User:GW-Amokk

=Team Builds in Testing - Templates=

D/N
2 Monks...

Crip Shot

 * needs Debilitating Shot

Recurring Soul Barbs

 * Use any hex that costs low energy and fast recharge. In example, Conjure Phantasm or Clumsiness.

2 Monks

=Individual Builds in Testing=

Primal Rage - Templates
W/Any Primal Warrior

These Builds use Primal Rage to deal massive damage with armor penetrating critical hits. Secondary Professions are used to snare opponents or to cast speed buffs prior to activating Primal Rage.

Deadly Arts - Primal Rage

 * Expose Defenses lasts nearly as long as Warrior’s Cunning, but has a much shorter recharge. The skill is also removable and still expensive for a Warrior, so use sparingly.
 * Sub in “I will avenge you!” if Enduring toxin proves ineffective.
 * Recall?
 * Shadow Arts has equivalent skills, but the most beneficial skills have larger casting costs or longer recharge times. Also, Shadow Arts lacks a speed buff like Siphon Speed.
 * Shadow Arts equivalent skills include Caltrops, Shadowy Burden, Way of Perfection, Shroud of Distress, and Way of the Lotus.

Earth – Primal Rage

 * A secondary weapon set with a Elemental Damage mod is needed if using Grasping Earth.
 * A supporting teammate with judge’s insight will default your damage to holy, allowing you to cast grasping earth and deal bonus damage do to additional armor penetration.
 * Sprint is listed, but any run skill will suffice.
 * Protector’s strike - most opponents will attempt to flee wards and movement hexes, and the attack skill increases damage per second without the use of an IAS skill.

Elemental - Axe - Primal Rage

 * Icy Hilt is Required for Water Magic’s Conjure Frost. Combines well with Shivers of Dread brought by a Necro Teammate.
 * Cast your Speed Buff just before engaging your target and activating Primal Rage to ensure as long a Speed Buff as possible.
 * Conjures do not synergize with Judge’s Insight.
 * Axes are used for conjure builds. The faster attack rate optimize their use of both Signet of Strength and the Conjure Spell.
 * A secondary weapon set with a +20% enchant and energy bonuses.
 * Fire Magic: Use Burning Speed and Conjure Flame with a fiery hilt.
 * Air Magic: Use Windborne Speed and Conjure Lightning with a lightning hilt.