"...love is preserved by the link of obligation which, owing to the baseness of men, is broken at every opportunity for their advantage; but fear preserves you by a dread of punishment which never fails."
Physway collaborates strong protection from Ether Renewal infuse/bonders and physical damage buffs to create a team build that is capable of doing many areas, using both PuG's and experienced players, but is primarily designed for the harder dungeons and elite areas.
These areas include:
Urgoz (with modifications for 12-players)
Deep (with modifications for 12-players)
Since this build is intended for pick up groups, the physical damage dealers can be played by a number of different builds.
These are the 5 ideal melee builds that should be used:
PvX builds for more suggestions.
There are two types of Orders builds to consider:
1) OoV provides an extra line of defense
a. This means it is superior to OoP for the average team since it decreases the chance of failure
2) OoP provides a significant damage advantage, adrenaline fueling, and cover enchantments
a. This means it is superior to OoV for more experienced teams, or when using adrenaline based melees, or when in need of extra enchantment cover
Order of the Vampire
[build prof=N/Mo Blood=12+1+3 Soul=8+1 Smiting=10][Order of the Vampire][Blood Bond][Signet of Lost Souls][Foul Feast][optional][Remove Hex][Strength of Honor][Renew Life][/build]
Weapons: 20% Enchanting staff with 20% HSR blood.
[build prof=N/Mo Blood=12+1+3 Soul=8+1 Smiting=10][Cultist's Fervor][Order of Pain][Dark Fury][Blood Bond][Foul Feast][Remove Hex][optional][Strength of Honor][/build]
Weapons: 20% Enchanting staff with 20% HSR blood.
SoS Spirit Spammer
[build prof=Rt/x Spawning=10 Channeling=11+3+1 Communing=10+1][Painful Bond][Signet of Spirits][Bloodsong][Pain][optional][Armor of Unfeeling][Summon Spirits][Flesh of My Flesh][/build]
Earthbind Versus foes immune to KD and to make quick work of bosses
Splinter Weapon Can be maintained on 1 melee for some added AoE
Weapons: Any weapon set with high energy
Let spirits aggro larger mobs to divert damage packets.
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 increase knockdown duration and for foes that can't usually be knocked down (Giants, Dhuum, etc.).
Primary ER Bonder
[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]
Armor: High Energy armor to counter energy spikes, when taking many damage packets.
Weapons: Caster weapon; 20% Enchantments, +5energy; +15/-1 +30hp offhand.
Secondary ER Bonder
[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]
Armor - High Energy armour is good for countering energy spikes, which can occur often when many packets of damage are present.
Weapons - Caster weapon; 20% Enchantments, +5energy; +15/-1 +30hp offhand.
Use Essence of Celerity. Ether Renewal eles should bond 4 players each at the start
Necro should also cast and maintains Strength of Honor on all physical players.
Physicals attack whatever they feel like.
Heavy Enchant strips (Rend, Chilblains or Mirror of Disenchantment)
Interrupts while activating Ether Renewal.
Energy spikes from Protective Bond.
Eles not spamming fast enough to maintain energy.
Areas with many foes
[build prof=N/A sou=8+1 cur=12+1+3 dead=10][Barbs][Ebon Vanguard Assassin Support][Mark of Pain][Assassin's Promise][Mindbender][Reckless Haste][Rigor Mortis]["By Ural's Hammer!"][/build]
In areas with many foes it is sensible to bring extra AoE damage.
Stay ahead of melees and pick the best targets
Ensure melee follow through and attack called targets
Requires more experienced teams in order to execute properly
Areas with heavy enchant removal
In places with high enchant removal (such as Slaver's Exile and Foundry) give the Orders necromancer party-wide cover enchants such as Aegis or Dwayna's Sorrow.
Use the OoP+DF Orders over OoV
Condition and Hex Heavy Areas
In Condition heavy areas with blind spam (Foundry's third room with Eruption spam) take Assassin's Remedy on frontliners. Alternatively, bring Extinguish on the Orders necromancer.
Replace the Orders Necro, SoS Rit or one melee with one of the builds below.
[build prof=Me/Mo name="Cleaner" fas=8+1 ins=10+1+1 smi=12][Signet of Removal][Draw Conditions][Inspired Hex][Revealed Hex][Hex Eater Signet][Renew Life][Mantra of Inscriptions][Strength of Honor][/build]
[build prof=Mo/Me name="Monk Cleaner" ins=10 smi=11+1+3 pro=4 div=6+1][Signet of Removal][Draw Conditions][Inspired Hex][Hex Eater Signet][Castigation Signet][Blessed Signet][Mantra of Inscriptions][Strength of Honor][/build]
Guide with more builds
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