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Guild Wars Rampage As One PVP Team Layout

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NameRampage As One PVP Team Layout
CategoryPVP
In this article I will break down a very powerful team layout for PvP.

Rampage as One / Savannah Heat Pressure Team. Good for General Team PvP and Heroes Ascent.

1) Energizing Wind / Ramapage as One Thumper - Ranger / Warrior
2) Edge of Extinction / Rampage as One Thumper - Ranger / Warrior
3) Savannah Heat Elementalist - Elementalist / Paragon
4) Savannah Heat Elementalist - Elementalist / Necromancer
5) Snare Elementalist - Elementalist / Ritualist
6) Weapon of Remedy Healer - Necromancer / Ritualist
7) Spirit Light Weapon Healer - Necromancer / Ritualist
8) Spirit Spammer Ritualist - Ritualist / Mesmer

1) Energizing Wind / Ramapage as One Thumper - Ranger / Warrior

Attributes:
Hammer Mastery - 12
Expertise - 8 + 1
Beast Mastery - 10 + 1 + 1

Skills:
- Hammer Bash - Lose all adrenaline. If Hammer Bash hits, your target is knocked down. Adrenaline Cost: 6
- Crushing Blow - If this attack hits, you strike for + 1 ... 16 ... 20 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 5 ... 17 ... 20 seconds. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 5
- Bestial Mauling - Your animal companion attempts a Bestial Mauling that deals +5 ... 17 ... 20 damage. If the attack strikes a knocked-down foe, that foe is Dazed for 4 ... 9 ... 10 seconds. Cast Time: Instant, Recharge Time: 20 Seconds, Energy Cost: 5
- Energizing Wind - Create a level 1 ... 5 ... 6 Spirit. For non-Spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This Spirit dies after 1 ... 25 ... 31 seconds. Cast Time: 5 Seconds, Recharge Time: 60 Seconds, Energy Cost: 15
- Rampage as One (Elite) - For 3 ... 13 ... 15 seconds, both you and your animal companion attack 33% faster and run 25% faster. No effect unless your pet is alive. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 25
- Comfort Animal - You heal your animal companion for 20 ... 87 ... 104 Health. If your companion is dead, it is resurrected with 10 ... 48 ... 58% Health. Cast Time: 1 Second, Recharge Time: 1 Second, Energy Cost: 10
- Charm Animal - Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. Cast Time: 10 Seconds, Recharge Time: Instant, Energy Cost: 10
- 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)
Equipment:
- A mix of Radiant and Survivor's insignias, depending on personal preferance.
- Zealous and Ebon Hammers of Fortitude with + 15% damage while health is above 50% mods.
- Weapon and shield sets for anti-spike.
- A staff for emergency energy.
How to use efficiently:
- Place Energizing Wind in a safe location, refreshing it if it ends or is killed.
- Maintain Rampage as One as much as possible to provide a speed boost and increased attack speed.
- Use the chain: Hammer Bash, Bestial Mauling, Crushing Blow to apply Deep Wounds and a Daze effect.
- Time your knock downs so that you can hit important skills if necessary.

2) Edge of Extinction / Rampage as One Thumper - Ranger / Warrior

Attributes:
Hammer Mastery - 12
Expertise - 8 + 1
Beast Mastery - 10 + 1 + 1

Skills:
- Hammer Bash - Lose all adrenaline. If Hammer Bash hits, your target is knocked down. Adrenaline Cost: 6
- Crushing Blow - If this attack hits, you strike for + 1 ... 16 ... 20 damage. If you hit a knocked-down foe you inflict a Deep Wound, lowering your target's maximum Health by 20% for 5 ... 17 ... 20 seconds. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 5
- Bestial Mauling - Your animal companion attempts a Bestial Mauling that deals +5 ... 17 ... 20 damage. If the attack strikes a knocked-down foe, that foe is Dazed for 4 ... 9 ... 10 seconds. Cast Time: Instant, Recharge Time: 20 Seconds, Energy Cost: 5
- Edge of Extinction - Create a level 1...8...10 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14...43...50 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 30...126...150 seconds. Cast Time: 5 Seconds, Recharge Time: 60 Seconds, Energy Cost: 5
- Rampage as One (Elite) - For 3 ... 13 ... 15 seconds, both you and your animal companion attack 33% faster and run 25% faster. No effect unless your pet is alive. Cast Time: Instant, Recharge Time: 10 Seconds, Energy Cost: 25
- Comfort Animal - You heal your animal companion for 20 ... 87 ... 104 Health. If your companion is dead, it is resurrected with 10 ... 48 ... 58% Health. Cast Time: 1 Second, Recharge Time: 1 Second, Energy Cost: 10
- Charm Animal - Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. Cast Time: 10 Seconds, Recharge Time: Instant, Energy Cost: 10
- 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)

Equipment:
- A mix of Radiant and Survivor's insignias, depending on personal preference.
- Zealous and Ebon Hammers of Fortitude with + 15% damage while health is above 50% mods.
- Weapon and shield sets for anti-spike.
- A staff for emergency energy.
How to use efficiently:
- Place Edge of Extinction in a safe location. Be aware that it can backfire if your team is under heavy pressure.
- Maintain Rampage as One as much as possible to provide a speed boost and increased attack speed.
- Use the chain: Hammer Bash, Bestial Mauling, Crushing Blow to apply Deep Wounds and a Daze effect.
- Time your knock downs so that you can hit important skills if necessary.

3) Savannah Heat Elementalist - Elementalist / Paragon

Attributes:
Fire Magic - 12 + 1 + 1
Energy Storage - 12 + 1

Skills:
- Savannah Heat (Elite) - You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 5 ... 17 ... 20 fire damage each second and an additional 5 ... 17 ... 20 fire damage for each second this Spell has been in effect. Cast Time: 2 Seconds, Recharge Time: 25 Seconds, Energy Cost: 5
- Searing Heat - Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34 fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire for 3 seconds. Cast Time: 2 Seconds, Recharge Time: 30 Seconds, Energy Cost: 15
- Teinai's Heat - Create Teinai's Heat at target foe's location. For 5 seconds, foes near this location are struck for 10 ... 34 ... 40 fire damage each second. When Teinai's Heat ends, foes in the area of effect are set on fire for 3 seconds. Cast Time: 2 Seconds, Recharge Time: 30 Seconds, Energy Cost: 15
- Rodgort's Invocation - Target foe and all nearby foes are struck for 15 ... 99 ... 120 fire damage and set on fire for 1 ... 3 ... 3 seconds. Cast Time: 2 Seconds, Recharge Time: 5 Seconds, Energy Cost: 25
- 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
- Flame Djinn's Haste - All adjacent foes are struck for 15 ... 99 ... 120 fire damage. For 5 ... 17 ... 20 seconds, you move 33% faster. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10
- Fire Attunement - For 36 ... 55 ... 60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. Cast Time: 2 Seconds, Recharge Time: 45 Seconds, Energy Cost: 10
- 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)

Equipment:
- Survivor Insignias and Attunement / Vitae Runes.
- 20% halves skill recharge / 20% halves casting time Fire Magic wand and off hand.
- +15 energy / -1 energy regeneration Fire Magic wand and off hand.
- Any spear that you feel would be useful to use while capping.

How to use efficiently:
- At the start of the match activate Fire Attunement, keep it going as often as possible.
- Nuke your enemies with Savannah Heat, Searing Heat and Teinai's Heat for large damage over time. Try to land the nukes directly on the altar or in tight quarters (under the bridge in The Underworld, for example).
- Use Rodgort's Invocation to deal powerful area of effect damage.
- On relic maps, be sure to use Flame Djinn's Haste before picking up the relic so you can get the 20% enchantment bonus.
- When capping just jab your spear at your enemies and use Song of Concentration.

4) Savannah Heat Elementalist - Elementalist / Necromancer

Attributes:
Fire Magic - 12 + 1 + 1
Energy Storage - 12 + 1

Skills:
- Savannah Heat (Elite) - You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 5 ... 17 ... 20 fire damage each second and an additional 5 ... 17 ... 20 fire damage for each second this Spell has been in effect. Cast Time: 2 Seconds, Recharge Time: 25 Seconds, Energy Cost: 5
- Searing Heat - Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34 fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire for 3 seconds. Cast Time: 2 Seconds, Recharge Time: 30 Seconds, Energy Cost: 15
- Teinai's Heat - Create Teinai's Heat at target foe's location. For 5 seconds, foes near this location are struck for 10 ... 34 ... 40 fire damage each second. When Teinai's Heat ends, foes in the area of effect are set on fire for 3 seconds. Cast Time: 2 Seconds, Recharge Time: 30 Seconds, Energy Cost: 15
- Rodgort's Invocation - Target foe and all nearby foes are struck for 15 ... 99 ... 120 fire damage and set on fire for 1 ... 3 ... 3 seconds. Cast Time: 2 Seconds, Recharge Time: 5 Seconds, Energy Cost: 25
- Rend Enchantments - Remove 5...8...9 enchantments from target foe. For each Monk enchantment removed, you take 55...31...25 damage. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Flame Djinn's Haste - All adjacent foes are struck for 15 ... 99 ... 120 fire damage. For 5 ... 17 ... 20 seconds, you move 33% faster. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10
- Fire Attunement - For 36 ... 55 ... 60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. Cast Time: 2 Seconds, Recharge Time: 45 Seconds, Energy Cost: 10
- 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)

Equipment:
- Survivor Insignias and Attunement / Vitae Runes.
- 20% halves skill recharge / 20% halves casting time Fire Magic wand and off hand.
- +15 energy / -1 energy regeneration Fire Magic wand and off hand.

How to use efficiently:
- At the start of the match activate Fire Attunement, keep it going as often as possible.
- Nuke your enemies with Savannah Heat, Searing Heat and Teinai's Heat for large damage over time. Try to land the nukes directly on the altar or in tight quarters (under the bridge in The Underworld, for example).
- Use Rodgort's Invocation to deal powerful area of effect damage.
- On relic maps, be sure to use Flame Djinn's Haste before picking up the relic so you can get the 20% enchantment bonus.
- Use Rend Enchantments to strip important enchantments from your foes.

5) Snare Elementalist - Elementalist / Ritualist

Attributes:
Water Magic - 12 + 1 + 1
Energy Storage - 12 + 1
Restoration Magic - 3

Skills:
- Icy Shackles (Elite) - For 4 ... 9 ... 10 seconds, target foe's movement speed is reduced by 66%. While under the effects of an Enchantment, that foe's movement is reduced by 90%. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Frozen Burst - All nearby foes are struck for 10 ... 70 ... 85 cold damage and move 66% slower for 3 ... 7 ... 8 seconds. Cast Time: 3/4 Second, Recharge Time: 8 Seconds, Energy Cost: 15
- Freezing Gust - If target foe is under the effect of a Water Magic Hex, that foe is struck for 20 ... 68 ... 80 cold damage. Otherwise, that foe moves 66% slower for 1 ... 5 ... 6 seconds. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Deep Freeze - You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10 ... 70 ... 85 cold damage, and for 10 seconds, they move 66% slower. Cast Time: 2 Seconds, Recharge Time: 15 Seconds, Energy Cost: 25
- Blurred Vision - For 4 ... 9 ... 10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 10
- Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10 ... 16 ... 18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5
- Water Attunement - For 36 ... 55 ... 60 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic. Cast Time: 2 Seconds, Recharge Time: 45 Seconds, Energy Cost: 10
- Death Pact Signet - Resurrect target party member with your current Health and 15 ... 83 ... 100% Energy. The next time that ally dies within 120 seconds, so do you. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: None (signet)

Equipment:
- A full set of survivor's insignias.
- 20% halves skill recharge / 20% halves casting time Water Magic wand and off hand.
- Defensive set.
How to use efficiently:
- Cast and maintain Water Attunement.
- Slow pursuing or fleeing opponents with Icy Shackles.
- Target clumped groups of enemies with Frozen Burst and Deep Freeze.
- Space your Blurred Vision and try to have it affect more than one target, Warriors or Assassins in particular.
- Glyph of Lesser Energy is to maintain your energy. Precast it before using your more expensive spells (Blurred Vision & Deep Freeze in particular).

6) Weapon of Remedy Healer - Necromancer / Ritualist

Attributes:
Soul Reaping - 12 + 1 + 1
Restoration Magic - 12

Skills:
- Weapon of Remedy (Elite) - For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 15 ... 63 ... 75 Health from that foe and loses 1 Condition. Cast Time: 1/4 Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Mend Body and Soul - Target ally is healed for 20 ... 96 ... 115 Health. That ally loses one Condition for all Spirits within earshot. Cast Time: ¾ Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Spirit Light - Target ally is healed for 60 ... 156 ... 180. If any Spirits are within earshot, you don't sacrifice Health. Cast Time: 1 Second, Recharge Time: 4 Seconds, Energy Cost: 5, Health Sacrifice: 17%
- Spirit Transfer - The Spirit nearest you loses 5 ... 41 ... 50 Health. Target ally is healed for 5 for each point of Health lost. Cast Time: ¾ Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Weapon of Warding - For 5 ... 9 ... 10 seconds, target ally has a Weapon of Warding that grants target ally +2 ... 4 ... 4 Health regeneration and a 50% chance to block. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Protective was Kaolai - Hold Kaolai's ashes for up to 15 ... 51 ... 60 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 10 ... 70 ... 85 Health. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Recovery - Create a level 1...8...10 Spirit. Conditions on allies within range of this Spirit expire 20...44...50% faster. This Spirit dies after 30...54...60 seconds. Cast Time: 3 Seconds, Recharge Time: 30 Seconds, Energy Cost: 15
- Flesh of My Flesh - Lose half your Health. Resurrect target party member with your current Health and 5 ... 17 ... 20% Energy. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5

Equipment:
- A full set of survivor's insignias.
- A +5 energy weapon of Fortitude and a shield of Fortitude.
- A Restoration or Soul Reaping focus.
- Anti spike shields.

How to use efficiently:
- Maintain Recovery as much as possible.
- Use Weapon of Remedy as quick condition removal or general healing.
- Use Mend Body and Soul and Spirit Light for stronger heals.
- Counter spikes using Spirit Transfer.
- Relieve physical pressure using Weapon of Warding.
- Hold Protective Was Kaolai, recasting or dropping it for a party wide heal.

7) Spirit Light Weapon Healer - Necromancer / Ritualist

Attributes:
Soul Reaping - 12 + 1 + 1
Restoration Magic - 12

Skills:
- Spirit Light Weapon (Elite) - For 10 seconds, target ally gains 1 ... 12 ... 15 Health per second and an additional 1 ... 12 ... 15 Health per second if that ally is within earshot of a Spirit. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Mend Body and Soul - Target ally is healed for 20 ... 96 ... 115 Health. That ally loses one Condition for all Spirits within earshot. Cast Time: ¾ Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Spirit Light - Target ally is healed for 60 ... 156 ... 180. If any Spirits are within earshot, you don't sacrifice Health. Cast Time: 1 Second, Recharge Time: 4 Seconds, Energy Cost: 5, Health Sacrifice: 17%
- Spirit Transfer - The Spirit nearest you loses 5 ... 41 ... 50 Health. Target ally is healed for 5 for each point of Health lost. Cast Time: ¾ Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Protective was Kaolai - Hold Kaolai's ashes for up to 15 ... 51 ... 60 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 10 ... 70 ... 85 Health. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Life - Create a level 1 ... 8 ... 10 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 1 ... 6 ... 7 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Cast Time: 3 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10
- Recuperation - Create a level 1 ... 8 ... 10 Spirit. Non-Spirit allies within its range gain +1 ... 3 ... 3 Health regeneration. This Spirit dies after 15 ... 39 ... 45 seconds. Cast Time: 3 Seconds, Recharge Time: 45 Seconds, Energy Cost: 25
- Flesh of My Flesh - Lose half your Health. Resurrect target party member with your current Health and 5 ... 17 ... 20% Energy. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5

Equipment:
- A full set of survivor's insignias.
- A +5 energy weapon of Fortitude and a shield of Fortitude.
- A Restoration or Soul Reaping focus.
- Anti spike shields.

How to use efficiently:
- Maintain Recuperation as much as possible.
- Use Mend Body and Soul and Spirit Light for heals and condition removal.
- Counter spikes using Spirit Transfer.
- Hold Protective Was Kaolai, recasting or dropping it for a party wide heal.

8) Spirit Spammer Ritualist - Ritualist / Mesmer

Attributes:
Channeling Magic - 12 + 1 + 1
Communing - 11 + 1
Spawning Power - 6 + 1

Skills:
- Expel Hexes (Elite) - Remove up to 2 Hexes from target ally. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Warmonger's Weapon - For 5 ... 13 ... 15 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10
- Splinter Weapon - For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1 ... 4 ... 5 attacks deal 5 ... 41 ... 50 damage to up to 3 adjacent foes. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Ancestors' Rage - For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5 ... 89 ... 110 lightning damage. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Shelter - Create a level 1 ... 7 ... 8 Spirit. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 75 ... 51 ... 45 Health. This Spirit lasts 30 ... 54 ... 60 seconds. Cast Time: 5 Seconds, Recharge Time: 45 Seconds, Energy Cost: 25
- Displacement - Create a level 1 ... 8 ... 10 Spirit. All non-Spirit allies within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit takes 60 damage. This Spirit dies after 30 ... 54 ... 60 seconds. Cast Time: 3 Seconds, Recharge Time: 45 Seconds, Energy Cost: 15
- Bloodsong - Create a level 1 ... 7 ... 8 Spirit who dies after 30 ... 126 ... 150 seconds. Attacks by that Spirit steal up to 5 ... 21 ... 25 Health. Cast Time: 3 Seconds, Recharge Time: 30 Seconds, Energy Cost: 5
- Flesh of My Flesh - Lose half your Health. Resurrect target party member with your current Health and 5 ... 17 ... 20% Energy. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5

Equipment:
- A full set of survivor's insignias.
- 20% halves skill recharge / 20% halves casting time Channeling Magic for spamming weapon spells.
- Standard shield, weapon and focus sets.
How to use efficiently:
- Maintain Warmonger's Weapon on one thumper, cast Splinter Weapon on the others (and the pets if all thumpers have it already).
- Spam spirits to provide defense or body block enemies.
- Use Expel Hexes to remove any dangerous hexes on team members.

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