User:Shalak/builds

== Build:Rt/any Charging Vorizun ==

The Charging Vorizun build can deliver high levels of damage quickly as well as having excellent energy management. Mighty was Vorizun provides +30 energy and +15 armour which is uselfull in any situation, but it also means Caretakers charge costs nothing. It also aids in self healing as it cuts down soothing memories energy cost to only 2 energy. This build is extreamly effective in AB (especially using spirit rift and channeled strike on a crowded base) and also in RA and TA where its healing skills can help (only help) support a team. All the skills in this build (apart from the item spell) has a reacharge time less than 5 seconds (renewing serge recharges instantly when holding item) so damage can be be given unrelentlously.

Equipment

 * Staff does not matter as you are holding an item.
 * Use a Radiant Insignia on chest and legs and Herald's Insignias for everything else. Runes of Attunement on armor as well with a Rune of Superior Vigor if you have it.

Usage

 * Hold Mighty was Vorizun at all times
 * Select your target
 * If the target is stationary then use Spirit Rift followed immediately with Channeled Strike (the two should activate together thus delivering 200+ damage)
 * Use Caretaker's Charge whenever you can as it costs no energy and heals you.
 * Renewing Surge can be used to deal constant pressure damage.
 * To heal use Caretaker's Charge and Soothing Memories, (this will heal for 129 health at the cost of 2 energy) if under heavy fire, use Mend Body and Soul as well.
 * Due to this builds excellent energy management you can move from target to target without waiting.

Counters

 * Daze can be fatal as with most casters

Variants

 * If using this build in TA or RA switch Spirit Rift for Ancestors' Rage as people move about far too much for Spirit Rift to be effective.


 * To avoid Daze, switch both heals with Pain and Bloodsong, this way Backfire and Daze do not effect you and one of the other spells such as Spirit Rift can be switched for Spirit Light so you heal more (148 every 4 seconds) with spirits and the spirits damage over 50 per second and can be used as support. Pain can also be switched back out for Spirit Rift or another heal if one is lacking.

== Build:Rt/any Ritual Lord ==

Through spamming protective spirits, the Ritual Lord is designed to greatly reduce damage dealt to the team.

Usage

 * Stand as far away from combat as your spirits can be and still affect allies.
 * Use Boon of Creation for Energy management. Cast it first, then begin casting Shelter.
 * Activate Ritual Lord during shelter. Like a stance, it has zero casting time so it can be cast during other skills.
 * Invoke Displacement then Union.
 * Be sure to constantly refresh Boon of Creation and Ritual Lord.
 * Typically, Displacement will run out fairly quickly, at which time Union will start eroding. Before Union runs out, your Displacement should be recharged and ready. Invoke it as soon as it becomes ready again.
 * For the duration of the battle, try to balance Union and Displacement so that at least one of them is in effect, while always maintaining Shelter. This will make healing extremely easy.

The end result of this build is that the party will almost always take no more than 30-38 Damage Per Hit and will avoid most attacks.
 * In Alliance Battles and certain missions (Amatz Basin, etc.), the effects are even better. All 3 spirits affect allies, as opposed to only party members. Thus, even 1 Ritual Lord can turn the tide of battle.

Counters

 * Removing Boon of Creation will greatly reduce the energy management within this build.
 * Likewise, any energy denial skills can greatly impact the build's effectiveness.
 * If targeted, the build will usually die quickly as it does not have attack or healing skills.
 * Interrupts while creating the spirits will force the player to wait the full length of recharge time.

Variants
There are two optional slots in the skill bar. These can be filled as follows:


 * Soothing
 * Suggested as a near must have for one of the optional slots. This is not a universal opinion, but should be considered. It will go a long way towards shutting down Adrenaline users.


 * Armor of Unfeeling
 * Pointless in PvE, excellent in PvP. A flat-out damage reduction to give more protection than any amount of Armor. Not always effective.


 * Mighty Was Vorizun
 * So-So in PvE, great in PvP. Can't go wrong with additional Armor and Energy, although you lose any Fast Casting/Recharge mods on your weapon.


 * Feast of Souls
 * Overpowered in PvE, excellent in PvP. This far outstrips Heal Party. Chances are, Shelter won't die before it recharges. Feast of Souls can therefore be cast to give the party a strong heal. Used early it will give the party a very strong Heal.


 * Signet of Creation
 * Good in PvE, good in PvP. Gives Union and Displacement a helping hand before they die.


 * Shadowsong
 * Protects caster and caster's spirits from melee attackers that try to bring them down.


 * Spirit Siphon
 * By using two Superior Runes, one each of Communing and Spawning Power, and a Minor Rune of Channeling Magic and putting Communing and Spawning Power at 14, you can put 11 into Channeling Magic and use this skill for much more efficient energy management. Great for PvE, if you stay out of aggro range. Dangerous in PvP because of much lower health.


 * Mantra of Resolve
 * If your secondary class is Mesmer, put 3 into Inspiration. Not needed in PvE, but you may want it for PvP. Binding Rituals are not spells, so there are less interrupting skills to affect them, but interruptions will not trigger Ritual Lord's Recharge reduction, thus, it's really bad to be interrupted. Don't worry about the low Rank: There will be Energy to spare if Boon of Creation is managed properly.


 * Mantra of Concentration
 * A longer lasting, cheaper variant of Mantra of Resolve. Only stops one interrupt per cast however.


 * Frozen Soil
 * Many teams (most notably IWAY) prefer to have one Frozen Soil-spirit carried by the Ritual Lord, to prevent enemies from reviving dead teammates. This requires Ranger as secondary profession.

== Build:R/Mo Burning Arrow Ranger ==

This build focuses on pressure through spreading heavy degeneration with the elite Ranger skill, Burning Arrow. In combination with Apply Poison, this build is able to spread conditions rapidly, putting pressure on enemy monks, while interrupting enemies in their skill usage. In combination with the Monk's Protection Prayers line, the user is also able to cope with enemy pressure through condition removal.

Attributes and Skills
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Equipment

 * Poisonous Recurve Bow
 * Poisonous Longbow
 * Rotwing Recurve Bow

Usage

 * Maintain Apply Poison as much as possible to spread conditions through your attacks.
 * Deal damage and apply heavy degeneration through Burning and Poison through the use of Burning Arrow.
 * Interrupt enemies with Distracting Shot and Savage Shot. Note each interrupt's side bonuses.
 * Use Troll Unguent to counter degeneration and for a self-heal.
 * Remove conditions with Mending Touch.
 * Natural Stride can be used when running flags or simply for a speed boost.
 * Resurrect fallen allies with Resurrection Signet.

Counters

 * Slow hexes that decrease movement speed or attack speed can seriously hamper the amount of pressure you output.
 * Diversion can disable your attack skills for long durations, but you will still be able to spread poison if Apply Poison remains active.

Variants

 * One popular variant of the Solo Ranger/Mesmer FoW build here is to swap Burning Arrow for Poison Arrow, and Apply Poison for Kindle Arrows. This is useful as poison has a much longer duration. You may also bring Dual Shot for extra damage with Kindle Arrows.
 * Pin Down and Screaming Shot can be subsituted for Resurrection Signet for a snare and additional degen.


 * In Alliance Battles and Competitive Missions, swap Resurrection Signet for Pin Down. The former is useless in a game mode with near-instant resurrection, while the latter can be of great use in stopping flag/amber runners


 * Replace Natural Stride with Dodge (or its Factions equivalent, Zojun's Haste) for better running at the expense of being unable to attack. This is useful for amber/flag runners in CM/AB as they will not be attacking but may be the target of hexes (which end Natural Stride).

== Build:A/D Disciple of Death ==

This build works with the high damage generated from a critical hit by a scythe and the fact a scythe can hit multiple targets. It gives the user a near total condition removal (except blind), plus a cheap damage and Deep Wound inflictor without its usual drawbacks and a constant heal.

Optional Slot

 * Critical Defenses - This is the recommended skill but it loses effectiveness if the enemies are too spread out.
 * Mystic Regeneration - Take two point out of Scythe Mastery and put 8 points into Earth Prayers. This is the recommended replacement for Critical Defenses. It has a very powerful constant healing effect.
 * Guiding Hands - Put 3 points into Wind Prayers if there are enemies that will block your attacks.
 * Critical Eye - If there are no or few enemies that will block your attacks.

Variants

 * You can swap Reap Impurities for Chilling Victory for more dps.
 * You can swap Assassin's Remedy for Signet of Malice or a condition remover that takes away blindness.

Equipment

 * It is recommended that you use Vanguard's Armor Guise with Nightstalker's Armor Leggings, Gloves and Shoes.
 * Use a Sundering Scythe of Enchanting 20%, Damage +15% (while enchanted).

Usage

 * Maintain non-attack skills as long as possible.
 * Use Wearying Strike at the start of a fight and whenever anyone with the condition comes near, follow it with Malicious Strike for weakness to be removed.
 * Use Critical Defenses when necessary and possible and Malicious Strike whenever you need to renew it.
 * Use Reap Impurities on someone who has a condition to regain health.

Counters

 * Anything that takes off enchantments.
 * Evasions, if people do use these against you it is recommended to choose a different target.
 * Being blinded.
 * Stone Sheath and Dulled Weapon both remove your ability to critical, destroying this build.

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 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:A/W Moebius Impaler
 * Build:Rt/any Glaive's Priest
 * Build:P/any Conditional Paragon
 * Build:R/Mo Burning Arrow Ranger
 * Build:R/Mo Prepared Shot Ranger
 * Build:D/Mo Wounding Strike Spiker
 * Build:P/D Ebon Dust Skirmisher
 * Build:R/Mo Mending Touch Cripshot
 * Build:N/Me Reaper of Humility
 * Build:R/Mo Mending Touch Cripshot
 * Build:N/Me Reaper of Humility
 * Build:N/Me Reaper of Humility

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 your 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 unprotected 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 successful with this tactic because of its nearly unlimited energy, whereas other builds would eventually run out and have to retreat.