User:Trick/Saved Builds/Teams

Team Composition
For HA:
 * 3 / RaO Spear Chuckers
 * 1 / Barbed Orders
 * 1 / ZB Protection Monk
 * 1 / LoD Infuser

For GvG, add:
 * 1 / Me/E Expel Dom Mesmer
 * 1 / Rt/A Support Runner

For TA:
 * 2 / RaO Spear Chuckers
 * 1 / Curse Mesmer
 * 1 / ZB Protection Monk

Fevered Dreams Assassin
= ZB Prot =
 * Armor: Radiant Insignias.
 * Weapon: Poisonous Daggers of Fortitude, 15% DMG Vs Hexed Foes.
 * Combo: Target must be hexed. Black Mantis Thrust --> Black Lotus Strike --> Black Spider Strike --> Twisting Fangs. This combo is flexible, and it may be advisable to first use Black Spider Strike --> Twisting Fangs --> Black Lotus Strike --> Black Mantis Thrust if you’re afraid the target might die before the combo is finished. This will allow Fevered Dreams to instantly spread Poison, Bleeding, and Deep Wound. The combo is very flexible, requiring only Twisting Fangs to follow either Black Lotus Strike or Black Spider Strike.


 * See for more details.

Attributes and Skills
Player Grenth's Dervish a.k.a. the runner.

Optional-
 * Aura of Thorns + Mystic Vigor, allows for some decent self healing along with Victorious Sweep to solo efficiently.
 * Heart of Fury + Faithful Intervention are good options here.

2 BoA Sins
The Spiritual Overload team uses Necromancer's Soul Reaping along with various Spirits to provide very high energy management for the necromancers, along with the various benefits and offense from the spirits. The Necromancers tend to play hybrid roles, while the necromancers support the team while attacking the opposing team with either Curses or Channeling Magic.

Example Build

 * There are many variants of a Spirit Spam team, so many in fact that it is not really possible to post an exact build of exactly what skills,attribute,spirits ect...to use.
 * Rather than set an exact team, an example will be given to give the readers of this article an idea as to what to run.

The Player (you)

 * The example give below will be a BoA Assassin, but there are countless variants as to what the player can be run.

Suggestions for Variants

 * Curses: Barbs,Soul Barbs,Defile Flesh,Parasitic Bond.
 * Soul Reaping: Icy Veins
 * Blood Magic: Life Siphon,Spoil Victor.
 * Death Magic: Animate Bone Minions,Toxic Chill,Rising Bile.
 * Communing: Dissonance,Disenchantment,Mighty Was Vorizun.
 * Restoration Magic: Preservation,Weapon of Warding,Wielder's Boon,Resilient Weapon,Vengeful Weapon.
 * Channeling Magic: Channeled Strike,Cruel Was Daoshen,Destructive was Glaive,Lamentation,Renewing Surge,Destruction.

Suggestions for the Player's Build

 * Build:Rt/any Glaive's Priest
 * Build:P/any Conditional Paragon
 * Build:R/Mo Boy Scout
 * Build:P/any Conditional Paragon
 * Build:R/Mo Boy Scout
 * Build:R/Mo Boy Scout
 * Build:R/Mo Boy Scout

Build Usage

 * This is very much a holding build, so you will most likely be holding the center shrine, there are a good deal of things to take into consideration.
 * 1. Examine your opponents team, if the team has an Assassin prepare with Displacement, if they have elementalists SPREAD YOUR HEROES OUT and set up Shelter if you have it.
 * 2. Capping, this is generally the players job, depending on your build you may or may not choose to go after the secondary shrines.
 * 3. Survival, your builds survival may vary, the example build lacks an anti spike. Spirit Transfer helps greatly as a partial infuse health esque skill, and there should always be plenty of spirits.
 * After you're prepared, set up you're spirits. Spirits are the key to this build, spread them out if at all possible. Spirits such as Life and Destruction are very recyclable and restore energy to your necromancer when destroyed/expired.
 * Do your role, choose un protected targets to attack, or jumbled up heroes to hit with Spirit Rift or whatever AoE spell you may have.
 * A rather aggressive tactic is to wipe the enemy team and rush to the resurrection shrine and set up spirits around it, this build is more sucessful with this tactic because of its nearly unlimited energy, where as other builds would eventually run out and have to retreat.

This is a Hero Battle's build. It focuses on abusing hero interrupt abilities and the lack of a need for a rez in hero battles. The monk is a cookie cutter hero boon prot, the mesmer takes advantage of the number of enchants ran by everyone to use dwayna's kiss to function as a second healer, and the dervish runs Ebon Dust Aura to deal with melee pressure while running a split. When not running a split to cap flags, the sheer number of interrupts + a grenth's dervish drops monks quickly.

Attributes and Skills
Player Grenth's Dervish a.k.a. the runner.

Optional-
 * Aura of Thorns + Mystic Vigor, allows for some decent self healing along with Victorious Sweep to solo efficiently.
 * Heart of Fury + Faithful Intervention are good options here.

Usage
*Tip* Keep Vigorous Spirit on your monk if it is being pressured.
 * Turn off Restore Condition against Searing Flames. If your monk isn’t wasting energy on Restore Condition every 2 seconds, this build will do well.  If you leave Restore Condition on, the battle will become much, much harder.
 * Against heavy melee pressure, use lock target with the ebon Dervish.
 * Use your heroes to run a split. Force cast imbue health, lock target melee with Melonni.  Make sure prot spirit is cast on who ever is being pressured. Let your heroes wipe if it means you can cap all the flags early on. Being down 3 points means little.
 * When it is imperative, make sure Melonni is using Ebon Dust Aura at all times.
 * Micro managing is important and it is what wins games.
 * This might be more superstition than anything, but some players believe that heroes on aggressive mode target anything while heroes on guard assist you. Keep the Mesmer on guard while you are running to keep him from running off and getting killed and make sure he is on aggressive while you are fighting so he will spread the interrupts. It might also be a good idea to lock the mesmer's target on the monk that way you can be sure to disable it.

Equipment
Weapons:
 * Ebon mod on Melonni.
 * 20% enchantment mod on both of the dervishes. (Increases the duration of ebon aura and aura of thorns to 36 seconds and mystic regen. to 24)

Variants
Feel free to play around with the Mesmer. Many variations there. Others:
 * Psychic Instability + Ether Phantom on the Mesmer would probably work very well. A two-monk backline with a Blighter is very common, but this Mesmer build is more effective. The reliability of Power Block against SF builds, which are very common, is nice.  AI is stupid, so won't reliably cover hexes, and will cast Psychic Instability on warriors as often as monks unless you lock target, but constant knockdowns puts a lot of pressure.
 * The interrupts aren't core to the build. On the non-Mesmers, they primarily function as free energy management. If you want to run less interrupts, drop Leech Signet for something else as Leech Signet will not always be used on spells so its function as energy management is limited.  Power Drain is an excellent spell, the energy it returns is fantastic.
 * You can easily drop Ebon Dust Aura from the Dervish build for something else. That said, dealing with heavy melee pressure will be MUCH harder.  Other good elites are a second Grenth, Melandru to run wearing strike, or the DW inflicting scythe attacks of your choice (wounding > reapers imo).  Use Dervishes for melee pressure.  Heroes often bunch up, making scythes with their AoE attacks very effective.

Counters

 * The Grenths dervish is not specifically designed for running nor is this build. It functions as a split build, but it is designed to break through the defense of a split build. Too much defense is very hard to break though. This build will farm faction much faster though than a 2 Monk + Ritualist + Assassin. And the grenths Dervish can solo most solo builds, 1v1 there is always a counter.
 * Heavy Enchant removal will pose a problem. Ebon dust aura is the only defense against grenths dervishes and unfortunately is also an enchantment, easily stripped by the form.
 * Paragon/R-spike; paragon buffs cannot be striped and are not spells. Ranged pressure cannot be shut down with a scythe the way melee pressure can due to the way AI clumps up.

The Spike Friendly Spikers team build uses monk and ritualist skills to counter spikes while using a thumper and anti-caster to kill the other team. This build is designed for team arenas.

Equipment
Any armor and weapons are fine. The monk may want to get a -5 energy melee weapon for focus switching.

Usage
At the beginning of the game, the monk should put life bond on everyone and Balthazar's Spirit on himself. The monk then just uses blessed signet to get his energy up before the start. The ritualist should use ritual lord and boon of creation and cast union then shelter (make sure to do this for addition reduction) in the back. He should then put Shadowsong right next to the monk and rush up to the front line to put Pain and Dissonance up there. He should keep Boon of Creation and Ritual Lord up at all times. Also Shelter should be the biggest priority, it is required to get rid of spikes. The Mesmer should cast him anti-caster spells on the monk and interrupt him. The thumper should daze him then kill him. Once the monk is dead the thumper and anti-caster should just kill everyone else. The Monk during battle should use Reversal of Fortune and Dismiss Condition as the main heals. To counter spikes the monk should use Zealous Benediction. Only use zb when they are below 50 percent health or you will drain your energy.

Counters
Enchantment removal and Searing Flames spike builds can be a pain, but you can still win.

Variants
You could replace the Thumper with a Burst Of Aggression assassin but that is not recommended.

Usage
(Annihilation) - Have both N/Rt's set up Shelter, Union, Recovery,Recuperation and Life outside the gate at about 20 seconds before the match starts. Have the N/Rt Energy Management go to the frontline and lay spirits to wherever the opposing team is coming in at. If they are not willing to move slowly budge the spirits closer to the opposing team. The sins can either split up on monks or put pressure on one, although they can usually take down targets easy enough and if they split it will be harder for infuses to go off. Depending on how much offense the opposing team has have the SS/Warder play offensively or defensively

(Altars) - Move around and let the assassins spike off whatever they can. You should cap for extra damage but it is not needed. Spike Ghostly Heroes as much as possible for the dual points.

(Relic Running) - Have both assassins dual run and on their way back they can try and pull of a spike on an opposing member. Have the warder Arcane Echo Ward Against Foes and chain it up against the opposing runner, than have a sin spike it down if one is open. Make sure that both sins call their relic running because there is no speed buffs. Just make sure to keep spirits up by the middle of action.

(Annihilation w/ priests) - Alright use the same tactics as annihilation matches except for a few major things. First if the other team does not have their ghostly with them start adding spirits on your stairway and right under it to have defense. After you have applied some pressure on the other team, at least killing 2 of your opponents, have both of the sins run to kill the enemy priest and if needed the enemy Ghostly too. After the enemy priest is dead kill off the rest of the team and try to keep your priest alive. If you ever need more rez sigs send your sins back over to kill the Ghostly. Also if there are any offensive characters that follow you back to the opposing priest or ghostly call for the N/Rt to come with the sins.

Variants

 * Change Weapon of Remedy for Preservation or Spirit Light Weapon
 * Change Shelter or Shadowsong for Dissonance
 * Change Shield of Absorption for Heal Area or Words of Comfort
 * Change Resurrection Signet for Spirit Light

Variant for BoA Sins (2)
-- You can replace both or only one of the assassins for the dervish ... it really doesn't make a difference although both sins can spike better than both dervishes. -- If you do run two dervishes the best alternative is for the second one to use the following skillbar


 * You can replace Avatar of Grenth for whatever avatar counter the current metagame.

--This build can be in place of one of the sins or the ritualist.

The Oath Shot spirit spammer is not used often because of it's lack in offense, although if you do use it you can have excellent energy management for necros and a higher change to block of stairs in relic runs .... but other than that it's pretty useless.
 * You can replace spirits for any other spirits you think would be useful.

Counters

 * Hex overload can destroy the build if it is used on the thumpers or the rit because thumpers are your only damage dealer, and your rit is the healers energy management. And you only have one hex removal.


 * Condition overload can also destroy the build because you do not have to many applying condition removals.


 * Spiteful Spirit cast on either one of the sins can destroy it very fast seeing as there is only one hex removal.