(Overview: DC allows for greater Spammability. Changed for FF and added FF to Variants.)
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* {{skill icon|"I Am Unstoppable!"}} if you are too lazy to dance Meteor Showers away.
* {{skill icon|"I Am Unstoppable!"}} if you are too lazy to dance Meteor Showers away.
* {{skill icon|Death's Charge}} to jump to keepers in UWG, only need on one Assassin.
* {{skill icon|Death's Charge}} to jump to keepers in UWG, only need on one Assassin.
The sins can be replaced by any good melee builds. Example builds can be found [ here]
== SoS Spirit Spammer ==
== SoS Spirit Spammer ==

Revision as of 01:10, June 14, 2010

The PvXwiki community finds this to be an excellent build.

If you disagree with this rating, please discuss it on the build's talk page.

This build has been designed for the following use:

  EoC This build requires an Essence of Celerity to operate properly.  

Semi-balanced build to complete UW fast and reliably after the update reduced the effectiveness of speedclears. Spike damage is now favoured, as everything has lower Max health, but +7 natural health regen making Sliver Armor, Spiteful Spirit, etc. much slower.


4x Assassin-icon-small/Warrior-icon-small

Jagged Strike Fox Fangs Death Blossom Way of the Assassin "Save Yourselves!" Asuran Scan "By Ural's Hammer!" Critical Eye

1x Ritualist-icon-small/Monk-icon-small

Signet of Spirits Bloodsong Feast of Souls Optional Pain Inverter Armor of Unfeeling Summon Spirits (Kurzick) Flesh of My Flesh

1x Necromancer-icon-small/Monk-icon-small

Cultist's Fervor Order of Pain Blood Bond Draw Conditions Smite Hex Remove Hex Strength of Honor Renew Life

2x Elementalist-icon-small/Monk-icon-small

Great Dwarf Weapon Infuse Health Shield Guardian Spirit Bond Life Attunement Protective Bond Ether Renewal Aura of Restoration
Great Dwarf Weapon Infuse Health Protective Spirit Spirit Bond Vigorous Spirit Protective Bond Ether Renewal Aura of Restoration

WotA Assassins

<pvxbig> [build prof=A/W Critical=12+1+1 Dagger=12+1][Jagged Strike][Fox Fangs][Death Blossom][Way of the Assassin][Save Yourselves!][Asuran Scan]["By Ural's Hammer!"][Critical Eye][/build] </pvxbig>


  • Full Radiant or preferred insignias
  • Zealous/Vampiric Daggers of Fortitude



The sins can be replaced by any good melee builds. Example builds can be found here

SoS Spirit Spammer

<pvxbig> [build prof=Rt/Mo Spawning=10+1 Channeling=12+1+3 Communing=8 Resto=1][Signet of Spirits][Bloodsong][Feast of Souls][Optional][Pain Inverter][Armor of Unfeeling][Summon Spirits][Flesh of My Flesh][/build]

  • [[Earthbind@11] versus foes immune to KD and to make quick work of bosses.
  • [[Painful Bond] to spike down Dhuum in an instant when he uses Judgement.



  • High energy set


  • Let spirits aggro Mindblades and other lethal mobs to divert damage packets and ball better.
  • Try to keep spirits just below 50% health to make "By Ural's Hammer!" last longer.
  • Heal spirits with Summon Spirits
  • Use Armor of Unfeeling when spirits are being attacked.
  • Use Earthbind to Knocklock Dhuum.

Orders Necro

<pvxbig> [build prof=N/Mo Blood=12+1+3 Smiting=10 Soul=8+1 Heal=2][Cultist's Fervor][Order of Pain][Blood Bond][Draw Conditions][Smite Hex][Remove Hex][Strength of Honor][Renew Life][/build] </pvxbig>


  • Maintain SoH on all melee.
  • Spam Order of Pain and Blood Bond.
  • Res anyone who dies.


Primary ER Bonder (ER1)

<pvxbig> [build prof=E/Mo Energy=12+1+3 Protection=12 Healing=3][Great Dwarf Weapon][Infuse Health][Shield Guardian][Spirit Bond][Life Attunement][Protective Bond][Ether Renewal][Aura of Restoration][/build] </pvxbig>


  • Full Radiant and Attunement runes
  • Protection Prayers Staff of Enchanting or equivalent.
  • +30/-2 high energy set to counter spikes in energy.


Secondary ER Bonder (ER2)

<pvxbig> [build prof=E/Mo Energy=12+1+3 Protection=8 Healing=10][Great Dwarf Weapon][Infuse Health][Protective Spirit][Spirit Bond][Vigorous Spirit][Protective Bond][Ether Renewal][Aura of Restoration][/build] </pvxbig>


  • Full Radiant and Attunement runes
  • Protection Prayers Staff of Enchanting or equivalent.
  • +30/-2 high energy set to counter spikes in energy.




  • Wait for any cons to be popped if someone is bringing them.
  • The ERs will bond everyone in the group in alternating order.
  • The Orders nec should maintain SoH on all the physicals and spam CF and maintain it as much as possible.
  • Take the first quest and then let the assassins rip it up. Targets in order of priority:
    • Dying Nightmares
    • Skeletons of Dhuum
    • Bladed Aatxe
    • Grasping



  • After taking Restoring Grenth's Monuments, the Orders Necro should wait back while everyone else runs downstairs and clears the two Aatxes and Skeleton of Dhuum on the floor entrance to Vale.
  • Once it's clear, tell the necro to take the Escort quest.
  • Take out each mob out one at a time. A designated caller might make things safer and more coordinated.
  • Run to Vale and remember to take out the Mindblade spawns below the stairs and before the bridge.
  • ERs should walk back out of Mindblade range to minimize chance of getting interrupted while casting Ether Renewal.

Unwanted Guests

The group will split to complete this quest:

  • Two groups of two Assassins and ER Bonder.
  • The Orders Necro takes quest.

Have one split standing on the stairs heading to Vale, where the Keeper spawns, and the rest in the narrow chamber where the next closest Reaper spawns. Take the quest then take out the Keeper instantly, followed by skeletons. Meet back at the side passage to the big room with the next Keeper. Rebond everyone, as you will have had to bond players from the other ER's side of the party, and lure the Vengefuls back and simply run past them. Repeat this process for the rest of the Keepers. The order is generally:

  • Vale + Middle-chamber together.
  • Far room.
  • Passage to Wastes.
  • Initial loading area with the ghosts.
  • Then running from the direction of Wastes entrance, go along the bridge to get to the last Keeper.


Generally done before UWG. Get the sins to stand on the Mindblade spawns and the ER's position on the stairs, maintaining GDW on the physicals before the Mindblades spawn. Repeat for the bridge. There are two Mindblade spawns on the way to Vale. Once the reaper is popped, take the quest and have 3 Assassins and one ER take the main groups and 1-2 sins with the other ER go to the top group. The Necro can idle in the middle, spamming Order of Pain. Remember to bond people when you split and then unbond them when you rejoin the main team. Once finished, zone to Lab.


After finishing UWG, you'll be at the entrance, and can begin running. If the Charged Blackness are present, kill them and ignore the Behmoths. Equipping a melee weapon, i.e. a spear, will prevent them from wanting to hit you too often. Run to Mountains whichever way you're comfortable with. Once you're there, keep running past the Behmoths until the Reaper. The Necro will have to drop SoH on to Assassins for this part. Do not kill all the Terrorwebs, leave at least one alive otherwise the reaper will blow up via traps. Clear the room first. Take the quest, wait at the corner, and kill the Slayer. Wait at the top and twiddle your thumbs as you wait for a horde of Terrorwebs to walk your way. Have one sin ball them up, and try and stay out of Nature's Renewal. Now run to Plains, again avoiding the Behmoths, killing skeletons and Charged.


This area is dangerous for the ERs because of interruption. The ERs should avoid spamming Infuse Health to avoid attracting the Mindblades. Upon entering, run past the BDRs, you can kill the Lords but don't spawn more Mindblades. Kill only the BDR by the entrance to the Pits side of the Reaper and the mindblades it spawns. Lure the last BDR with a bow and then kill the Terrorwebs once it's safe.

Four Horsemen

There is no split required in this team. Both ERs bond the Reaper with Prot Bond first then Life Attunement. The Reaper needs to be bonded with, in this order:

  • Protective Bond from both ERs
  • Life Attunement
  • Strength of Honor

The main team stands on the hill where the Pits side BDR was. Meanwhile, the secondary ER must stand in compass range of the Reaper, to spam his prots when the Horsemen arrive. Once you're all in position and know what's occurring, take the quest and wait for them to walk down. Quickly kill off the Horsemen and try to drop Meteor Shower to one side when being targeted. Once one side is finished, go back to find the Reaper tanking the other mob with the Secondary ER's help. Kill them and gg. Note that the Assassins should use BUH or Asuran Scan as fodder for Diversion. The Ritualist can place spirits just ahead of the reaper on Pools side to give the Pits side more time to clear without rushing.


Run from the direction the Pools Horsemen came, killing the skeletons and Lords, but not the Dream Riders. Aggro and kill the loose BDR/Wail group before triggering the Mindblade popup on the path to Pools. This is one of the more common fail points due to rushing. The strips of the BDRs combined with the potent anti-physical/caster of the Mindblades is lethal. Once out of the grasp of the remaining stationary BDR, take out all the Terrorwebs you want. The quest is straight forward: kill the queen, and have someone wait at the Reaper to zone back to Plains.


Mind the Chained Souls here, make sure bonds are kept up and make generous use of Protective Spirit. The quest requires two splits: one where the terrorweb spawn and one where the Souls spawn. The split teams are the same as UWG, with the Orders Necro taking the quest. If you wish, bond the souls, though it's not necessary.


Clear the quest area, and where the King spawns. Everyone should be spread out in the middle clearing, where the terrorwebs/Skeletons spawn. Orders Necro takes quest and everyone tanks.


Cut his health down quickly then drop the bonds from two physicals and the necro for the meter to run down faster. Win. The End. gg. Collect drops from the chest and repeat as desired.


  • Often misspelled as "Psyway".

See Also

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