User:Entropy/test

=Team: Tainted Nova= This is a very powerful team combination I stumbled upon recently. It makes good use of the Hero targeting AI to form a new type of Minion Bomber. Two players and six Heroes are needed.

Human Player 1 - N/Me Golem Master
This is a human MM carrying Flesh Golem. It is not as good as Order of Undeath, that is true. But having a strong third tank/renewable body is a good boon to the party, and since this Team relies on dying minions, OoU would be going a bit overboard, since Vampiric Horrors cost a lot and have a long recharge. Signet of Sorrow is used for a small damage spike, since most of the time they will be busy keeping minions coming, and energy shouldn't be wasted. Hex Eater Signet is for free hex removal; could swap for an interrupt like Leech Signet, or a rez.

Hero Player 1 - Rt/N Explosive Bones
This is a Hero Ritualist using Explosive Growth and Spirit's Gift along with renewable minions via Jagged Bones. It may have been nerfed, but it still works...Also, Malign Intervention and Verata's Gaze allow for extra minion creation without hindering the Human MM. Death Nova is spammed on minions for extreme damage. Signet of Creation is used to aid the few minions created by Jagged, since they take longer than 30 sec to die normally...and, they are weak in actual combat. They don't have a rez, though one could certainly be swapped in.

Human Player 2 - N/Mo Tainted Renewer
This human player's job is to spam Tainted Flesh on the entire party and keep it up constantly. If they can, they should also try to get it on minions, but this is often difficult. This player also carries Verata's Aura in case either of the other MMs fall and there's an emergency. They stay well out of the main combat whenever possible, and, with Rebirth, are the "emergency fallback" character. Blood of the Master and Verata's Sacrifice work on "allied" minions, not just those you control, so this player can help with healing minions as well.

Hero Player 2 - R/W Toxicity Thumper
This typical Bunny Thumper carries Toxicity to increase the degen by Poison from Death Nova. A pet provides renewable bodies as well - disable Comfort Animal and only order its use when the pet is dead. With a lot of minions running around it is more than likely that they will be ignored, which is good - then they can cause massive Hammer damage without interference. They don't have Deep Wound but instead rely on KD and heavy damage to kill. They don't have a rez, but everyone else does, so it's okay. Pet will still fight anyways.

Hero Player 3 - Mo/P RC Prot
This Hero takes care of Conditions through Restore Condition.

Hero Player 4 - Mo/any WoH
This Hero uses Word of Healing and other cheap heals so as to be able to last through a long battle. It is not the best Healing elite, but it's straightforward and pretty hard for Heroes to mess up using it.

Hero Player 5 - W/Mo Not-A-Wammo AoE Axeman
This Hero uses Triple Chop and Cyclone Axe to punish foes in PvE. They carry Vengeance, a fast resurrect. They don't carry a direct Deep Wound since most foes will be dying too fast to make good use of Dismember...

Hero Player 6 - Me/Mo Interruption
This Hero uses a typical Mesmer skillset to shutdown casters. Though they are squishy and fall quick, powerful spells like Invoke Lightning can absolutely devastate Minions since they like to clump together. They are meant to die, but not all at once! Moreover, Enchantment Removal is lacking in the Team. They use Power Block to devastate Monks. Guilt and Shame are used for energy management. Frustration and Cry of Frustration are used for AoE interruption.

Possible New Template
Stolen from Gordon Ecker. The only problem is moving the Up-arrow...

No Critical Strikes Assassin
Needs more energy management and Zealous daggers.


 * Elemental Flame
 * Conjure Flame
 * Star Burst
 * Flame Djinn's Haste
 * Aura of Restoration
 * Inferno
 * Flame Burst
 * Double Dragon
 * Mark of Rodgort
 * Glowing Gaze


 * Black Mantis Thrust
 * Jungle Strike
 * Golden Lotus Strike


 * Black Spider Strike
 * Golden Phoenix Strike
 * Temple Strike

Twin Hammer Twin Moon
Currently pondering a W/D using Twin Moon Sweep for nice spike damage.

Rapta says:


 * Precast Guiding Hands before your spike. Devastating and Crushing are unblockable, finish off with Twin Moon. Tiger Stance for IAS (switchable with Frenzy or Flail), Rush for speed boost (switchable with ECharge or Sprint). Switch Guiding Hands for Lyssa's Haste and swap out Rush if you want, or swap out Guiding Hands for any other 5 energy ench a Derv can have.

Hammer Mastery 12 + 1 + 3 Strength 12 + 1 Earth Prayers 3 OR Scythe Mastery 3


 * Energy Cost - 5 + 5 + 5 + 5 + 5 = 25, need Gladiator's Armor
 * Adrenal Cost - 5 + 1 - 6 + 1 + 2 + 1 = 4, just enough for Rush

Precast Armor of Sanctity as you're closing in, and hope no one disenchants you. First hit with Prot Strike for possible spike damage. Activate Tiger Stance and hammer away until Forceful Blow is ready, followup with Heavy Blow for a knockdown, and then Crushing Blow for Deep Wound. Twin Moon Sweep, and Rush to the next target.


 * needs to be done in 10 seconds or less for Twin Moon
 * cutting it close on Energy, perhaps Zealous hammer?
 * Lower Attack speed, Cripple, Blind, Weakness