User:Illusion of End

P/any FoW Paratrooper
Build:P/any FoW Paratrooper From GuildWiki

This build has been designed for the following use:

PvE farming This build utilizes the Paragon's shouts and spear attacks to more effectively farm the beach and cave areas of FoW. Shouts provide unstrippable boosts to movement, armor, health regeneration, and attack speed. The use of spears allows for ranged attacks, increasing versatility in the confines of the area.

Armor

 * 5x Centurion's Insignia
 * Command Crest with a Rune of Superior Command; use while fighting
 * Leadership Crest with a Rune of Superior Leadership; use while running
 * Duplicate armor piece (hands or feet are cheapest) with a Rune of Superior Spear Mastery and a Rune of Vitae
 * Rune of Superior Vigor
 * 2x Rune of Vitae

Weapons

 * Set 1 - Running :::: Spear of Warding (+5 energy, +7 armor vs. elemental), Shield of Valor (+10 armor vs. fire, +60 hp while hexed)
 * Set 2 - Driftwood ::: Fiery Spear of Shelter (15^50, +7 armor vs. physical), Shield of Fortitude (+10 armor vs. slashing, +30 hp)
 * Set 3 - Spiders ::::: Zealous Spear of Shelter (15^50, +7 armor vs. physical), Shield of Fortitude (+10 armor vs. piercing, +30 hp)
 * Set 4 - Pulling :::::: Flatbow
 * Note: Mods on the Flatbow and the prefix of Spear 1 are not important, though preferably not zealous or vampiric

Usage
Enduring Harmony allows you to maintain "Stand Your Ground!", providing a +24 armor bonus and another +10 due to Centurion's Insignia. This skill also makes it possible to use "Lead the Way!" for running, granting a near-constant 25% movement boost (7.5 second duration, 8 second recharge), and extends the +5 health regeneration from "Never Surrender!" to 15 seconds (20 second recharge). Soldier's Fury increases your attack speed by 33% while under the effect of a shout or chant, which is a constant in this build. This IAS allows you to easily build the adrenaline to spam Blazing Spear and finish off with a Deep Wound from Merciless Spear.

If you are not familiar with farming the beach and cave of FoW, it is recommended that you try a warrior build first. Once you know the area and the general idea of the farm, adjusting to this build is simple. To run to the beach, equip Set 1 and your armor piece without the Spear rune. Run with "Lead the Way!", using Enduring Harmony first to provide a near-constant 25% movement boost. Once at the top of the hill overlooking the beach, engage the first group of Snarling Driftwood (using Weapon Set 4 to pull if necessary). Switch to Set 2; the Driftwood are weak against fire damage, while your spear and shield will provide extra damage against their attacks, which are slashing damage. Activate Enduring Harmony, "Stand Your Ground!", and Soldier's Fury. Auto-attack, spamming Blazing Spear as often as adrenaline allows. When your target dips below 50% health use Merciless Spear to inflict a Deep Wound, allowing you to finish it off easily. Whenever you have less than 75% health use "Never Surrender!" for +5 health regeneration - use Leader's Comfort for a stronger heal if necessary. Continue to eliminate the Snarling Driftwood and Doubter's Dryders, using your flatbow in Set 4 to pull any groups near Ancient Skales, who you must avoid entirely. If you do aggro a group of Skales, use "Lead the Way!" and run until you lose all aggro so you can regenerate before proceeding.

When you reach the mouth of the cave, switch to Set 3. Pull the Dryders away from the cave (one at a time, if you are not comfortable with fighting multiple) and kill them - they deal a very small amount of damage with their regular attacks, so save your skills to activate when they cast Wastrel's Worry on you. Once you kill the Dryders, a large mob of Armored Cave Spiders will begin spawning inside the cave entrance. Back away while they spawn, and wait until they have settled down. Then, use your flatbow to pull groups of Spiders (each group consists of 3) - start off with one group at a time, until you feel comfortable enough to take on more. To kill spiders, try to get them to spread out; they use Healing Spring, which will out-heal your damage if they are all together. Make sure you have Set 3 equipped, as it gives armor against the Spiders' piercing damage. Maintain "Stand Your Ground!" and Soldier's Fury like before, using "Never Surrender!" to counter the poison degeneration and Leader's Comfort whenever your health gets to around 50%. Cave Spiders use Melandru's Resilience so don't use your Merciless Spear until they are around 25% health, or you will just be healing them. Once all of the orignal Spiders are dead, continue into the cave. Pull and kill the Dryders - each one will trigger 6 more Spiders - until the cave is cleared.

Me/E Flashfire
Build:Me/E Flashfire

From GuildWiki

This build has been designed for the following use:

PvP AB PvP CM PvE general This build has been archived in userspace, at User:Endamir/Builds/Build:Me/E Flashfire, because of the impending builds wipe. Editing this article is likely a waste of time.

This build relies on the Mesmer's primary ability of Fast Casting, coupled with the power of Auspicious Incantation and Echo, to produce a quick spike of highly damaging Fire Magic spells.

Optional Skills

 * For PvE play take a Resurrection Signet.
 * For Competitive Missions and Alliance Battles take Fire Storm

Armor

 * Enchanter's or Radiant armor is needed for the extra energy.
 * In addition to the Fast Casting and Inspiration runes, use the best Vigor rune you can afford and an Attunement rune.
 * For the last slot use either a rune of Recovery or another Attunement rune, depending on how often you find yourself Dazed.

Weapons

 * Use a +15/-1 energy Fire Wand with a 20% chance to halve the recharge of Fire Magic spells (such as the Fire Wand crafted by Honglei Sun).
 * Fire Magic Focus with a 20% chance to add +1 Fire Magic and a 20% chance to halve the recharge time of Fire Magic spells (such as The Kindlerock).
 * Swap to another weapon set when not in combat to regain the extra pip of energy regeneration.

Usage
Keep Fire Attunement up at all times, without it energy management becomes very difficult. Beware of enemies with enchantment removing skills. When facing small mobs cast Echo and Fireball, then spam Fireball. When you get down to 30 energy cast Auspicious Incantation followed by Rodgort's Invocation - after these spells you'll have around 50 energy. Auspicious Incantation and Rodgort's Invocation will be disabled for 50 and 45 seconds, respectively.

When facing a large mob cast Echo, Meteor Shower, Rodgort's Invocation, Auspicious Incantation and finally the Echoed Meteor Shower - at the end of this chain you will have a full energy bar of around 50 (due to the energy lost to exhaustion). This allows you to keep Meteor Shower up for 18 consecutive seconds, and immediately follow it up with Fireball, Breath of Fire and Fire Storm (in Competitive Missions/Alliance Battles). Use Breath of Fire (and, if you have it, Fire Storm) as your standard damage over time spell - Meteor Shower should only be used when absolutely necessary due to its high energy cost and exhaustion.

Variants

 * If you find yourself often interrupted use Mantra of Concentration as the optional skill.
 * Auspicious Incantation can be swapped for Glyph of Lesser Energy. This makes the build easier to run at the cost of a slight reduction in energy management capabilities.
 * Breath of Fire can be swapped for:
 * Fire Storm (in PvE), which costs 5 more energy but causes more total damage over time (assuming enemies don't break aggro).
 * Lava Font, if you find yourself often surrounded by foes.
 * Immolate, for more damage against one enemy.
 * Glowing Gaze, for more energy management. Echo Rodgort's Invocation rather than Fireball or Meteor Shower if you bring this spell.
 * Mark of Rodgort, for less direct damage but more degeneration through burning. If you bring this spell consider using Glowing Gaze in the optional slot.
 * For Competitive Missions and Alliance Battles consider swapping Breath of Fire and Fire Storm for Immolate and Glowing Gaze. This increases the amount of spike damage you can do at the cost of reducing the area of effect damage you can cause.

Templates
AlNAsjp8oLMiiOgRvAXoEEAA
 * The Skills Template for this build is:

Me/W Illusory Forge Runner
Builds:Me/W Illusory Forge Runner From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE running

The Illusionary Forge Runner is, perhaps, the oddest of Forge running builds. It is optimized for the Beacon's Perch to Droknar's Forge route, but is in principle adaptable for any running situation. By echoing classical Warrior stances, shouts, or hex-removers it is possible to run with greater efficiency and longevity.

Armor

 * Charlatan's Armor (+10 Armor (while enchanted) or Rogue's Armor (+10 Armor vs Physical)
 * Superior or Major Rune of Vigor
 * A shield with maximum armor (+16) with attribute requirement in Tactics:
 * Grognar's Defender (The Runner's Best Stance Shield Choice) or Malinon's Shield (Preferrably the first choice because you stay in Illusion of Weakness most of the time)

Weapons

 * Any one-handed weapon that increases enchantment duration, and energy:
 * Rajazan's Fervor
 * Totem Axe
 * Alternatively: Sword of Enchanting [+5 Energy, +20% Longer Enchantments Mod]

Usage
''Attention: This build needs a relatively high knowledge of the spawns at Lornar's Pass, and average to high skills at aggroing and evaluating the NPCs' aggro behavior (e.g. Allowing Avicara Guile to cast his last Death Swarm to lower his aggro moral; Worm aggroing). It is not possible to run every Lornar's Pass spawn with; though it is not too difficult to run with a death penalty of 15-30% Dreadnought's Drift and Snake Dance.''

General
The Mesmer is an enchantment runner: making him a perfect target for enchantment-stripping foes like Avicara Guiles or Grawls. Try to avoid these groups, and rather run through groups of Ice Golems or Pinesouls. Echoing the skills of your choice is a powerful weapon if used to your advantage. The Mesmer Runner is one of the characters with the worst healing abilities - always stay in Illusion of Weakness. Two or an echoed extra hex-remover round off the build for a reliable Droknar run.

Running Sequence

 * Use Illusion of Haste as your primary running skill.
 * Echoing
 * Use Echo and duplicate the skill of your choice.
 * Duplicate Balanced Stance for running through the Worm Tunnel or along the Worm Pass. With Echo it is possible to use BS three times.
 * Duplicate "Shields Up!" for extra armor - possible to use three times without a gap then.
 * Duplicate Inspired Hex for an extra hex-remover.
 * Healing
 * Stay in Illusion of Weakness at all times.
 * Use Healing Signet in safe spots to heal yourself.
 * Use Illusion of Haste for countering crippled.
 * Countering Hexes
 * Use Inspired Hex or Revealed Hex to remove a hex.
 * Echo one of the hex-remover for an additional one.

Lornar's Pass
You can remove up to two (plus 1) hexes quickly, so never aggro more than three Ice Imps at once. At the mouth of the first cave, wait until you have a clear path before aggroing the Avicara. Echo Balanced Stance and try to cross the cave in a single Illusion of Haste. With Echo you can use BS three times (3 x 18 secs of BS) without a gap in-between. Generally run in a straight line away from Frost Wurms. The 33% increase in movement speed ensures that you can outrun any given wurm. Note: In case of your Echo gets interrupted escape from the dangerous situation, and begin a new pass-through after Echo has recharged.

Run straight through all Avicara and Grawl spawns, then heal with Healing Signet. You can easily regain up to 215 health automatically when your health drops below 25%. This should give you enough of a buffer to make it to safety before recasting Illusion of Weakness. Note: Avicara Guiles will quickly strip your Illusion of Haste. Recast it as soon as possible for you will be crippled and motionless without it. Practice and experience will be of good advantage here.

Dreadnought's Drift
When engaging Tundra Giants, activate Balanced Stance and use "Shields Up!" - feel free to echo BS for a straightforward run-through without stops. Take time to heal. It can get tricky towards the end if you don't have enough health to run straight through all the Giants and Blessed Griffons.

Snake Dance
You rarely have to worry about hexes here. Concentrate on staying in Balanced Stance through the large groups of Tundra Giants and Azure Shadows. At the Mountain Troll cave, you might consider Inspired Hex to avoid being slowed down in a tricky point. Try to lure the trolls out of the cave first. A good way to lose a train of trolls is to run them to a spawn of Stone Summit Herders. Use "Shields Up!" when running through the Troll Tunnel.

Camp Rankor
Replace Inspired Hex with a low energy cost cover enchantment such as Channeling to try to protect your Illusion of Haste from being stripped too quickly.

Talus Chute
The only difficult area is near the beginning where you have to run through two groups of Azure Shadow spawns and a large Avicara group immediately after.

Begin with Echo, Balanced Stance and chain cast Illusion of Haste to run through the groups of shadows. Just before running through the Avicaras, recast Illusion of Haste and immediately cast your cover enchantment, then run through the group of Avicaras.

Variants

 * Expel Hexes can replace Echo and provide the best hex-remover with a fabulous recharge time. Use Hex Breaker, Inspired Hex, and Expel Hexes. Be aware of the loss of an echoed Balanced Stance.

Me/any PvE Domination Mesmer
Build:Me/any PvE Domination Mesmer From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general

This build utilizes high, unconditional damage from the Mesmer's Domination Magic line to deal fast, heavy damage in PvE areas. With many Area-of-Effect damage skills, this build allows for the user to be able to provide ample "Nuking" style damage, comparable to many other popular PvE builds.

Armor

 * Max AL armor with Radiant Insignias are necessary for the extra energy.
 * Runes of Superior Domination Magic, Superior Vigor, Minor Fast Casting, Minor Inspiration Magic.

Weapons

 * An Insightful staff is recommended for the additional energy gain, Milefaun's Staff is excellent.

Usage

 * Begin by precasting Arcane Echo.
 * Follow up, targetting usually the center of a party, with Energy Surge or Spiritual Pain.
 * Activate Auspicious Incantation, then cast the copied version of the previous spell for a quick boost in your energy. This will negate the longer recharge of that skill, since it will only stay for the remainder of the effects of Arcane Echo.
 * Lastly, cast the skill which has been left last.
 * Energy Burn should be used on generally standalone targets.
 * Whenever encountering a Boss monster, do not use the previous combo. Simply spam Wastrel's Worry for extremely high, unresisted damage. On most end-game bosses, you can easily outdamage any other character by simply using this skill.
 * Ether Feast can be used for a quick heal.
 * Remember that in areas that contain Spirits, it is better to use Arcane Echo on Energy Surge, since Spiritual Pain will recharge instantly.

Counters

 * If relying on Auspicious Incantation for Energy gain, beware of skills that remove enchantments. This usually won't be a problem with Fast Casting.
 * Being Dazed can pose a threat, but with the skills available, its threat is limited.
 * Diversion can be hazardous if more than one skill is hit, but it should not be too much of a problem in most areas.

Variants

 * The open secondary profession provides additional flexibility with this build.
 * If your secondary is Elementalist, you can take advantage of Glyph of Lesser Energy for energy conservation.
 * Ranger secondaries can speed up skill recharge with Serpent's Quickness.
 * With a Paragon, Ritualist, or Monk secondary, different resurrection options are available to you.
 * Backfire is almost always recommended for areas where casters are plenty. It is especially potent if used in combination with Arcane Echo. In combination with Auspicious Incantation, this provides even higher Energy Gain.
 * Another option is Empathy, which is excellent against fast attackers.
 * Your Energy Recovery skills are quite flexible. If you dislike Auspicious Incantation, you may wish to choose from other skills from your Inspiration Magic line.
 * A skill such as Power Drain can quickly refill your Energy pool, providing you make the interrupt.
 * Energy Tap provides less energy gain, but it is unconditional. Beware of interrupts if using this skill, since its cast time is quite lengthy compared to your other skills.
 * In areas where Monster Skills are used, and they just happen to be Hexes or Enchantments, you will want to use Inspired Enchantment/Revealed Enchantment, or Inspired Hex/Revealed Hex.
 * Element-based energy recovery can be useful in specific PvE areas, so you may want to use Mantra of Frost, Mantra of Flame, Mantra of Earth, or Mantra of Lightning.
 * In combination with party members' evasive stances or blinding, Spirit of Failure can provide excellent energy gain in PvE situations.
 * Ether Feast can be dropped entirely if your team provides ample healing, but it is always nice to have a means of self-healing.
 * Using Mistrust can be deadly in end-game zones. Energy Burn should be replaced here.

Templates
AFMAgCP6cCUB4UZwSQ0hCEAA
 * The Skills Template for this build is:

N/any Minion Master
Build:N/any Minion Master From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general PvE farming PvE hero PvP AB PvP CM This build has been archived in userspace, at User:Endamir/Builds/Build:N/any Minion Master, because of the impending builds wipe. Editing this article is likely a waste of time.

There are many version of the Minion Master, however, this version unlike many does not use Healing Prayers line, removing any restriction on secondary class. This version is ideal for Sorrow's Furnace farming, Alliance Battles or PvE.

Armor

 * Minion Master's Armor or Cabalist's Armor.
 * Bloodstained Boots

Weapons

 * Any 20/20 Bone Staff, Ghial's Staff, Woe Spreader or The Nightbringer

Usage
When starting out in a new area or low on minions:
 * Use Rotting Flesh on fleshy foes, preferably on large groups to spread the Disease condition. This is incredibly effective when used in PvE.
 * Create a Flesh Golem with the first dead body to start off.
 * Create other minions depending on your Energy pool.

Once you have a few minions:
 * Create other minions, again, depending on remaining Energy.
 * Use Blood of the Master to keep your minions alive.
 * When without a monk on your team it is perfectly viable to use Taste of Death to keep yourself alive so long as you have Minions to feed off of.
 * When idle, spam Blood of the Master on your minion army and use Taste of Death on a Flesh golem to regain the health lost. Don't forget that it is usually easier to kill off an old Flesh Golem for a new one instead of repeatedly healing one.
 * This build can happily stay alive by sacrificing a minion with Taste of Death while other minions kill foes, while disease from Rotting Flesh degenerates most foes in PvE when low on minions.

Variants
For the optional slot:
 * Deathly Swarm can be used for AoE damage.
 * Take Rotting Flesh to spread degeneration. (NOTE: not recommended against human foes)
 * Use Infuse Condition for the transfer of conditions to your minions.

For other skills:
 * Aura of the Lich can be used in place of Animate Flesh Golem to allow more spamming of Blood of the Master, although not advisable when anticipating health degeneration effects. This also makes Blood Renewal useful for self-healing if a higher level Blood Magic is used.
 * Skills such as Putrid Explosion, Deathly Swarm and Bitter Chill can be added to give the Minion Master some direct damage skills that are linked to Death Magic.
 * You can bring Death Nova to make one last final use of a minion that's near death.
 * For more self healing Animate Vampiric Horror can be used in place of Animate Bone Fiend. This allows a more meat-shield like role of the minion master protecting the back line casters. If making this switch, it is a good idea to cast Animate Bone Horror more often due to the recharge time of Animate Vampiric Horror and to refresh your minions. Also great way to gain a positive health gained to sacrificed ratio if enough are summoned.
 * Bring Verata's Aura to reclaim your minions if you die, or possibly to steal minions from monsters who create them. Not many monsters can, however, and the ones that can do not create them nearly as fast as the average Minion Master Necromancer. As such, Verata's Gaze may be a better choice for stealing minions.
 * Infuse Condition in combination with Dark Bond is useful in scenarios where you are being targeted instead of your minions.
 * Skills such as Putrid Explosion will exploit your corpses rendering them useless to a Minion Master. Instead of using Animate Bone Fiend and Dark Bond, try Fetid Ground and Deathly Swarm for damage when you need to kill enemies quickly without minions.
 * You can use Animate Shambling Horror instead of Animate Bone Horror if you have Guild Wars Nightfall. The differences between a Shambling Horror and a Bone Horror, except for the 'skin', include a different attack range from Bone Minions and Vampiric Horrors, and the fact that when a Shambling Horror dies they will immediatly turn into a Jagged Horror, which will cause bleeding with its attacks. Those using Shambling Horror will find a longer recharge time in return for this fact, so faster-recharging summons are advised.
 * Signet of Lost Souls may be an energy management option.
 * Verata's Gaze and Verata's Aura Make excellent AB variant over the Resurrect skills because they allow the Minion Master to steal the enemy minions (Mostly other Flesh Golems or with aura all of the enemy minions). WARNING: Once Verata's Aura is used, especially with re-controlling your army MAINTAIN IT!

Templates
A0MANFbsMFUBQjHqBmoICAA
 * The Skills Template for this build is:

N/any Virulent Minion Master
Build:N/any Virulent Minion Master From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general This build adds powerful condition spreading to a MM build, accelerating the corpse-production process. The secondary is left open to allow flexibility and customization. The two optional slots and a few points from soul reaping can be used for extra healing/protection or utility, if necessary, including a resurrection skill.

Armor

 * Minion Master, Tormentor or Cabalist Armor
 * With Runes Mentioned Above + Major Or Superior Vigor.

Weapons

 * Ghial's or Nightbringer Staff Or 20/20 Wand And Offhand (Death Magic)

Usage

 * Activate Signet of Agony, then use Plague Sending in the middle of a group of enemies, followed by Virulence. If not under pressure, redo the combo when Signet and Virulence recharge (both have the same recharge - 15 seconds). If under pressure, simply use virulence on any targets of opportunity and plague send dangerous/long lasting conditions.
 * Regular MM activities - raise minions, heal yourself, if you can, and heal your minions.

Counters

 * Interrupts
 * Condition removal
 * Anti-caster spells such as Backfire, corpse denial, etc.

Variants

 * You can use your secondary (siphoning points off Soul Reaping) for added defense or utility.
 * One suggestion would be using Dervish with 8 pts in Earth Prayers with Mystic Regeneration and Vital Boon, for instance.
 * Or Monk for a hard res, Healing Breeze or Heal Area. Another suggestion would be a Mesmer secondary, using Epidemic.
 * Keep in mind that if you're taking points off soul reaping, you might want to replace bone fiend for bone horror (or even bone minions), since you'll have less energy.

N/Mo Supportive Minion Master
Build:N/Mo Supportive Minion Master From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general PvP AB This build has been archived in userspace, at User:Endamir/Builds/Build:N/Mo Supportive Minion Master, because of the impending builds wipe. Editing this article is likely a waste of time.

The N/Mo Supportive Minion Master is designed to play two roles. On the one hand, it is capable of creating and sustaining an army of minions as well as spreading Poison and Disease. However, it is also capable of providing a party-wide heal by using Dwayna's Sorrow, and by combining Infuse Condition with Draw Conditions, this build can remove the entire teams conditions. This build is mainly intended for PvE, but with some changes, it may be viable for AB.

Optional Skills

 * Generic Resurrection can be replaced by Blood of the Master
 * For AB, consider replacing the Generic Resurrection with a skill to boost survivability, like Dark Bond.

Armor

 * Scar Pattern Armor (for the additional energy), Minion Master's Armor (for the additional armor) or Bloodstained Boots (to lower the rather long casting time of Animate Bone Minions).
 * The Nightbringer, Ghial's Staff, or a similar staff.

Usage

 * Build up an army of minions using Animate Bone Minions and cast Dwayna's Sorrow on one of your minions
 * Cast Putrid Flesh to spread disease and to activate Dwayna's Sorrow
 * Try to cast Death Nova immediately before Putrid Flesh to cause Poison and deal damage.
 * Cast Animate Flesh Golem to create a more powerful minion which even if sacrificed can be immediately raised again.
 * Cast Infuse Condition on yourself, and use Draw Conditions as necessary

Counters

 * See the Opposing forces section of the General minion mastery guide.

Variants
Skills to Consider:
 * Heal Area
 * Taste of Death
 * Animate Shambling Horror
 * Dark Bond
 * Signet of Lost Souls
 * Jagged Bones
 * Martyr (in AB, this skill will draw off conditions from all allies, not just limited to your party).
 * Verata's Aura (this skill is only useful in AB and should be used in place of Resurrection Signet).

N/Mo Boss Farmer
Build:N/Mo Boss Farmer From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE farming

This build has been archived in userspace, at User:Aberrant80/Builds/N/Mo Boss Farmer, because of the impending builds wipe. Editing this article is likely a waste of time. This build is intended for quick and direct farming of bosses. It relies on the normal 55 standard and very high health regeneration for healing and damage reduction. Essence Bond and Balthazar's Spirit provide energy for the consistent spamming of regeneration skills. The main damage comes from Spoil Victor and possibly one Touch Attack. This build allows the user to charge directly for the boss monster and ignore the boss's mob.

Armor

 * Each of your armor pieces need to have a superior attribute Rune. This will lower your base Health to 105. (The only required type is blood, but 5 are necessary to hit 105 health.)
 * It is a good idea to bring a second set of armor. This will allow you to adjust your health manually based on any Death Penalty you might accumulate.

Weapons

 * Any +5 energy/20% longer enchanting sword/axe such as Rajazan's Fervor or Totem Axe.
 * The -50hp Grim Cesta from the Cities of Ascalon quest. (This is not required if you don't mind dying once and using a -20 offhand to hit 13hp. This will work better in most cases.)
 * For 13hp build, any -20hp offhand (preferably +12 energy). (Life is Pain Inscriptions help with this.)
 * If you have any +hp offhands they could also be useful if any DP is accumulated.

Usage

 * Cast your four maintained enchantments when entering the explorable area. Try to allow full energy regeneration after each one until you're used to an area.
 * As you approach your target cast Protective Spirit and Healing Breeze.
 * Target the boss monster and cast Spoil Victor.
 * Get as much aggro as possible from the boss's mob of monsters.
 * Begin using Vampiric Touch on the boss
 * After any touch attempt refresh either Healing Breeze or Protective Spirit. Alternate the refresh between the two.
 * Having the touches interrupted is not an issue. They have a fast refresh time.
 * Refreshing Healing Breeze and Protective Spirit early is ideal when facing a boss whose mob has interrupt capability. If they are interrupted this is less problematic as they'll likely refresh before they expire.
 * To keep melee foes from fleeing, keep hitting them with your axe or sword.

Counters

 * Enchantment stripping spells such as Chilblains, Lingering Curse, Well of the Profane, Gaze of Contempt, Rend Enchantments, Strip Enchantment, Inspired Enchantment, Dark Apostasy, Shatter Enchantment, or Expunge Enchantments.
 * Life Steal attacks will bypass the protection offered from Protective Spirit. This will usually kill you.
 * Interrupts of Protective Spirit will usually kill you.
 * You can't kill anything with self healing.

Variants

 * Consider using Blood of the Aggressor instead of Vampiric Touch for lesser energy use and damage from a distance (safer against interrupts from warriors or rangers). Vampiric Touch is sometimes impossible to use in areas where there's a lot of energy degeneration such as Domain of Secrets.
 * Some groups apply more degen than you can handle, in this case replace Vampiric Touch with either Life Siphon or Blood Renewal. Life Siphon is better for groups without a lot of interrupts, while Blood Renewal has a faster cast time, and the sacrifice will be healed before you notice it most of the time.
 * Another skill you may consider in replacing Vampiric Touch is Wallow's Bite or Touch of Agony. With only 5 energy cost and 3 sec recharge time, you can definitely spam this skill to speed up killing. The 10% life sacrifice is hardly noticeable. A good example would be the case of farming Wing's Axe. If you encounter a mesmer with two ritualists, it's almost impossible to kill her with just Spoil Victor as she strips off hexes the moment you put it on her. Not to mention she strips off hexes from the her party too.
 * Replacing Watchful Spirit with Vigorous Spirit and Vampiric Touch with Plague Touch opens up a lot of possibilities. Vigorous Spirit maybe be used as a cover enchantment versus enchantment removal or a cheaper heal than Healing Breeze when down to one or two attackers. When using Vigorous Spirit as a cover, it's usually best to cast Protective Spirit, then Vigorous Spirit, then Healing Breeze immediately before attacking the target mesmer or necro (Kournan Seers are one example of where this works very well). Plague Touch is useful to remove conditions such as Dazed from the Grasping Darknesses in the Underworld, or Deep Wound when fighting Stoneaxe Hekets while farming greens like the Eye of Argon and Balthazar's Fury though removing Deep Wound isn't always a good idea, since you end up taking less damage which makes you harder to kill.

E/any Dual Attunement Air Spiker
Build:E/any Dual Attunement Air Spiker From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general PvP RA PvP TA

This build has been archived in userspace, at User:RHCP_Fan1/builds/E/any_Dual_Attunement_Air_Spiker, because of the impending builds wipe. Editing this article is likely a waste of time.

This build has been archived in userspace, at User:Endamir/Builds/Build:E/any Dual Attunement Air Spiker, because of the impending builds wipe. Editing this article is likely a waste of time. This build is a damage-focused Elementalist suitable for PvE groups. By utlizing both Air Attunement and Elemental Attunement, you get a huge energy return for each Air Magic spell cast, resulting in the ability to spam high energy cost skills repeatedly and continously without running out of energy.

Armor

 * Any armor with Max AL can be used with this build, but Tempest Armor is preferred for its Armor bonus while enchanted.

Weapons

 * 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

 * 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.

Templates
AWNwMIzs4Nlz3E2cDpEOCAA
 * The Skills Template for this build is:
 * equipment template: RmGY6kNWKqiZmm0TzZmmMs8IujkKdZmiMsuZmi0D

P/D Nightfall Hybrid Spiker
Build:P/D Nightfall Hybrid Spiker From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general Using Paragon's energy management and critical hit capabilites, the P/D Nightfall Hybrid Spiker allows you to deal critical hits with a scythe, one of the more deadly weapons in Guild Wars.

Armor

 * Any max armor
 * Vigor/Vitae Runes if possible, Centurion Insignias as Aggressive Refrain should always be active.

Weapons

 * Zealous Scythe for battles, have an energy set ready for emergency Aggressive Refrain.

Usage

 * Activate Aggressive Refrain just before entering battle.
 * After a few hits, activate "Go for the Eyes!", and immediately use Reaper's Sweep.
 * If the hit was critical, the damage will be outrageous. Follow up with Eremite's Attack as to not give your enemy a chance to heal.
 * When affected by weakness or blindness, use Remedy Signet.
 * When running particularly low on health, use Victorious Sweep.

Counters

 * Anti-shout skills.
 * Energy denial.
 * Unluckiness (80% chance to hit critical with Reaper's Sweep.)
 * Kiting.

Variants
Suggested variant:


 * Blazing Finale. Exchange for either signet, definitely helps add cumulative damage to all adjacent targets.
 * Burning Refrain. Works similarly to how Blazing Finale works, except it can be recycled forever. This requires extra energy or else you won't be able to chain with Aggressive Refrain.

P/W Party Support
Build:P/W Party Support From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE hero PvE general This build has been archived in userspace, at User:Eternal.quiet/Party Support, because of the impending builds wipe. Editing this article is likely a waste of time.

This support Paragon together with the two healer henchman can cover all the defensive needs of the Nightfall campaign. The core of this build can also be used as basis for a PvP motivation Paragon/Warrior.

Armor
You should focus on defense with your gear, since energy is easily managed by staying close to your team.


 * Insignias: Centurion's insignia on all armor pieces.
 * Runes: Major Motivation, Major Leadership, Minor Spear Mastery, Vigor (highest possible), and Vitae.
 * Use a Shield that requires Motivation.
 * Use a Shield Handle of Fortitude.
 * Use either the inscription "Master of My Domain" for extra Motivation or "Luck of the Draw" for damage reduction.

Weapon

 * Use a spear grip of Defense.
 * Use the inscription "I have the power!" for +5 Energy.
 * Use whichever spearhead will support your skills best -- Furious will allow you to keep "Watch Yourself!" ready to use relatively well even with all the chants and echos that you're casting.

Usage

 * This Paragon is very efficient in preventing and healing the damage to the whole team (like AoE spells, generic pressure, and health degeneration of the team). "Shields Up!" is also useful to prevent spike from archers, which is very common in the Nightfall campaign.
 * Using "Watch Yourself!" for energy management lets you easily spam all your other skills except Mending Refrain. However, with your high number of shouts and chants you are able to maintain Mending Refrain on all the members of the team during long fights.

Counters

 * If you can't acquire adrenaline you can't spam all your skills.
 * Necromancer's Anti-Paragon hexes totally shut down this build.

Variants

 * Replace Signet of Synergy with Spear of Lightning.
 * You may prefer to use another elite in some areas of PvE.
 * You can replace Signet of Return with another resurrection skill, or even with Lightbringer's Gaze when you need it. Like a monk, using this build you will not have time to resurrect while in combat.
 * Mending Refrain can be replaced by Finale of Restoration.

Template
AZQS1VinMKOxYV86mDrh5KvF5NA
 * The Skills Template for this build is:

D/Mo InvinciDervish
Build:D/Mo InvinciDervish From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE farming

This build has been archived in userspace, at User:Funky King, because of the impending builds wipe. Editing this article is likely a waste of time. This is a build copied by Chollo designed to farm bosses as a Dervish, by bringing your health down to 130 health, so that Protective Spirit lowers damage taken to a maximum of 13. It is in many ways similar to the 55 Monk build, but dervishes can not lower their health below 130 whilst wielding a scythe, because of the inherent +25 health on Dervish chest pieces. This particular build wields a scythe, thus negating the effects of any off-hand item you have equipped. Watch 130HP Dervish clip

Armor

 * Any kind of armor other than armor with the survivor insignia or health boosting runes will do, as long as it has a total of 5 superior runes on. Note that armor level does not matter for this build, so a set of armor purchased in Kamadan will serve this builds purposes just fine.
 * +3-Scythe Mastery Rune, +3-Earth Prayer Rune, +3-Mysticism Rune, +3-Rune(Your Choice), and +3-Rune(Your Choice)
 * Radiant Insignia (x5) for more energy (But not necessary)

Weapons

 * Any customized Scythe
 * "Guided by Fate"/"Strength and Honor"/"To the Pain!" inscription
 * A scythe grip of Enchanting and a Sundering or Zealous scythe snathe can make things easier.
 * A Zealous scythe is recommended while facing only one foe; if you don't use one you may not gain enough energy to recast all 3 enchantments. Note that energy mangement when facing a single foe may become easier by dropping Balthazar's Spirit and Essence Bond.
 * Dwayna's Grace, Lyssa's Bedlam, Scythe of Corruption, or Suli's Scythe would work well for this build. The Soulbreaker also works.

Usage

 * Whenever you enter an explorable area cast Balthazar's Spirit and Essence Bond and wait for your energy to regen. Before approaching the monster(s) you want to kill, cast the first 3 skills on your bar. Aggro the monster(s) and keep your enchantments up while spamming your attack skills. If you're having trouble staying alive, consider deliberately getting yourself killed; the resultant Death Penalty will lower your health and therefore make the build more effective.
 * Mystic Regeneration is quite effective at keeping your health up, however enemies with fast attack speed or powerful health degen spells can render it useless. Try not to face your target alone, make sure he has company. When you aggro a group, make sure they are more or less mobbed up. With the help of Mystic Vigor, you will gain about 25 health each hit; with 3 targets in one hit you will gain 75 health per hit. With fast attacks and the assistance of Mystic Regeneration, you should survive quite easily.
 * Mystic Vigor is your anti-spike skill. When you get spiked, it should only take one hit from you while enchanted with Mystic Vigor to bring your health back up.
 * When there are only 1 or 2 enemies left, it's useful to just use Mystic Vigor instead of Mystic Regeneration, to conserve energy.
 * For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack, to help counter the onslaught of melee attackers. This variation can often be used without having to harvest Death Penalty first, and also gives nice AoE damage. Note, however, that Mirage Cloak will lower the effectiveness of Balthazar's Spirit and Essence Bond, so don't attempt to use it unless you have a zealous scythe equipped.
 * Always check your enchantments

Counters

 * Blind
 * Weakness
 * Blurred Vision
 * Enchantment removal
 * Avatar of Grenth
 * Health Degeneration exceeding 20 pips
 * Health Stealing
 * Energy Denial (Spirit Shackles)
 * Chilblains this skill can ruin many of your farming runs

Variants

 * Replace Reaper's Sweep with Wounding Strike.
 * Replace Reaper's Sweep with Arcane Zeal if you are having trouble with energy management.
 * Replace Reaper's Sweep with Mystic Twister.
 * Replace Eremite's Attack or Mystic Sweep for Fleeting Stability to counter knock down.
 * Replace Eremite's Attack or Mystic Sweep for Heart of Holy Flame when fighting undead for double damage.

Replace Reaper's Sweep with any form except for Avatar of Melandru, which gives +100 health boost. Avatar of Balthazar and Avatar of Dwayna are particularly useful here; the former with its armor boost(doesn't matter due to Protective Spirit) and armor-penetrating damage; the latter with its hex removal and healing, which can negate the need for Mystic Vigor. Avatar of Lyssa works wonders against Mage Bosses, as they are constantly casting spells on you, you dish out +38 damage on a target that is casting a spell.(Remember you will only have about a minute to kill each group, however, if you rely on a form to make the build work.)

Replace Mystic Regeneration with Healing Breeze and take healing prayers instead of earth prayers. Not as effective, but works if you haven't come far enough in the Nightfall campaign to get Mystic Regeneration, unlock Mystic Regeneration with Balthazar Faction, then buy it off the skill trainer.

Templates
A6UyqmqPpTweT9g9+dbuM3zt8QfA
 * The Skills Template for this build is:

Mo/any 55hp Solo Monk
Build:Mo/any 55hp Solo Monk From GuildWiki

This build has been archived in userspace, at User:Hafit/buildarchive/55_Solo, because of the impending builds wipe. Editing this article is likely a waste of time.

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE farming The 55hp Monk is used to solo many popular farming locations containing Griffons, Hydras, Mountain Trolls, and Minotaurs. It is an enchantment heavy build, so it is not suitable for areas with disenchanting mesmers or necromancers.

This build is often called "55 Monk" because of its low health -- only 55 hp. The low health makes Protective Spirit, which limits damage to 10% of a character's maximum health, reduce all received damage to 5hp/hit, which is easily countered by the 8 pips of health regeneration granted by Healing Breeze (16 hp regained every second).

''This build no longer works as described because of the Wednesday 25th of October monster AI update, whereby monsters that can be knocked down no longer kill themselves on Shield of Judgment (meaning Hydras can still be farmed with this build for they cannot be knocked down). If you run past the Mountain Trolls in the cave outside Droknar's Forge, use this build to farm the Tundra Giants, be sure to use a skill like Dolyak Signet against them so you can cast your healing skills and Shield of Judgment to prevent them from disrupting you with their stomps. This also works well with Sand Giants in the Scar area of the Crystal Desert.''

It does work in areas such as the zone with Hydras and Griffins outside of the Augury Rock. It is still effective only takes longer. In the Nightfall campaign of Guild wars the build works real well against the groups of Tusked Hunters and Tusked Howlers outside Yohlon Haven

Armor

 * Ascetic's Armor offers the most energy which is beneficial to this build
 * All armor pieces have to have Monk superior runes: one of each with one extra to bring your health down to 105 (this doesn’t include health deduction with the -50 Grim Cesta). Keep in mind that you don't need high armor for the build, so any Ascetic's with maximum energy will do.

Weapons

 * Any 20% of Enchanting, preferably with extra energy. A Totem Axe or Rajazan's Fervor is ideal.
 * The off-hand item is the -50 Grim Cesta obtained via the Cities of Ascalon quest.

Usage

 * Cast the first 4 enchantments before the fight. You won't have any energy regeneration, so use Blessed Signet to regain energy out of combat.
 * Before aggroing mobs, cast Protective Spirit. You should not need Healing Breeze unless you have more than 3 foes that cannot be knocked down (such as hydras), or 5 that can be knocked down (such as forgotten).
 * The energy gained from Essence Bond and Balthazar's Spirit should be more than enough for all situations.
 * Blessed Aura and your weapon of Enchanting will prolong your Shield of Judgment, which is your core offensive spell.
 * The build is most successful against melee attackers and is least successful against spell casters (especially Mesmers). To use it for farming, find an area with a heavy concentration of melee attackers (such as the Blessed Griffons in Snake Dance or the Hydras in Skyward Reach) and take them on.

Monk

 * Replace Essence Bond with Zealot's Fire for more damage output. See the notes on casting in succession to avoid breaking aggro.
 * Replace Blessed Aura with Smite for more firepower. Note that if you are used to Blessed Aura, then getting used to the decidedly shorter durations of Healing Breeze, Protective Spirit and Shield of Judgment will take some time.
 * Replace Essence Bond with Strength of Honor while using a melee weapon to do more Damage.
 * Replace Essence Bond with Symbol of Wrath and use it right after Shield of Judgment tends to kill Mountain Trolls with one round of Shield of Judgment.
 * Replace Healing Breeze with Shield of Absorption for 0 damage (With Totem Axe and Blessed Aura, Shield of Absorption will come back soon enough to recast before it ends.
 * Use Watchful Spirit for more regeneration

Warrior, secondary

 * Replace Essence Bond with Bonetti's Defense for an excellent energy providing skill, though dodging will reduce the DPS average.
 * Replace Essence Bond with Balanced Stance to protect yourself against knockdowns, such as Meteor casted by Hydras. This will make Hydra-Farming a lot easier.
 * Replace Essence Bond with Dolyak Signet to securely eliminate knockdowns from monsters such as Tundra Giants

Elementalist, secondary

 * Replace Essence Bond with Aftershock. This works fine with the knockdown provided by Shield of Judgment and does not break aggro like Zealot's Fire.
 * Replace Shield of Judgment with Glyph of Renewal and use Sliver Armor for damage.
 * Replace Essence Bond with Bed of Coals.

Necromancer, secondary

 * Replace Essence Bond with Suffering. Use this after Shield of Judgment, when the enemy(s) are knocked down because of its 2 second cast time it's easier to interrupt. For large mobs, cast it into the center of the group.

Mesmer, secondary
You could do one or more of the following:
 * Replace Essence Bond with Channeling to gain tons of energy from crowding foes (this works well in conjunction with Zealot's Fire).
 * Replace Blessed Aura with Arcane Echo to lengthen the effect of Shield of Judgment.
 * Replace Essence Bond with Mantra of Resolve against enemies with interrupts. This can be useful against Titans and Mountain Trolls.
 * Replace Balthazar's Spirit with Sympathetic Visage. This will deplete enemies' energy and cause spellcasting monsters such as Hydras to attack you more once they no longer have the energy to power their spells.

Ranger, secondary

 * Replace Essence Bond with Serpent's Quickness for back to back Shield of Judgment casting.
 * Replace Blessed Signet with Brambles to add damage and inflict bleeding when enemies are knocked down by Shield of Judgment. Remember that Brambles is Factions only.

Dervish, secondary
Mystic Regeneration based

Benefits
 * More points in Divine Favor and Smiting Prayers means Shield of Judgment does more damage for a longer time. Mystic Regeneration is far better than Healing Breeze (0.25 cast, up to +16 health regen for 24 sec).
 * Replace Watchful Spirit with Mending if you don't have WS.
 * Replace Watchful Spirit with Fleeting Stability if getting knocked down is a problem ("only" get max +14 health regen though). Suggested: *Protection Prayers at 9 and Earth Prayers at 6 for longer Fleeting Stability.
 * Additional equipment: a wand + the Grim Cesta in another weapon set. If an enemy runs away, switch to wand, attack it then switch back to usual set. Unless the AI has changed, it should run back to attack you.
 * Mystic Regeneration for healing.

Counters

 * Enchantment removal
 * Interrupting
 * The dazed condition
 * Life stealing
 * Degeneration
 * Shroud of Silence

D/Mo Shielded Derv
Build:D/Mo Shielded Derv From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE general

This build has been archived in userspace, at User:Rebeccamurii/Builds/ShieldedDerv, because of the impending builds wipe. Editing this article is likely a waste of time.

The Shielded Derv is a simple build that uses the Protection Prayers line for damage reduction and condition removal.

Armor

 * Two Radiant Insignias and three Survivor Insignias.
 * One Rune of Attunement & Vitae

Weapons

 * Zealous Scythe of Enchanting with a "Guided by Fate" inscription. (Scythe of Corruption is ideal)

Usage

 * Cast Extend Enchantments, one of the shields or HH, and Mystic Vigor before attacking them.
 * Let the enchantments end by Extend Enchantments and recast.
 * If you have Shield of Deflection, cast it, then let it end and recast it. For Shield of Absorption cast it as soon as it is available.
 * Use Mending Touch on yourself and on allies.

Counters

 * Enchantment removal.
 * Spiteful Spirit, Insidious Parasite, etc...

Variants

 * For additional armor and evasion/health regeneration, switch Shield of Absorption for Shield of Regeneration or Shield of Deflection and replace Wounding Strike with Wearying Strike.


 * Healing Hands variant

Template
A6Myjmqs7AdBwM38639uSeFA
 * The Skills Template for this build is:

D/Mo 130hp Dervish
Build:D/Mo 130hp Dervish From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE farming

This build has been archived in userspace, at User:Funky King, because of the impending builds wipe. Editing this article is likely a waste of time. This is a build designed to farm bosses as a Dervish, by bringing your health down to 130 health, so that Protective Spirit lowers damage taken to a maximum of 13. It is in many ways similar to the 55 Monk build, but dervishes can not lower their health below 130 whilst wielding a scythe, because of the inherent +25 health on Dervish chest pieces. This particular build wields a scythe, thus negating the effects of any off-hand item you have equipped. Watch 130HP Dervish clip

Armor

 * +3-Scythe Mastery Rune, +3-Earth Prayer Rune, +3-Mysticism Rune, +3-Rune(Your Choice), and +3-Rune(Your Choice)
 * Radiant Insignia (x5) for more energy (but not necessary)
 * Any kind of armor other than armor with the survivor insignia or health boosting runes will do, as long as it has a total of 5 superior runes on. Note that armor level does not matter for this build, so a set of armor purchased in Kamadan will serve this builds purposes just fine.

Weapons

 * A customized Scythe with a "Guided by Fate"/"Strength and Honor"/"To the Pain!" inscription. A scythe grip of Enchanting and a Sundering or Zealous scythe snathe can make things easier.
 * A Zealous scythe is recommended while facing only one foe; if you don't use one you may not gain enough energy to recast all 3 enchantments. Note that energy mangement when facing a single foe may become easier by dropping Balthazar's Spirit and Essence Bond.
 * Dwayna's Grace, Lyssa's Bedlam, Scythe of Corruption, or Suli's Scythe would work well for this build. The Soulbreaker also works.

Usage

 * Whenever you enter an explorable area cast Balthazar's Spirit and Essence Bond and wait for your energy to regen. Before approaching the monster(s) you want to kill, cast the first 3 skills on your bar. Aggro the monster(s) and keep your enchantments up while spamming your attack skills. *If you're having trouble staying alive, consider deliberately getting yourself killed; the resultant Death Penalty will lower your health and therefore make the build more effective.

Mystic Regeneration is quite effective at keeping your health up, however enemies with fast attack speed or powerful health degen spells can render it useless. Try not to face your target alone, make sure he has company. When you aggro a group, make sure they are more or less mobbed up. With the help of Mystic Vigor, you will gain about 25 health each hit; with 3 targets in one hit you will gain 75 health per hit. With fast attacks and the assistance of Mystic Regeneration, you should survive quite easily.

Mystic Vigor is your anti-spike skill. When you get spiked, it should only take one hit from you while enchanted with Mystic Vigor to bring your health back up.

When there are only 1 or 2 enemies left, it's useful to just use Mystic Vigor instead of Mystic Regeneration, to conserve energy.

For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack, to help counter the onslaught of melee attackers. This variation can often be used without having to harvest Death Penalty first, and also gives nice AoE damage. Note, however, that Mirage Cloak will lower the effectiveness of Balthazar's Spirit and Essence Bond, so don't attempt to use it unless you have a zealous scythe equipped.

Counters Blind Weakness Blurred Vision Enchantment removal Avatar of Grenth Health Degeneration exceeding 20 pips Health Stealing Energy Denial (Spirit Shackles) Chilblains this skill can ruin many of your farming runs Variants Replace Reaper's Sweep with Wounding Strike.

Replace Reaper's Sweep with Arcane Zeal if you are having trouble with energy management.

Replace Reaper's Sweep with Mystic Twister.

Replace Eremite's Attack or Mystic Sweep for Fleeting Stability to counter knock down.

Replace Eremite's Attack or Mystic Sweep for Heart of Holy Flame when fighting undead for double damage.

Replace Reaper's Sweep with any form except for Avatar of Melandru, which gives +100 health boost. Avatar of Balthazar and Avatar of Dwayna are particularly useful here; the former with its armor boost(doesn't matter due to Protective Spirit) and armor-penetrating damage; the latter with its hex removal and healing, which can negate the need for Mystic Vigor. Avatar of Lyssa works wonders against Mage Bosses, as they are constantly casting spells on you, you dish out +38 damage on a target that is casting a spell.(Remember you will only have about a minute to kill each group, however, if you rely on a form to make the build work.)

Replace Mystic Regeneration with Healing Breeze and take healing prayers instead of earth prayers. Not as effective, but works if you haven't come far enough in the Nightfall campaign to get Mystic Regeneration, unlock Mystic Regeneration with Balthazar Faction, then buy it off the skill trainer.

Notes Players who only own the Nightfall campaign can use Zealous Vow as energy management and replace Balthazar's Spirit and Essence Bond with two utility/attack skills (such as Heart of Holy Flame, Lyssa's Assault, etc.). Managing your energy with this set-up might be a hassle, however.

It is possible to prevent bosses from healing (this has only been tested on Marobeh Sharptail) by taking replacing an attack skill with Rending Aura. However, to make this set-up effective, Wind Prayers need to be at 6. Lowering Mysticism to 9 can accomodate this.

Unlike the traditional 55 build, Death Penalty is not an issue with this build. If you die once, you can still run it fine, it's actually easier if you have 58 health. Same goes if you die twice. If you die 3 times, swap out one superior rune (put on one piece of your normal armor). Experiment with different normal armor pieces and different scythes on. You'll eventually get to a value below 100.

You may find it better to adjust the attributes as following. Found it much quicker and easier to kill Djinn and Jade Brotherhood. You still get a health regeneration of +15.

Dervish / Monk Attribute Rank Smiting Prayers 3 (0) Protection Prayers 10 Scythe Mastery 12 + 1 + 3 Earth Prayers 5 (6) + 3 Mysticism 6 + 3

Always check your enchantments

This build has so far successfully been used to farm:

Mobs/Various Am Fahs Behemoths (of all sorts) Djinns (of all sorts) Hekets (all sorts, but you can get unlucky with interrupts from the warriors) Hydras (Prophecies campaign) Insects (all sorts) Jade Brotherhood (Factions campaign) (Easier to kill with 58 HP.) Kirin Minotaurs Mountain Trolls (Prophecies campaign) Plants (mirage iboga's can be a pain but it can be done) only tested in Nightfall campaign Tusked Howlers/Tusked Hunters (Nightfall campaign) Undead especially from The Undead Hordes quest Undergrowth Warden Bladed Aatxe In the underworld- no longer possible, thanks to riposte being added to their skills list. (This is partly true. One can solo 2 aatxes at a time, but not 3 as riposte will be too difficult to manage. So wait for the patrols to go and lure 2, you should be fine.) Skale (It's very easy just charge em and use the build correctly) Fire Imp Jade (species) At the beginning of Ring of Fire mission, avoid the mursaat and pull the Jade alone. Make sure you're Infused first! Warrior Robah Hardback(Very easy, dying once makes it a bit easier) Chor the Bladed(Position him beside his healer, and put pressure on the healer until it dies, then finish Chor) Mahto Sharptooth(By using the hill to the west of Mahto, you can control the dmg/energy you take by using it to block the Hekets using their wands, dying once helps) Colonel Chaklin (Enchantment removers are near) Bloodback Morrob (Die first or the excessive warriors will over power you.) Ranger Zelnehlun Fastfoot (Die twice, equip +30 HP scythe, then kill him, avoid Rampaging Ntouka on the run, they will strip your enchantments) Tundoss the Destroyer (You may want to bring henchmen or heroes to kill the two healers near him, then flag them away.) Whuup Buumbuul (Takes A While, line him up with the Mountain Trolls to keep up your health) Monk Chidehkir, Light of the Blind (Die once, attack him and make sure one of his minions is in your strike range, keep the pressure on and he will die eventually)(User note: Try replacing Mystic Vigor with Scourge Healing, you can take points from Earth Prayers till it is at 8 and put those points into Smiting Prayers, keep Scourge Healing on him at all times so he cant heal) Keshel the Voracious (easy) Shen, the Magistrate (easy but die once first) Necromancer Jerneh Nightbringer[Video] (Easier to try to kill him with 58 HP. Bubal and Rohan spawn near him.)(It's easy, Nightbringer first, then Buhon and at last Robah) Terob Roundback(Very Easy/Easy. Die once first. Careful of Ntouka Birds) Mabah Heardheart Eshekibeh Longneck Ghial the Bone Dancer (Consider taking Heart of Fury to help counter Faintheartedness) Mesmer Neoli the Contagious (Hard) Eshim Mindclouder Yamesh Mindclouder Jin, the Purifier Yammirvu, Ether Guardian (Better if you die once) Elementalist Buhon Icelord(Easier by dying 2 or 3 times) Korshek the Immolated Korr, Living Flame[Video] (if you go 61hp (30% DP and -1 armour) and equip Fleeting Stability it makes it exceptionally easier) Exuro Flatus [Video] Kormab, Burning Heart (Arcane Zeal makes this much easier) Hajkor, Mystic Flame[Video] (use the wurm, before aggroing him, wait for the mandragor group to arrive, kill them, go for the small melee mandragor first, then die once, then pull him and his group away from the margonites and then kill him.) Lian, Dragon's Petal (Easiest way is to pull the knight group in front and solo them then move on to Lian's group) Birneh Skybringer (get hp below 50 and use Fleeting Stability (You don't need this, it is still possible to kill him without it), if a monk is in his group, kill the monk first (easier if you are hitting more targets)) Assassin Lunto Sharpfoot(If he has any healers near him, finish them first by positioning lunto and any other melee minions at one side of the healer, and hit Lunto, the healer and his minions at the same time)(user comment: just lure the closest of lunto's minions and the whole group will come running to you, then just kill the monk) Xuekao, the Deceptive Ritualist Cho, Spirit Empath Lieutenant Kayin Dervish Bubahl Icehands (Easy, die once then kill him) Marobeh Sharptail (Make sure you hit him alone. Let the mob provide energy. He does take a good amount of effort) Leilon, Tranquil Water Vahlen the Silent (Die once, then kill him. I find it easier to die twice, because then they only do -1 dmg) Corporal Suli (may need to rezone for a good spawn)can someone define good spawn Acolyte of Melandru (die once, kill seers first, cover protective spirit with mystic regeneration and mystic vigor. Rezone if there are any priests.) Acolyte of Balthazar no dying requied he is relatively easy to farm (please note that this works well in a group where the 130hp derv attacks first) Paragon Wandalz the Angry (Take henchmen to clear the Kournan Seers, then keep flagged off radar.) Shakor Firespear Pehnsed the Loudmouth (Takes very long time, but possible) Jishol Darksong (Medium, Takes very long time, but possible) Note: if you add a boss to this list, please post a screenshot on the Talk page.

Templates Template Guide The Skills Template for this build is: A6UyqmqPpTweT9g9+dbuM3zt8QfA

See also Invincible Monk Retrieved from "http://gw.gamewikis.org/wiki/Build:D/Mo_130hp_Dervish"

W/any Axe Rune Farmer
Build:W/any Axe Rune Farmer From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE farming

This is a popular Warrior build which, as its name implies, is used to farm runes primarily from Ettins found within Kryta.

Attributes and Skills Axe Variant Warrior / Any Attribute Rank Axe Mastery 12 + 1 + 3 Strength 9 + 1 Tactics 9 + 1

Eviscerate Cyclone Axe Disrupting Chop Executioner's Strike Dolyak Signet Sprint Endure Pain Healing Signet

Equipment Superior Rune of Axe Mastery - increases Axe Mastery by 3 Executioner's Helm - increases Axe Mastery by 1 Minor Rune of Strength - increases Strength by 1 Minor Rune of Tactics - increases Tactics by 1 (2nd version only) Usage Disrupting Chop is used to counter Gypsie Ettins, who use Healing Signet. You can use Distracting Blow here, as well. Dolyak Signet should be activated right before the ettins attack you. Cyclone Axe is to be used to build up adrenaline so that you can interrupt the healing signet much more often. This version doesn't require any monk skills. You almost don't even need Healing Signet, as there is only a 3 second time period when you don't have Dolyak Signet on. Notes A quest available at the Ascalon Settlement. "The Last Hog," when activated, causes a large mob of Ettins to spawn on the other side of the nearby portal. For farming purposes, do not complete the quest, but begin it to draw the Ettins through the portal. If you run down to the hog and run halfway back up that path, Ettins will spawn on your side of the portal and will move to attack you. Care must be taken since although the Ettins do not mob you all at once, the groups do follow each other very rapidly.

Variant Replace Eviscerate with Triple Chop and drop Disrupting Chop for Dismember. Regardless of the Ettin's healing, a level 20 warrior will kill the Ettins easily and Triple Chop is easier to get, if you have Factions.

W/any Cleave PvE Soldier
Build:W/any Cleave PvE Soldier From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvE hero PvE general

This is a fast-paced PvE Build that uses Cleave as a low Adrenaline Attack Skill to change targets more quickly, killing single targets at fast rates. Combined with Cyclone Axe and "For Great Justice!", it is recharged at an astounding rate, increasing the ability to deal high damage attacks more frequent, resulting in more kills.

Attributes and Skills Warrior / Any Attribute Rank Strength 8 + 1 Axe Mastery 12 + 1 + 3 Tactics 10 + 1

Cleave Cyclone Axe Dismember Executioner's Strike "For Great Justice!" "Watch Yourself!" Healing Signet Resurrection Signet

Equipment A mix of Gladiator's Armor and Berserker's Armor is a good combination, or you could go for Dreadnought armor for some more Armor vs Elemental damage. Choose either a Furious or Zealous Axe of Fortitude (Zealous is your energy upkeep for Cyclone Axe). The best Rune of Vigor and Absorption you can get. Usage When you encounter enemies, engage them and start building up some adrenaline using "For Great Justice!" and Cyclone Axe. As soon as you have enough adrenaline, use your attack skills (primarily Cleave). If your health is going down use Healing Signet to heal. Use "For Great Justice!" to help regain adrenaline.

Counters Common tank counters: Ward Against Melee Reduced attack speed hexes like Shadow of Fear and Faintheartedness Blindness Damage-on-attack hexes such as Spiteful Spirit and Empathy Variants Change "Watch Yourself!" for a speed increasing skill such as Rush and Sprint. Switch "For Great Justice!" for an IAS such as Frenzy. Notes This build should not have energy problems, because a Zealous Axe upgrade combined with Cyclone Axe can usually regain high amounts of Energy, providing more than one target is being struck. This build uses only Core skills, so it can be used regardless of which campaigns you own. Template Template Guide The Skills Template for this build is: AxQxbipkrZ8UlGVoeVuGAZC

W/any Steady Warrior
Build:W/any Steady Warrior From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

PvP RA PvE general

This build relies on the Nightfall skill Steady Stance and other Tactics skills to lay down high damage. On top of providing steady damage, it also has energy denial, has an Unblockable attack, and gives a constant +24 armor, to everyone within earshot. With all that, this build also has great energy management and lots of adrenaline gain.

Attributes and Skills Warrior / Any Attribute Rank Tactics 12 + 1 + 1 Axe Mastery 12 + 1 Strength 3 + 1

Steady Stance Drunken Blow Desperation Blow Soldier's Strike "Watch Yourself!" "Fear Me!" Healing Signet Resurrection Signet

Equipment Sundering Axe of Axe Mastery or fortitude Radiant Insignia on all the armor Superior Vigor,Superior Absortion, and a Rune of Attunement Usage The best combo to use is... Steady Stance--> Drunken Blow or Desperation Blow--> Soldier's Strike--> "Watch Yourself!" (While Soldier's Strike is Activating, because shouts can be used while other skills are activating)--> "Fear Me!"

By that time, Steady stance should be recharged (the whole combo takes 5 seconds), and you can go at it again Even if you miss with desperation blow or drunken blow with Steady Stance active, you will still get the adrenaline and energy gain, so that can still be used without fear of wasting energy, and to keep up energy management

If you run low on energy (You get rezzed, or just have low energy), a good way to regain it is to take Soldier's Strike out of the rotation until you can get your energy back up with steady stance Another decent combo is to use "Fear Me!" to drain lots of energy from enemy troops. Use "Fear Me!" then while shouting use the steady stance combo, once you strike "Fear Me!" would have been recharged and shout it again, then use Soldier's Strike to recharge "Fear Me!". Within five seconds every nearby enemy just lost 12 energy which can be quite devastating to elementals because of some of the large energy requirements.

Variants Use a hammer for more spike damage Use a Sword and switch out a skill for Riposte Switch healing signet for Lion's Comfort If using a sword, you could switch out a skill for Final Thrust since you build adrenaline so fast If you know you will be healed, then switch healing signet out for an attack skill. this build gains lots of adreniline fast, so choose an adrenal skill Sun and Moon Slash can be used Assassin secondaries can use Signet of Malice. With all the conditions you are spreading, you will remove many from yourself if this is used right If using an axe, you can use Critical Chop If using an axe, Disrupting Chop is a good, spammable interrupt. Change to W/D and use a scythe instead. Scythes will condition all foes hit with the AoE of the scythe. Mesmer secondaries can bring Epidemic to spread the condtitions you put on an enemy to all the enemies adjacent to that one. Switch Soldier's Strike for Thrill of Victory Counters Standard Warrior counters (eg Mesmers, Crippling) Knockdowns can delay the combo, but not by much Energy denial can be easy, because 2 pips of energy can easily be taken away, and if the warriors' energy is constantly below 5, they can't use steady stance and Drunken Blow or Desperation Blow for energy management Retrieved from "http://gw.gamewikis.org/wiki/Build:W/any_Steady_Warrior"

W/any Triple Chop PvE Warrior
Build:W/any Triple Chop PvE Warrior From GuildWiki

This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use: PvE hero PvE general

This build utilizes the Warrior's Axe Mastery line to deal tremendous damage to adjacent foes, through the use of the elite skill Triple Chop, and its non-elite counterpart, Cyclone Axe. Through these two skills, the user is able to strike multiple foes at once with high damage, resulting in very high adrenaline gain. In combination with skills from the Tactics and Strength line, the user is able to strike quickly, as well as gaining adequate defense for such environments.

Attributes and Skills Warrior / Any Attribute Rank Axe Mastery 12 + 1 + 3 Tactics 10 + 1 Strength 8 + 1

Triple Chop Cyclone Axe Disrupting Chop Wild Blow Flail "Watch Yourself!" Healing Signet Resurrection Signet

Equipment A Zealous Axe should be used to maintain Energy at a suitable level. Runes of Superior Axe Mastery, Superior Vigor, Minor Tactics, Superior Absorption, Minor Strength. Max AL armor with any Insignia can be used, but you may want to use Radiant armor for the extra energy boost. A +1 to Axe Mastery headpiece. Usage When fighting, be sure to use Triple Chop and Cyclone Axe constantly to maintain a high DPS. Try to fight in the center of a mob, rather than chasing down lone targets, providing that there is no target with very high priority. Avoid chasing targets too far, as it can result in aggroing other, nearby groups, which puts the entire party at risk. Activate Flail for an attack speed boost. "Watch Yourself!" should be spammed constantly to give your entire party an armor boost. Remove enemy Stances with Wild Blow, or for fighting single targets. Disrupting Chop should be used to interrupt long-casting, crucial spells such as Meteor Shower. It should also be used against enemies spamming certain spells, or on enemy healers. Use Healing Signet as a secondary source of healing. Note that you have an Armor penalty while activating this skill, so avoid using it in high-pressure situations. Counters Blind can be troublesome, if not removed properly. Hexes which deal damage on attacking or on hitting can be devastating, since you're constantly striking multiple targets. Diversion can greatly reduce your damage capability if not avoided. Variants Other types of IAS such as Tiger Stance and Burst of Aggression may be used in place of Flail, if you think the speed penalty is a problem. Bonetti's Defense can be useful for tanking, and is quickly charged through your attacks. You may want to replace Disrupting Chop with Distracting Blow for a faster interrupt, at the expense of an adrenaline-based interrupt. "Retreat!" can be useful for cases where the party gets overwhelmed. In places where stance removal or interrupts aren't entirely necessary, fit in an attack such as Executioner's Strike or Dismember. Replace Healing Signet with Lion's Comfort for a faster heal, at the expense of recharge time and Adrenaline cost. If you think you'll need a speed-enhancing stance, or a cancel for Flail, consider taking Rush or Enraging Charge. With a monk secondary vigorous spirit can be used for a good heal when sufficient aggro is taken. With a Necromancer secondary. Plague Touch can be used to deal with conditions and add extra damage. Templates Template Guide The Skills Template for this build is: ABMRElcVHwnShqEU4rclAgAA

Retrieved from "http://gw.gamewikis.org/wiki/Build:W/any_Triple_Chop_PvE_Warrior"