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This build is a common Heroes Ascent build, utilizing the highly offensive capabilities of Assassins and Elementalists to destroy opposing teams.
This Build is still under development, you can help on fulfilling it. See Talk page for more information.

ZB Prot[ | ]

MonkMesmerMonk / Mesmer Attribute Rank
Protection Prayers 12 + 1 + 1
Divine Favor 9 + 1
Inspiration Magic 9
Reversal of Fortune

Reversal of Fortune

Guardian

Guardian

Zealous Benediction

Zealous Benediction

Protective Spirit

Protective Spirit

Dismiss Condition

Dismiss Condition

Holy Veil

Holy Veil

Hex Breaker

Hex Breaker

Channeling

Channeling

  • See [Build:Mo/Me Zealous Prot] for more details.

LoD/Infuser[ | ]

MonkMesmerMonk / Mesmer Attribute Rank
Healing Prayers 12 + 1 + 2
Divine Favor 10 + 1
Protection Prayers 2 + 1
Inspiration Magic 8
Light of Deliverance

Light of Deliverance

Words of Comfort

Words of Comfort

Infuse Health

Infuse Health

Dismiss Condition

Dismiss Condition

Protective Spirit

Protective Spirit

Inspired Hex

Inspired Hex

Hex Breaker

Hex Breaker

Channeling

Channeling

  • Let the ZB Monk know you are infusing so they can get restore your health with Zealous Benediction.

BoA Sins (x2)[ | ]

AssassinWarriorAssassin / Warrior Attribute Rank
Dagger Mastery 11 + 1 + 1
Critical Strikes 12 + 1
Deadly Arts 6 + 1
Shadow Prison

Shadow Prison

Burst of Aggression

Burst of Aggression

Black Lotus Strike

Black Lotus Strike

Twisting Fangs

Twisting Fangs

Black Spider Strike

Black Spider Strike

Blades of Steel

Blades of Steel

Expose Defenses

Expose Defenses

Resurrection Signet

Resurrection Signet

See [Build:A/W Berserking Shadow] for more details.

SH Elementalist[ | ]

ElementalistElementalist / Any Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 11 + 1
Air Magic 6
Savannah Heat

Savannah Heat

Gale

Gale

Immolate

Immolate

Glowing Gaze

Glowing Gaze

Flame Djinn's Haste

Flame Djinn's Haste

Glyph of Lesser Energy

Glyph of Lesser Energy

Fire Attunement

Fire Attunement

Resurrection Signet

Resurrection Signet

Water Elementalist[ | ]

ElementalistElementalist / Any Attribute Rank
Water Magic 12 + 1 + 3
Energy Storage 12 + 1
Freezing Gust

Freezing Gust

Ice Spikes

Ice Spikes

Deep Freeze

Deep Freeze

Blurred Vision

Blurred Vision

Water Trident

Water Trident

Glyph of Lesser Energy

Glyph of Lesser Energy

Water Attunement

Water Attunement

Resurrection Signet

Resurrection Signet

  • Blurred Vision should be kept on opposing Assassins and Warriors as much as possible.
  • There are many variants which drop the water Elementalist for another character. See Replace Water Elementalist section.

Usage[ | ]

  • The BoA Assassin(s) should select a target and alert the team to be ready to spike.
  • Have the Second BoA Assassin attack the team's other monk should they have one during the spike.
  • During the spike itself the Assassins should unleash their combo while the SH Ele uses Gale and SH to unleash massive damage while keeping the monk on the ground.
  • When not spiking, the SH Ele should be using Immolate, Glowing Gaze, and Meteor to harass the other team with periodic bursts of damage and burning.
  • The water elementalist should be constantly hammering other weapon based classes with Blurred Vision,Water Trident,Freezing Gust etc...
  • The two eles can also coordinate a pressure spike of their own. The Water Elementalist can cast Deep Freeze on a group of clumped foes, while the fire ele uses Savannah Heat to unleash a massive amount of damage upon them.

Variants[ | ]

Here are some major variants listed. However remember that you can consider this build as a meta build. Any variant of your own may work too. Stay creative.
For more variants see the [Build talk:Team - HA Burst Of Heat|Talk Page].

Variants for characters' builds[ | ]

Variants for BoA Sin's build[ | ]

NB : Do not use this variant in the "two spiking teams" variant because it will kill all the syncronisation of the team (If you fail to kill a target without the help of Savannah Heat or if you run out of energy when Savannah Heat is ready).

Variants for SH Elementalist's build[ | ]

Replace the Water Elementalist by...[ | ]

An SS/Warder :[ | ]

Sandstorm

Sandstorm

Arcane Echo

Arcane Echo

Gale

Gale

Ward Against Melee

Ward Against Melee

Ward of Stability

Ward of Stability

Ward Against Foes

Ward Against Foes

Earth Attunement

Earth Attunement

Resurrection Signet

Resurrection Signet

  • This build focuses on a more defensive role, generally replacing the water elementalist.
  • Be careful to not overexhaust yourself with Gale.
  • Also beware of the pros and cons of wards, if your casters are bunched up within the wards, they may be vulnerable to various AoEs, Meteor Shower,Savannah Heat ect...


Another SH Elementalist (two spiking teams variant) :[ | ]

This variants relies on two spiking teams. The teams are 1 BoA Sin and 1 SH Nuker.

Savannah Heat

Savannah Heat

Arcane Echo

Arcane Echo

Gale

Gale

Immolate

Immolate

Glowing Gaze

Glowing Gaze

Glyph of Lesser Energy

Glyph of Lesser Energy

Fire Attunement

Fire Attunement

Resurrection Signet

Resurrection Signet

Usage[ | ]

  • Each spiking team choose a target. Generally the two monks.
  • The Sin Shadow Step to target casting Shadow Prison. Sin should call Shadow Prison for coordination with the SH.
  • The SH Elementalist cast Savannah Heat and Gale on the target.
  • If the target is not already dead, team finish to kill him with dagues attacks and Fire Magic Spells.
  • Switch target. Even if Gale can help, knocking down target for 2s, team would better not use the Shadow Prison + Savannah Heat combo again until those skills are both recharged. Communication is vital.

Notes[ | ]

  • The two teams can work either independently or not. Depending on the target.
  • Target must stay in the area of effect of Savannah Heat 5s for maximum spike. That why it is important to coordinate well Shadow Prison, Savannah Heat and Gale. Note that Shadow Prison duration is 7s.
  • Both SH Elementalists may take Arcane Echo for a double Savannah Heat (510 damage in 5 seconds). However be aware that Arcane Echo can't be used on each spike because of the recharge time.
  • Then Fire Attunement may be dropped for a relic running skill if you plan to cast only during spikes (10 to 25 Energy from Fire spells). This depend on your use of the build, make your self idea.
  • A good coordination is needed. This build is better be used by organized teams.

A hex pressure class[ | ]

See on [Build talk:Team - HA Burst Of Heat|Talk Page].

Others variants[ | ]

See on [Build talk:Team - HA Burst Of Heat|Talk Page].

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