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I no longer play guild wars :)


Pve characters -

  • W/all 20
  • D/mo,/w 12
  • rt/all 20
  • r/n,/mo,/w 20
  • e/me,/mo,/a 20
  • n/me,/mo,/d 20
  • a/w,/me,/d 20
  • p/w,/mo 20
  • mo/me 20
  • me/e 20
  • r/w 8 (perma pre)

Some fun builds, without going into details, designed for either RA or TA

WarriorElementalistWarrior / Elementalist Attribute Rank
Swordsmanship 12+2+1
Fire Magic 10
Strength 8+1
Crippling Slash

Crippling Slash

Gash

Gash

Sun and Moon Slash

Sun and Moon Slash

Final Thrust

Final Thrust

Flail

Flail

Flame Djinn's Haste

Flame Djinn's Haste

Conjure Flame

Conjure Flame

Resurrection Signet

Resurrection Signet

variants

  1. final->Bull's Strike or Enraging Charge
  2. flail+FDH->frenzy+rush
  3. crippling slash->Sever Artery and final thrust->Dragon Slash
WarriorWarrior / Any Attribute Rank
Hammer Mastery 12+2+1
Strength 12+1
Devastating Hammer

Devastating Hammer

Fierce Blow

Fierce Blow

Heavy Blow

Heavy Blow

Crushing Blow

Crushing Blow

Frenzy

Frenzy

Rush

Rush

Enraging Charge

Enraging Charge

Resurrection Signet

Resurrection Signet

^TA (frenzy is activated during heavy blow, when spiking, and to increase dps and adrenaline gain between spikes - not for the whole spike or it screws up the KD chain, stonefist is assumed)

WarriorWarrior / Any Attribute Rank
Hammer Mastery 12+2+1
Strength 8+1
Tactics 10+1
Devastating Hammer

Devastating Hammer

Fierce Blow

Fierce Blow

Heavy Blow

Heavy Blow

Crushing Blow

Crushing Blow

Protector's Strike

Protector's Strike

Healing Signet

Healing Signet

Enraging Charge

Enraging Charge

Resurrection Signet

Resurrection Signet

^RA

AssassinWarriorAssassin / Warrior Attribute Rank
Dagger Mastery 11+2+1
Critical Strikes 11+2
Deadly Arts 8+1
Siphon Speed

Siphon Speed

Black Lotus Strike

Black Lotus Strike

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Horns of the Ox

Horns of the Ox

Flurry

Flurry

Critical Defenses

Critical Defenses

Resurrection Signet

Resurrection Signet

AssassinWarriorAssassin / Warrior Attribute Rank
Dagger Mastery 12+3+1
Deadly Arts 10+1
Critical Strikes 8+1
Shadow Prison

Shadow Prison

Tiger Stance

Tiger Stance

Black Lotus Strike

Black Lotus Strike

Horns of the Ox

Horns of the Ox

Black Spider Strike

Black Spider Strike

Blades of Steel

Blades of Steel

Impale

Impale

Resurrection Signet

Resurrection Signet

MesmerElementalistMesmer / Elementalist Attribute Rank
Fast Casting 10+2
Domination Magic 11+1+1
Inspiration Magic 10+1
Diversion

Diversion

Energy Burn

Energy Burn

Drain Enchantment

Drain Enchantment

Mirror of Disenchantment

Mirror of Disenchantment

Deep Freeze

Deep Freeze

Auspicious Incantation

Auspicious Incantation

Mantra of Recovery

Mantra of Recovery

Resurrection Signet

Resurrection Signet

this one's for gvg and it's not finished, variant: eburn->etap, drain->shatter

PVE build, pug friendly version as it's self sufficient and even has a self heal and hard res! (otherwise, go p/w and throw recovery on a searing flames ele, channeling-resto splinter weapon rt, or n/rt. See talk of Wearying Spear to see why this is worth it and how to make it worth it, cos I'm not doing usage here.

ParagonRitualistParagon / Ritualist Attribute Rank
Spear Mastery 12+2+1
Leadership 9+1
Restoration Magic 9
Wearying Spear

Wearying Spear

"Go for the Eyes!"

"Go for the Eyes!"

Vicious Attack

Vicious Attack

Focused Anger

Focused Anger

Aggressive Refrain

Aggressive Refrain

Spirit Light

Spirit Light

Recovery

Recovery

Signet of Return

Signet of Return

gvg or pve - NB this is intended primarily for use with w/d and d/x. It's intended as reaction to the hexes meta, with pious restoration on the melee removing 2 hexes a pop.

MonkNecromancerMonk / Necromancer Attribute Rank
Blood Magic 11
Smiting 10+1+2
Divine Favour 10+1
Divine Intervention

Divine Intervention

Order of the Vampire

Order of the Vampire

Blessed Signet

Blessed Signet

Signet of Devotion

Signet of Devotion

Deny Hexes

Deny Hexes

Holy Veil

Holy Veil

Strength of Honor

Strength of Honor

Resurrection Signet

Resurrection Signet

variant, divine intervention -> reversal of damage and holy veil -> essence bond

pve

RangerAssassinRanger / Assassin Attribute Rank
Expertise 9 + 1 + 3
Beast Mastery 8 + 1
Wilderness Survival rest+1 or 0
Dagger Mastery 11 or 12
Jagged Strike

Jagged Strike

Wild Strike

Wild Strike

Death Blossom

Death Blossom

Moebius Strike

Moebius Strike

Tiger's Fury

Tiger's Fury

Apply Poison

Apply Poison

Natural Stride

Natural Stride

Resurrection Signet

Resurrection Signet

variants being lightning reflexes, throw dirt, js+ws.

more on the way ;)


other builds I've put (or was going to put) on the wiki

This build is designed to assist in a melee pressure team build or any pve team with multiple physical damage dealing classes. It is most effective with a warrior or paragon heavy team where it can provide adrenal and damage boosts whilst also healing the whole party. Unlike a necromancer primary it can sustain itself effectively in terms of both health and energy. For gvg it is also possible to double up as an effective flag runner and even infuser, combining several important roles in a single character slot.


DervishNecromancerDervish / Necromancer Attribute Rank
Mysticism 10+2
Wind Prayers 10+3+1
Blood Magic 11
Order of Pain

Order of Pain

Dark Fury

Dark Fury

Mystic Healing

Mystic Healing

Arcane Zeal

Arcane Zeal

Optional

Optional

Vow of Piety

Vow of Piety

Watchful Intervention

Watchful Intervention

Resurrection Signet

Resurrection Signet

Optional skills:

  • Imbue Health allows you to help against spikes (in which case a higher maximum health is recommended than otherwise)
  • Dwayna's Touch provides additional self healing
  • Featherfoot Grace improves your mobility
  • Faithful Intervention provides personal spike protection and is a extremely low maintenance additional enchantment
  • Verata's Aura may be a useful low maintenance enchantment in areas where enemy minions are likely (requires small Death Magic investment)
  • Death Nova is a cheap option for covering more valuable enchantments on both yourself and your team
  • Gaze of Contempt for mass enchant removal of a single target

Equipment

As you can remain a long way back from the rest of your party and still be perform your role, much like a LoD infuser, you can usually get away with a lower max health than most other builds. Watchful Intervention and Faithful Intervention also make you hard to spike. Also, lower health decreases your health sacrifice. As such it's largely your choice as to how much health to take. With full survivor and 2 vitae runes you have 505 health and 42 maximum energy using the items below. If using only Order of Pain you can afford to go higher.

  • A Spear of Enchanting with an "I have the Power!" inscription and a blood offhand with 20 HCT and "Serenity Now" Inscription works well.

Usage

  • Maintain as many single target enchantments on you as possible at all times, including arcane zeal.
  • try and time recasting your enchantments so casting finishes very shortly after the enchantment falls, rather than before, for the bonus energy and health from mysticism (and Vow of Piety if applicable).
  • Hang back from the front lines as you have little self protection and your spells have a very large area of effect.
  • Use mystic healing as often as possible as long as you are enchanted with Arcane Zeal, even if you are mainly over-healing it should be at worst energy-neutral.

Variants

  • Where Dark Fury isn't needed it can be considered another optional slot. This is also true for the resurrect and both 'intervention' spells, which are there as much for convenience as for their effects, though unless other party members will be providing enchants such as Aegis it is recommended to include at least 5 enchant spells in the build, including Order of Pain and Arcane Zeal.
  • The attributes and runes can be adjusted slightly though 12 or more mysticism is recommended. Increasing blood magic to 12 will not benefit the build in any way.
  • Applying pressure personally with a scythe, or using offensive blood spells such as dark pact, could be a viable alternative to providing healing with Mystic Healing.

Counters

All in all this build is quite hard to counter without the opposing team over-extending. However


work in progress until I think of a name

The _________ assists a team pressure or spike by keeping a key opponent nailed to the floor for a good portion of the time, while dealing respectable damage.


WarriorParagonWarrior / Paragon Attribute Rank
Strength 11+2
Hammer Mastery 11+2+1
Tactics 8+1
Devastating Hammer

Devastating Hammer

Auspicious Blow

Auspicious Blow

"On Your Knees!"

"On Your Knees!"

Enraging Charge

Enraging Charge

Healing Signet

Healing Signet

Enduring Harmony

Enduring Harmony

"For Great Justice!"

"For Great Justice!"

Resurrection Signet

Resurrection Signet

Equipment

  • Survivor armour with one piece of Stonefist armor (in helm, gloves or boots)
  • Vampiric hammer of fortitude with a Strength and Honor Inscription
  • Zealous hammer of fortitude with a strength and honor inscription
  • sundering flatbow of fortitude
  • a furious spear of fortitude with an I have the power Inscription and a shield of fortitude with an I Can See Clearly Now inscription
  • vitae, clarity or superior absorption can be used to fill the remaining armour slot.

Usage

  • Keep "For Great Justice!" active as much as possible. Use Enduring Harmony to lengthen the duration or Serpent's Quickness to decrease its recharge time (see below).
  • Use Enraging charge to chase down an important target such as a monk and attack them. This will charge Devestating Hammer in a single hit.
  • Follow up with a chain of Devastating Hammer, "On Your Knees!", and the now recharged Enraging Charge. Careful timing is required when using "On Your Knees!" - too soon and Auspicious Blow can't be used, too late and Enraging Charge won't be recharged.
  • If energy demands it, add an auspicious blow in between using Devastating Hammer and "On Your Knees!". This will allow the target more time to use skills however.
  • At the beginning of matches, if the other team is camping spirits, often you can encourage them to be more aggressive by using your flatbow to gain adrenaline.

Variants

  • The same concept can be used by a warrior/ranger with Serpent's Quickness instead of Enduring Harmony. This allows "For Great Justice!" to be kept up the same proportion of the time however is a bit more energy intensive. Like Enduring Harmony, no attribute investment in Wilderness Survival is required.
  • As a warrior/ranger, it's possible to replace the 8 tactics with 8 wilderness survival and use Troll Unguent instead of Healing Signet.
  • Replacing Serpent's Quickness or Enduring Harmony with Crushing Blow or Protector's Strike (use a zealous mod for the latter) will kill targets faster independent of your team.
  • Remedy Signet or Antidote Signet could be used to counter blindness.
  • Attributes and rune choice can be adjusted to enhance either survivabilty or damage according to preference as long as strength remains at least 13.

Counters

  • Balanced Stance or Ward of Stability will greatly reduce the build's effectiveness.
  • This build has no way to counter stances and enchants that result in your attacks being blocked
  • Quick removal of conditions, such as from a dervish with avatar of melandru, will make your chain less sustainable (in which case the zealous hammer switch should be used and auspicious blow left out).
  • Generic melee counters such as Empathy will force you to heal more often.
  • Blind, or stacked hexes that cause you to miss, will shut the build down completey if you have no support.

Related Builds

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