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.