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This build was archived 20:24, 24 July 2007 (CEST), for the following reason:

  • Rebalancing of numerous skills used by this build has caused it to fall out of use by most teams.

This build had been designed for the following use:

This build was in the category Tested before being archived.

This build is a balanced GvG or HA setup, combining the raw DPS and spiking capabilities of Warriors with armor-ignoring damage from the Mesmer's Domination Magic line of skills. This build's name originated from the fact that is run by a notable number of top-ranked European guilds.

The Shadow Prison Warrior[]

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The Hammer Warrior[]

12 + 1 + 1
9 + 1
Your attack skills gain 10% armor penetration.
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The MoR Mesmer[]

You activate Spells and Signets 34% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 27%.
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The Expel Hexes Mesmer[]

You activate Spells and Signets 34% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 27%.
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The Protection Prayers Monk[]

Your allies are healed for 29 Health whenever you cast Monk spells on them.
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The Infuser[]

Your allies are healed for 35 Health whenever you cast Monk spells on them.
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Usage[]

The general purpose of the team is to deliver a quick and concentrated spike to its opponents. Begin by having the Warriors engage in melee to charge adrenaline. When adrenaline is charged, the spike is ready. Have the caller select a target, and the Warriors use Shadow Prison to shadowstep to him/her. The warriors should unleash their entire attack combos while under the effects of Frenzy, and MUST use Dash as a cancel stance if targeted. The Mesmers should use Shatter Enchantment, Spiritual Pain, and Wastrel's Demise in tandem with the Warriors' attacks to deliver an armor-ignoring spike to their targets. The monks ensure the survival of the team through damage mitigation, hex and condition removal, and flat-out healing.

Variants[]

Guild Battle Line-up[]

Counters[]

  • Constant Blind/Blurred Vision on the Warriors will prevent them from spiking effectively (and will cause a failed spike)


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