User:Jasminethetender/builds/teampvp

PvP Team Builds

=Spike Friendly Spikers= 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.

Fevered Dreams Assassin

 * 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.

Temple Strike Assassin

 * Armor: Radiant Insignias.
 * Weapon: Zealous Daggers of Fortitude, +5 Energy.
 * Combo: Target must be hexed for Black Lotus. Unsuspecting Strike --> Temple Strike --> Death Blossom --> Black Lotus Strike --> Death Blossom. Due to Death Blossom’s two second recharge, and Black Lotus Strike only needing to hit a hexed target as a qualifier, you can use the dual attack twice in rapid succession. This results in 180 DMG to both the target and everyone adjacent. While Temple Strike is recharging, you are still capable of using Unsuspecting Strike --> Black Lotus Strike --> Death Blossom. If you're concerned about the inital energy investment at the start of the combo to use a Temple Strike, but don't have a full energy bar, you can do Black Lotus Strike strike first, to pay for Unsuspecting Strike and Temple Strike.

OR

Temple Strike Assassin Var 2

 * Armor: Radiant Insignias.
 * Weapon: Zealous Daggers of Fortitude, +5 Energy.
 * Combo: Unsuspecting Strike --> Temple Strike --> Death Blossom (can stop here or continue with)--> Leaping Mantis Sting --> Wild Strike --> Death Blossom (can stop here or continue with --> Unsuspecting Strike OR Leaping Mantis Sting --> Wild Strike --> Death Blossom (etc.) This variant is more low energy oriented and flexible in spamming attacks (once everyone is suffering from multiple conditions and deepwound, this is useful for mowing down players), while still carrying along an anti-kite cripple in case it has to engage in solo play. However, if you are less concerned with pure DPS during battle and more about a damage to energy ratio, try replacing Wild Strike with Jungle Strike.

Shrine Capping
These two Assassins can cap every shrine without fear of death, if done properly. First, the Fevered Dreams Assassin will call out a target, and use Fevered Dreams on said target. Then, both Assassins Shadow Walk to the NPC. If two NPCS are present, it does not matter who is called out. If three NPCS are present, the target should be the middle one. This will ensue that Death Blossom will hit the two NPCS on the sides. Then, when the middle NPC drops, both Assassins attack opposing targets to keep them from casting while dazed. On the warrior shrine, this is done differently. The Assassins will have 10 seconds of blind to allow them to concentrate damage, overwhelming one Warrior at a time. If one of the Assassins begins to take too much damage, activate Deadly Paradox to cancel Shadow Walk’s stance, teleporting you to safety. Then take advantage of the shortened recharge time to cast Feigned Neutrality.

PvP Tactics

 * The Fevered Dreams Assassin should select primary targets. The consideration of primary targets and how to deal with them are as follows in order of priority:
 * 1) Healers: Dedicated healers should be wiped out first. If the Monk is using Guardian on themself, or a defensive stance, wait till the Monk recasts Guardian. Quickly cast Fevered Dreams on a foe standing near the Monk, then hit this target hard. The Monk will also receive the plethora of conditions in the process. Then switch over and proceed to pound on the Monk to interrupt his heals while dazed, until dead. This tactic can be used on well trained Monks, once you come across them, a general rarity in AB. To avoid the problem of hex removal, be sure to wait till the Temple Strike sin is already on the monk. The TS Sin will withold using Temple Strike until Fevered Dreams is applied, being sure to daze and keep the monk from removing it.
 * 2) Minion Masters: Killing a Minion Master with a considerable number of minions can throw a whole mob out of whack with the masterless undead. The Assassins will normally have the damage to do this, but things like Infuse Condition and Dark Bond can cause problems. Dark Bond can usually be beaten through sheer damage, but the target needs to remain dazed to ensure they can't heal. The Sins may also incur heavy damage by doing this, but Shadow Walk should ensure a quick entry and escape to survive.
 * 3) Necromancers, Mesmers, Air Elementalists, Water Elementalists: Due to their equipped anti-melee hexes (and blind in the case of Air Elementalists) taking these out first is suggested.
 * 4) High damage squishy players: This means other Assassins and Elementalists.
 * 5) The location of the target in relation to other characters. Going for a target that is in the middle of a mob of players will ensue that the whole mob is crippled, bleeding, poisoned, blinded, dazed, and suffering from a deep wound.


 * Chasing targets can be done by first using either Fevered Dreams or Shadowy Burden. In either case, use Shadow Walk --> Black Mantis Thrust to cripple the target; however Shadow Walk can be avoided on Shadowy Burden.


 * Tag Teaming is an important tactic that can be used to deal with multiple players and to mitigate damage. If one of the Assassins is taking much damage, they can start to run away from the point where Shadow Walk was used while the other Assassin beats up on the chasing enemy. Once the injured Assassin reaches a threshold, they can use Deadly Paradox and shadow step back. The other Assassin will start to be the target of damage. This sin can fight it out longer until s/he starts taking too much damage, and then Deadly Paradox. While this is going on, the first sin that retreated is healed up by now, and can Shadow Walk back in to fight a second time. This is a repeatable skirmishing effect, which can be utilized to slow down a larger force or a single target if both Sins have taken too much damage. It can also allow one of the Sins to survive if targeted by a Shadow Prison Burst Assassin. Said targeted Assassin should teleport away by targeting another foe and using Shadow Walk, while the non-targeted Assassin kills the Shadow Burster. If no other foes exist to be targeted, just turtling with Feigned Neutrality while the other Assassin kills is suggested.


 * Stances, enchantments, and other abilities that block an Assassins combo can be overcome by attacking some other foe standing nearby, for example a NPC. This will ensure that the high priority target is still inflicted with the seven conditions.


 * Solo play is possible while separated, but it is highly suggested both Assassins stay together. Accidental deaths will happen and separate players, so both Asassins are built to be able to operate alone as well. Both can still snare and hex to allow their full combos. This is not the case with the Temple Strike sin var 2, which can still snare, but doesn't need to hex.

Team Selection
These two Assassins can operate just fine by themselves. However, when selecting a team to play it doesn’t hurt to have a primary healer or a nuker. The nuker will have an easier time with the area-wide cripple.

=Barbed Spears=

This is a pressure build designed to inflict the maximum damage output of the curse spells Barbs and Mark of Pain with with the use of spears, an IAS, pets, and an orders spell. This build has not been tested thoroughly.

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

Spear Chucker #3

 * Possible skills for the optional slot:
 * Remedy Signet or Antidote Signet for blindness.
 * Whirling Defense or Predatory Bond for defense.
 * Fertile Season.
 * Predatory Season.

Equipment

 * Beastmaster or Radiant insignia
 * Vampiric spear of Fortitude
 * Zealous spear of Fortitude
 * Shield with health bonuses

Usage

 * Designate a caller.
 * Fling all spears and pets at a target. Use skills accordingly.
 * Switch targets when needed, and in co-ordination with the necromancer's Mark of Pain spell.

Attributes and Skills

 * Skills for the optional slot:
 * Blood Ritual
 * Well of Blood
 * Glyph of Concentration

Equipment

 * Zealous spear of Enchanting
 * Curses wand with faster casting for curses
 * Curses offhand with fast recharge
 * Radiant insignia

Usage

 * Cast and maintain Awaken the Blood.
 * Co-ordinate Barbs and Mark of Pain with called targets. Cover hexes with Parasitic Bond.
 * Use Order of the Vampire to assist with damage.
 * Use Glyph of Lesser Energy and the zealous spear for energy management

TA Version

 * Use fast recharge weapons for curses.

ZB Protection Monk

 * Mo/A Shadow Arts Zealous Healer

LoD Infuser

 * Skills for the optional slot:
 * Holy Veil
 * Vigorous Spirit

Equipment

 * A Zealous spear is recommended for one of the monks' weapons, not just for energy management, but to assist on the damage of Barbs and Mark of Pain.
 * Wands and offhand for the LoD Infuser, Enchanting weapon and offhand for the ZB Protection Monk.

General Tactics

 * Rush. This build is meant to be aggressive, and requires line of sight for a lot of the damage.  Being swift and aggressive may catch an opponent off guard.
 * Formation: R/P in the front, orders necro close behind, monks in the rear.
 * Use Fertile Season when the opposition is suspected in being a spike team.
 * Use Predatory Season at your own discretion, and only if you think it'll benefit the team.

Counters

 * Mass water or slow hexes.
 * Mass blind.
 * Support shutdown.

Variants

 * Any monks can go with this.
 * A Me/N with fast casting and curses can be used instead of the orders necromancer.

=Burst of Heat=

This build is a common Heroes Ascent build, utilizing the highly offensive capabilities of Assassins and Elementalists to destroy opposing teams. '''This Build is still under development, you can help on fulfilling it. See Talk page for more information.'''

ZB Prot

 * See Build:Mo/Me Zealous Prot for more details.

LoD/Infuser

 * Let the ZB Monk know you are infusing so they can get restore your health with Zealous Benediction.

BoA Sins (x2)
See Build:A/W Berserking Shadow for more details.

SH Elementalist

 * See Build:E/any Savannah Fire.
 * Flame Djinn's Haste is for relic running.

Water Elementalist

 * Blurred Vision should be kept on opposing Assassins and Warriors as much as possible.
 * There are many variants which drop the water Elementalist for another character. See Replace Water Elementalist section.

Usage

 * The BoA Assassin(s) should select a target and alert the team to be ready to spike.
 * Have the Second BoA Assassin attack the team's other monk should they have one during the spike.
 * During the spike itself the Assassins should unleash their combo while the SH Ele uses Gale and SH to unleash massive damage while keeping the monk on the ground.
 * When not spiking, the SH Ele should be using Immolate, Glowing Gaze, and Meteor to harass the other team with periodic bursts of damage and burning.
 * The water elementalist should be constantly hammering other weapon based classes with Blurred Vision,Water Trident,Freezing Gust etc...
 * The two eles can also coordinate a pressure spike of their own. The Water Elementalist can cast Deep Freeze on a group of clumped foes, while the fire ele uses Savannah Heat to unleash a massive amount of damage upon them.

Variants
Here are some major variants listed. However remember that you can consider this build as a meta build. Any variant of your own may work too. Stay creative. For more variants see the Talk Page.

Variants for BoA Sin's build

 * Drop Expose Defenses for Feigned Neutrality if you are not confident in your monks.
 * Dropping Shadow Prison and Feigned Neutrality for Assassin's Promise and Dark Prison will allow you to use the combo again faster. However be aware that if there is no hexer in the team you will not be able to use the combo for 45s if you fail to kill the target (hex requirements on Off-Hand Attacks).
 * NB : Do not use this variant in the "two spiking teams" variant because it will kill all the syncronisation of the team (If you fail to kill a target without the help of Savannah Heat or if you run out of energy when Savannah Heat is ready).

Variants for SH Elementalist's build

 * Drop Immolate and Glowing Gaze for Teinai's Heat and Searing Heat for more AoE damage.
 * Use Hex Breaker to counter speed down hexes during a relic run.

An SS/Warder :

 * This build focuses on a more defensive role, generally replacing the water elementalist.
 * Be careful to not overexhaust yourself with Gale.
 * Also beware of the pros and cons of wards, if your casters are bunched up within the wards, they may be vulnerable to various AoEs, Meteor Shower,Savannah Heat ect...

Another SH Elementalist (two spiking teams variant) :
This variants relies on two spiking teams. The teams are 1 BoA Sin and 1 SH Nuker.

Usage

 * Each spiking team choose a target. Generally the two monks.
 * The Sin Shadow Step to target casting Shadow Prison. Sin should call Shadow Prison for coordination with the SH.
 * The SH Elementalist cast Savannah Heat and Gale on the target.
 * If the target is not already dead, team finish to kill him with dagues attacks and Fire Magic Spells.
 * Switch target. Even if Gale can help, knocking down target for 2s, team would better not use the Shadow Prison + Savannah Heat combo again until those skills are both recharged. Communication is vital.

A hex pressure class
See on Talk Page.

Others variants
See on Talk Page.

=Nightmare Spike=

The Nightmare Spike team consists of Ritualist/Rangers that use Nightmare Weapon with Bow Attacks to create a Life Stealing Spike, similar to that of previous Blood Magic spike teams.

Usage

 * All Ritualists cast Nightmare Weapon and Kindle arrows before each spike.
 * The caller will then do your standard " 3, 2 , 1 Spike! " via Team Speak or Ventrilo.
 * All Spikers then fire Dual Shot, quickly followed by Distracting Shot for a devastating and virtually irresistible spike.
 * Ritualists should use Natural Stride to kite away from Melee opponents, beware that monks enchantments will end it prematurely.
 * Spirits should be used according to the map, ( Favorable Winds and Bloodsong aside.)
 * For use on the Monk builds go the "See Also" section of this article.

Counters

 * Life Stealing is unblockable damage, but the ritualist are casters and are very fragile.
 * "Shields Up!", Aegis and other standard weapon based counters.

Variants

 * Monks can change to Elementalist secondaries for access to Glyph of Lesser Energy and Aegis.
 * Ritualists can opt for Seeking Arrows to help narrow the margin of failed spikes.
 * The spikers can drop Kindle Arrows for another channeling spike esque spell.
 * Monks can drop channeling, or the entire Mesmer profession, for different utility skills such as Dark Escape, Glyph of Lesser Energy, etc.
 * Lively Was Naomei can be run to pierce through Frozen Soil when needed, additionally Rupture Soul can be brought to get rid of your Spirits (frozen soil in particular) should they become a hinderance.

=Grenths Interuptway=

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.

=Spiritual Overload= 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.

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.