Forum Link Code:[url=]Team - Stygian Veil Symbiosis[/url]
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This build has been designed for the following use:
Image:Stygian Veil Symbiosis in action.jpg
The Stygian Veil Symbiosis team in action in the Stygian Veil

The Stygian Veil Symbiosis team build is a build designed to conquer all of the Stygian Veil in the Domain of Anguish. It is a balanced build that relies on the tried and true formula of a warrior tank, elementalists nuking and monks keeping the team alive. The catalyst to this build is a ranger spirit-spammer who keeps two vital spirits up: Symbiosis to sustain the tank and Edge of Extinction (EoE) to complement the nuking.

This build can complete the quest Breaching the Stygian Veil, the quest Brood Wars and kill the Dreadspawn Maw. Incidentally, this same build can actually be used to conquer any of the 3 other areas in the Domain of Anguish with less emphasis on the spirits.

Build Concept

While there are different tactics for different situations (explained below, in the tactics section), the general outline of how this team works is as follows:

Build Details

The Obsidian Flesh Tank

WarriorElementalistWarrior / Elementalist Attribute Rank
Earth Magic 12
Strength 12 + 3 + 1
Signet of Stamina

Signet of Stamina

Endure Pain

Endure Pain

Obsidian Flesh

Obsidian Flesh

Armor of Earth

Armor of Earth

Stoneflesh Aura

Stoneflesh Aura

Ward Against Foes

Ward Against Foes

Optional

Optional

Resurrection Signet

Resurrection Signet

Usage:

Equipment:

The Searing Flames Nukers

ElementalistMonkElementalist / Monk Attribute Rank
Energy Storage 12
Fire Magic 12 + 3 + 1
Protection Prayers 3
Lightbringer's Gaze

Lightbringer's Gaze

Searing Flames

Searing Flames

Glowing Gaze

Glowing Gaze

Glyph of Lesser Energy

Glyph of Lesser Energy

Meteor Shower

Meteor Shower

Optional

Optional

Fire Attunement

Fire Attunement

Rebirth

Rebirth

Usage:

Equipment:

The Searing Flames Freezer

Nearly identical to the others elementalists, this elementalist simply freezes enemies after a nuke so that they do not disperse before they are killed.

ElementalistMonkElementalist / Monk Attribute Rank
Energy Storage 12
Fire Magic 12 + 3 + 1
Water Magic 3
Deep Freeze

Deep Freeze

Searing Flames

Searing Flames

Glowing Gaze

Glowing Gaze

Glyph of Lesser Energy

Glyph of Lesser Energy

Meteor Shower

Meteor Shower

Optional

Optional

Fire Attunement

Fire Attunement

Rebirth

Rebirth

Usage:

Equipment:

The Healer's Boon Monk

MonkMonk / Any Attribute Rank
Divine Favor 12 + 1
Healing Prayers 12 + 3 + 1
Dwayna's Kiss

Dwayna's Kiss

Healing Seed

Healing Seed

Infuse Health

Infuse Health

Heal Party

Heal Party

Healing Touch

Healing Touch

Healer's Boon

Healer's Boon

Essence Bond

Essence Bond

Rebirth

Rebirth

Usage:

Equipment:

The Spell Breaker Monk

MonkMonk / Any Attribute Rank
Divine Favor 12 + 3 + 1
Healing Prayers 12 + 1
Protection Prayers 3 + 1
Dwayna's Kiss

Dwayna's Kiss

Healing Seed

Healing Seed

Protective Spirit

Protective Spirit

Healing Touch

Healing Touch

Spell Breaker

Spell Breaker

Optional

Optional

Essence Bond

Essence Bond

Rebirth

Rebirth

Usage:

Equipment:

The Bonder

MonkMesmerMonk / Mesmer Attribute Rank
Divine Favor 10 + 3 + 1
Inspiration Magic 10
Protection Prayers 11 + 3 + 1
Blessed Signet

Blessed Signet

Mantra of Inscriptions

Mantra of Inscriptions

Vital Blessing

Vital Blessing

Life Attunement

Life Attunement

Balthazar's Spirit

Balthazar's Spirit

Life Bond

Life Bond

Life Barrier

Life Barrier

Rebirth

Rebirth

Usage:

Equipment:

The Necromancer Spirit Spammer

This utility necromancer added nuking with Curses spells, maintianing useful spirits up during fights and providing other casters with energy.

NecromancerRangerNecromancer / Ranger Attribute Rank
Beast Mastery 10
Blood Magic 2 + 1
Curses 12 + 3 + 1
Soul Reaping 8 + 1
Feast of Corruption

Feast of Corruption

Suffering

Suffering

Desecrate Enchantments

Desecrate Enchantments

Defile Enchantments

Defile Enchantments

Blood Ritual

Blood Ritual

Edge of Extinction

Edge of Extinction

Symbiosis

Symbiosis

Resurrection Signet

Resurrection Signet

Usage:

Equipment:

Variant:

Tactics

Conquering the Stygian Veil involves three stages:

  1. Clearing the initial mobs of monsters at the start of the Breaching the Stygian Veil quest.
  2. Clearing the two hills north and south to defeat the two Stygian Underlords and complete the Breaching quest.
  3. Killing the four Stygian Lords to complete Brood Wars and cause the Dreadspawn Maw to appear.
  4. Destroying the Dreadspawn Maw.

The Initial Assault

For the first part of Breaching the Stygian Veil, the party should all go north of the Acolyte who gives the quest. The tank should take the quest and back up till all mobs reachs the Acolyte. Spirits should be laid and then the tank should pull using the longbow (always hit "C" and shoot the neartest creature). There will be three mobs jumbles up together, whenever you clear a mob, another will come from the same hill that the first mob came from, till you see a mixed group of foes. That will signal that there will be no more mobs coming from that hill.

Depending on the type of mobs, the party should react accordingly:

The Two Hills

Starting with the southern hill, the technique should be the same. Spirits get laid down, the tank goes in and gathers several enemies, then brings them back within spirit ranger and tanks them. The only thing to watch out for is that the Stygian Fiends can cripple the tank and the Brutes can knock him/her down with Bull's Strike. The Healer's Boon monk should use Heal Party to aid the tank at a distance. When pulling a group with Water Tormentors, the tank should have Spell Breaker coverage.

The northern hill has pop-ups through out the first half of it. As such, the spirits should be laid outside the hill, the tank should go in till a group starts popping up (the tank should stand still till they all come out of the ground, there is usually 6 monsters). The group will be mixed with at least one Stygian Fiend. There are thre more pop-up groups past the first one. A group around each of the Torment Claws that will spawn near the middle of the hill.

Past those Torment Claws, there should be no hidden groups and the tank should proceed like the first hill, gathering groups and bringing them to spirit range. The spirits should be constantly moved as the party makes its way deeper into the hill.

The Stygian Lords

There are ways to skip over barriers and so on to get to the Sytgian Lords. This guide will simply tackle the problem straight on.

The party should choose one of the trenches to clear out, the best candidates would be the second trench to the north or south. Either of those trenches leads to a Stygian Lord, and from there on the party can move in a circle to get to the remaining three.

Each trench will spawn two melee groups as soon as someone is half-way through it. The two groups will rush towards each other (and kill anyone stuck inside) and then will camp on the opposite end of where they spawned. In addition, some Tormentor demons will spawn up top on one or both sides of the hills sandwiching the trench. To avoid surprises, one party member can simply run into the trench to trigger its spawns and then die half way through. The party can then Rebirth that member from atop one of the two hill overlooking the trench. If dying is such a big deal, one Elementalist can go secondary Assassin and bring Recall and use it to leave the trench before the pop-up groups close in on him/her.

Once the trench's spawns are stationary the tank can tackle them under spirit range and the party can destroy the closer melee group then the furhter one as well as the spawns on top of the hills. Once the trench is clear, the party can proceed to the Stygian Lord, kill any patrols roaming around him, and destroy him. From that point on, the party will simply circle around to kill the other three lord (see the walkthrough for the quest Brood Wars for their locations).

Note the following:

The Dreadspawn Maw

After the party returns and cashes in the quest Brood Wars, the Dreadspawn Maw will appear immediately behind them. Make sure everyone is out of the center area and safely next to the Acolyte before having ANY party member accept the reward. The Maw will be comprised of six Smothering Tendrils. The objective is to kill all six and their spawns.

For each Tendril, one elementalist will drop Meteor Shower on it, followed by a few Searing Flames casts. this elementalist should have Protective Spirit on them by the Spell Breaker monk. Everyone else should move back north where the party originally killed the monsters of the initial assault.

As soon as the Tendril is about to die, the SB monk should leave and join the others. The elementalist should finish off the Tendril and then pull back slowly. As soon as the Tendril dies, numerous Torment Claws will spawn as will as several Stygian creatures. If the Stygian creatures DID see the elementalist, he/she should just pull back slowly and have them kill him/her midway to the party. They should NOT bring them back to the party othwerwise the party can wipe after doing so much work. After they kill the elementalist, someone can rebirth him/her and then the tank can pull them into spirit range and the party can destroy them.

The party can then proceed to kill all the Torment Claws that spawned (great wanding fun). The same steps should be repeated for each Smothering Tendril.

Variants

Notes

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