User:GW-Amokk

=Team Builds in Testing - Templates=

E-Denial - Enraged Smash 2.0
1) Charge! Caller - Fear Me!

2) Evis - Fear Me and Shields Up for base Push.

3)Hammer - Fear Me

4) Mesmer | Monk - Incomplete

5) Mesmer | Monk - Incomplete

6) Suicide Prevention Monk - Backline

7) Runner/Trapper - Famine, Utility with Dark Fury...but has to stay close to front lines between runs for Dark to work...

8) Ninja Healer - Plays All Zones, needs Word of Healing! Death Prevention Skills Galore.

End Notes:

Protective Spirit or Spirit Bond? which is better for what situation... Repetitive damage Solutions...Ranger Spike < Healing Hands/Shelter/Healing Seed/Shielding Hands/Mark of Protection...or just run "Shields up!"
 * Cry of Frustration...
 * 2 Monks/Mes = Sympathetic Visage? Spirit Shackles? More control...Pacifism - Amity ( wont work with aoe Deep Freeze, Frozen Burst...have to watch out for the trapper or bring a Air Ele Runner instead of Water Ele...)

Template to Start From...

Monk/Mesmer

- Reversal of Fortune - Guardian - Mend Condition - Gift of Health - Energy Drain [Elite] - Inspired Hex - Contemplation of Purity - Divine Boon
 * run with Sympathetic Visage

Monk/Assassin(teh lily monk)

- Blessed Light [Elite] - Orison of Healing - Ethereal Light - Mend Condition - Signet of Devotion - Heart of Shadow - Dark Escape - Return

Mesmer/Monk

- Expel Hexes [Elite] - Shatter Enchantment - Drain Enchantment - Cry of Frustration - Energy Burn - Draw Conditions - Diversion - Resurrection Chant

1 Shut-Down Mesmer As posted by Johnny: Me/E General Shutdown 10 Fast Cast (9+1) 8 Illusion (7+1) 14 Domination (10+4) 10 Inspiration (9+1) 5 Air Magic

Power Leak Gale (to interrupt signets and long cast spells if power leak is down) Arcane Thievery (use on enemy mesmers to have best chance for a spell u can use) Drain Enchant Distortion Esurge (E) Eburn Lyssa's Balance (excellent second enchant removal, recharges fast and 5 energy)

Optional Runner

Test

D/N
=Individual Builds in Testing=

D/Me
==Enraged Smash - Templates==

Primal Rage - Templates
W/Any Primal Warrior

Deadly Arts - Primal Rage

 * Expose Defenses lasts nearly as long as Warrior’s Cunning, but has a much shorter recharge. The skill is also removable and still expensive for a Warrior, so use sparingly.
 * Sub in “I will avenge you!” if Enduring toxin proves ineffective.
 * Recall?
 * Shadow Arts has equivalent skills, but the most beneficial skills have larger casting costs or longer recharge times. Also, Shadow Arts lacks a speed buff like Siphon Speed.
 * Shadow Arts equivalent skills include Caltrops, Shadowy Burden, Way of Perfection, Shroud of Distress, and Way of the Lotus.

Earth – Primal Rage

 * A secondary weapon set with a Elemental Damage mod is needed if using Grasping Earth.
 * A supporting teammate with judge’s insight will default your damage to holy, allowing you to cast grasping earth and deal bonus damage do to additional armor penetration.
 * Sprint is listed, but any run skill will suffice.
 * Protector’s strike - most opponents will attempt to flee wards and movement hexes, and the attack skill increases damage per second without the use of an IAS skill.

Elemental - Axe - Primal Rage

 * Icy Hilt is Required for Water Magic’s Conjure Frost. Combines well with Shivers of Dread brought by a Necro Teammate.
 * Cast your Speed Buff just before engaging your target and activating Primal Rage to ensure as long a Speed Buff as possible.
 * Conjures do not synergize with Judge’s Insight.
 * Axes are used for conjure builds. The faster attack rate optimize their use of both Signet of Strength and the Conjure Spell.
 * A secondary weapon set with a +20% enchant and energy bonuses.
 * Fire Magic: Use Burning Speed and Conjure Flame with a fiery hilt.
 * Air Magic: Use Windborne Speed and Conjure Lightning with a lightning hilt.