Build:Team - Eurospike Variant
From GuildWiki
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This build has been archived and is
not updated by the GuildWiki community.
This build is only maintained for historical reference and may contain incorrect or outdated information. Reason: Rebalancing of numerous skills used by this build has caused it to fall out of use by most teams. |
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This build is a balanced GvG or HA setup, combining the raw DPS and spiking capabilities of Warriors with armor-ignoring damage from the Mesmer's Domination Magic line of skills. This build's name originated from the fact that is run by a notable number of top-ranked European guilds.
[edit] The Shadow Prison Warrior
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Attribute Rank |
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Deadly Arts | 3 |
Tactics | 12 + 1 |
Axe Mastery | 12 + 1 + 1 |
[edit] The Hammer Warrior
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Attribute Rank |
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Hammer Mastery | 12 + 1 + 1 |
Tactics | 9 + 1 |
Strength | 9 + 1 |
[edit] The MoR Mesmer
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Attribute Rank |
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Domination Magic | 12 + 1 + 1 |
Fast Casting | 8 + 1 |
Inspiration | 10 + 1 |
[edit] The Expel Hexes Mesmer
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Attribute Rank |
---|---|
Domination Magic | 12 + 1 + 1 |
Inspiration Magic | 10 |
Fast Casting | 8 + 1 |
[edit] The Protection Prayers Monk
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Attribute Rank |
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Protection Prayers | 12 + 1 + 1 |
Healing Prayers | 10 + 1 |
Divine Favor | 8 + 1 |
- Choices for the optional slot include Blessed Light and Restore Condition.
[edit] The Infuser
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Attribute Rank |
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Tactics | 8 |
Healing Prayers | 6 + 1 |
Protection Prayers | 11 + 1 + 1 |
Divine Favor | 10 + 1 |
[edit] Usage
The general purpose of the team is to deliver a quick and concentrated spike to its opponents. Begin by having the Warriors engage in melee to charge adrenaline. When adrenaline is charged, the spike is ready. Have the caller select a target, and the Warriors use Shadow Prison to shadowstep to him/her. The warriors should unleash their entire attack combos while under the effects of Frenzy, and MUST use Dash as a cancel stance if targeted. The Mesmers should use Shatter Enchantment, Spiritual Pain, and Wastrel's Demise in tandem with the Warriors' attacks to deliver an armor-ignoring spike to their targets. The monks ensure the survival of the team through damage mitigation, hex and condition removal, and flat-out healing.
- Warriors should be careful not to overextend when making use of their shadowsteps.
- Use Spiritual Pain if you encounter any spirit-based teams, i.e. Build:Team - Spirit Way.
[edit] Variants
- Choices for the optional may vary, depending on your secondary profession. Me/E with Gale is commmonly run, or Me/Es may take Glyph of Lesser Energy. Power Return is a good interruption skill, with a low cast and fast recharge. Drain Enchantment is used for energy gain. Price of Pride can replace Signet of Humility.
[edit] Guild Battle Line-up
- Add two filler classes for the 8-person Guild Battles. Options include:
- Standard (if outdated) flagstand Ele
- Build:R/Mo Mending Touch Cripshot for ganking;
- Build:R/Mo Burning Arrow Ranger for ganking;
- Build:A/Mo Black Widow for ganking;
- Build:W/A Lone Ganksman for ganking;
- Build:E/Mo Hybrid Flag Runner
- Build:Mo/E Deliverance Runner
- Build:Rt/E Cold Vengeance
- Build:Rt/A Support Runner
[edit] Counters
- Constant Blind/Blurred Vision on the Warriors will prevent them from spiking effectively (and will cause a failed spike)