From DOGWiki
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Dervish
Dervish / Necromancer |
11 + 3 + 1 Scythe Mastery 7 + 1 Earth Prayers 5 + 1 Mysticism 2 Blood Magic 11 Death Magic Whenever an Enchantment ends, you gain 6 Health and 2 Energy.
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- Scythe Mastery 11 + 3 + 1
- Earth Prayers 7 + 1
- Mysticism 5 + 1
- Blood Magic 2
- Death Magic 11
- Note: For those who love necros but were never able to use those touch skills, this one is for you. This build can be run (just barely) with full Windwalker armor and a weapon maxed out for damage. A 20% scythe grip of enchanting is highly recommended.
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Elementalist
Elementalist / Any |
16 Air Magic 13 Energy Storage Your maximum Energy is raised by 39.
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- Air Magic 12 + 3 + 1
- Energy Storage 12 + 1
- Note: This is a replacement build for the Searing Flames nuker against Destroyers in GW:EN - it has armor-ignoring and armor-penetrating spells to combat fire resistance and high armor levels. There is no rez as it is specced for complete offense, complimenting Vekk's defensive Air Conditioning build.
Elementalist / Mesmer |
16 Fire Magic 13 Energy Storage Your maximum Energy is raised by 39.
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- Fire Magic 12 + 3 + 1
- Energy Storage 12 + 1
- Note: This build will not run out of energy as long as enchants are kept up but also has no rez.
Elementalist / Monk |
16 Water Magic 13 Energy Storage 3 Healing Prayers Your maximum Energy is raised by 39.
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- Water Magic 12 + 3 + 1
- Energy Storage 12 + 1
- Healing Prayers 3
- Note: This is a replacement build for the Winter-fire nuker in Hell's Precipice. Shatterstone + Freezing Gust for damage, Maelstrom + Freezing Gust for caster interrupt-hold, and Icy Prism to stop Healing Signet. A battery is highly recommended.
Elementalist / Any |
16 Fire Magic 13 Energy Storage Your maximum Energy is raised by 39.
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- Fire Magic 12 + 3 + 1
- Energy Storage 12 + 1
- Note: Suggestions for the optional slot are a reusable rez or Glyph of Sacrifice.
Monk / Mesmer |
12 Protection Prayers 10 Divine Favor 10 Inspiration Magic
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Boon-Prot Monk* |
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 Prophecies | Elite Enchantment Spell. For 20 seconds, you gain no benefit from it. You gain 20 Energy when Mantra of Recall ends. (10 Inspiration Magic) |
 
 Core | Enchantment Spell. For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (12 Protection Prayers) Target ally gets healed for 32 Health. |
 
 Core | Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 67. (12 Protection Prayers) Target ally gets healed for 32 Health. |
 
 Core | Enchantment Spell. For 8 seconds, damage received by target ally is reduced by 15. (12 Protection Prayers) Target ally gets healed for 32 Health. |
 
 Core | Enchantment Spell. For 6 seconds, target ally has a 50% chance to block attacks. (12 Protection Prayers) Target ally gets healed for 32 Health. |
 
 Prophecies | Inspired Hex- 1
 - 5

Spell. Remove a Hex from target ally and gain 8 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed. (10 Inspiration Magic) |
 
 Core | Enchantment Spell. While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 45 Health, and you lose 2 Energy. (10 Divine Favor) You get healed for 32 Health. |
 
 Core | Rebirth- 5
 - 10

Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 4 seconds. This Spell consumes all of your remaining Energy. (12 Protection Prayers) |
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| ![Copy [Boon-Prot Monk*;OwUTM0HD1QK1bmrUgWgjyE]](/forum/gwbbcode/img_interface/download.gif) |
- Protection Prayers 10 + 1 + 1
- Divine Favor 9 + 1
- Inspiration Magic 10
- Note: As this is a reduced energy regen build, skills must be used sparingly and not as a heal. Boon-prot monks MUST be run with another monk, on who you must rely on to heal and provide condition removal. Switch out to a zero energy weapon and cast Mantra of Recall before using Rebirth.
Monk / Mesmer |
14 Healing Prayers 13 Divine Favor
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- Healing Prayers 12 + 1 + 1
- Divine Favor 12 + 1
- Note: This is a more advanced build for GW:EN and/or Hard Mode which have absolute requirements to function properly. You must run this build in conjunction with Ogden Stonehealer's Healer's Covenant Monk, Boon-Covenant dual healers build. You must make sure to have his Healer's Covenant skill turned off, to be micro-managed by yourself. You must cast in this order: Healer's Covenant (Ogden), Arcane Mimicry on Ogden, Healer's Covenant (yours), Healer's Boon. Healer's Boon must be upkept constantly - a 20% weapon of enchanting will help. Now, what will all this headache get you? Well, 1) you are able to heal with greater power than the Pure Healer build below, 2) you are able to heal with the speed of the Boon-Prot build above, and 3) you and Ogden will very rarely be below half energy, no matter how you spam spells. And another note, if you have a minion master in the party, a fun alternative to Healing Touch is Dwayna's Sorrow, to be cast on the minions themselves.
Monk / Mesmer |
14 Healing Prayers 4 Protection Prayers 10 Divine Favor 9 Inspiration Magic
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- Healing Prayers 12 + 1 + 1
- Protection Prayers 3 + 1
- Divine Favor 9 + 1
- Inspiration Magic 9
- Note: The pure heal build is very energy efficient. Switch out to a zero energy weapon and cast Mantra of Recall before using Rebirth.
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Necromancer
Necromancer / Mesmer |
11 + 1 Soul Reaping 12 + 3 + 1 Curses When they die near you, you gain 12 Energy per creature, or 6 Energy per Spirit under your control, up to 3 times every 15 seconds.
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- Soul Reaping ≥10 + 1
- Curses 12 + 3 + 1
- Note: A more versatile build, the optional slots can be filled with additional mesmer skills, a rez, Parasitic Bond as a cover hex, Signet of Lost Souls for energy, etc.
Necromancer / Mesmer |
8 + 1 Blood Magic 10 + 1 Soul Reaping 12 + 3 + 1 Curses When they die near you, you gain 11 Energy per creature, or 5 Energy per Spirit under your control, up to 3 times every 15 seconds.
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Hard Mode Echo Spiteful Nuker |
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 Core | Hex Spell. For 30 seconds, target foe takes 16 more damage when hit by physical damage. (16 Curses) |
 
 Prophecies | Enchantment Spell. For 34 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. (9 Blood Magic) |
 
 Core | Enchantment Spell. If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. |
 
 Prophecies | Elite Hex Spell. For 21 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 37 shadow damage to that foe and all adjacent allies of that foe. (16 Curses) |
 
 Factions | Hex Spell. For 12 seconds, target foe and all adjacent foes are hexed with Reckless Haste. While Hexed, they attack 25% faster but have a 50% chance to miss with attacks. (16 Curses) |
 
 Prophecies | Spell. Target foe and all nearby foes take 64 shadow damage and 21 shadow damage for each enchantment on them. (16 Curses) |
 
 Nightfall PvE only | Spell. If target foe is suffering from a condition or hex, that foe suffers 60..90 damage. (Sunspear rank) |
 
 Nightfall | Signet of Lost Souls- 8
 - ¼

Signet. If target foe is below 50% Health, you gain 76 Health and 8 Energy. (11 Soul Reaping) |
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| ![Copy [Hard Mode Echo Spiteful Nuker;OAVTQQjeYqM4NYJIPQoBO4GsqC]](/forum/gwbbcode/img_interface/download.gif) |
- Blood Magic 8 + 1
- Soul Reaping 10 + 1
- Curses 12 + 3 + 1
- Note: This is a high energy-cost, no rez build that requires a minion master in the party to function properly. A staff grip of enchanting is suggested.
Necromancer / Monk |
12 + 3 + 1 Death Magic 10 + 1 Soul Reaping 8 Healing Prayers When they die near you, you gain 11 Energy per creature, or 5 Energy per Spirit under your control, up to 3 times every 15 seconds.
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- Death Magic 12 + 3 + 1
- Soul Reaping 10 + 1
- Healing Prayers 8
- Note: Taste of Death, Lightbringer's Gaze, or a damage skill are useful in the optional slot. The elite slot is easily switched out in this build, e.g. Aura of the Lich in missions with more than one MM (but little degen) or Virulence for team builds that apply many conditions. As corpses are vital to a minion army, skills that exploit them (Putrid Explosion, wells) should be avoided.
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Ranger
Ranger / Monk |
13 Expertise 9 Wilderness Survival 14 Marksmanship 2 Protection Prayers
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Broad Head Interrupter |
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 Core | Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 10 seconds. (9 Wilderness Survival) |
 
 Prophecies | Serpent's Quickness- 45
 - 5(2)

Stance. For 24 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (9 Wilderness Survival) |
 
 Factions | Broad Head Arrow- 15
 - 15(7)

Elite Bow Attack. You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 19 seconds, and if target foe is casting a Spell that Spell is interrupted. (14 Marksmanship) |
 
 Core | Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 14 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. (13 Expertise) |
 
 Core | Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +27 damage. (14 Marksmanship) |
 
 Core | Skill. For 13 seconds, you gain +7 Health regeneration. (9 Wilderness Survival) |
  
 Core | Rebirth- 5
 - 10

Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 9 seconds. This Spell consumes all of your remaining Energy. (2 Protection Prayers) |
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| ![Copy [Broad Head Interrupter;OgMU8kLjzsOzGkjr8xoa8NAAZC]](/forum/gwbbcode/img_interface/download.gif) |
- Expertise 12 + 1
- Wilderness Survival 8 + 1
- Marksmanship 10 + 3 + 1
- Protection Prayers 2
- Note: Apply Poison is useful as a cover to the dazed condition and adds degen to a low-damage build. A poisonous bow string is suggested.
Ranger / Ritualist |
9 Expertise 14 Marksmanship 12 Channeling Magic
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- Expertise 8 + 1
- Marksmanship 10 + 3 + 1
- Channeling Magic 12
- Note: This build requires grouped aggro to get the maximum DPS from the splinter-barrage combo. The nightmare-triple shot is useful for single targets or as a heal. The optional slot can be Lightbringer's Gaze, Splinter Shot, Warmonger's Weapon, etc. EDIT: THIS BUILD MAY HAVE BEEN RENDERED INEFFECTIVE DUE TO THE LATEST NERF TO SPLINTER WEAPON AND HAS NOT BEEN TESTED IN-GAME.
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Warrior
Warrior / Monk |
13 Strength 12 Axe Mastery 9 Tactics 2 Protection Prayers
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- Strength 12 + 1
- Axe Mastery 10 + 1 + 1
- Tactics 8 + 1
- Protection Prayers 2
- Note: This is a tanking build, not damage, and therefore any type of fortitude mod would be beneficial. The optional slot can be "I Will Survive!," "None Shall Pass!," "Shields Up!," Lightbringer's Gaze, Power Attack, an interrupt, etc. etc.
These builds are for fighting in PvE areas, not for farming.
They are also built for use in a party with no "Battery."
* Build by Seyon.