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	<title>Soul Barbs Build - Revision history</title>
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	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://amazonbasin.typeguru.nl/index.php?title=Soul_Barbs_Build&amp;diff=4018&amp;oldid=prev</id>
		<title>imported&gt;Onderduiker at 03:36, 15 February 2012</title>
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		<updated>2012-02-15T03:36:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__ToC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Necro/ Assassin (Assassin&amp;#039;s Promise Spiker)==&lt;br /&gt;
 Curses 12+4&lt;br /&gt;
 Soul Reaping 9+1&lt;br /&gt;
 Deadly Arts 9&lt;br /&gt;
 Weapon/Offhand 1: Hale Curses Staff of Fortitude &lt;br /&gt;
 Weapon/Offhead 2: Wand &amp;amp; Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Assassin&amp;#039;s Promise [Elite]&lt;br /&gt;
# Soul Barbs&lt;br /&gt;
# Mark of Death&lt;br /&gt;
# Enduring Toxin&lt;br /&gt;
# Siphon Speed&lt;br /&gt;
# Parasitic Bond (spam hex)&lt;br /&gt;
# Faintheartedness (Use to slow Warriors)&lt;br /&gt;
# Rez Signet&lt;br /&gt;
&lt;br /&gt;
Be careful not to cast Assassin&amp;#039;s Promise too soon. Use Mark of Death every target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mesmer/Monk (Diversion Spiker)==&lt;br /&gt;
 Illusion 11+1+1&lt;br /&gt;
 Domination 9+1&lt;br /&gt;
 Fast Casting 8+1&lt;br /&gt;
 Inspiration 8+1&lt;br /&gt;
 Weapon/Offhand 1: Hale Illusion Staff of Fortitude &lt;br /&gt;
 Weapon/Offhead 2: Wand &amp;amp; Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge) &lt;br /&gt;
&lt;br /&gt;
# Recurring Insecurity [Elite]&lt;br /&gt;
# Accumulated Pain (use for spike...causes Deep Wound)&lt;br /&gt;
# Conjure Phantasm (use once)&lt;br /&gt;
# Images of Remorse (spam hex)&lt;br /&gt;
# Wastrel&amp;#039;s Worry (spam hex..see note below)&lt;br /&gt;
# Diversion (use between spikes to slow casters)&lt;br /&gt;
# Drain Enchantment&lt;br /&gt;
# Resurrect&lt;br /&gt;
&lt;br /&gt;
Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.&lt;br /&gt;
&lt;br /&gt;
Wastrel&amp;#039;s Worry won&amp;#039;t trigger Soul Barbs or Recurring Insecurity if it is already on the target. So unless you see target use a skill to remove Wastrel&amp;#039;s, you should only use it once every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elementalist/Mesmer (Water Spike)==&lt;br /&gt;
 Water Magic 12+4&lt;br /&gt;
 Energy Storage 8+1&lt;br /&gt;
 Inspiration 10&lt;br /&gt;
 Armor: +10 while Enchanted, Hands &amp;amp; Feet +life&lt;br /&gt;
 Weapon/Offhand 1: Hale Water Staff of Enchanting / none&lt;br /&gt;
 Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand&lt;br /&gt;
&lt;br /&gt;
# Water Trident [Elite]&lt;br /&gt;
# Armor of Mist&lt;br /&gt;
# Deep Freeze&lt;br /&gt;
# Shard Storm&lt;br /&gt;
# Blurred Vision&lt;br /&gt;
# Inspired Hex&lt;br /&gt;
# Power Drain&lt;br /&gt;
# Rez Signet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monk/ Mesmer (Blessed Light)==&lt;br /&gt;
 Divine Favor 12+2+1&lt;br /&gt;
 Protection 10+1&lt;br /&gt;
 Inspiration 8&lt;br /&gt;
 Armor: +10 while Enchanted, Hands &amp;amp; Feet +life&lt;br /&gt;
 Weapon/Offhand 1: Hale Protection Staff of Defense / none&lt;br /&gt;
 Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand&lt;br /&gt;
&lt;br /&gt;
# Blessed Light [Elite]&lt;br /&gt;
# Reversal of Fortune&lt;br /&gt;
# Mend Condition&lt;br /&gt;
# Guardian&lt;br /&gt;
# Signet of Devotion&lt;br /&gt;
# Drain Enchantment&lt;br /&gt;
# Divine Spirit &lt;br /&gt;
# Deny Hexes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Necro/ Mesmer (Soul Barbs Spiker)==&lt;br /&gt;
 Curses 12+4&lt;br /&gt;
 Soul Reaping 10+1&lt;br /&gt;
 Inspiration 8&lt;br /&gt;
 Weapon/Offhand 1: Hale Curses Staff of Fortitude &lt;br /&gt;
 Weapon/Offhead 2: Wand &amp;amp; Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge) &lt;br /&gt;
&lt;br /&gt;
# Icy Veins [Elite]&lt;br /&gt;
# Soul Barbs&lt;br /&gt;
# Mantra of Concentration &lt;br /&gt;
# Parasitic Bond&lt;br /&gt;
# Defile Flesh&lt;br /&gt;
# Shadow of Fear (use between spikes to slow Warriors)&lt;br /&gt;
# Drain Enchantment&lt;br /&gt;
# Rez Signet&lt;br /&gt;
&lt;br /&gt;
Keep Mantra of Concentration up, until you are sure the other team is not trying to interupt your Soul Barbs. Use Defile Flesh every target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mesmer/Monk (Illusion Spiker)==&lt;br /&gt;
 Illusion 11+1+1&lt;br /&gt;
 Smiting 9&lt;br /&gt;
 Fast Casting 8+1&lt;br /&gt;
 Inspiration 8+1&lt;br /&gt;
 Domination 1+1&lt;br /&gt;
 Weapon/Offhand 1: Hale Illusion Staff of Fortitude &lt;br /&gt;
 Weapon/Offhead 2: Wand &amp;amp; Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge) &lt;br /&gt;
&lt;br /&gt;
# Recurring Insecurity [Elite]&lt;br /&gt;
# Accumulated Pain (spike skill)&lt;br /&gt;
# Scourge Healing (put on every target)&lt;br /&gt;
# Images of Remorse (spam hex)&lt;br /&gt;
# Mind Wrack (spam hex)&lt;br /&gt;
# Drain Enchantment&lt;br /&gt;
# Power Drain&lt;br /&gt;
# Rez Signet&lt;br /&gt;
&lt;br /&gt;
Use Accumulated Pain with Recurring Insecurity. Other Mesmer will use Accumulated Pain with their Recurring Insecurity. Accumulated Pain is best used as a spike on targets with 1/2 life remaining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monk/ Mesmer (Prot Boon)==&lt;br /&gt;
 Divine Favor 11+2+1&lt;br /&gt;
 Protection 8+1&lt;br /&gt;
 Healing 8+1&lt;br /&gt;
 Inspiration 9&lt;br /&gt;
 Armor: +10 while Enchanted, Hands &amp;amp; Feet +life&lt;br /&gt;
 Weapon/Offhand 1: Hale Protection Staff of Enchanting / none&lt;br /&gt;
 Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand&lt;br /&gt;
&lt;br /&gt;
# Energy Drain [Elite]&lt;br /&gt;
# Reversal of Fortune&lt;br /&gt;
# Mend Condition&lt;br /&gt;
# Gift of Health&lt;br /&gt;
# Protective Spirit&lt;br /&gt;
# Inspired Hex&lt;br /&gt;
# Divine Boon &lt;br /&gt;
# Contemplation of Purity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Elementalist/Monk (Water Flagger)==&lt;br /&gt;
 Water Magic 12+4&lt;br /&gt;
 Healing 10&lt;br /&gt;
 Energy Storage 8+1&lt;br /&gt;
 Armor: +10 while Enchanted, Hands &amp;amp; Feet +life&lt;br /&gt;
 Weapon/Offhand 1: Hale Water Staff of Enchanting / none&lt;br /&gt;
 Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand&lt;br /&gt;
&lt;br /&gt;
# Ether Prodigy [Elite]&lt;br /&gt;
# Armor of Mist&lt;br /&gt;
# Ice Spear&lt;br /&gt;
# Shard Storm&lt;br /&gt;
# Ice Prison&lt;br /&gt;
# Blurred Vision&lt;br /&gt;
# Heal Party&lt;br /&gt;
# Healing Breeze&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Notes on Playing this Build&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
The two Necros &amp;amp; two Memsers alternate using their Soul Barbs or Recurring Insecurity. It is probably best to have a Necro as the target caller.  &lt;br /&gt;
&lt;br /&gt;
Target the Warriors &amp;amp; Assassins first.  This build has no frontline because everyone is a caster, so you need to take out the enemy front line.  Keep them in check with Faintheartedness &amp;amp; Shadow of Fear in between Soul Barb spikes.&lt;br /&gt;
&lt;br /&gt;
The counters for spike are running away, interupting Soul Barbs, &amp;amp; using Convert Hexes or Expel Hexes. &lt;br /&gt;
&lt;br /&gt;
The Water Ele&amp;#039;s keep the target slowed so running away is not viable. The E/Me has an interupt so 1 copy of Convert Hexes can be countered. If you notice someone using Expel Hexes, use Diversion on them.&lt;br /&gt;
&lt;br /&gt;
This build does not do well under Nature&amp;#039;s Renewal or Quickening Zepyhr.  The Water Ele (#3) can take them out with Water Trident &amp;amp; Wand.&lt;br /&gt;
&lt;br /&gt;
This build can split 4/4, but plays much better as a full team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Wars]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Onderduiker</name></author>
	</entry>
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