User:Aiekron/Team Cursory

Summary
Hexes are the center of this driving team. Unlike physical or elemental damage, hexes are much harder to prevent, and even remove. Each foe who is bombarded by this onslaught of degens and damages will surely die, even with monks at their back. Like all major teams, teamwork is key. Because of the heavy set towards non-physical damages, this group is weakest against tanks and combo-damage dealers.

N/Me: Spiteful Curse
As given by the obvious Spiteful Spirit, your job is to spam the skill on little groups and problematic areas. After each cast, you should cover-up your hexes with Parasitic Bond to delay removal. The Insidious Parasite should only be used on those who are attacking the group, rather than the background action. And be warned, Envenom Enchantments is a powerful skill, which should be used tactfully to remove the enemies' most valuable enchantments. Work in extensive connection with the Lingering Curse and Bloodlust build, because together you three can be undefeated in hexes, but as individuals, you are weaker than a noob assassin.

N/Me: Lingering Curse
Lingering Curse is by far the most powerful hex available in this team, which means all the more precaution and precision. It should be used as the devastating blow to an enemy who is somehow getting healed by an annoying Monk, or like an enchantment-heavy Dervish. Remember to cover-up your hexes with the others to prevent removal. Using Malaise as a cover is an excellent option as well, but should be used with more care against the strong casters. Work in great detail with the Spiteful Curse and the Bloodlust players because they are what bring out the best in the 3-build combo of hexes.

N/Mo: Bloodlust
This is actually a classic form of a common build. The only difference here is the fact that you have two other hexers to support you as a group. Do not stray from the other Necromancers; period. There cannot be enough stress on that point. Remember to have variety in some of your targets, as you are only as strong as the hexes you can maintain active. Be warned of the Mesmer and the Ranger, as they will have the most negative effect on your build. Be aware of your Blood Rituals, as you will be in charge of maintaining the team's energy levels. Ones you will probably have to watch out for are the Monk and the Flagrunner and the Focused Trapper, whereas others will require less attending to.

'''R/?: Punished Leader
Interruption is a difficult ability to master. You must keep your targets inactive while running this build, while disrupting the enemy's interrupters. This task, should you choose to accept, will require multitasking and precise speed with every skill. Do not take such jobs likely, because it would be your fault if you let a Meteor Shower destroy your group of casters. But if you remember to watch the person which the necromancers are targeting, then things should move wqickly.

Mo/Me: Recalled Protection
Similar to the classical Boon/Prot Monk, this Monk is designed to handle conditions and hexes rather than healings. When not removing negative associations, use the other protection spells to keep your party alive in melee combats. Watch your flagrunner carefully as he will have the most trouble when it comes to conditions and hexes.

E/Mo: Prodigious Healer
Simply put, this elementalist can heal about 150 hp ever 2 seconds for an unlimited period--if managed properly that is. Do not use Ether Prodigy at the start of combat. Wait until you energy is running at about 40% before you use it. And even though each casting causes exhaustion and damage, when used as needed, you will never have to worry about either recoil. When it come to the Restful Breeze spell, be wary not to cast it on allies in the middle of a major battle because it would become a wasted spell. A suggestion for optimal efficiency with it is to have the team designate a safe-word for them to understand, so that when you cast it, they know before-hand to remove themselves from combat. It would no longer be a wasted spell. It is also an excelent spell to use on the Flagrunner before he enters the fray.

E/?: Flagrunner
You are the flagrunner. Simply put. Your job is to join combat only as a support and secondary priority. Use the Chilling Winds first on your flag-running opponents, then cast Deep Freeze for maximum effect. Windborne Speed can be used on anyone in a little bit of trouble, and Armor of Mist is great if you have to run through a small group for the bigger goal. Remember, you target is primarily the flag post and the annoyance of the other flagrunner. Look to the group Monk for a little bit of aid as it is you cannot deal with hexes and conditions alone. Also, if possible, cast Windborne Speed on the Focused Trapper in advance of combat so that they may activate their traps before all other players get there.

R/?: Focused Trapper
This team member has by far the most difficult job of the group. When playing the Focused Trapper, you cannot leave the casting mob to go do your own actions. You are the frontal protection between the enemies' damage dealers and your team. At the entry of any combat location, you should be where the frontal lines would meet, and trap the entire line. You can not place too many traps over themselves, as the more the better. If you have covered your current goal, feel free to trap the flag stand and assist your allies to escape combat by placing Triplines across the enemies' path.

Team Strategies and Tactics
Unlike many Guild Teams, this group can only work well as a whole. There are times when the team must split up in order to maintain all combat lines. This does not bode well for this group. However, if there truly requires a time where groups must be divided, here is the only and only possible deployment:

Group One; Maintaining Flag Post and Surrounding Locations:
 * Bloodlust, Flagrunner, Focused Trapper, Recalled Protection

Group Two; Maintaining Alternate Borders or In-[Enemy] Guild Hall Areas:
 * Punishing Leader, Lingering Curse, Prodigious Healer, Spiteful Curse

Multiple targets are ill-advised, try to reduce the amount of active targets to no more than 3 at any one time. If executed properly, each target will not last long enough for you to worry about reinforcements. Again, teamwork is key to this survival.

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