User:Jango/Ranger Spike

The Ranger Spike is a team consisting of:
 * 1/ Utility Trapper/Spiker
 * 1/ BM Spiriter/Spiker
 * 1/ FS Resser/Spiker
 * 1/ GoC Spiker/Utility Trapper
 * 1/ Hard Resser/Spiker
 * 1/ GftE Support Paragon
 * 2/ Divert Hexes and ZB Monk

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * A Vampiric Hornbow of Fortitude
 * A Sundering Hornbow of Fortitude

Usage

 * To do this build you will need a Voice Chat Program such as Ventrilo or Teamspeak.
 * One of the rangers must have a mic. He/She will call the spike by targetting the person (Shift+Ctrl+Space) and counting down "3,2,1!".
 * Renew Favorable Winds, Winnowing, Predatory Season, and Seeking Arrows before spiking.
 * On "3" the Ranger/Necro should activate Gaze of Contempt if it's recharged.
 * Make sure "Go for the Eyes!" is up before calling the spike and that NO ONE is attacking the target who's going to be spiked.
 * All spiking should be done under the Vampiric Hornbow.
 * On "1" all the rangers should queue Keen Arrow and Punishing Shot, in that order. If done right, the target will die without giving the monks a chance.
 * It is generally a good idea to spike overextending targets such as BoA Assassins or Thumpers.
 * Once one of the other team has died, activate Frozen Soil. If anyone in your party needs to be resurrected while Frozen Soil is up, the Ranger/Ritualist should use Lively Was Naomei and drop it at the corpse of the dead party member.
 * Place your traps around/nearby the monks to help them kite from attacking foes.
 * As there is no Aegis chain in this team, be sure always activate Natural Stride if you become under attack. Also, use Dust Trap and Barbed Trap to blind and snare opposing melee characters.

Attributes and Skills

 * "Shields Up!" can be replaced by "Find Their Weakness!" or Aria of Zeal.

Equipment

 * Radiant Insignias, the correct runes, and Runes of Attunement or Survivor Runes.
 * The weapon doesn't really matter, just any type of spear with +5 energy and + 30 health.
 * A Command Shield with the Fortitude mod and -5(20%) Inscription.

Usage

 * Use "Shields Up!" to counter opposing Paragon or Ranger spikes.
 * Attack a target that is not going to be targetted by the spikers and use the foe to gain adrenaline for "Go for the Eyes!" and "Watch Yourself!".
 * "Watch Yourself!" is to be used to gain energy via Leadership. However, make sure that you have enough adrenaline for "Go for the Eyes!" for when the rangers spike.
 * Use Ballad of Restoration to relieve pressure.
 * Use Song of Purification to keep your party free of conditions while your Divert Hexes monk removes hexes and provides minor healing, and while your Zealous Benediction heals your party.

Equipment

 * Full Radiant Insignia Armor with Superior Vigor, Minor Protection Prayers and Minor Divine Favor. All other pieces should use Runes of Atunement.
 * A +5 energy Sword/Axe of Enchanting and a 20/20 Protection Offhand. Consider equiping low and high energy focus swaps.

Usage

 * Keep Channeling up all the time.
 * Reversal of Fortune, Gift of Health, and Signet of Devotion are your main healing skills.
 * Divert Hexes can remove a large number of hexes from a teammate. It can also be used to remove conditions, but only when there are hexes present.
 * Shield of Absorption and Protective Spirit are protecting skills to prevent spikes.
 * Dismiss Condition for condition removal and healing.

Equipment

 * A -5 energy set
 * A 30/-2 energy set
 * An enchanting weapon
 * Select weapons to preference.

Usage

 * Maintain Hex Breaker.
 * Precast Holy Veil on your self, and/or your melee (these are the prime targets for hexes, it allows for fast removal of Faintheartedness etc. from your melee, and otherwise unremovable debuffs such as Shame or Diversion from your self.).
 * Use Reversal of Fortune to react to damage.
 * Gift of Health is your main heal, use it whenever possible.
 * Spirit Bond should be used to protect against heavy hitters such as hammer warriors, dervishes and elementalists.
 * Use Dismiss Condition to strip dangerous conditions from allies.
 * Zealous Benediction can be used for a massive, cheap heal once an ally drops below 50% health. Don't get in to the habit of waiting for them to drop though, make use of Reversal of Fortune and Gift of Health to keep them alive - if an ally is below 50% health, faced with a pumped-up warrior or an assassin, the ally could be dead before you complete casting of ZB.

Variant

 * A LoD/Infuse monk can be used in this team, instead of the Zealous Benediction monk.
 * If you find your team dying too quickly, you can replace the paragon with another monk, preferably a Shield of Deflection or Restore Condition monk, and place "Go for the Eyes!" on a Ranger(s).