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Guild Wars Nightfall

Guild Wars: Eye of the North

Beginner's Guide for Chapter 3 PvP Pre-Made Templates
Written by Damarus, 21 October 2006

 

Melandru's Prophet - Dervish/Mesmer

Skills:
Crippling Sweep
Mystic Sweep
Pious Haste

Avatar of Melandru
Heart of Holy Flame
Grenth's Fingers
Faithful Intervention
Resurrection Signet


Attributes:
12 Scythe Mastery
11 Mysticism
 6 Wind Prayers

Servant to the goddess of the forests, Melandru's Prophet unleashes a tempest of Holy fire, crippling cold, and stoning strikes, even allowing this character to temporarily transform into the earthly embodiment of Melandru herself. Powered by the application and manipulation of Wind Prayer Enchantments, this character mixes melee strikes and Area of Effect Spells to quickly disperse any tight groups.

This character is an Area of Effect (AoE) powerhouse, with the ability to shrug off damage and Conditions long enough to get the kill.

Before entering battle, you will want to prep yourself with Faithful Intervention.  This Skill will allow you to take an initial spike and get a high heal from it for the save, or it can also be triggered in mid battle to give your monks enough time to heal you completely.  It can also be triggered by Pious Haste after it wears off, which gives you the ability to run out of battle when in danger and get a heal before going back into the fray.

You will also want to think about when prepping yourself with
Avatar of Melandru (Elite Form).  This Form gives +200 health and makes you unaffected by Conditions.  When against a team that has trapped the area you are about to engage in, you can use the Form to trigger the Traps on yourself and take much less stress then you would have.  Otherwise, you can use the Form right before engaging in the fight, or use it during, depending if you see a lot of Conditions being applied to you that stunts either you or your teams ability to work with you (such as Blind, or Disease that you are spreading to your team).  It will make the Traps pass, with only you being affected by their small damage, and not their threatening Conditions, making room for the rest of your team to enter the battle.

One of the first thing you will want to do when engaging in battle is to use Heart of Holy Flame and Grenth’s Fingers.  They do an initial AoE damage, and then apply an Enchantment to yourself that gives benefit 30 seconds later (Holy Heart of Flame: set adjacent foes on Fire; Grenth’s Finger: Cripple adjacent foes).  This will do two things:

bulletFirst, it will do initial damage to your opponent.  When you apply them, it is best to use it on a group of clumped enemies, hopefully hitting two, three, or more of them.
bulletSecond, the two Enchantments you get from Holy Flame and Grenth’s Fingers, and the Enchantment of Faithful Intervention, will stay on you long enough to make good use of your Scythe attacks.

Crippling Sweep allows you to hit your enemy, and Cripple him for a set amount of seconds for each Enchantment that is on you.  Since you pre-buffed yourself with the three Enchantments listed above, you will get a long cripple on the enemy, keeping him within your grasp.  Mystical Sweep deals extra damage to your foe for each Enchantment on you.  Just like Crippling Sweep, it works best when you prep yourself with your initial Enchantments.

The main points to remember when playing this character, is to make sure you are buffed with your Enchantments you are carrying on your Skill Bar, both for the effects of them, and the benefit they give to your Scythe attacks, and to keep your Form up when you can, and when it's needed.  This build, and most builds centering on the Dervish, work best when fighting clumps of enemies.  Dervish Scythe attacks hit the target and adjacent foes, and a lot of the Enchantments they use too, so you get the most benefit when attacking clumped enemies.  You can work with your team to bring your enemies into condensed areas to make that easier for you.

 

Whirling Dervish - Dervish/Warrior

Skills:
Rending Touch
Pious Assault
Vital Boon
Dust Cloak
Staggering Force
Aura of Thorns
"Victory is Mine!"
Resurrection Signet

Attributes:
11 Scythe Mastery
 9 Earth Prayers
 8 Mysticism
 8 Tactics

The Whirling Dervish is a champion of the savannah, overwhelming its opponents with a storm of dust, thorns, and swift sweeps of its Scythe. By manipulating Earth Prayers Enchantments into a vicious Skill chain, this character can take out several opponents at once while preserving itself with powerful self-heals.

This character has the ability to maintain its Health easily while damaging and conditioning many of the enemies.

Before entering battle, or early in the battle, you will want to prep yourself with Vital Boon.  This will give you the ability to take some initial damage (such as a spike), or to maintain a decent amount of Health while engaging the enemy.  When its 20 second duration is over, you will get a large heal (150 Health at 9 attributes into Earth Prayers).  You are able to trigger this sooner if this Enchantment was the last cast upon yourself, and using Rending Touch or Pious Assault.  This lets you get the heal if you need it sooner, rather than waiting till the 20 second duration is over.

When engaging in the fight, your main goal is to find a spot to cast your spells in which you can hit the most enemies.  Your three Enchantments (Dust Cloak, Staggering Force and Aura of Thorns) will trigger on adjacent enemies.  They will do an initial amount of AoE damage when you cast them, and then put an Enchantment on you for 30 seconds.  When the 30 seconds has ended, all adjacent foes will suffer a Condition: Blind, Weakness and Bleeding in relation to the Enchantments listed above.  You can also trigger the Conditions early using Rending Touch or Pious Assault in much the same way you can trigger Vital Boon early.  When using those skills, it will remove the last Enchantment cast upon you.  For example, if Dust Cloak was the last Enchantment that was applied to you, then using Rending Touch will trigger the Blind caused by it early.

"Victory is Mine!"  is your Elite Shout.  At 8 Tactics it gives you 5 Energy and 15 Health for each condition suffered by nearby foes.  This Skill has a 15 second recharge, and with a cost of 5 Energy, this is a major Energy management Skill that will let you continue to use your Spells long after the battle has started, giving you the advantage on maintaining Energy long after the enemy has ran out.  Also to note, it will give you a large amount of Health if triggered on many foes.  The Skill is best used in a clump of enemies that is suffering from Conditions, so make sure you trigger it in the best spot you can find or the benefit from it will not be as great.

The build is very damaging to the enemy if you know how to play it correctly.  Making sure you hit the most adjacent enemies at once is very crucial to the build's success.  It allows you to maximize the benefit your build can do by doing more damage and doing more Conditions, and it help you keep Energy and Health high when using
"Victory is Mine!”

 

Battle Commander - Paragon/Ritualist

Skills:
Barbed Spear
Stunning Strike
Disrupting Throw
"Go for the Eyes!"
Anthem of Flame
Leader's Comfort
"Lead the Way!"
Resurrection Signet


Attributes:
12 Spear Mastery
11 Leadership
 7 Command

The Battle Commander fights alongside his soldiers in battle, drawing strength from his team while improving their attacking capabilities with his leadership. Brandishing a powerful array of Spear Skills, the Battle Commander is especially suited to taking out or disabling opponent Spell casters using Stunning Strike.

Buffing your teammates and doing damage is the main goal of this build.  It is best used in a build with many physical damagers (Warriors, Assassins, Paragons, Rangers, and Dervishes).

You have three very useful Spear Attacks.  Your most devastating attack,
Stunning Strike (Elite), does a considerable amount of extra damage and will Daze the enemy if they were suffering from a Condition when the spear hit them.  Daze will make the enemies Spell casting take twice the amount of time, and well as making them easily interrupted.  As you can see, the Skill works great against Spell casters.  You can use it to help the team take down that enemy Monk that seems to be keeping everyone alive, or to stop the long casts of an Elementalist with his high damage Skills.  But before this Skill will cause Daze, he needs to be suffering from a Condition already.  That is where Barbed Spear comes in.  It will cause the enemy to Bleed for a lengthy amount of time, giving you time to hit Stunning Strike on them.  Your finally attack, Disrupting Throw, does exactly what it sounds like, disrupts.  If it hits a foe suffering from a Condition, it will interrupt their action.  It is great for taking out the Monks precious heals, or stopping a resurrection Skill from being cast by the enemy after you recently killed one of their people.

The next set of Skills is your team support Skills (Chants).  Anthem of Flame is applied to each ally within earshot, and makes there next attack Skill sets the enemy on Fire for a set period of time.  This is great for adding extra Conditions and damage on to your party members and your own attacks.  “Go for the Eyes!” is a great Chant for adding additional damage to your party members attacks.  It greatly increases their chance of landing a Critical Hit. The final one is “Lead the Way!”  This Skill can be cast on a target ally, making them move 25% faster for each ally within earshot.  Great for giving a Warrior or Assassin a speed boost to catch up to the target it needs to kill, or for an ally running to the flag stand with a flag in hand.

Finally, Leaders Comfort is a great self heal when in the middle of your team.  It will heal you for an initial amount, and a bonus amount for each ally within earshot.

Keep in mind that you are not only doing damage to the enemy yourself, but also putting up Chants.  They help secure the additional damage needed to knock the enemy into the afterlife.  This build works well with a team of other physical damagers (Warriors, Assassins, Paragons, Rangers, and Dervishes) who can make the most of the Chants that you put on them.  Also, you get Energy for each ally affected by your Shouts and Chants, so make sure you are within earshot as many party members as possible to get the most benefit from the Skills and the most Energy.

 

Centurion - Paragon/Warrior

Skills:
Signet of Synergy
Mending Refrain
Cautery Signet
"Watch Yourself!"
Ballad of Restoration
Lyric of Zeal
Aria of Restoration
Resurrection Signet


Attributes:
12 Motivation
 9 Spear Mastery
 7 Leadership
 6 Tactics

An inspiring presence on the battlefield, the Centurion soothes the members of his team and guides their assault with his song. Combing his Leadership talent with motivation skills, he provides both protection and healing to those who can hear his call.

Support is the name of the game!  This is a great character for helping the Monks maintain the Health of teammates, and reducing the damage they take.

Your first set of Skills is simply healing.  Signet of Synergy will heal target ally, and heal yourself if you are not under an Enchantment. Pretty straight forward.  Mending Refrain will give target ally +3 Health regeneration.  This is a great Skill for two reasons:

bulletIt is an Echo, so the enemy cannot remove it.
bulletIt is reapplied every time that ally has a Chant or a Shout end on them.  You have four Chants/Shouts, so it is possible to maintain Mending Refrain on the ally continuously.

Cautery Signet (Elite) is not so much a heal, but a support Skill.  It removes all Conditions from your allies, and sets you on Fire for 1 second for each Condition removed.  You can and may be set on Fire for a considerable amount of time, but having that pressure focused just on you, instead of your Monks, makes it much easier for them.  Also, communicating with your Monks and letting them know that you will be on Fire for a considerable amount of time will let them know to hit you with a Condition removal of their own, so this downside can almost be cut away.

Your next set is your Chants/Shouts.  To get the most effect, you need to be within earshot of as many party members as possible.  They give your party members extra Armor, give them Health when taking damage, give them Health when casting Spells, and give them Energy when using Signets.

This build works well with a team of other physical damagers (Warriors, Assassins, Paragons,
Rangers, and Dervishes), which can make the most of the Chants that you put on them.  Also, you get Energy for each ally affected by your Shouts and Chants, so make sure you are within earshot of as many party members as possible to get the most benefit from the Skills and the most Energy.  Remember, you are a support character to your Monks.  Your primary focus is not the enemy, so you need not be in the front line of your team.

 

Shadow Reaper - Assassin/Dervish

Skills:
Eremite's Attack
Reap Impurities
Seeping Wound
Sharpen Daggers
Shadow Refuge
Dash
Critical Eye
Resurrection Signet

Attributes:
12 Scythe Mastery
11 Critical Strikes
 6 Shadow Arts

The Shadow Reaper is a cyclone of razor-sharp swipes, rending anyone unfortunate enough to come close. It uses the Assassin's Critical strikes to ensure high damage hits from its Scythe attacks, spreading and amplifying Bleeding as it goes.

This character has the ability to hit high Critical strikes and cause Bleeding on many foes within its attacks.

You will want to prep yourself with Sharpen Daggers and Critical Eye before going into the fight.  This will greatly increase your chance of hitting with Critical strikes, and when you do, it will cause Bleeding on the foes you hit.  Great for high damage and spreading the Condition on multiple enemies.

Eremite’s Attack and Reap Impurities are your standard extra damage attack skills.  Eremite’s does more damage for each adjacent foe.  It’s already important enough to hit clumps of adjacent enemies; this Skill just helps out more.  Reap Impurities works to deal extra damage, and as a self heal when hitting foes with Conditions.  Both Skills achieve best results when hitting multiple enemies, which is something that Scythe users need to stress!

Seeping Wound (Elite Hex) makes your target suffer extra Health degeneration (degen) if already suffering from Bleeding or Poison. This works great against a target your team is focusing.  It adds extra pressure on them.

Shadow Refuge and Dash are your standard self-support Skills.  Shadow Refuge, a self heal that gives you Health Regeneration (regen) and an extra Health burst if attacking an enemy when it ends, is a great way to stay in the fight and stay alive.  The other, Dash, can be used for many things.  First, it is a great Skill for catching up to the foe you are targeting that tries to run.  With a 50% speed boost, you will close the distance fast.  It is also great for escaping from death.  Being focused by the enemy and getting out with Dash is a great way for Monks to help save you.  It also works for running certain items around, such as flags or repair kits.

As with all Scythe attackers, make sure you can hit as many foes at once.  Foes adjacent to the one you are attacking will be hit, use that to your advantage. Especially on this character, the Critical strikes and the Bleeding can easily do damage to many at once.  You have to make sure you keep Critical Eye and Sharpen Daggers on yourself at all times for this to happen!

 

Pack Hunter - Ranger/Paragon

Skills:
Spear of Lightning
Wild Throw
Vicious Attack
Tiger's Fury
Ferocious Strike
Comfort Animal
Charm Animal
Resurrection Signet

Attributes:
12 Spear Mastery
10 Beast Mastery
 8 Expertise

The Pack Hunter is a relentless tracker, pursuing its prey with a flurry of spears and hounding it with its animal companion. Using the Ranger's Expertise to lower the cost of Spear Mastery Skills combined with the energizing Ferocious Strike pet attack, the Pack Hunter is an all-offensive beast.

All out damage and pressure on the enemy is this character's job, and it can do that well with a bit of tactics.  It uses Spear attacks and the help of a pet to accomplish this.

The first thing to know about this build is the use of the pet.  Charm Animal is a passive skill in the battles.  It simply allows you to bring a standard level 20 wolf into battle to use as your pet.  Comfort Animal is your pets heal, and your pet resurrect when it dies.  A lot of your Energy management and damage goes away when your pet dies, so make sure and bring him back to life! 
Ferocious Strike, your Elite pet attack, makes your pet do extra damage on his next attack, gives you Energy, and gives you Adrenaline.  Combined with the low Energy cost in skills from Expertise, Ferocious Strike will keep your Energy high enough to continuously hit the foe with all that you have.

Tigers Fury allows you to attack the enemy faster.  It disables all non-attack Skills for 5 seconds, so you will not be able to use your Resurrection Signet or Comfort Animal.  This Skill helps you build Adrenaline faster too, which allows you to use your adrenal Spear Attacks more often when combines with the Adrenaline gain from
Ferocious Strike.

You are also carrying on your skill bar three Spear attacks.  Spear of Lightning is a standard extra damage skill.  It is cheap with a fast recharge, so make sure you hit it whenever you can to put extra pressure on your enemy.  Wild Throw is a great skill when going against someone using an Enchantment or Stance to "Block" or "Evade" your attacks.  Finally, Vicious Attack does extra damage and will inflict a Deep Would (lowering the enemy's maximum Health by 20%) if it is a Critical strike.  Another great Skill for adding pressure to the enemy.

Pack Hunters can be very dangerous is played correctly.  They are able to continuously hit the enemy with large, quick damage, making it hard for the enemy to keep up.  The important thing is to remember is your pet, and it's Elite Attack.  It keeps your Energy up, deals extra pressure, and keeps you ready for your Adrenaline skills.

Remember, you can attack at range, so don’t be at the front line of your team.

 

 

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