Soul Barbs Build

From Basin Wiki
Jump to navigation Jump to search


Necro/ Assassin (Assassin's Promise Spiker)

Curses 12+4
Soul Reaping 9+1
Deadly Arts 9
Weapon/Offhand 1: Hale Curses Staff of Fortitude 
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge) 


  1. Assassin's Promise [Elite]
  2. Soul Barbs
  3. Mark of Death
  4. Enduring Toxin
  5. Siphon Speed
  6. Parasitic Bond (spam hex)
  7. Faintheartedness (Use to slow Warriors)
  8. Rez Signet

Be careful not to cast Assassin's Promise too soon. Use Mark of Death every target.


Mesmer/Monk (Diversion Spiker)

Illusion 11+1+1
Domination 9+1
Fast Casting 8+1
Inspiration 8+1
Weapon/Offhand 1: Hale Illusion Staff of Fortitude 
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge) 
  1. Recurring Insecurity [Elite]
  2. Accumulated Pain (use for spike...causes Deep Wound)
  3. Conjure Phantasm (use once)
  4. Images of Remorse (spam hex)
  5. Wastrel's Worry (spam hex..see note below)
  6. Diversion (use between spikes to slow casters)
  7. Drain Enchantment
  8. Resurrect

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.

Wastrel's Worry won'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's, you should only use it once every 3 seconds.


Elementalist/Mesmer (Water Spike)

Water Magic 12+4
Energy Storage 8+1
Inspiration 10
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand
  1. Water Trident [Elite]
  2. Armor of Mist
  3. Deep Freeze
  4. Shard Storm
  5. Blurred Vision
  6. Inspired Hex
  7. Power Drain
  8. Rez Signet


Monk/ Mesmer (Blessed Light)

Divine Favor 12+2+1
Protection 10+1
Inspiration 8
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Defense / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand
  1. Blessed Light [Elite]
  2. Reversal of Fortune
  3. Mend Condition
  4. Guardian
  5. Signet of Devotion
  6. Drain Enchantment
  7. Divine Spirit
  8. Deny Hexes


Necro/ Mesmer (Soul Barbs Spiker)

Curses 12+4
Soul Reaping 10+1
Inspiration 8
Weapon/Offhand 1: Hale Curses Staff of Fortitude 
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 curses recharge) 
  1. Icy Veins [Elite]
  2. Soul Barbs
  3. Mantra of Concentration
  4. Parasitic Bond
  5. Defile Flesh
  6. Shadow of Fear (use between spikes to slow Warriors)
  7. Drain Enchantment
  8. Rez Signet

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.


Mesmer/Monk (Illusion Spiker)

Illusion 11+1+1
Smiting 9
Fast Casting 8+1
Inspiration 8+1
Domination 1+1
Weapon/Offhand 1: Hale Illusion Staff of Fortitude 
Weapon/Offhead 2: Wand & Offhand (1 has +15 energy -1 regen, the other 20/20 Illusion recharge) 
  1. Recurring Insecurity [Elite]
  2. Accumulated Pain (spike skill)
  3. Scourge Healing (put on every target)
  4. Images of Remorse (spam hex)
  5. Mind Wrack (spam hex)
  6. Drain Enchantment
  7. Power Drain
  8. Rez Signet

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.


Monk/ Mesmer (Prot Boon)

Divine Favor 11+2+1
Protection 8+1
Healing 8+1
Inspiration 9
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Enchanting / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand
  1. Energy Drain [Elite]
  2. Reversal of Fortune
  3. Mend Condition
  4. Gift of Health
  5. Protective Spirit
  6. Inspired Hex
  7. Divine Boon
  8. Contemplation of Purity


Elementalist/Monk (Water Flagger)

Water Magic 12+4
Healing 10
Energy Storage 8+1
Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand
  1. Ether Prodigy [Elite]
  2. Armor of Mist
  3. Ice Spear
  4. Shard Storm
  5. Ice Prison
  6. Blurred Vision
  7. Heal Party
  8. Healing Breeze


Notes on Playing this Build

The two Necros & two Memsers alternate using their Soul Barbs or Recurring Insecurity. It is probably best to have a Necro as the target caller.

Target the Warriors & 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 & Shadow of Fear in between Soul Barb spikes.

The counters for spike are running away, interupting Soul Barbs, & using Convert Hexes or Expel Hexes.

The Water Ele'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.

This build does not do well under Nature's Renewal or Quickening Zepyhr. The Water Ele (#3) can take them out with Water Trident & Wand.

This build can split 4/4, but plays much better as a full team.