User:Soqed hozi/Guild Vs Guild Build

Ritualist Water Magic Support [+Gank] (1)
Armour: Radiant Weapons: Flints fleshcleaver

Use: WoR and VW are the damage dealers in this build, and WoR is also useful for condition removal on the rangeer in a split situation. Armour of Mist should be used when under heavy fire and the two snares should be used in ganks to prevent fleeing or allow it, and to pressure monks. MBS is your primary heal, and resilient was is emergency condition removal, this is particularly important against assassins and warriors. Death Pact signet gives the split a hard res, which can be cast quickly and bring an ally back with good health and energy, particularlly useful on an important character or if you are going to die anyway if you do not. Also good for out of combat res.

Burning Arrow Ranger [+Gank] (2)
Armour: Radiant Weapons: Poisonous 15^50 recurve and longbow.

Magehunter Sword (3)
Required Gear:
 * Gladiator's Armour
 * Zealous and Furious swords of Foritude with 15^50 or 15 stanced
 * Shield with stanced bonuses req. Strength
 * Shield with always bonuses req. Strength (in case stances are removed)

Use:
 * Hit Enraging charge and run in.
 * Hit to gain the adrenaline. Activate Rush to keep up with a kiting target and buff your damage, health and protection.
 * Once Sun and Moon Slash is charged, use your attack chain, Standing-->Sun and Moon-->Magehunter-->Final Thrust.
 * End with Magehunter if required.
 * Start building Adrenaline again.


 * Use Grasping Erath as a backup to cripple, and also aoe snaring. This is particularly useful for causing pressure and for at VoD, where it can be used on the NPC's as the run through the oppenant's gate and allowing us overwhelming numbers at the flag.
 * Use Rush to buff your shield and Standing Slash.

Crippling Slash Sword (4)
Required Gear:
 * A Shocking sword of fortitude, with 15^50, 15 stanced or 15 enchanted (or several of these)
 * A shield with stanced bonuses, req strength
 * Shield with always bonuses req. Strength (if stances are removed)
 * Any Armour

Use:
 * Use frenzy to gain adrenaline and speed up your combo.
 * Use rush to catch kiters who removed the slow down hex and cripple.
 * Also use rush to cancel frenzy when taking damage.

Conjure Frost could be replaced by Conjure Lightning, but NOT Conjure Flame (rit snares end when foe takes fire damage).

Disable Mesmer (5)
Armour: radiant Weapons: stave w/ +20 energy and +30hp, sword/axe/spear and focus, total +17 energy, +60hp and physical damage reduction -2 while in a stance (and -5/20%)

Use:
 * General shutdown on monks and warriors.
 * Shatter Enchantment is your damage contribution.
 * Drain Enchantment helps with energy as well as removing enchantments.
 * Power drain is your main e-management skill, and also adds interuption to the build.