Hey...I'm not really new to this site, or to GW. I'm just like, new to posting. My in-game characters (mainstays) are Stryke Two Dethlok(sin), Sir Dethlok(derv)...and that's all I care to name.

My first submission

It's gonna probably suck, and I'll need help getting it like, up and stuff. Maybe someone can help? :D

Build: Team - AB Failway

AB build designed to effectively hold off 1-2 teams in AB. And greatly delay mobs, can also cap when played correctly.

Grenth's Grasp Sin

<pvxbig> [build prof=A/D Dag=12+1+1 Cri=11+1 Windpr=6][unsuspecting strike][Jungle Strike][Twisting Fangs][Golden Phoenix Strike][Blades of Steel][whirling charge][Attacker's Insight][Grenth's Grasp][/build] </pvxbig>


  • Armor of preference. Radiant for the ease of throwing the chain around at any given moment, or survivors for the extra health, if deciding to to go against multiple teams.
  • Icy/Vamp/Zealous daggers of Fortitude/Enchanting. If deciding that extra energy is needed but not at the cost of extra health, an "I Have The Power" Inscription. Otherwise, 15^50s or "Guided by Faith"
  • Defensive set (+5 spear/-20% blind or cripple shield)


You're the teams frontman/woman. Target potential threats to your chain for the ranger to pick off. You're mainly going after other squishies. If capping the ele shrine, have the ranger gain aggro first, and make sure you're enchanted with SB/PS. Keep in mind, your attacks can be varied, due to the enchantments and otherwise flexible chain.

Cripshot Ranger

<pvxbig> [build prof=R/P expertise=12+1+1 Wilderness=8+1 marksmanship=9+1 command=5]["Make Haste!"][Crippling Shot][Distracting Shot][Savage Shot][Apply Poison][Natural Stride][Troll Unguent][Antidote Signet][/build] </pvxbig>


  • Radiant/Survivors armor
  • Crippling/Poisonous Recurve Bow. Vampiric Flatbow when not engaged with other players/actively attacking NPCs.
  • Defensive set (+5 spear/-20% blind or cripple shield)


Your job is to annoy the hell out of anyone silly enough to cross your team. If the sin is on the mesmer shrine, facing enchantment removal, cripshot the sins current target for the bonus damage of Jungle Strike. Otherwise, spread poison, cripple and interrupt key skills with Distracting Shot. These include defensive necros and their various enchantments.

Make Haste on your rit/monk when kiting or moving to other shrines.

Rend Rit

<pvxbig> [build prof=Rt/N Channeling=12+1+1 Spawning=10+1 Curses=9][ancestor's rage][offering of spirit][Warmonger's Weapon][Optional][Spirit Rift][Splinter Weapon][Price of Failure][Rend Enchantments][/build] </pvxbig>


Alternatively, you could drop Rend for Rip Enchantment or even Gaze of Contempt. And drop Price of Failure for Reckless Haste for an AoE anti-melee hex.


  • Radiant armor, though energy may not be hard to cope with, given smart usage of the elite. Survivors if easily handled.
  • 40/40 channeling set, Insightful Channeling/Curses staff of Fortitude (chosen preference) with HCT inscription. High set, and a defensive +5/-20 cripple set.


Your primary job is to buff the sin and ranger into unstoppable killing machines of uberdoom.

Use weapon spells on the appropriate character. The sin should almost always have warmongers/Guided (if brought) on them. Keep Splinter on the ranger for a bit of ranged AoE. Rend targets that have been/are enchanted against your sin. Price of Failure on nearby sins or sins moving in on you/your monk. If Reckless Haste is brought, try hexing multiple characters. 50% chance of miss is sure to dampen any melee spike.

Spirit rift to quicken shrine capping, or while facing multiple, clumped characters.

Hybrid Shadow Arts Monk

<pvxbig> [build prof=Mo/A Heal=12+1+1 Prot=10+1 divine=8+1 shadow=2][patient spirit][guardian][word of healing][mending touch][draw conditions][spirit bond][cure hex][return][/build] </pvxbig>


  • Reversal of Fortune instead of Patient Spirit, at the cost of a nice heal, you get small heal/prot for quicker saves with WoH.


Meta equipment for a monk. 40/40 Heal, insightful staff of enchanting (prot or heal) with hct inscription. Defensive set.


Click things for major success. Draw cripple, blind, etc. off of melee. Patient spirit/RoF for standard heals. Catch/prevent spikes with Spirit Bond/Prot spirit and major heals with WoH. When being melee harassed, return to preferredly the ranger, and call the target for anti-melee via the ritualist. Mending Touch as a self-condi removal. Cure Hex on targets with a single, annoying hex, or before a hex can be covered. For more cautious players, pre-veiling is prevalent, even in AB.


Being boxed in by an approaching mob. While this build has great damage, and utility, there's a problem with the monk/rit being boxed in by multiple melee. Namely 3-5. But if played correctly, that's not a problem. Keep on the move, snare and destroy.

Not capping shrines intelligently. SB the sin before approaching the ele shrine, cripshot NPCs/players for extra snare support for the sin. Don't spam interrupts. Use Offering of Spirit when at 1/3 energy, instead of down at 5 energy, enough to cast a spell then waiting for natural regen. Don't waste splinters/warmongers. If the sin's not on a caster, no warmongers.

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