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Beginner's Guide for Chapter 3
PvP Pre-Made Templates
Written by Damarus, 21 October
2006 |
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Melandru's Prophet
- Dervish/Mesmer |
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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.
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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:
 | First, 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. |
 | Second, 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. |
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Whirling Dervish
- Dervish/Warrior |
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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.
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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!” |
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Battle Commander
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Paragon/Ritualist |
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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.
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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. |
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Centurion
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Paragon/Warrior |
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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.
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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:
 | It is an Echo, so the enemy
cannot remove it. |
 | It 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. |
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Shadow Reaper
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Assassin/Dervish |
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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.
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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! |
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Pack Hunter
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Ranger/Paragon |
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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.
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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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