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This build has been designed for the following use:

  EoC This build requires Consumables to operate properly.  

Physway collaborates overkill protection from Ether Renewal infuse/bonders and big physical damage buffs to create a team build that allows the physicals to go through most areas in PvE with ease. It can be used with heroes or other players, depending on preference and/or availability. NOTE-Human may be prefered over Hero AI, Only use hero's if you lack another player or prefer to go with less human involvement. Entirely up to you.

Overview

  • 4 Asterisk/Asterisk Martial Professions (players or hero)
  • 1 Ritualist-icon-small/Asterisk SoS Spirit Lord Ritualist (player or hero)
  • 1 Necromancer-icon-small/Monk-icon-small OotV Blood Necromancer (player or hero)
  • 1 Elementalist-icon-small/Monk-icon-small Primary ER Elementalist (player)
  • 1 Elementalist-icon-small/Monk-icon-small Secondary ER Elementalist (player)


Primary ER Elementalist (-player only-)

<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>

Usage

  • Bond half the team (in an eight-man area)
  • Maintain Ether Renewal if you have an Essence up, and always keep it covered under a stack of enchantments.
  • If someone gets stripped, throw PS then re-bond them.
  • You can tank to an extent, but you are more susceptible to losing ER and getting killed. Maintain Great Dwarf Weapon on the physicals as much as possible. It acts as a big damage buff and as a prot(Knockdowns means less damage)
  • Maintain Life Attunement on yourself and the secondary ER only.

Equipment

  • Armor - High Energy armour is good for countering energy spikes, which can occur often when many packets of damage are present. The *amount* of damage doesn't actually matter.
  • Weapons - Caster weapon; 20% Enchantments, +5energy; +15/-1 +30hp offhand.


Secondary ER Elementalist (-player only-)

<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>

Variants

Protective Spirit instead of Shield Guardian, if the other ER is less experienced in re-bonding fast/spamming prots.

Equipment

  • Armor - High Energy armour is good for countering energy spikes, which can occur often when many packets of damage are present. The *amount* of damage doesn't actually matter.
  • Weapons - Caster weapon; 20% Enchantments, +5energy; +15/-1 +30hp offhand.

Usage

  • Bond half the team (in an eight-man area)
  • Maintain Ether Renewal if you have an Essence up, and always keep it covered under a stack of enchantments.
  • If someone gets stripped, throw PS then re-bond them.
  • You can tank to an extent, but you are more susceptible to losing ER and getting killed. Maintain Great Dwarf Weapon on the physicals as much as possible. It acts as a big damage buff and as a prot(Knockdowns means less damage)


OotV Blood Necromancer (-player or hero-)

Examples: <pvxbig> [build prof=N/Mo Blood=12+1+3 Soul=8+1 Smiting=10][Order of the Vampire@18][Blood Bond@18][Awaken the Blood][Foul Feast][Remove Hex][Signet of Lost Souls][Renew Life][Strength of Honor][/build] </pvxbig>

Variants

  • Well of Blood- for preventing, primarily, wells of Profane.

Equipment

  • 20% ench 20% HSR blood.

Usage

  • Maintain SoH on the physicals
  • spam OoV when possible.
  • Remove Condition/hex removal when necessary.

Variants

  • Can replace the N/Mo hero with other physical support such as a MoP Necromancer.


SoS Spirit Lord Ritualist (-player or hero-)

<pvxbig> [build prof=Rt/x Spawning=10 Channeling=11+3+1 Communing=10+1][Painful Bond][Signet of Spirits][Bloodsong][Pain][Optional][Armor of Unfeeling][optional][Flesh of My Flesh][/build] </pvxbig>

Usage

  • Let spirits aggro larger mobs to divert damage packets.
  • Hover spirit's health just below 50% to make the Assassin's By Ural's last forever.
  • Earthbind for longer knockdowns and areas with foes that can't usually be knocked down. (Giants, Dhuum, etc.)

Variants

  • Earthbind.
  • Summon Spirits.
  • Vampirism.

Counters

  • Areas with lots of blocking and blind
  • Heavy Enchant strips
  • Interrupts while eles activate Ether Renewal.
  • Energy spikes from Protective Bond.


See Also

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