User:Curse/Builds/Team - HB Grenths Interruptway

This is a Hero Battle's build. It focuses on abusing hero interrupt abilities and the lack of a need for a rez in hero battles. The monk is a cookie cutter hero boon prot, the mesmer takes advantage of the number of enchants ran by everyone to use dwayna's kiss to function as a second healer, and the dervish runs Ebon Dust Aura to deal with melee pressure while running a split. When not running a split to cap flags, the sheer number of interrupts + a grenth's dervish drops monks quickly.

Attributes and Skills
Player Grenth's Dervish a.k.a. the runner.(You/ Melonni)

Optional-
 * Aura of Thorns + Mystic Vigor, allows for some decent self healing along with Victorious Sweep to solo efficiently.
 * Heart of Fury + Faithful Intervention are good options here.

(Talkora/Dunkoro)

(Norgu)

(You/Melonni)

Usage
*Tip* Keep Vigorous Spirit on your monk if it is being pressured.
 * Turn off Restore Condition against Searing Flames. If your monk isn’t wasting energy on Restore Condition every 2 seconds, this build will do well.  If you leave Restore Condition on, the battle will become much, much harder.
 * Against heavy melee pressure, use lock target with the ebon Dervish.
 * Use your heroes to run a split. Force cast imbue health, lock target melee with Melonni.  Make sure prot spirit is cast on who ever is being pressured. Let your heroes wipe if it means you can cap all the flags early on. Being down 3 points means little.
 * When it is imperative, make sure Melonni is using Ebon Dust Aura at all times.
 * Micro managing is important and it is what wins games.
 * This might be more superstition than anything, but some players believe that heroes on aggressive mode target anything while heroes on guard assist you. Keep the Mesmer on guard while you are running to keep him from running off and getting killed and make sure he is on aggressive while you are fighting so he will spread the interrupts. It might also be a good idea to lock the mesmer's target on the monk that way you can be sure to disable it.

Equipment
Weapons:
 * Ebon mod on Melonni.
 * 20% enchantment mod on both of the dervishes. (Increases the duration of ebon aura and aura of thorns to 36 seconds and mystic regen. to 24)

Variants
Feel free to play around with the Mesmer. Many variations there. Others:
 * Psychic Instability + Ether Phantom on the Mesmer would probably work very well. A two-monk backline with a Blighter is very common, but this Mesmer build is more effective. The reliability of Power Block against SF builds, which are very common, is nice.  AI is stupid, so won't reliably cover hexes, and will cast Psychic Instability on warriors as often as monks unless you lock target, but constant knockdowns puts a lot of pressure.
 * The interrupts aren't core to the build. On the non-Mesmers, they primarily function as free energy management. If you want to run less interrupts, drop Leech Signet for something else as Leech Signet will not always be used on spells so its function as energy management is limited.  Power Drain is an excellent spell, the energy it returns is fantastic.
 * You can easily drop Ebon Dust Aura from the Dervish build for something else. That said, dealing with heavy melee pressure will be MUCH harder.  Other good elites are a second Grenth, Melandru to run wearing strike, or the DW inflicting scythe attacks of your choice (wounding > reapers imo).  Use Dervishes for melee pressure.  Heroes often bunch up, making scythes with their AoE attacks very effective.

Counters

 * The Grenths dervish is not specifically designed for running nor is this build. It functions as a split build, but it is designed to break through the defense of a split build. Too much defense is very hard to break though. This build will farm faction much faster though than a 2 Monk + Ritualist + Assassin. And the grenths Dervish can solo most solo builds, 1v1 there is always a counter.
 * Heavy Enchant removal will pose a problem. Ebon dust aura is the only defense against grenths dervishes and unfortunately is also an enchantment, easily stripped by the form.
 * Paragon/R-spike; paragon buffs cannot be stripped and are not spells. Ranged pressure cannot be shut down with a scythe the way melee pressure can due to the way AI clumps up.