User:Gigathrash/ProtWAY

ProtWAY
ProtWAY was the build that originally defeated SnoWAY for the first time in the HoH. The main idea behind ProtWAY is to stop any spikes whatsoever, and then to retaliate slowly. This build is interesting because it has very, very high defensive, but at the same time a powerful spike offense.

Attributes and Skills
Two Bonders

One Pure Battery

One Well Battery

One Shock Port

One Quaker

One Rit Spike

One Runner

Equipment
Bonders should have full + energy armor, and no + enchantment time mods. The Batterys should have full energy armor, with the two required runes, everything else should be vitae runes. The Quaker and the Shock Port should both have + enchantment mods, and the Shock Port should use a melee weapon so he can stay in range for Shockwave. The Rit spiker should have max health armor, with a +1 20% of communing mod on there focus. The Runner should have + enchant duration and survivor armor.

Usage
This build is semi easy to use, but the spike requires large amounts of coordination between the Shock Port and Rit Spiker.

The Beginning
To begin with the Bonders cast Protective bond on the entire team, so they are both maintaining four bonds, they should be fuelled by both Batterys, who should heal themselves and blood ritual each other as needed. This should prevent all spikes whatsoever, and should also limit the damage to very low.

The Middle
Throughout the entire battle, the batteries should fuel the bonders, they also need to spam blessed signet. Use Ether lord on an enemy, followed by ether signet and blessed signet to quickly gain energy. Use Hex eater Signet to get rid of hexes and gain energy, and keep mantra of recall up for a large energy boost. Whenever someone or something goes down, the Well Battery should immediate use Well of Power to give energy to teammates as well as health regen. Blood bond should be used in conjunction with breeze to max out regen on a party member, usually to counter degen spikes.

The Spike
The spike is coordinated between the Quaker, the Shock Port, and the Rit Spiker. It starts out with the Rit spike casting Destruction somewhere near the middle line of the ProtWAY team. After about 26 seconds, he uses shadow walk, and swap to transfer the spirit into the middle of the enemy. At this point the Shock Port shadow steps to the same target and uses shock wave, the Rit Spiker will then use Ancestors rage on him, and the Quaker will cast either Earthquake or Dragon’s Stomp to catch all foes in the carnage, and to increase damage from Aftershock, which the Shock Port will use right after Shockwave. Then the Rit spiker uses Rupture Soul on the Destruction, causing even more further carnage. Any stragglers can be taken out with channeled strike or another stomp from the Quaker.

Running
There is only one runner on this entire team, and it should run hard and long. Its job is to fairy things back and forth. As well as heal the party. Having only one runner will be a slight disadvantage in altar maps, but youre heavy spikes and large aoe knockdown can usually stop many enemy runners from getting to there first, and will be useful when you really need one last point to win.

The Counter
The whole idea behind this build is to not be able to be killed, however there is one skill that completely and totally destroys this build. Mirror of Disenchantment.