User:Vortexsam/Team - Soul Barbs

The Soul Barbs spike team is focused around exactly that skill; Soul Barbs. Using a combination of Necromancers, Mesmers, and Elementalists, it primes a target with Soul Barbs and the rest of the offensive team immediately unloads a massive number of hexes in a short period of time to drastically impair the victim's ability to survive or deal life-threatening damage. Additionally, the commonly found Mo/Me Boon Prots will find it extremely hard to counter the spike when Soul Barbs begins to damage the victim because of protective enchantments they cast and cannot remove Soul Barbs because of the number of cover hexes. Backed by the usual Monk pair and an E/Mo Hybrid Support Flag runner, this team requires only a bit of coordination and teamwork to easily steamroll an unsuspecting team.

Composition
An outline of each character build is given here.

Melee
There are no melee characters involved in this team at all. If anything, it makes the opposing team likely to consider this to be an easy battle.

Two Mo/any Air of Enchantment Smiters
Common choices for the optional slot are Windborne Speed, Hex Breaker, Judge's Insight, some other utility skill, or a skill to aid in adrenal spikes. Attribute points should first be taken from Divine Favor to place into an attribute for your choice.

Two Mo/Me Boon Prots
Most common are a pair of boon prot monks, but just about any flavor of monk will do. Mo/Me Blessed Light Hybrid or Mo/Me Word Monk are other examples.

Variations
Category:GvG team builds Category:Multi-campaign builds