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.
CoreWarrior. Axe Mastery 14DismemberAxe AttackIf it hits, this axe blow will inflict a Deep Wound on the target foe, lowering that foe's maximum Health by 20% for 19 seconds.5
NightfallWarrior. Axe Mastery 14Critical ChopAxe AttackIf this attack hits, you inflict +19 damage. If this attack results in a critical hit, target foe is interrupted.5115
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.3
NightfallWarrior. Strength 10Enraging ChargeStanceFor 12 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 2 strikes of adrenaline if you hit with a melee attack.520
CoreWarrior. Hammer Mastery 14Devastating HammerElite Hammer AttackIf Devastating Hammer hits, your target is knocked down and suffers from Weakness for 19 seconds. This attack skill has 10% armor penetration.7
PropheciesWarrior. Hammer Mastery 14Crushing BlowHammer AttackIf this attack hits, you strike for +19 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 19 seconds. This attack skill has 10% armor penetration.510
PropheciesWarrior. Strength 10Protector's StrikeMelee AttackIf this attack strikes a moving foe, you strike for 30 more damage. This attack skill has 10% armor penetration.5½3
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.3
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%.
CoreMesmer. Domination Magic 14DiversionHex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.102.012
NightfallMesmer. Domination Magic 14Spiritual PainSpellTarget foe takes 71 damage. All hostile summoned creatures in the area of that foe take 118 damage.50.77
NightfallMesmer. Domination Magic 14Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 9 damage and an additional 9 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 50.23
CoreMesmer. Domination Magic 14Shatter EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage.100.720
PropheciesMesmer. Domination Magic 14ShameHex SpellFor 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 13 Energy from that foe.101.330
CoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.2.2
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%.
CoreMesmer. Domination Magic 14DiversionHex SpellFor 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.102.012
PropheciesMesmer. Domination Magic 14GuiltHex SpellFor 6 seconds, the next time target foe casts a Spell that targets a foe, the Spell fails and you steal up to 13 Energy from that foe.51.325
NightfallMesmer. Domination Magic 14Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 9 damage and an additional 9 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 50.23
CoreMonk. Protection Prayers Draw ConditionsSpellAll negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 6..22..27 Health.5¼4
CoreMesmer. Inspiration Magic 10Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 14 Energy and 93 Health.51.320
FactionsMonk. Healing Prayers Resurrection ChantSpellResurrect target party member with up to your current Health and 5..29..37% Energy. This spell has half the normal range.104.015
FactionsMonk. Healing Prayers 11Gift of HealthSpellAll of your other Healing Prayers skills are disabled for 6 seconds. Target other ally is healed for 114(+29) Health.5¾5
CoreMonk. Protection Prayers 14Reversal of FortuneEnchantment SpellFor 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 76. Target ally gets healed for 29 Health.5¼2
NightfallMonk. Protection Prayers 14Dismiss ConditionSpellRemove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 71 Health. Target ally gets healed for 29 Health.5¾3
CoreMonk. UnlinkedHoly VeilEnchantment SpellWhile you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Target ally gets healed for 29 Health.-15112
FactionsMonk. Protection Prayers 14Spirit BondEnchantment SpellFor 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or Spells, that ally is healed for 86 Health. Target ally gets healed for 29 Health.10¼2
CoreMonk. Protection Prayers 14AegisEnchantment SpellFor 11 seconds, all party members within earshot have a 50% chance to block attacks. You get healed for 29 Health.10230
NightfallMonk. Protection Prayers 13Zealous BenedictionElite SpellHeal target ally for 160(+35) Health. If target was below 50% Health, you gain 7 Energy.10¾4
CoreMonk. Healing Prayers 7Infuse HealthSpellLose half your current Health. Target other ally is healed for 117% of the amount you lost. Target ally gets healed for 35 Health.10¼
CoreMonk. Protection Prayers 13Reversal of FortuneEnchantment SpellFor 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 71. Target ally gets healed for 35 Health.5¼2
NightfallMonk. Protection Prayers 13Dismiss ConditionSpellRemove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 67 Health. Target ally gets healed for 35 Health.5¾3
CoreMonk. Protection Prayers 13Shielding HandsEnchantment SpellFor 8 seconds, damage and life steal received by target ally is reduced by 16. When Shielding Hands ends, that ally is healed for 44 Health. Target ally gets healed for 35 Health.5¼15
CoreMonk. UnlinkedHoly VeilEnchantment SpellWhile you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Target ally gets healed for 35 Health.-15112
CoreWarrior. Strength 0Shield BashSkillFor 5 seconds, while wielding a shield, the next attack skill used against you is blocked. If it was a melee skill, your attacker is knocked down and that skill is disabled for an additional 15 seconds.520
CoreWarrior. Tactics 8Balanced StanceStanceFor 14 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.530
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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.
Warriors should be careful not to overextend when making use of their shadowsteps.
Choices for the optional may vary, depending on your secondary profession. Me/E with Gale is commmonly run, or Me/Es may take Glyph of Lesser Energy. Power Return is a good interruption skill, with a low cast and fast recharge. Drain Enchantment is used for energy gain. Price of Pride can replace Signet of Humility.
Guild Battle Line-up[]
Add two filler classes for the 8-person Guild Battles. Options include: