption
 * Ward of Stability
 * Diversion
 * Daze skills like Awe
 * And all other standard anti-caster tactics

=Fiery Prisoner=

This is a PvP build designed to cause high AoE damage over time while forcing a target to remain in the area of effect. The build utilizes high damage Fire Magic spells while using Shadow Prison and knockdowns to prevent the target from escaping.

Equipment

 * Blessed Armor
 * As many +health runes as possible
 * A Defensive Fire Staff of Defense or any other set that gives +10 armor

Usage

 * Cast Fire Attunement before the battle.
 * Use Flame Djinn's Haste as a cover if the opposing team has enchantment removal.
 * The following skills are meant to be used in succession.
 * Pick a target that isn't moving much and cast Fire Storm.
 * Immediately use Shadow Prison followed up by Iron Palm.
 * Cast Bed of Coals while your target is knocked down, followed by Shock for another knockdown and burning.
 * Finally, use Flame Djinn's Haste for a final spike and a speed boost to kite while waiting for your combo to recharge.

Counters

 * General caster counters (Dazed, interrupts, hexes, etc.)
 * Kiting the first spell, Fire Storm
 * Hex Breaker
 * High armor enchantments
 * Knockdown prevention skills

Variants

 * Replace Resurrection Signet with a self heal for Alliance Battles or Competitive Missions.
 * Replace Fire Storm with Searing Heat or Teinai's Heat for a bigger AoE spell. It doesn't last as long, but causes burning.
 * Glyph of Lesser Energy can be use in place of Fire Attunement.
 * If energy is not a problem, consider replacing Fire Attunement with a self heal.
 * Entangling Asp could be a good option instead of Shock. Although it can't be used on demand, it poisons your target and doesn't cause exhaustion.

Equipment

 * Exorbitant equipment isn't crucial. Preferably high energy armor (Radiant insignias if using Nightfall armor) and weapons. Consider an "of Enchanting" weapon on switch for Fire Attunement.

Usage

 * Keep Fire Attunement up at all times. Between battles, recast it to avoid having it run out at inconvenient moments.
 * Find a squishy and (mostly) stationary target - healers and their caster friends in nearby range make good targets - then use Glyph of Sacrifice and Meteor Shower on it.
 * Be sure to call your targets (by holding Control) so your allies know to support you, including any heroes and henchmen.
 * Follow up with Mark of Rodgort followed by Fireball, Glowing Gaze and Liquid Flame. When your target reaches approximately 20% Health (varies depending on resilience and current rate of damage), cast Assassin's Promise on him and finish him off. Then start switching targets and firing off Promises and Gazes on dying targets to recharge and gain energy.
 * Always be on the lookout for targets of opportunity (dying foes) to use Promise and/or Glowing Gaze on to gain energy and recharges. Coordinate attacks with your party. Be careful not to use it on resilient targets such as rangers or warriors, unless you're sure you can finish them off, and beware hex removal and interrupts (i.e, don't cast promise under maelstorm).
 * Since you'll be firing off a bunch of Meteor Showers, having a Ritualist take Earthbind will work wonders. Also, having other elementalists in the party helps ensure your targets actually die (though the same can be said for any damage dealer). An air spiker would be particularly useful for this purpose.

Counters

 * Hex removal - without Assassin's Promise, you cannot recharge your skills. Use Mark of Rodgort to bait hex removal and cover Promise if necessary.
 * Enchant removal - without Fire Attunement energy becomes an issue. Keep in mind that Promise will recharge attunement quickly, though.
 * Running Away - Even PvE monsters will Kite. Careful because sometimes you won't be able to follow them without dying.
 * A lot of healing - Which is why you take out Monks and Ritualists first.

Variants

 * If necessary, switch out Liquid Flame for a Resurrection Signet or Sunspear Rebirth Signet. Please note that Promise will NOT recharge these signets.
 * In later areas of Nightfall, consider using Lightbringer's Gaze instead of Liquid or Fireball
 * If you're feeling brave enough to pack 2 superiors, keep storage as is and hike up deadly arts to 10. It's worth it.

Templates
=Death's Wave= This build is designed as an alternative to the traditional PvE fire nuker, using assassin shadow stepping skills to quickly deploy PBAoE Earth Magic skills.

Equipment

 * Generically, Blessed Insignia on the chest and legs, with Survivor or Radiant Insignias on the gloves and feet.
 * 20/20 Hale Earth Staff of Fortitude preferred

Usage

 * Cast Earth Attunement then Armor of Earth for +62AL at 16 Earth Magic.
 * Find a target surrounded by multiple enemies and cast Death's Charge. Try not to be the first player to take aggro.
 * Cast Shockwave then Crystal Wave (or Whirlwind then Aftershock first if there are many attacking enemies)
 * After casting as many combinations of your skills as your energy allows, retreat to the back line to recharge.
 * Try not to use Whirlwind unless you can follow up with Aftershock, or if the enemies around you aren't attacking. Alone it does very little damage.

Counters
Arrogance is the main killer in this build. You must remember that you are not the main tank, and if you start taking damage you should try to lose the aggro. Armor of Earth is an insurance policy to give you a couple of seconds extra if you do start taking damage.

Variants
Armor of Earth could be replaced with Kinetic Armor. This can be hard to maintain but offers better protection with no downside. Return is also a good possibility in order to lost the aggro.

=Gloom Farmer=

This build uses high damage PBAoE spells, with the added damage bonus from the Lightbringer title, to farm caster-only groups in Ravenheart Gloom for Torment Gemstones.

Attributes and Skills

 * With a Lightbringer rank of 4 or below, consider using one of the Variants. See the Discussion for additional ideas.

Equipment

 * Armor
 * Radiant Armor with Attunement Runes where possible (Or equivalent). Ensure that you have at least 90 maximum Energy.


 * Weapons
 * Any single handed weapon with +5 energy and +20% enchantment duration extension. Rajazan's Fervor or the Totem Axe are ideal.
 * A focus with a "Live for Today" inscription (+15 energy, -1 energy degeneration). Chung's Focus is ideal.

Usage

 * Enter Ravenheart Gloom from the Gate of Anguish. Receive the bounty from the Whispers Informant.
 * Run past the first group of foes with Shadow Form and Flame Djinn's Haste up.
 * Now, near your position there are two mobs made entirely of spellcasters:
 * One to the left, composed of a mixed group of spellcasters.
 * One to the right, composed of six Curse of Darknesses.
 * Wait for combat between the Shadow Army and the Order of Whispers ends. Get closer to the mixed group.
 * Cast Shadow Form and get into the middle of the enemy group with Death's Charge.
 * Now attack with all of your AoE spells from left to right.
 * Should any foes attempt to escape, you may either:
 * A - Run away with Flame Djinn's Haste.
 * B - Cast a second Flame Burst.


 * Once the mixed group has been cleared, repeat the above tactics for the group of six Curse of Darknesses.

Counters

 * Heart Tormentor
 * Earth Tormentor

Other Farmable areas
The quest Battle of Turai's Procession (see the discussion of this article for details)

Variants
Under Lightbringer Rank 4, see the discussion of this article.

Screenshots
Screenshot 1 Screenshot 2

Video 2

=Solo Green Farmer=

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

Equipment

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

Usage

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

Counters

 * Shadow Form doesn't protect against signets, touch skills, traps and Area of Effect damage.
 * Chilblains is a highly used skill by enemies which removes Shadow Form.
 * Shadow Form will be removed by foes using Expunge Enchantments.

Variants

 * Obsidian Flame, Teinai's Crystals, Crystal Wave, and Dark Escape may be switched out for other skills, depending on what you are farming.


 * When fighting Warrior bosses, such as Sunreach Warmaker, it helps to use Rust so that their Healing Signet takes 3 times as long to cast. To do this, though, you will be required to take one point off of Energy Storage and put them into Water Magic.


 * Caltrops is useful against bosses who attempt to flee when heavily damaged.


 * Feigned Neutrality and/or Shadow Refuge is useful against groups which have mobs with touch skills which penetrate Shadow Form and is also required for the run to some bosses.


 * You may also use Shock, Aftershock, & Teinai's Crystals in that order. Shock is a great interrupt on many bosses who cast their healing spells first to negate Sliver Armor.


 * Shadow of Haste serves to give you an emergency out and is particularly useful when learning the build, taking the 'error' out of 'trial and error'. This serves particularly well when attempting to master a series of difficult bosses in a single run, such as the monk-mesmer-elementalist-necro constructs in Sunjiang District Explorable.  Be warned - the speed boost offered by the skill makes pulling groups more difficult.


 * See variant Build:E/A DoA Solo Gloom Farmer for farming gemstones in Gloom.

List of soloable bosses
Total Number of Soloable Bosses: 133
 * Please add info of the level of difficulty for each boss (Very Easy, Easy, Medium, Hard and Very Hard).

Prophecies
1 Current Boss

Monk (Mo)

 * Protection Prayers
 * Kepkhet Marrowfeast - Hard (Make sure not to give the scarabs a corpse before kill due to Well of the Profane. Most of the time the area effect of traps placed below Kepkhet kill you, you turn into a peice of toast.) I changed my build for this boss using Shadow Refuge instead of Obsidian Flame. Before attacking the boss I cast Dark Escape (to reduce damage taken in this case) followed by Glyph of Elemental Power and Shadow Form, then use Death's Charge on the boss followed up with Sliver Armor. Then cast Shadow Refuge to neutralize the effects of the traps and start using Teinai's Crystals and Crystal Wave until Kepkhet is dead. Personally I haven't failed farming Kepkhet after this modification. Mark of Protection could still be a problem though. If you also change Crystal Wave and Teinai's Crystals for Shock and Lift Enchantment, you can cast Shock when Kepkhet casts Mark Of Protection. If you interrupt Mark Of Protection, than just continue killing him, but if you are too late (what probably will be the case), you have to cast Lift Enchantment, when Kepkhet is still knocked down. Than Mark Of Protection will be removed and you will have enough time left to kill Kepkhet. Also, make sure that no griffon has aggroed Kepkhet, as it will spawn additional touch necros around her. Also, if you died attempting to kill her, you have to rezone and retry, as additional touch necros from surrounding area will come near her. If you follow up all those tips, Kepkhet will be Easy/Medium.

Factions
52 Current Bosses

Warrior (W)

 * Swordsmanship
 * Sskai, Dragon's Birth - Hard/Very Hard (it may prove difficult because off the boss's high hp )
 * Sun, the Quivering - Hard/Very Hard (Mobs may appear from the roofs, making the run almost impossible)
 * Warrior's Construct - Hard/Very Hard( difficult to run to)
 * Axe Mastery
 * Wing, Three Blade - Hard (Difficult due to the high HP of the boss and the lack of mobs)
 * Hammer Mastery
 * Jayne Forestlight - (drops Hammer)Very Easy/Easy (Wait until the mobs let a clean run, after that get as close as you can to the boss and jump in)
 * Shield
 * Strength
 * Reefclaw Ragebound - Medium (You will need to aggro a nearby group for sufficient Sliver Armor damage)
 * Strongroot Tanglebranch - Easy/Medium (Run south of the Ritualist Construct to get to him. Bring Rust for faster results)
 * Tactics
 * Sunreach Warmaker - Medium/Hard (Can be difficult to get sliver to target Warmaker due to several other melee wardens. Use Rust and Shock on his healing signet.)
 * Geoffer Pain Bringer - Easy/Medium (Run his group into a Naga group aproching from the NW then take him out right after their fight, impossible with Outcast Deathhands around)

Ranger (R)
To Be Added... To Be Added... To Be Added... To Be Added... To Be Added...'
 * Flatbow
 * Hornbow
 * Longbow
 * Recurve Bow
 * Shortbow

Monk (Mo)

 * Divine Favor
 * Untouched Ancient Ky - Hard (Replace one of the Crystal skills with Celestial Storm. Run west past the mob and break aggro. Then return from the west and shadow step in)
 * Ssuns, Blessed of Dwayna - Hard (Running there is hard. Easier to die in Archipelagos outside Luxon Jade Flats as a Kurzik and approach from shrine.)
 * Ziinfaun Lifeforce - Very Easy/Easy (Leave from the Marketplace into Bukdek and go into Xaquang Skyway from there. Bring Feigned Neutrality instead of Crystal Wave)
 * Healing Prayers
 * The Scar Eater - Very Easy/Easy (Also a fairly easy boss to practice on. Once you enter the area, run to the res shrine and wait for the nearest mob to patrol near him then run in and take him down.)
 * Protection Prayers
 * Jayne Forestlight - Very Easy/Easy (Wait until the mobs let a clean run, after that get as close as you can to the boss and jump in)
 * Monk's Construct - Medium/Hard (The first mob may prove very difficult to go near the boss)
 * Smiting Prayers
 * Scourgewind, Elder Guardian - Medium/Hard (Cast Sliver Armor before using Death's Charge, as Signet of Judgment will knock you down)

Necromancer (N)
To Be Added...
 * Soul Reaping
 * Blood Magic
 * Kyril Oathwarden - Medium (Earth Elementalists can kill you with Shockwave)
 * Foalcrest Darkwish - Easy/Medium (Most of the time you can kill him in one shot, but if that doesn't work aggro the nearby group of Mantises and die yourself; he will make Bone Fiends which give you just enough damage for Sliver Armor)
 * Chan the Dragon's Blood - Easy/Very Easy (The run is easy if you have Feigned Neutrality)
 * Death Magic
 * Ghial the Bone Dancer - Hard/Very Hard (With more than 2 rits just pull the group in front of the bridge with you using Feigned Neutrality and no speed buffs.For beginners, bring Dash and Shadow Refuge instead of Obsidian Flame and Crystal Wave. Also, bringing Glyph of Concentration in place of Glyph of Elemental Power is recommended; without it, your Sliver Armor may be interrupted.)
 * Sessk, Woe Spreader - Easy/Medium (Sometimes Sliver Armor targets other enemies, if you bring stone dagger you can kill him in about 5 seconds)
 * Curses
 * Necromancer's Construct

Mesmer (Me)
To Be Added...
 * Fast Casting
 * The Time Eater - Very Easy/Easy (Add skills for more damage because very few mobs are surrounding him)
 * Domination Magic
 * Mesmer's Construct - Hard (The mobs make it very difficult to go near the boss)
 * Milefaun Mindflayer - Medium/Hard (Must be opposite of controlling faction in order resurrect at NW shrine)
 * Mina Shatter Storm -Easy/Medium (Bring Feigned Neutrality in place of Crystal Wave, bring Shock and Aftershock in place of Obsidian Flame and Teinai's Crystals, the run is very long.)
 * Bezzr Wingstorm - Easy/Medium (Bring Shadow of Haste and Dash (to cancel SoH in case you need to try again). Die as a Luxon, you'll respawn near it.  There will be Mantis and Wardens around.  If you time it right, you can make them fight each other then kill the ones remaining.   The mobs that spawn when you attack Bezzr, do have skills that ignore Shadow Form so just cancel SoH and try again.
 * Illusion Magic
 * Kenrii Sea Sorrow
 * Xisni Dream Haunt - Medium/Hard
 * Inspiration Magic

Elementalist (E)
To Be Added...
 * Energy Storage
 * Rahse Windcatcher - Easy
 * Chung, the Attuned - Easy (Long run, use Dark Escape to run past mobs on the way to Undercity)
 * Air Magic
 * Amadis, Wind of the Sea- Medium
 * Fire Magic
 * Star Ancient Koosun - Hard/Very Hard (Speak to Kuunavang for Celestial Storm, bring Shadow Refuge and Dash)
 * Lian, Dragon's Petal- Medium/Hard (Bring Dash insted of Crystal Wave to break first aggros, challenging because of Double Dragon)
 * Water Magic
 * Elemental's Construct - Medium (Use Shadow Form to run to him and hide to rest on southeast corner of his room.)
 * Wiseroot Shatterstone - Medium/Hard (Sliver Armor often will not target him, even if you are closest to him.)
 * Earth Magic

Assassin (A)

 * Piercing damage
 * Assassin's Construct - Easy(Wait until all mobs collect in the middle of the island)
 * Chkkr Locust Lord - Easy/Medium(Sliver Armor often doesn't hit him)
 * Darkroot Entrop - Very Easy/Easy (Pull first mob of Wardens with you)
 * Shreader Sharptongue - Very Easy/Easy (Exchange Teinai's Crystals or Crystal Wave with Shadow Refuge
 * Silent Ancient Onata - Medium/Hard (Add the Special Skill)
 * Xuekao, the Deceptive - Easy (run around the building he is in and approach from ramp. Aggro him and immediatly use Dark Escape and run to the res shrine near by. This will trigger a fight between him and some Jade Brotherhood. After fight immediatly run in and start your sequence. He should fall very easily.)
 * Slashing damage
 * Bramble Everthorn - Easy/Medium (Because of the heals)
 * Onis in Rhea's Crater for Ungues of the Oni - Easy/Medium (The hardest part is getting there, once there it's easy to kill them two/three at a time)
 * Urkal the Ambusher - Very Hard (Sliver Armor almost never targets him - Shadow of Haste variant is highly recommended to give you multiple attempts)

Ritualist (Rt)

 * Spawning Power
 * Cho, Spirit Empath - Easy/Medium (Bring Feigned Neutrality instead of Dash, come from Nahpui Quarter!!! Cast Feigned Neutrality last, once you are already fighting, 50/50 chance monks will heal him, if so run and rezone; the fastest way is to run towards Nahpui Quarter (just a few feet west from Cho). It will make the run a lot easier and shorter.)
 * Ritualist's Construct - Easy/Medium (Near by monk can prove difficult)
 * Tomton Spiriteater - Very Easy/Easy
 * Chkkr Brightclaw - Easy/Medium (Wait for plant mob to run past the pool, when they are clear, sure to aggro enough of the pop-up groups before casting Sliver Armor) The pool gives you 20% longer enchantment because of Blessed Water.
 * Channeling Magic
 * Ssyn Coiled Grasp - Easy/Medium( Silver Armor doesnt always target him, just lose aggro if it doesnt)

To Be Added...
 * Communing
 * Restoration Magic
 * Flower Spiritgarden - Medium/Hard (move in a litte until mobs pop up, you need to time you Shadow Form and Silver Armor wisely, needs some practise)
 * Orosen, Tranquil Acolyte-Medium/Hard (cast Obsidian Flame, Crystal Wave, Teinais Crystals and then Obsidian again (with the other skills applied). Foes can interrupt your skills.Also pull the group that is right up the ramp near him)

Nightfall
80 Current Bosses

Warrior (W)

 * Swordsmanship
 * Reaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
 * Axe Mastery
 * Chor the Bladed - Easy (move to that rock on his right and bring the pop-ups to him, dont cast Silver armour untill he uses Frenzy, he should die in 5 seconds after that, if he didnt cast frenzy within 4 seconds, just move out to top right, and do it again)
 * Robah Hardback - Medium/Hard
 * Colonel Chaklin- Medium/Hard (Easy to get to,try to aggro as much as you can and avoid disrupts, if you die hope your shadowform is recharged fast and reattack asap if hes halfway or more down in health good chance second shot will finish him
 * Hammer Mastery
 * Grabthar the Overbearing - Medium/Hard (Need to also aggro the nearby harpy group to be successful, if you wait a moment the harpies actually move closer to Grabthars mob) Not much room for error.
 * Riktund the Vicious - Medium/Hard
 * Shield
 * Strength
 * Onwan, Lord of the Ntouka - Easy/Medium (Leave from command post and follow river into lake. Attended to by several Mesmers and route to reach the boss although short has a multitude of creatures)Easiest way to kill is to deaths charge to him then run past him and wait for recharge of skills then get the tusk howlers and boss to theirselves to keep the rampaging nktoukas from stripping your enchants with chilling victory
 * Tactics
 * Mahto Sharptooth - Easy/Medium (Easy to kill a little more difficult to get to)

Ranger (R)
To Be Added...
 * Flatbow
 * Hornbow
 * Colonel Custo - Medium(aggro amount helps its sometimes hard to get as much as you want plus getting sliver armor on him directly can be troublesome to
 * Vah the Crafty - Very Easy/Easy (Wurms make it real easy)
 * Longbow
 * Zelnehlun Fastfoot - Very Easy/Easy (He is dead in 10 seconds if Sliver Armor targets him)
 * Bearer of Misfortune = Very Hard (A long run to get there, kill Word of Madness first, then while within range of Quickening Zephyr, shadow step in and damage him to about 1/3 health, shadow step out, wait for Shadow Form to recharge, then shadow step in again)
 * Recurve Bow
 * Bolten Largebelly - Medium (Can be difficult to target with Sliver Armor)
 * Shortbow
 * Admiral Chiggen - Medium/Hard
 * Tenezel the Quick - Medium

Monk (Mo)

 * Divine Favor
 * Topo the Protector - Hard/Very Hard (Difficult run. Once you get to the temple, refuge in Balthazar's shrine. Get to Topo, let him summon the Graven Monoliths and disappear. Die and go back to him. He won't disappear anymore.)
 * Healing Prayers
 * Chidehkir, Light of the Blind - Medium (Approach from Sunspear Sanctuary. You will need to grab the group of Kournans that patrol around the fort to take him down. Getting sliver to target him with the Kournan Guards on you is a pain).
 * Chiossen, Soothing Breeze - Medium/Hard (The Rampaging Ntouka make this hard, use Feigned Neutrality as the Rampaging Ntouka run towards you and it will strip Feign Neutrality instead of Sliver Armor or even worse, Shadow Form. Aggro the nearby hekets to the east of Chiossen's group. Pack Obsidian Flame and Aftershock to speed up the killing, or Shock and Aftershock to interrupt a heal.)
 * Dunshek the Purifier - Easy/Mediumclear sandgiants before aproach(in wurm), use shock/aftershock combo
 * Hahan, Faithful Protector - Medium/Hard
 * Protection Prayers
 * Commander Sadi-Belai - Medium/Hard (Aggro Skree group nearest to his group. Shock + Lift Enchantment AFTER he puts Shielding Hands on. Bring Obsidian Flame. Spam as needed)
 * Banor Greenbranch - Easy/Medium (Bring Lift Enchantment to remove Shield of Regeneration instead of aftershock or deaths charge, need to aggro nearby Beetles)
 * Smiting Prayers
 * Flame of Fervor - Easy (Wait till the patrol comes in.)
 * Riseh the Harmless - Easy/Medium

Necromancer (N)
To Be Added...
 * Soul Reaping
 * Blood Magic
 * Lieutenant Vanahk - Medium (it is easier if you manage to aggro the previous mob)
 * Death Magic
 * Jerneh Nightbringer - Medium/Hard
 * Eshekibeh Longneck - Very Easy/Easy
 * Terob Roundback - Easy/Medium (when the two heket monks are near him it can be hard at times
 * Curses
 * Creo Vulnero - Easy/Medium
 * Fondalz the Spiteful - Medium
 * Modti Darkflower - Easy/Medium (Killing him is Very Easy, but its much easier to reach him if you run through the middle of the map till you reach the second resurrection shrine, only one group of mandragors will be in your aggro on the way to him.)if sucessful he can be killed in 3-4 seconds
 * Master of Misery - Very Hard (Very long and difficult run. Moreover, if you die once it'll be using taste of death on his minions to survive.)
 * Tain the Corrupter - Easy/Medium (Sometimes there's a Paragon in the group which can make it more difficult cause of the shout "Stand your ground")

Mesmer (Me)
To Be Added...
 * Fast Casting
 * Domination Magic
 * Yammiron, Ether Lord - Easy
 * Captain Chichor - Easy (Wait until he crosses the bridge.)
 * Illusion Magic
 * Shepherd of Dementia - Medium/Hard (Aggro the group to the right of him too)
 * Eshim Mindclouder - Very Easy (Short walk and easy to kill, it is like the Factions variant of Sessk, Woe Spreader)
 * Inspiration Magic
 * Neoli the Contagious - Easy/Medium (Must run by a skale lasher group before using Death's Charge. Boss dead very quickly)
 * Makdeh the Aggravating - Easy
 * Rual, Stealer of Hope - Easy

Elementalist (E)

 * Energy Storage
 * Setikor Fireflower - Medium (Beware of the dervishes in his group)
 * Air Magic
 * Birneh Skybringer - Very Easy (Lots of mobs for Sliver Armor to work) great practice one of the easiest to farm
 * Moteh Thundershooter - Hard
 * Fire Magic
 * Korr, Living Flame - Hard (It is easier if you can aggro the nearby group of djinns too.Also,Sliver armor rarely targets Korr,so bringing Shadow of Haste for multiple tries would help.)
 * Korshek the Immolated - Easy (Make sure to hit the nearby Whispers Informant for some easy Lightbringer points)
 * Exuro Flatus - Medium/Hard (Madness Titans will damage you through Shadow Form)
 * Hajkor, Mystic Flame - Easy/Medium (Short run in a wurm, be sure to bring Shadow Refuge to heal Headbutt damage)
 * Kormab, Burning Heart - Easy/Medium (Somewhat of a long run, and you'll probably die at least once due to Death Nova mobs but once there it's easy to kill. Bring Shadow of Haste and Dash in case you need more than one try. If you have finished Population Control, it's easier to start from Dzagonur Bastion.)
 * Water Magic
 * Storm of Anguish - Very Easy/Easy (Environment effect slows cast time)
 * Buhon Icelord - Medium/Hard


 * Earth Magic
 * Hajok Earthguardian (Insect) - Medium/Hard (A difficult run to get towards him, when there it is easy, Lure the nearby Kournans)

Assassin (A)

 * Piercing damage
 * Chimor the Lightblooded - Easy/Medium (Nice pair of daggers if you don't have a +Energy/+Enchantment Staff)
 * Lunto Sharpfoot - Easy/Medium (The only thing is the monk because of her it will take a bit longer to kill him)
 * Ravager of Dreams - Very Hard (Long and difficult run; need good timing to aggro plenty of mobs due to its armor)
 * Slashing damage
 * Admiral Kaya - Medium/hard (Wait for the hekets to get near, sometimes there are 2 monks which increases difficulty)
 * Major Jeahr - Medium (Approach from Camp Hojanu)
 * Hanchor Trueblade - Easy/Medium (Bring and spam Obsidian Flame when needed. Nearby Skree Griffin can make it troublesome but still easy)

Ritualist (Rt)

 * Spawning Power
 * Churahm, Spirit Warrior - Easy/Medium (You may have to use this build to kill some Ethers, which will make the run easier)
 * Channeling Magic
 * Lieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in like 10 seconds)
 * Bohdalz the Furious - Hard/Very Hard (killing him is easy - getting there is hard - maybe consider henchmen for getting to him)
 * Podaltur the Angry - Easy/Medium (body blocking during the run to him may be a hassle due to the large amount of hekets on the way)hard to directly attack when the heket warriors get in the way
 * Shakahm the Summoner - Medium/Hard (Take the path right next to Exuro Flatus. Run past the group of titans and shadows (Preferably not aggroing either group). Clear path except for a Torment Claw. Keep going past the Ressurection shrine until the group of shadows come towards you. Hang out by the Ressurection shrine until they turn back. Follow them. Right outside aggro, highlight Shakahm, hit Dark Escape, Shadow Form, and Death's Charge. Step to him. Use Glyph of Ele Power, Sliver Armor, one of the Crystal's Skills (Teinai's Crystals or Crystal Wave) and spam Obsidian Flame when you can. If he's close to you, it's a much easier kill then if you have to run a decent distance just to Death Charge to him.
 * Communing
 * Consort of Ruin - Hard/Very Hard (Long and difficult run.)
 * Restoration Magic
 * Alem the Unclean - Easy/Medium (Use Shock and Lift Enchantment to remove Shield of Absorption)'''

Dervish (D)

 * Slashing damage
 * Onslaught of Terror - Medium (Need to aggro at least one other group, eles and mesmers can interrupt/slow)
 * Shezel Slowreaper - Medium/Hard (Easy Run, but no nearby aggro and AoE Damage)
 * Vahlen the Silent - Medium (Aggro near by djinn and run to the boss)
 * Fahralon the Zealous - Easy/Medium (will likely need Feigned Neutrality and/or Armor of Earth to stay alive long enough, otherwise easy farm)
 * Marobeh Sharptail - Hard/Very Hard (Kill the 2 groups before him and wait for recharge of shadow form. When at marobeh himself it's hard to get him with your sliver armor but i'ts possible)
 * Corporal Suli-Hard/Very Hard (Run like you would to go to the Ele boss...but run back to get Suli after Shadowform Recharges...this is hard but possible)
 * Earth damage
 * Bubahl Icehands - Hard/Very Hard (His damage ignors Shadow Form and usually does 150+ so add Shadow Refuge, he also runs when he gets low health)

Paragon (P)

 * Spear
 * Spear Mastery
 * Eshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him rezone if that party has a Mandragor Imp in it.)
 * Shrieker of Dread - Hard (you'll need to aggro several (ideally 3) patrols to take him down; wait for them to converge). Also watch out for the Death Nova when killed.
 * Pehnsed the Loudmouth - Medium (Very close. Sometimes takes two tries to get him down far enough that the next will kill him)
 * Tureksin the Delegator - Medium ( Tough run, takes practice )
 * Jishol Darksong - Medium (drop Tenai's Crystals for Disrupting Dagger to interrupt his self-heal, and aggro the mob of Cobalt to the south as well. He has a habit of running out of Sliver Armor despite being a melee foe, so be sure to keep tabs on him)
 * Toshau Sharpspear - Easy/Medium (Staggering Force of Enchanted Brambles ignores Shadow Form)
 * Shield
 * Command
 * Lieutenant Shagu - Medium/Hard (Must aggro at least 2 other groups to overcome the healing. Be sure to hit the res shrine just to the south)
 * Briahn the Chosen - Easy (Be sure to use obsidian flame twice, as soon as it recharges. This extra shot should be just enough to overcome the healing)
 * Motivation
 * Wandalz the Angry - Medium/Hard (Killing him is quite easy due to nice aggro, but getting there is quite a pain. Bring Feigned Neutrality for better self heal during the run)

Armor

 * Any max armor will do, but Tempest, known as Blessed armor (+10 AL while enchanted) is recommended. This helps when the boss is attacking you.

Weapon

 * any staff, axe, sword, wand, that adds +20% Enchantments longer is needed to help maintain enchantments. Added energy is highly recommended on these.

Usage

 * Start out by walking into the explorable area Xaquang Skyway. Walk North West, go up the stairs, and you are now at the first place.

First Vermin Pull

 * Walk to Vermin group number 1, but, before aggroing them, cast Earth Attunement and Stoneflesh and walk to Vermin group number 2.




 * When you aggro the other group, cast Fleeting Stability followed by Mystic Regeneration. Quickly select a target, cast Glyph of Lesser Energy, Sandstorm, Earthquake, and Aftershock. Make sure that they are in that order, and right after one another (a good idea is to cast the next spell while the other one is still casting, this will cause it to cast right after one another. Make sure that the first spell is half-way completed before doing this).

Second Vermin Pull

 * Continue down the stairs, and you will see another set of Vermin. Follow the same rules as above, casting Earth Attunement and Stoneflesh before aggroing Vermin. Picture:



The "mob"

 * Now that you have cleared the first 4 sets of vermin, now you must take on the major mob. This build lacks the power to farm the boss among the Vermin, so it is best to wait for him to pass. Wait on the bridge until he progresses on.(Note: Vermin travel around in a loop counter-clockwise)




 * When the boss has passed, cast all 4 enchantments, and run clockwise aggroing all of the vermins. You will need to maintain your enchantments during this time until they are all aggroed. Make Fleeting Stability your main concern followed by Stoneflesh, Mystic Regeneration, then Earth Attunement. Your last mob of Vermin should include the boss. Select a Vermin, make sure your enchantments are up, and cast your skills (Glyph, Sandstorm, Earthquake, Aftershock). This will leave you with dead Vermin, a lot of loot, and a boss. You may choose to pick up the loot now, or flee away from the boss, loose aggro, and come back.

Optional starting point

 * After completing the large mob, there are a few more Vermin (3 groups) to the north. After killing these, there is a nearby portal that you may like to zone out of, come back in, and start all over. Using this portal, you can zone in and out until you acquire a full inventory, or until you get the anti-farm notice. This is a good way to aggro all the Vermin, excluding the bosses group, and killing them all in one skill combo.


 * When you come back into the portal, aggro the 3 groups of Vermin keeping up enchantments and head over to the bridge. Here you will wait for the bosses group to pass. When the boss passes, move forward into the aggro range of the other Vermin, and step back out when all of the groups (excluding the bosses) have been aggroed so that the boss does not come along. When all your enchantments are up, cast your skills in the order mentioned above, and they all should be dead in a matter of seconds, leaving you with a massively sacked pile of loot. See the video at the bottom, it uses this style of farming Vermin.

Counters

 * The boss
 * Failing to maintain Enchantments.
 * Vermin Shadow Stepping (rare occurrence)

Variants

 * Reduce Energy Storage by 1, and add another point to Earth Prayers, allowing another second for Fleeting to stay in effect.
 * Replace Earthquake with Dragon's Stomp

Videos

 * Video1 - Starting from Wajjun Bazaar (Note: in the video Sandstorm was mis-spelled as "Snadstorm")

=Echo Nuker= This build is used to inflict massive amounts of damage in a small amount of time with an Elementalist. This build is effective almost anywhere in PvE, such as the Underworld and the Fissure of Woe, where there can be many monsters gathered up in a tightly packed space. While there are many versions of Elementalist nukers, this build focuses on high damage Fire Magic skills. The Echo Nuker is one of the popular builds that utilize the effects of the Mesmer elite Echo to allow for repeated casts of Meteor Shower or any other spell equipped, allowing for high amounts of damage within shorter periods of time.

Usage

 * Echo Nukers should use Echo chains.
 * Maintain Aura of Restoration and Fire Attunement to stay alive and manage your energy.

Single enemies or low level enemies
In general, these skills have long cast times (all spells cast in 2 or more seconds). When playing with others, single enemies may be dead before two spells are cast. Be aware of your role: you're needed in big fights, saving the powerful spells for groups or particularly tough enemies. Use Fireball and Rodgort's Invocation as needed. PBAoE spells may be better if you decide to farm low level enemies.

Groups of enemies and Bosses
To avoid missing with Area of Effect spells, wait until enemies gather around the tank or other ally who will not be moving. Cast health and energy management, followed by echo or renewal spells, followed by the Area of Effect spells.

For Echo Nukers, most groups will be eliminated after one echo chain, so energy management should not be an issue provided you recover energy and exhaustion before engaging the next group.

Variants

 * Replace Echo with Glyph of Energy, Elemental Attunement or Ether Prodigy for superior energy management.
 * Auspicious Incantation is a useful non-elite skill for energy management even with few or no points in Inspiration.
 * Glyph of Concentration, Mantra of Resolve or Mantra of Concentration for protection against interrupts.
 * Fire Storm or Breath of Fire for multiple effective skills to clear areas and break aggro.
 * Bed of Coals, Inferno or Phoenix in areas with lots of melee enemies.
 * Meteor for an inexpensive single strike and knockdown.
 * Glyph of Sacrifice is to good use on the second meteor shower for fast spells and prevents AoE scattering.
 * Teinai's Heat/Searing Heat is a good replacement for Rodgort's Invocation, it does more damage but it takes longer to recharge.
 * Glowing Gaze improves energy management even further, giving energy if the enemy is burning.
 * Lava Font to break aggro or just for some extra damage on top of Meteor Shower.
 * Incendiary Bonds and a 2-second cast-time spell for a nice damage spike at the second pulse of MS.
 * Replace Resurrection Signet for Sunspear Rebirth Signet for extra energy on resurrection.

Equipment

 * A complete set of your preferred armor:
 * For characters who have access to Tyrian Armor, choose armor based on expected enemies.
 * Flame's Eye or Pyromancer's Aura of Superior Fire Magic
 * A rune of Superior or Major Vigor is preferred.
 * Any of the below weapon sets:
 * Rago's Flame Staff
 * A Fire Wand with maximum damage and +5 energy, combined with either:
 * A Flame Artifact from the Weaponsmith Sarad in Droknar's Forge, for extra damage and health.
 * A Flame Artifact from the collector Sir Pohl Sanbert in The Arid Sea, for faster casting and recharge.
 * The unique offhand Lian's Lantern.
 * Although not necessary, a wand and focus with +15 energy and -1 energy regen on weapon switch is useful for emergency situations where energy is critically needed and there will be ample recharge time after the battle.

Attributes and Skills

 * Glyph of Lesser Energy can be replaced with Aura of Restoration if entering an area with many Enchantment removing enemies although higher energy management is required - consider asking a Necromancer to bring Blood Ritual.
 * Switch Resurrection Signet for Blinding Flash when going into AB to blind your attackers.

Equipment

 * Radiant Armor is needed for a larger energy pool.
 * An Insightful Air Staff with HSR 20% and HCT Air 20% is preferred. An of Fortitude mod works well. Amadis' Air Staff and The Skybringer are also good choices.

Usage

 * Cast Air Attunement before you enter the battle.
 * Use your Glyph then cast Arcane Echo.
 * Choose a target close to two others for optimal damage and cast Invoke Lightning then cast the Echoed version.
 * Use Chain Lightning.
 * Cast Lightning Hammer to finish the enemy off.
 * Use Enervating Charge on warriors to decrease their damage output. (And Blinding Flash in AB.)

Counters

 * Enchantment Removal hampers the energy management - consider taking Aura of Restoration instead of the Glyph.
 * Spike countering heals slow this build down.

Variants

 * Aura of Restoration can be taken instead of the Glyph as a cover enchantment.
 * For AB swap res for Blinding Flash.

Equipment

 * Weapons
 * Any Fire or Water staff or wand/offhand with a 20/20 HCT/HSR mod is recommended but the Totem Axe also works. Or Rago's Flame Staff/replica.
 * Armor
 * Maxed AL Armor with insignias of your choice.

Usage
Before approaching selected foes, cast Arcane Echo.
 * Gather the monsters and cast Mist Form
 * Cast the following in order:
 * Channeling
 * Meteor Shower
 * Bed of Coals
 * Frozen Burst
 * Teinai's Heat
 * Lava Font.

Counters

 * Monsters with enchantment removal.

Variants

 * For a Prophecies campaign only version, replace Bed of Coals with Sympathetic Visage, Frozen Burst with Fire Attunement, Teinai's Heat with Inferno.
 * A slower version without a Mesmer secondary can be made by replacing Arcane Echo and Channeling with Glyph of Lesser Energy and Glyph of Sacrifice.
 * Against Mountain Trolls, it is advised that you take Armor of Mist in place of Arcane Echo.


 * See Build talk:E/Me Mist Form Farmer for more variants.

Attributes and Skills for farming Kappa's
If you are finding Aura of Restoration is not a good source of healing, (though you should only be taking 0's as it is), bring along another defensive spell. Some of these include Stone Striker (Geomancer armor is needed) or Kinetic Armor.

Usage

 * First exit Gyala Hatchery into Maishang Hills.
 * Then walk right until you see 3 patrolling groups of Kappa's.
 * Before aggroing, cast all your enchantments except Fire Attunement and aggro the 2 right groups while keeping up you enchantments.
 * After that run back and aggro the 3rd group which is now behind you.
 * Run to the left or right until all the kappa's ball up nice, make sure to keep up you enchantments (except Fire Attunement) all the time.
 * When they are all balled up, you wait until all your enchantments are ready to cast and then you use every enchantment, including Fire Attunement.
 * Then you cast Glyph Of Elemental Power, followed by Arcane Echo and then Searing Flames on one of the kappa's in the center of the group. Spam Searing Flames until all of them are dead.
 * Pick up your loot and repeat.
 * Video

Attributes and Skills for farming Dragon Moss
Here you should really take Aura Of Restoration, because these foes will be able to hit you for more damage, so you need healing.

Usage
Note:This version of the usage of this build is actually the same as the Kappa version.
 * Leave Saint Anjeka's Shrine, while you have the quest "A New Escort" active, if it isn't, there will be no Dragon Moss.
 * Then walk ahead until you see the Dragon Moss, before you engage them in combat cast all your enchantments except Fire Attunement.
 * Then aggro the Dragon Moss while keeping up your enchantments.
 * After you got them all walk back because there is a group of patrolling warden coming your way.
 * While walking back they should ball up nicely.(don't walk back to far or the Kurzick may attack the Dragon Moss, which can screw up the run.)
 * If they are balled up use the same strategy as above to kill them.
 * Video

Equipment

 * Armor doesn't really matters but Hydromancers (Aeromancers at Dragon Moss) armor will make sure you will always take 0 damage so you can take another skill instead of Aura of Restoration.
 * A "Insightful" staff with an "Of Enchanting" mod, perfect, with +10 energy and HSR and HCT 20% of fire magic spells.

Counters

 * Not keeping up your enchants.

=UW Tank=

This build is born to farm the Underworld with a SS necromancer. It represents a good alternative to the 55hp Invincible Monk because of the better protection against spells, the better supply of energy and the better defense against interruptions. This build uses Stone Striker to convert damage received into Earth Damage, which trigger Mantra of Earth to further reduce the damage and gain large amounts of energy. Kinetic Armor is kept up using Aura of Restoration.

Equipment

 * Geomancer armor to further reduce the damage received.
 * Galigord's Stone Staff is perfect (any other staff with a perfect modifier of enchanting will be ok).

Usage
Be careful, before activating Obsidian Flesh a second time you have a gap of 6 sec. during which you are not protected against their spells.
 * Cast and keep up Kinetic Armor, Stoneflesh Aura, Stone Striker and Mantra of Earth.
 * Use Aura of Restoration to heal from life stealing or degeneration and to keep Kinetic Armor up.
 * Cast Obsidian Flesh when you see any Dying Nightmares to prevent enchantments stealing.
 * Cast first Sympathetic Visage and then Ancestor's Visage alternatively every 10 sec (when the activated skill is half recharged) to steal adrenaline and energy from adjacent mobs and to prevent interruptions.
 * Obsidian Flesh is also to be used against Terrorweb Dryders.

Counters

 * It is possible for Lingering Curse to remove all of these enchantments and cause the InvinciTank to have a squishy nature and be wiped out instantly. The only monsters that use Lingering Curse are Keeper of Souls, which spawn only if you take the Unwanted Guests quest.

=330 Ele= This build is used to farm the jade right outside the Ring of Fire Mission. Its sole purpose it to rapidly zone farm the Jade in hope of a rare perfect Mursaat Hammer or Mursaat Hornbow. Runs are consistent and take four minutes.

Equipment

 * Any armor will do, however you will need to bring your health down to 330 and it must be Infused. The exact number is not required, but must be over 250. Wearing a Superior Rune in both Earth Magic and Energy Storage is the best way reach 330 health.
 * A +20% Enchantment staff is recommended.

Usage



 * Enter the mission and cast Balthazar's Spirit.
 * Wait for the Mursaat casters to agrro the Dwarf NPC and run off.
 * Once gone, run up to the Dwarf Corpses. You can find them by using the Alt and Ctrl buttons.
 * Use Protective Spirit and Stoneflesh Aura, then Aggro the 2 mobs of Jade.
 * Quickly run up the hill to the third Jade mob.
 * There will be a Jade Bow at the top, once you are in front of him, you will be safe from both sides.
 * As long as you are quick to run into the safe zone, the Mursaat won't bother you.
 * Use Protective Spirit and Stoneflesh Aura again, drop Ward of Stability and use Sliver Armor.
 * Heal with Zealous Benediction as needed.
 * If you are low on health and Protective Spirit is flashing, use Protective Spirit first.
 * Always have Stoneflesh Aura after Protective Spirit, as Stoneflesh Aura will absorb the 33 damage given by Protective Spirit.
 * Use Teinai's Crystals and Crystal Wave energy permitting.
 * If damaged monsters flee, wand them, and they will return.
 * Renew your skill cycle as needed.

Counters

 * Knockdowns without Ward of Stability and Interrupts will stop you. You cannot farm the Mursaat themselves, as the Mesmers will interrupt you and the Necromancers will throw hefty health degen on you. Avoiding them is easy, just follow the steps in the Usage Section.

Variants

 * Farming other areas is not hard, just bring the core skills Protective Spirit, Stoneflesh Aura and Balthazar's Spirit, you can tank most mobs. Optional skills will vary on the mob.


 * One recommended place for farming is the Tusked Howlers outside Yohlon Haven. They tend to work pretty efficently.


 * Another place this works is outside the Dajkah Inlet. The mesmer boss outside (Eshim Mindclouder) is farmable with some effort. The degen he and his group has makes healing and watching Protective Spirit and Stoneflesh Aura absolutely vital. When farming The Mindclouder I recommend taking the skill Aftershock in place of Teinai's Crystals for better energy management and effiecent damage dealing.

List of Farmable Areas

 * Jade outside of the Ring of Fire mission.

Equipment

 * Any Armor will work except one which increases your health. Using Radiant Insignias is a good idea for the additional energy.
 * Preferably a Staff of Enchanting Linked to Earth Magic. Galigord's Stone Staff is optimal.

Usage

 * Cast Balthazar's Spirit
 * Cast Ward Against Foes to help prevent AoE scatter as well as to aid your team
 * Cast and Maintain Protective Spirit and Stoneflesh Aura
 * Cast Shockwave, Crystal Wave, and Teinai's Crystals whenever possible.

Counters

 * Degneration
 * E-Denial
 * Life Stealing
 * Enchantment Stripping
 * Interrupting

Variants

 * Healing Breeze
 * Stone Daggers
 * Ebon Hawk
 * Obsidian Flame
 * Grasping Earth
 * Sandstorm and Unsteady Ground are viable replacements for Shockwave.
 * Glyph of Lesser Energy if energy is an issue.
 * Glyph of Concentration if you fear interruption for Stoneflesh Aura
 * In areas where enchantment stripping is a major issue, Shockwave may be replaced by Obsidian Flesh for less damage but much greater survivability.

Attributes and skills
If you are using this build for anywhere other than Raisu Palace, you can use Purge Conditions, Mend Ailment, or Remove Hex in its place.

Equipment
There is no special armor needed, as long as you have +4 energy regen. Recommended weapons are expensive but effective. There are two separate groups of equipment needed. Water Running and Fire Fighting.

Water Running equipment includes: (weapons set 1)
 * Helm that is +4 total Water Magic. (Superior rune of Water Magic on Hydromancer helm)
 * Totem Axe+5 weapon with enchantments 20% longer
 * Flint's Artifact ( +1 Water Magic 20% & 1/2 Recharge of Water Magic Spells 20%)

(A Water staff with a a perfect Staff Wrapping of Enchanting and 20/20 casting is also workable as this weapons set, see collector items with mods.)

Fire Fighting equipment includes: (weapons set 2)
 * Helm that is +4 total Fire Magic (Superior rune of Fire Magic on Pyromancer helm)
 * Wayward Wand of Fire Magic or Rago's Flame Wand (1/2 Recharge of Fire Magic Spells 20%)
 * The Kindlerock ( +1 Fire Magic 20% & 1/2 Recharge of Fire Magic Spells 20%)

(A Fire staff with a perfect Staff Wrapping of Enchanting and 20/20 casting is also workable as this weapons set, e.g Rago's Flame Staff.)

Usage
There are two distinct modes to this build, Water Running and Fire Fighting.

Water Running mode allows you get to your target with basic invulnerablity to physical and most degen attacks. You have extra armor from Armor of Mist (+42 or +44 armor (20%)) and should use Armor of Mist and Mist Form at the same Time. You sometimes cast Healing Breeze on top of these spells before running past opponents.

The recommended order of casting is: This gives you a total of 26 seconds of protection at 33% faster speed. It should be mentioned that Mending and Watchful Spirit are cast after getting Celestial Storm at the beginning of the mission.
 * Mist Form
 * Armor of Mist
 * Healing Breeze (optional).

For Star Ancient Koosun farming, I recommend using the path to the north of Onata the Assassin and the Mesmer Boss, toward Kai. For Star Ancient Koosun farming, you set up adjacent to Star Ancient Koosun usually to the left as you enter from the rez point past Kai. Then, when all degen is resolved switch to Fire Fighting mode.

Switching modes:
 * Switching to your fire weapons group containing the Wayward Wand of Fire Magic or Rago's Flame Wand and The Kindlerock
 * Swap your Hydromancer Helm for your Pyromancer Helm.
 * Remove both Mending and Watchful Spirit by double clicking on each above the Skill Bar

You now have 36% half recharge, +1 Fire Magic 20%, and a total of 12 Fire Magic. Fire Fighting Mode allows you to do heavy damage with Immolate with excellent energy conservation. You do not need the Celestial Storm to kill Star Ancient Koosun if you are patient with Immolate and Fire Attunement.

To Kill Star Ancient Koosun, in Fire Fighting mode: Cast Fire Attunement as needed, but you will notice that even with the monk, Immolate will eventually kill Star Ancient Koosun. To get Koosun's Fire Staff, it seems you want to kill him quickly. There are sweet spots along the wall where you cannot be counter attacked.
 * Cast Fire Attunement. Wait for energy to fully recharge.
 * Cast Armor of Mist
 * Target Star Ancient Koosun and cast Celestial Storm, then run out of his aggro circle. It is recommended you hit him where it will kill all his minions especially the monk.
 * If he survives the Celestial Storm, line up on the wall at the edge of range and begin casting Immolate.

Counters
Obsidian Flame attacks and degen can get you if you are careless in Imperial Sanctum. A foe could strip your enchantments, but this is not encountered in Imperial Sanctum.

Variants

 * You can increase damage by changing one element of this build.
 * Glowing Gaze replaces Fire Attunement
 * You can forgo the Fire Portion of this build and use
 * Deep Freeze replaces Immolate
 * Purge Conditions or Mend Ailment replaces Fire Attunement
 * The 9 attrbute levels that were in Fire Magic can then raise your Healing Prayers to 9 and optionally raise Protection Prayers to 3. This allows much better healing which is useful in running, but makes killing Star Ancient Koosun dependent upon the Celestial Storm.

Cast Arcane Echo, Echo, Celestial Storm, Echo(arcane copy), Celestial Storm, Celestial Storm
 * There is a Good variant that changes monk skills for Dervish skills
 * There is also a very successful 5 storm version, it is a variant, but radically different.
 * When the boss quickly dies, your two Celestial Storm copies will recharge, select any opponents in the area, and cast quickly, you may want to cast Armor of Mist to help run to any opponents that are out of range, before your spells expire.

Standard E/Mo

Template
E/D

Template
E/Me (5 celestial storm)

Template
=Savannah Farmer=

By using the powerful spell Savannah Heat in combination with Meteor Shower and Bed of Coals you can kill many types of monsters in one shot before they have a chance to flee from the area of effect. Smite Crawlers in The Underworld and Stone Scale Kirin in Pongmei Valley, while using Earth Magic enchantments to reduce received damage to 0.

Equipment
Armor:

Tempest or Pyromancer's is recommended, although the additional armor is rarely needed. Radiant Insignia may also be used.

Weapons: One of the following: and
 * An Insightful Earth Staff of Enchanting. A 20% enchantment mod is recommended.
 * Totem Axe / Earth Scroll combination.
 * Galigord's Stone Staff
 * A longbow or flatbow for pulling Smite Crawlers.

Usage
Killing the Grasping Darkness

Pre-cast Balthazar's Spirit and take the Clear the Chamber quest from the Lost Soul. If a Dying Nightmare pops up, let him use Rend Enchantments on Balthazar's then cast Flame Djinn's Haste to break aggro. In this case, remember to recast Balthazar's Spirit on yourself before entering battle; avoid accidentally casting it on the Lost Soul.

Then cast in this order: Then quickly aggro one or two groups of Grasping Darkness and run back. Then cast you offensive skills in this order:
 * Flame Djinn's Haste
 * Stoneflesh Aura
 * Glyph of Concentration
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals
 * Flame Djinn's Haste*
 * To prevent them from interupting Flame Djinn's Haste, cast it while the Darkness are knocked down from Meteor Shower.

This should kill all of the Darkness. If any remain, thay will most likely die soon from burning and normal wand attacks should be enough to finish them off. In a worst-case scenario there will be a couple left with about 10% health and you will have little or no energy due to them spamming "Fear Me!". A +15/-1 set is very useful for finishing them off in this rare situation.

Note: Before you take the quest it is recommended that you cast Flame Djinn's Haste and run up the stairs to pop any Dying Nightmare that might be hidden.

Killing the Smite Crawlers

Once all the Grasping Darkness have been eliminated, use Flame Djinn's Haste to run to the Smite Crawlers in the Ice Wastes. It is recommended that you pull large groups of smites with this build due to the length 60 second recharge on Meteor Shower. It is possible to pull together all the smites in the first chamber. A video of how to do this can be seen here

If done right this will kill all the Smite Crawlers you have pulled. If a Dying Nightmare pops up while pulling the smites, let him use Rend Enchantments then cast Flame Djinn's Haste to break aggro. Then come back and kill the Dying Nightmare first and proceed with the smites. A video of how to do this can be seen here
 * Maintain Stoneflesh Aura and Armor of Earth to take all damage to 0 and maintain Balthazar's Spirit for energy and use:
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals
 * Flame Djinn's Haste

Videos

 * Killing the Grasping Darkness
 * Run to the Smite Crawlers
 * Clearing Smite Chamber #1
 * Clearing Smite Chamber #2

Stone Scale Kirin variant
This variant will allow you to farm Stone Scale Kirin, Undergrowth and Dragon Moss in Pongmei Valley right out of Maatu Keep.

Equipment

 * Armor: Any armor can be used, but Tempest, Pyromancer's or Geomancer's are preferred.
 * Weapons:
 * An Insightful Earth Staff of Enchanting. A 20% enchantment mod is recommended.
 * Totem Axe / earth scroll combination.
 * Galigord's Stone Staff

Usage
Cast and maintain all your enchantments, and aggro the Kirin, Undergrowth and Dragon Moss. You should maneuver so that the Dragon Moss are close to one another, and then move into melee range of them, which will place the melee-range monsters near the Dragon Moss. Once the monsters are in a ball, cast the following spells in this order:
 * Glyph of Elemental Power
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals

Video
Video of Kirin farming.

Equipment

 * Max Armor (Radiant or Survivor)
 * A +5 energy sword/axe or spear with +20% enchantment duration and an earth offhand with 20% half skill recharge and +30 health

Usage
Start off in each zone by having the bonder put all bond on you. Cast Stoneflesh Aura and Armor of Earth before aggroing. If you brought a Spell Breaker monk, have them put it on you to make rounding up easier. Pull the group to the desired spot. If facing Misery Titans or Margonite Vus, keep up Ward of Stability as much as possible. Use Serpents Quickness and Obsidian Flesh at the same time as Spell Breaker runs out. Right as the next Obsidian Flesh is ending, use it again. Wait for Serpent's Quickness and Obsidian Flesh both recharge, and use them again. See specifics for each zone at their page on the wiki.

Counters

 * Chilblains from Despair Titans.
 * Wild Throw
 * Knockdowns during the downtime of Ward of Stability.

Anti-Interupt variant
E/Me Variant for interrupt protection.

Regen Variant
E/D Variant for extra regen.

No Bonder Variant
Only enchantment needed from another ally is balthazar's spirit.

=EoE Bomb=

The iBomb (insect bomb) was made for farming insect mobs in Nightfall. It uses powerful AoE skills combined with EoE to deal widespread damage killing entire mobs with ease. This build was only designed to farm insects in these areas below and has not been tested elsewhere.

Arkjok Ward Insects
Optional Slot:
 * Storm Djinn's Haste (recommended, put leftover points into Air Magic)
 * Churning Earth in place of Eruption.
 * Sandstorm may be used in place of Shockwave. Tighter grouping is needed.

Usage

 * Exit out the Arkjok Ward portal from Yohlon Haven.
 * If you brought a running skill, use it and head over to the priest and acquire the hunt for insects.
 * Before aggroing the insects to the south, cast the first 3 skills to the left on your skill bar.
 * Aggro the insect mobs, you may have to wait for the farthest mob to separate from the imps, because the imps will strip your enchantments, ruining your fun.
 * When they all have your attention, run to the north, pulling all the Bladed Veldt Termite with you. Once the ranged mob (consisting of the Veldt Beetle Lance and Veldt Beetle Queen) are close together, run back bringing all the insects right next to each other. They can be loosely grouped as long as Shockwave can hit them all.
 * Target one of the many Bladed Veldt Termite, making sure that your enchantments are not going to end, cast Glyph of Elemental Power, EoE, Eruption, and Shockwave. This should kill them all, giving you lots of items, lots of points, and lots of experience in a short time.
 * Re-zone into the city through the portal so you can turn around and repeat. You may also like to map travel, but it may take longer.

Skills

 * Switch out Shockwave for Sandstorm
 * Only 4 skills are needed, Stoneflesh Aura, Armor of Earth, EoE, Shockwave. See video for this.

Video

 * YouTube
 * Google Video

Usage

 * Exit out the The Floodplain of Mahnkelon portal.
 * Using your Storm Djinn's Haste, run northeast passing the first group of foes.
 * Continue traveling northeast until you reach a bridge above you. The spiders will spawn from the ground if you travel a bit more north. The blue dots on the compass/map show you where you need to stand for them to spawn.
 * Before spawning the spiders, cast Storm, run in, spawn them and run back losing all aggro. This is the hardest part of the entire run because if you don't leave quick, they will kill you.
 * When in safety, cast Troll, followed by the spamming of Aura and Storm until health is restored.
 * Run back to the rock before the mob and cast EoE behind the wall nearby. Using your running skills, aggro the entire group and run back to your casted EoE. From here, the ranged monsters can not attack you because your behind a wall
 * Cast Earth Attunement, Glyph of Elemental Power, Sandstorm, and Eruption. They will all be dead in a matter of seconds. EoE will also kill the boss.

Skills
Replace Earth Attunement with Ward Against Foes, cast right before aggroing spiders.

Video

 * YouTube
 * Google Video

Fire Magic Spider Variant

 * Similar to the earth build until you use EoE
 * Cast Glyph of Elemental Power, Fire Attunement, Meteor Shower, and finally Savannah Heat.
 * If the boss has a little bit of health left feel free to walk up to him and use Flame Djinn's Haste to finish him, but he rarely lives.

Equipment

 * Armor: Max level armor with the correct runes will do.
 * Weapon: Any weapon/staff that adds +20% enchantment longer is recommended.

Counters
Arkjok Ward Insects: The Floodplain of Mahnkelon Spiders:
 * Failing to keep up enchantments.
 * Enchantment stripping.
 * not casting your running skill/not breaking aggro.

Equipment

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

Running To The End

 * Take the Scepter of Orr from Evennia.
 * Use Stoneflesh Aura and Storm Djinn's Haste to run past the first set of imps.
 * When you get to a safe(r) spot, use Troll Unguent
 * Don't be afraid of energy loss as the Scepter of Orr will provide another pip of regen, helping to counter Storm Djinn's Haste. Energy is not a problem at all.
 * When you see Bone Dragons you will need to use Glyph of Concentration every time you use Stoneflesh Aura as they will use Choking Gas to Interrupt you.
 * Continue the path using the previous steps until you reach the gate lock.
 * Upon opening it, you will find Hill Giants who will knock you down.
 * Set up Ward of Stability and wait for all of the Giant Stomps to pass.
 * Continue running up the hill to the left, and you will see Vizier Khilbron.
 * Give him the Scepter of Orr and skip the cinematic.
 * Continue running the route until you have to protect the Vizier.

Defending The Vizier

 * When you are ready to defend the Vizier, "pop" him by coming close to the dock.
 * Move back as far as possible as your back it to the hill. This is to ensure that the mobs attack you which allows the Vizier to do his job.
 * Cast Serpent's Quickness before Obsidian Flesh
 * Use Glyph of Concentration every time you use Stoneflesh Aura
 * Upon Burning use Troll Unguent
 * After the first Obsidian Flesh ends, cast it again. And remember to keep Stoneflesh Aura up too.
 * This is also the time where you might want to farm, cast Sliver Armor (if energy permits) and let it do its job.
 * Before the next Obsidian Flesh runs out, use Serpent's Quickness before Obsidian Flesh, which repeats the process.
 * Once the Vizier is finished, get on the boat and you are done.
 * Note that this is the only part where energy can be a problem, if you start to lose energy on Sliver Armor or you have to recast another skill because it got Interrupted, try and keep it to the bare bones of Serpent's Quickness, Obsidian Flesh, Glyph of Concentration and Stoneflesh Aura.

Counters

 * Knockdowns without Ward of Stability and Interrupts without Glyph of Concentration will stop you from recasting your enchantments.
 * If you don’t get the Obsidian Flesh cycle right, you may run into your Stoneflesh Aura getting stripped. In this case, cover it with Storm Djinn's Haste ASAP.

Equipment

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

Fighting Aatxes and Nightmares

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

Fighting Darknesses

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

Fighting Smites

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

Counters

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

Variants

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

=Magnetic Aura Farmer=

This build uses high armor and blocking skills to reduce the damage received by monsters in the Underworld and Sliver Armor to deal large amounts of damage. Energy is kept by using Bonetti's Defense. This build does not have any specific skill to counter Dying Nightmares and relies on a keen eye and environmental tactics to avoid Bladed Aatxes and wand the Dying Nightmares.

Equipment

 * Tempest Armor
 * Something along the lines of Galigord's Stone Staff will be perfect.

Usage

 * Upon entering the Underworld, check in front of you to see if there are three Bladed Aatxes in the mob. If there is, and the third isn’t moving, it means there is a Dying Nightmare spawn to the right.
 * If there is, cast Kinetic Armor and maintain it with, Aura of Restoration.
 * Pull the first mob and run to the NPC Benton. As long as you hide behind him the Bladed Aatxes cannot get to you, however keep your enchantments up for convenience.
 * By now, the Dying Nightmare would have spawned and you can now wand him without worrying about the Bladed Aatxes.
 * If there is no third Bladed Aatxe, then you are safe and you are free to pull the mob.
 * After taking out the Dying Nightmare, or if there were none, take the Clear the Chamber quest. Then cast Armor of Earth and tank the mob.
 * Cast Glyph of Renewal to keep up Magnetic Aura, and use Sliver Armor for damage.
 * Keep Teinai's Crystals or Crystal Wave if you are using only Prophecies skills, as a finisher. This way, the Grasping Darkness’ will be able to contribute to Sliver Armor’s triggering and the Bladed Aatxes will die faster. Bladed Aatxes have the higher armor so you will want to target them first.
 * As of the October 25th AoE update, the monsters will run when they take too much damage. Don’t worry, just wand them and they will come right back. You will be wanding anyways to charge up Bonetti's Defense.
 * When low on health, cast more, and if you are Dazed just use Aura of Restoration and Magnetic Aura to keep Kinetic Armor up. Wait for it to finish and continue to kill the mob.
 * When low on energy, use Bonetti's Defense, you will be almost guaranteed to block everything for the full 6 seconds it is active. Be cautious as casting to keep Kinetic Armor alive will disengage Bonetti's Defense.
 * After killing the first mob, move on to the next in a clockwise rotation.
 * First, pull any Dying Nightmares that might be hiding, if you aggro the Bladed Aatxes run back to NPC Benton and hide.
 * Wand the Dying Nightmare and carry on killing the mob.
 * Rinse and repeat until all Grasping Darkness’ and Bladed Aatxes are dead. Move on to the Ice Wastes.
 * Facing Smite Crawlers is the easy part as they attack fast, have lower armor and deal less damage.
 * Be careful when running to Smite Crawler nests as Dying Nightmares could pop up. They will likely be alone, so take it slow.
 * Do not engage the Coldfire Nights as they can interrupt you and they don’t drop any Globs of Ectoplasm anyway.

Counters

 * Enchantment stripping
 * Interrupts

Equipment

 * Any armor with Max AL can be used with this build, but Tempest Armor is preferred for its Armor bonus while enchanted.
 * An Insightful Air Staff of Enchanting or a Runar's Brimstone Staff is ideal.

Usage

 * Cast and maintain Elemental Attunement and Air Attunement, in that order.
 * Use Blinding Flash on approaching enemy attackers to negate any physical attacks. You can easily keep 2 targets blinded.
 * Deal heavy damage to multiple targets with Chain Lightning.
 * Lightning Hammer and Lightning Orb are your high damage, single-target skills.
 * Use Lightning Strike for a faster casting damage spell.

Counters

 * Mesmer interrupts.
 * Upon casting/action hexes, such as Backfire.
 * Enchantment removal, while not immediately devastating, will make energy management difficult, reducing the build's overall effectiveness.
 * Protective Spirit.

Variants

 * Enervating Charge for ensured damage reduction when facing attacking foes.
 * Aura of Restoration for self-healing and for covering the attunements.
 * Gale can be used as a Knockdown. This is recommended for Arena use.
 * Replace Blinding Flash with another damaging skill when in areas with few attackers.
 * Chain Lightning has 3-seconds casting time. It is usually not recommended to bring for spiking.
 * Instead of bringing Resurrection Signet for AB, an air enchantment that gives speed boost would be more useful.
 * Replace Chain Lightning with Mystic Regeneration (with an 8 spec in Earth Prayers) to both add to survivability and as a cheap cover to your attunements.

Related Builds

 * Build:E/any Air Spiker

Template
equipment template: RmGY6kNWKqiZmm0TzZmmMs8IujkKdZmiMsuZmi0D

=Multipurpose Farmer=

All Elementalist solo farmers have very similar skill sets, because all of the vital skills are in Earth Magic and Energy Storage.

Kinetic Armor and/or Armor of Earth are a must, as is Aura of Restoration and either Ether Renewal or Elemental Attunement. Those are the mandatory skills for survival and energy management. The rest of the skills should be chosen to compliment whatever kinds of enemies you intend to farm.

The standard weapon is a Defensive or Hale Earth Staff of Enchanting. Any max armor will do. A Superior Rune of Earth Magic is a must, and other Superior Runes are a bonus but not required. Several popular build variations follow.

Troll Farmer
This build is designed specifically to farm the Trolls in Talus Chute in a cave directly outside of Droknar's Forge to the left, but with slight changes it can be used to farm a great many different types of enemies.

Usage
Use Windborne Speed (along with Aura of Restoration and Kinetic Armor when necessary) to run past the Avicara that may be blocking the way to the Troll cave.

When you get to the Troll cave, the first thing you do before aggroing the Trolls is to cast Aura of Restoration followed by Elemental Attunement.

Next, get close to the Trolls, cast Kinetic Armor, and then aggro them with an attack. When they get close, cast Ward Against Melee, followed by Whirlwind and Aftershock when they're all gathered around you. At this point, many of them will run away because of the area of effect damage you just did to them. Now, you have 10 seconds to wait before your combo is recharged, but Kinetic Armor will run out in 8 seconds (9 if you have +20% Enchantments on your weapon).

Do a normal attack 2 or 3 times, then cast Crystal Wave; this will do tremendous damage and recharge Kinetic Armor. Attack once or twice, and then do Whirlwind and Aftershock again. If your health is getting beat down pretty good, you should cast other spells like Windborne Speed or Aura of Restoration between combo recharge to get the health from Aura of Restoration.

After the second combo, you will need to cast Ward Against Melee again (which you can use to refresh your Kinetic Armor until your next combo).

After about the 5th combo, you may need to re-cast your Aura of Restoration and Elemental Attunement. You should have plenty of energy for all of this, as long as you don't overcast your spells too much.

If you do it right, most of the trolls should die around your 5th or 6th combo, which should take about a minute. The Troll cave has anywhere between 10 and 20 Trolls, so you will be raking in the experience and money.

Use XP scrolls, such as Scroll of Hunter's Insight, and you should gain a skill point every 3rd time you go into the cave.

Hydra Farmer
This build is designed specifically to farm the Hydras in Skyward Reach East of Augury Rock, but with slight changes it can be used to farm a great many different types of enemies.

Usage
Cast Aura of Restoration, Earth Attunement, Kinetic Armor, and Armor of Earth before you aggro the Hydras.

Once aggroed, try to get them in a group around you and cast Crystal Wave, Aftershock, and Stone Daggers as often as you can. Make sure to watch out for Meteor as it will knock you down and interrupt your spells.

If your energy or health is running low, cast Ether Renewal and then immediately spam Stone Daggers until Ether Renewal runs out. Make sure to cast a spell at least once every 8-9 seconds to keep Kinetic Armor refreshed, and make sure to recast your other enchantments when they start to run out.

How to modify the Build

 * Kinetic Armor, Aftershock, Aura of Restoration, an Elite energy management spell (Ether Renewal or Elemental Attunement) and most of the time Earth Attunement are staples of this build.


 * If you fear interrupts from knockdowns, use Ward of Stability. Obsidian Flesh will prevent interrupts from spells, and any other spell effects, but at the cost of the energy gain spells Ether Renewal or Elemental Attunement.


 * When facing a large group of enemies (6 and upwards), Ward Against Foes becomes quite a lot more useful than Armor of Earth. Essence Bond or Balthazar's Spirit can be also used to replace Earth Attunement, and Sliver Armor can replace an attack spell.


 * If the enemies can be knocked down, the combo Whirlwind -> Aftershock is most useful. Otherwise replace Whirlwind with Crystal Wave.


 * Use Ether Renewal in combination with Stone Daggers if the build still takes damage with your selected defensive spells.


 * E/Me's can use Mantra of Flame when fighting Hydras to reduce fire damage and manage their energy. It is recommended to use it around Inspiration Magic level 8.

=Unsteady Ground Warder=

This build focuses on the usage of different Ward Spells to provide an Area-of-effect protection support for party members. Other skills from the Elementalist's Earth Magic line are used to provide constant Area-of-effect damage. That results in an extremely efficient party support caster, as well as a damage dealer in PvE areas.

Equipment

 * Runes of Superior Earth Magic, Superior Vigor, Minor Energy Storage.
 * Any armor can be used, providing it has max AL.
 * Any weapon-offhand combo can be used, although ones that decrease recharge time and casting time are preferred.

Usage

 * Earthquake synergizes well with Ash Blast, to provide both damage, a Knockdown, and Blinding.
 * Use Glyph of Lesser Energy to lower the cost of your next two skills.
 * Ward Against Elements should be used when your party is susceptible to taking Elemental Damage.
 * Activate Ward Against Melee when party members are taking Melee damage.
 * Maintain Earth Attunement for energy management.
 * Revive fallen party members with Resurrection Signet.

Counters

 * Backfire is a threat to all casters, this one is no exception.
 * Being Dazed is another major threat.

Variants

 * Use Aura of Restoration as a cover enchantment for Earth Attunement, as well as source of self-healing.
 * Ward Against Elements and Ward Against Melee can be switched for other types of wards, such as Ward Against Foes and Ward of Stability. It is always best to know what your party is going into to optimize your selection of wards.
 * Ash Blast and Earthquake, although your main damage skills, can be replaced by other damaging skills, such as Eruption, Stone Daggers, or even Ebon Hawk. Note that you will be losing a Knockdown that also deals high damage, along with a blinding spell.
 * If using Monk, Ritualist, or Paragon secondary, you can replace Resurrection Signet with a hard res such as Rebirth, Flesh of My Flesh, or Signet of Return.

Template
=Renewal Nuker=

This build is used to inflict massive amounts of damage in a small amount of time with an Elementalist. This build is effective almost anywhere in PvE, such as the Underworld and the Fissure of Woe, where there can be many monsters gathered up in a tightly packed space. While there are many versions of Elementalist nukers, this build focuses on high damage Fire Magic skills. This version relies on the power of Glyph of Renewal to cast any spell twice, or possibly even more in combination with other secondary class elites.

Variants

 * Auspicious Incantation is a useful non-elite skill for energy management even with few or no points in Inspiration.
 * Glyph of Concentration for extra protection against interrupts.
 * Fire Storm or Breath of Fire for multiple effective skills to clear areas and break aggro.
 * Bed of Coals, Inferno or Phoenix in areas with lots of melee enemies.
 * Meteor for an inexpensive single strike and knockdown.
 * Glyph of Sacrifice is to good use on the second meteor shower for fast spells and prevents AoE scattering.
 * Teinai's Heat is a good replacement for Rodgort's Invocation, it does more damage but it takes longer to recharge.
 * Lava Font to break aggro, or just as some nice extra damage on top of Meteor Shower.
 * This variant supports a non-Mesmer secondary profession.
 * Warrior: Tactical defenses, such as "Shields Up!" and Deflect Arrows
 * Ranger: Stances to lower recharge times such as Serpent's Quickness, energy management and movement using Storm Chaser, and protection such as Dryder's Defenses
 * Monk: Resurrection spells such as Rebirth, and powerful healing spells, such as Healing Breeze and Heal Party.
 * Mesmer: This version can continue to use Arcane Echo or the variants listed under Build:E/Me Echo Nuker.Mantra of Resolve or Mantra of Concentration can be used for protection against interrupts. Auspicious Incantation is a useful non-elite skill for energy management even with few or no points in Inspiration.
 * Assassin: Defensive skills such as Viper's Defense
 * Ritualist: Resurrection spells such as Flesh of My Flesh.

Equipment

 * A complete set of your preferred armor:
 * For characters who have access to Tyrian Armor, choose armor based on expected enemies.
 * Flame's Eye or Pyromancer's Aura of Superior Fire Magic
 * A rune of Superior or Major Vigor is preferred.
 * Any of the below weapon sets:
 * Rago's Flame Staff
 * A Fire Wand with maximum damage and +5 energy, combined with either:
 * A Flame Artifact from the Weaponsmith Sarad in Droknar's Forge, for extra damage and health.
 * A Flame Artifact from the collector Sir Pohl Sanbert in The Arid Sea, for faster casting and recharge.
 * The unique offhand Lian's Lantern.
 * Although not necessary, a wand and focus with +15 energy and -1 energy regen on weapon switch is useful for emergency situations where energy is critically needed and there will be ample recharge time after the battle.

Usage

 * Renewal Nukers generally repeatedly use Glyph of Renewal on Meteor Shower every fifteen seconds, casting other spells in between.
 * Maintain Aura of Restoration and Fire Attunement to stay alive and manage your energy.
 * You will want to activate Aura of Restoration after Fire Attunement since you'll want to cover up your main Energy Management skill.

Single enemies or low level enemies
In general, these skills have long cast times (all spells cast in 2 or more seconds). When playing with others, single enemies may be dead before two spells are cast. Be aware of your role: you're needed in big fights, saving the powerful spells for groups or particularly tough enemies. Use Fireball and Rodgort's Invocation as needed. PBAoE spells may be better if you decide to farm low level enemies.

Groups of enemies and Bosses
To avoid missing with Area of Effect spells, wait until enemies gather around the tank or other ally who will not be moving. Cast health and energy management, followed by echo or renewal spells, followed by the Area of Effect spells.

Renewal Nukers generally have more consistent energy, though it's certainly possible to run out mid-battle.

Templates
=Vermin Farmer=

The goal of this build is to farm Vermin in Xaquang Skyway with a primary Elementalist.

Equipment

 * Any maximum armor will do, although Tempest Armor or Battlemage's Armor are best.
 * A weapon with a maximum Staff Wrapping Of Enchanting is suggested, Galigord's Stone Staff is perfect for this build.
 * Totem Axe or Rajazan's Fervor and earth offhand such as Hajok's Prism or Galigord's Stone Scroll

Usage

 * Upon entering Xaquang Skyway, head northwest to the Vermin.
 * Keep Earth Attunement and Aura of Restoration up at all times.
 * Try to take on the Vermin 2-3 groups at a time for the easiest battles.
 * As they're charging towards you, make sure to use Ward of Stability before they get to you, followed by Armor of Earth.
 * As soon as they've all gathered around you, use Sliver Armor.
 * Cast Aftershock, Teinai's Crystals and Shockwave. Recast as they recharge.
 * If the fight lasts too long you may lose Ward of Stability, recast as soon as possible.

Tips on killing Shreader Sharptongue:
 * Watch the movement of the groups of Vermin, you'll notice their pattern is counter-clockwise.
 * Select Shreader so Sliver Armor has more chance of targeting him.
 * Wait on the bridge until Shreader and his group are closest to the bridge. Aggro him and run some ways back on the bridge.
 * Cast your anti-Knockdown, which ever one you have, then cast Sliver Armor. Additional casts after Sliver Armor may stop it from targeting Shreader, so try not to cast your other offensive spells until he's below 50% health.
 * If you get into health problems, spam your spells to gain health from Aura of Restoration.

Variants

 * Replace Armor of Earth with Stoneflesh Aura, this way you'll only lose health due to degeneration, and of course the attacks of the boss.
 * An E/Mo can replace Earth Attunement with Balthazar's Spirit or/and Essence Bond for slightly better energy management (when tanking large groups of vermin). Healing Breeze may also be a useful skill for an E/Mo.
 * Crystal Wave can be used in place of Aftershock.
 * Sandstorm is another effective way of killing instead of Shockwave if you have not yet capped it. You may need to wand the vermin back to you if they start to run, but the high damage should kill them before that.
 * This build can be used to farm Pongmei Valley if Ward of Stability is switched for Ward Against Melee.

Videos

 * Original Build Setup - YouTube
 * Stoneflesh Aura Variant Setup - YouTube
 * Obsidian Flesh Variant Setup - YouTube