| Name | Contagion Pressure Team PVP Builds |
| Category | PVP |
In this article I will break down one of the better team layouts for PvP.
Contagion Pressure Team - Good for Heroes Ascent and General Team PvP
1) Headbutt Warrior - Warrior / Any Profession
2) Contagion Necromancer x2 - Necromancer / Any Profession
3) Martygon - Paragon / Monk
4) Signet of Midnight Warder - Mesmer / Elementalist
5) Power Block Mesmer - Mesmer / Monk
6) a. Shield of Deflection Monk - Monk / Mesmer
6) b. Healer's Boon / Infuse Monk - Monk / Mesmer
1) Headbutt Warrior - Warrior / Any Profession
Attributes:
Swordsmanship - 12 + 1 + 1
Strength - 12 + 1
Skills:
- Headbutt (Elite) - Target touched foe takes 40 ... 88 ... 100 damage. You are Dazed for 5 ... 17 ... 20 seconds. Cast Time: 3/4 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Sever Artery - If this attack hits, the opponent begins Bleeding for 5 ... 21 ... 25 seconds, losing Health over time. Adrenaline Cost: 4
- Gash - If this attack hits a Bleeding foe, you strike for 5 ... 17 ... 20 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5 ... 17 ... 20 seconds. Adrenaline Cost: 6
- Sun and Moon Slash - Attack target foe twice. These attacks cannot be blocked. Adrenaline Cost: 8
- Bull's Strike - If this attack hits a moving foe, you strike for + 5 ... 25 ... 30 damage, and your target is knocked down. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 5
- Frenzy - For 8 seconds, you attack 33% faster but take double damage. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5
- Rush - For 8 ... 18 ... 20 seconds, you move 25% faster. Adrenaline Cost: 4
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Team Members Role:
- Aside fromyour general role as the team's Warrior and frontliner, the Headbutt Warrior (in conjunction with the Contagion Necromancers) is the primary source of the very potent Daze condition.
How to use efficiently:
- Use Headbutt whenever possible to allow the Necromancers to spread Daze.
- Use Bull's Strike for anti-kiting.
- Use Rush to reach your target if it is kiting and to cancel Frenzy if you come under focused fire.
- Pressure with Sever Artery. Gash, Sun and Moon Slash.
2) Contagion Necromancer - Necromancer / Any Profession
Attributes:
Death Magic - 12 + 1 + 1
Blood Magic - 3 + 1
Soul Reaping - 12 + 1
Skills:
- Contagion (Elite) - For 60 seconds, whenever you suffer from a new condition, all foes in the area suffer from that same condition and you sacrifice 10 ... 6 ... 5% maximum Health. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Dark Aura - For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 5 ... 41 ... 50 shadow damage to adjacent foes, and you lose 5 ... 17 ... 20 Health. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 10
- Foul Feast - All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 0 ... 36 ... 45 Health and 0 ... 2 ... 3 Energy. Cast Time: 1/4 Second, Recharge Time: 2 Seconds, Energy Cost: 5
- Signet of Agony - You suffer from Bleeding for 25 seconds. All nearby foes take 10 ... 58 ... 70 damage. Cast Time: 3/4 Second, Recharge Time: 15 Seconds, Energy Cost: 0, Health Sacrifice: 10%
- Chilblains - You become Poisoned for 10 seconds. Foes in the area of your target are struck for 10 ... 37 ... 44 cold damage and lose 1 ... 2 ... 2 enchantments. Cast Time: 2 Seconds, Recharge Time: 8 Seconds, Energy Cost: 25
- Optional Skill - This slot can be filled with any Necromancer skill that you feel would be best suited for your next match.
- Masochism - For 30 seconds, you gain 1 ... 3 ... 4 Energy whenever you sacrifice Health. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Team Members Role:
- The Contagion Necromancers are the primary source of pressure. The combination of Contagion, Dark Aura, and Foul Feast yields not only pressure from the conditions themselves, but also very potent area of effect damage.
How to use efficiently:
- Use and maintain Contagion, Dark Aura, and Masochism.
- Use Foul Feast on other members of the team as well as on each other.
- Use Signet of Agony and Chilblains to inflict conditions onto yourselves.
3) Martyrgon - Paragon / Monk
Attributes:
Leadership - 10 + 1
Command - 10 + 1
Spear Mastery - 11 + 1 + 1
Skills:
- Martyr (Elite) - Transfer all Conditions and their remaining durations from your allies to you. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- "Fall Back!" - For 4 ... 9 ... 10 seconds, all allies within earshot gain 5 ... 13 ... 15 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack. Cast Time: Instant, Recharge Time: 25 Seconds, Energy Cost: 10
- "Make Haste!"- For 5 ... 17 ... 20 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 5
- "Go for the Eyes!" - For 10 seconds, the next time each ally within earshot makes an attack, that attack has an additional 30 ... 66 ... 75% chance to critical. Cast Time: Instant, Recharge Time: 4 Seconds, Adrenaline Cost: 4
- Song of Concentration - For 10 seconds, the next Skill used by each ally within earshot cannot be interrupted. Cast Time: 2 Seconds, Recharge Time: 5 Seconds, Adrenaline Cost: 8
- Anthem of Flame - For 10 seconds, the next attack Skill used by each party member within earshot also causes Burning for 1 ... 3 ... 3 seconds. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Aggressive Refrain - For 5 ... 21 ... 25 seconds, you attack 25% faster but have Cracked Armor for 20 seconds. This Echo is reapplied every time a Chant or Shout ends on you. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 25
- Signet of Return - Resurrect target party member with 5 ... 13 ... 15% Health and 1 ... 3 ... 4% Energy for each party member within earshot. Cast Time: 5 Seconds, Recharge Time: 20 Seconds, Energy Cost: 0 (signet)
Team Members Role:
- The "Martyrgon" serves as the primary source of Cracked Armor, and a secondary source of Cripple. It also provides running support as well as a source of condition removal as necessary.
How to use efficiently:
- Keep up Aggressive Refrain with Anthem of Flame as a source of Cracked Armor.
- Use Martyr to make drawing off you deal loads of damage all at once.
- Use "Make Haste!" as run support.
- Use "Go for the Eyes!" for energy management.
- Use Song of Concentration when the Ghostly Hero is capping.
4) Signet of Midnight Warder - Mesmer / Monk
Attributes:
Earth Magic – 11
Inspiration Magic - 10 + 1 + 1
Fast Casting - 10 + 1
Fire Magic - 1
Skills:
- Signet of Midnight (Elite) - You and target touched foe become Blinded for 15 seconds. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 0 (signet)
- Ward Against Melee - You create a Ward Against Melee at your current location. For 5 ... 17 ... 20 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 15
- Grasping Earth - For 8 ... 18 ... 20 seconds, all nearby foes move 50% slower. Cast Time: 3/4 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Ward Against Foes - You create a Ward Against Foes at your current location. For 8 ... 18 ... 20 seconds, non-Spirit foes in this area move 50% slower. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Burning Speed - For 5 seconds, you are set on fire and move 30 ... 42 ... 45% faster. When Burning Speed ends, all adjacent foes are set on fire for 3 ... 8 ... 9 seconds. Cast Time: 1/4 Second, Recharge Time: Instant, Energy Cost: 10
- Illusion of Haste - For 5 ... 10 ... 11 seconds you are no longer Crippled, and you move 33% faster. When Illusion of Haste ends, you become Crippled for 15 seconds. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Channeling - For 8 ... 46 ... 56 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Team Members Role:
- The Signet of Midnight Warder is the primary source of Blind, Burning, and Cripple. It also serves to snare enemies with Grasping Earth and Ward Against Foes and to aid allies with Ward Against Melee.
How to use efficiently:
- Use Signet of Midnight, Burning Speed, and Illusion of Haste (in conjunction with the Contagion Necromancers) in order to spread Blind, Burning, and Cripple respectively.
- Use Ward Against Melee to help protect allies.
- Use Grasping Earth and Ward Against Foes to help snare enemies.
- Burning Speed and Illusion of Haste can also be used as Speed Buffs.
5) Power Block Mesmer - Mesmer / Monk
Attributes:
Domination Magic - 12 + 1 + 1
Inspiration Magic - 10 + 1
Fast Casting - 8 + 1
Healing Prayers - 2
Skills:
- Power Block (Elite) - If target foe is casting a spell or chant, that skill is interrupted. The interrupted skill and all skills of the same attribute are disabled for 3 ... 13 ... 15 seconds for that foe. Cast Time: 1/4 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Power Leak - If target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 5 ... 17 ... 20 Energy. Cast Time: 1/4 Second, Recharge Time: 12 Seconds, Energy Cost: 10
- Shame - For 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 5 ... 12 ... 14 Energy from that foe. Cast Time: 2 Seconds, Recharge Time:30 Seconds, Energy Cost: 10
- Diversion - For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10 ... 47 ... 56 seconds to recharge. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: 10
- Shatter Enchantment - Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 14 ... 83 ... 100 damage. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 15
- Power Drain - If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 1 ... 25 ... 31 Energy. Cast Time: 1/4 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Signet of Humility - Target foe's elite skill is disabled for 1 ... 13 ... 16 seconds. Cast Time: 3 Seconds, Recharge Time: 20 Seconds, Energy Cost: 0 (Signet)
- Resurrection Chant - Resurrect target party member with up to your current Health and 5 ... 29 ... 35% Energy. This spell has half the normal range. Cast Time: 6 Seconds, Recharge Time: 15 Seconds, Energy Cost: 10
Team Members Role:
- The Power Block Mesmer's primary role is to shutdown foes, particularly enemy Monks.
How to use efficiently:
- Use Power Block to disable Attributes.
- Use Power Leak as a general interrupt and as energy denial.
- Use Shame and Diversion to prevent enemies from casting.
- Use Shatter Enchantment to remove Enchantments.
- Use Power Drain as an interrupt and energy management.
- Use Signet of Humility to shut down Monks, particularly those with Restore Condition.
6) Shield of Deflection Monk - Monk / Mesmer
Attributes:
Protectoin Prayers - 12 + 1 + 1
Divine Favor - 9 + 1
Healing Prayers - 8 + 1
Inspiratoin Magic - 5
Skills:
- Shiled of Deflection (Elite) - For 3 ... 9 ... 10 seconds, target ally has a 75% chance to block attacks and gains 15 ... 27 ... 30 armor. Cast Time: 1/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10
- Gift of Health - All of your other Healing Prayers skills are disabled for 10 ... 6 ... 5
seconds. Target other ally is healed for 15 ... 123 ... 150 Health. Cast Time: ¾ Second,
Recharge Time: 5 Seconds, Energy Cost: 5
- Reversal of Fortune - For 8 seconds, the next time target ally would take damage, that
ally gains that amount of Health instead, maximum 15 ... 67 ... 80. Cast Time: ¼ Second,
Recharge Time: 2 Seconds, Energy Cost: 5
- Spirit Bond - For 8 seconds, whenever target ally takes more than 60 damage from the
next 10 attacks or Spells, that ally is healed for 40 ... 88 ... 100 Health. Cast Time: ¼ Second, Recharge Time: 2 Seconds, Energy Cost: 10
- Aura of Stability - For 3 ... 9 ... 10 seconds, target other ally cannot be knocked down.
Cast Time: ¼ Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Shield of Absorption - For 3 ... 6 ... 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Holy Veil - While you maintain this Enchantment, any Hex cast on target ally takes
twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Cast
Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5, Energy Degeneration: -1
- Channeling - For 8 ... 46 ... 56 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 5
How to use efficiently:
- Use Shield of Deflection and Aura of Stability on people being pressured and on relic runners.
- Use Reversal of Fortune and Gift of Health to heal allies.
- Use Spirit Bond to prevent spikes.
- Use Shield of Absorption on teammates taking a lot of damage.
- Use Holy Veil to remove hexes. Keep this on the relic runner at all times (except when removing to remove the hex).
7) Healer's Boon / Infuse Monk - Monk / Mesmer
Attributes:
Healing Prayers - 12 + 1 + 1
Divine Favor - 11 + 1
Inspiratoin Magic - 6
Skills:
- Healer's Boon (Elite) - Healing Prayers Spells cast 50% faster and heal for 50% more
Health. Cast Time: ¼ Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Infuse Health - Lose half your current Health. Target other ally is healed for 100 ... 129 ... 136% of the amount you lost. Cast Time: 1/4 Second, Recharge Time: Instant, Energy Cost: 10
- Dwayna's Kiss - Heal target other ally for 15 ... 51 ... 60 Health and an additional 10 ... 30 ... 35 Health for each Enchantment or Hex on that ally. Cast Time: 1 Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Ethereal Light - Target ally is healed for 25 ... 85 ... 100. This Spell is easily
interrupted. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Heal Party - Heal entire party for 30 ... 66 ... 75 Health. Cast Time: 1 Second, Recharge
Time: 2 Seconds, Energy Cost: 15
- Healing Seed - For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3 ... 25 ... 30 Health. Cast Time: 2 Seconds, Recharge Time: 25 Seconds, Energy Cost: 10
- Cure Hex - Remove one Hex from target ally. If a Hex was removed, that ally is healed
for 30 ... 102 ... 120 Health. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Channeling - For 8 ... 46 ... 56 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 5
How to use efficiently:
- Make sure that you maintain Channeling and Healer's Boon at all times.
- Use Infuse Health on targets being spiked, or at low.
- Use Ethereal Light and Dwayna's Kiss to heal allies.
- Dwayna's Kiss for major healing.
- Heal Party to cure party wide damage.
- Healing Seed on targets taking a lot of pressure damage.
- Cure Hex to remove hexes.
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