User:InfestedHydralisk/Build:Team - The Zerg

This Team-Build is created in Zerg-based creatures, with like the same style of usage. It consists of 3 High-Damage Dealers, the Zerg Ultralisks. Also in this team, to give pressure to monks for example, the Zerg Devourers. With back-up Orders to help the team, the Zerg Queen. And ofcourse to keep the party alive, the monks, the Infested Medics. Combined all these together it makes a great team with: Stance Removal, Disenchantment, Pressure, Disabling, Hex Removal etc etc. The Zerg Ultralisks are actually the source of the damage as they will like deal over 100 damage a hit. While they have attacks to removal blockable stances, and also with thanks to the Zerg Queen, they can also remove annoying spells such as Aegis, Protective Spirit, Spirit Bond. This team is able to fight in any 8-man PvP team.

The Team
The team consists of:
 * 3x Zerg Ultralisk
 * 2x Zerg Devourer
 * 1x Zerg Queen
 * 1x Infested LoD Medic
 * 1x Infested ZB Medic

The Zerg Ultralisk
Equipment


 * A full set of +Energy armor.
 * A Sundering Scythe of Enchanting with 15^50.

Usage


 * At the start, you put on Faithful Intervention, as it will help monks with unnecesarry healing.
 * Take a target together, preferbly healers first.
 * Now you cast Avatar of Balthazar and then you run a bit to your target.
 * When you are close to your target, you can cast Heart of Fury and to cover it while also be able to heal with hit, you cast Mystic Vigor.
 * Now you'll unleash your spike with Mystic Sweep, Wild Blow and Chilling Victory, dealing damage around 100 to 200 damage a hit.
 * Wild Blow can also be used to get rid of annoying stances, and when you have Order of Apostasy on you, you can also use Wild Blow to get rid of enchantments such as: Aegis, Guardian]].
 * To note, Order of Apostasy will remove enchantments before you deal damage, so enchantments like Protective Spirit and Spirit Bond and Reversal of Fortune won't protect the target.
 * To watch your energy, wait using attack skills when Heart of Fury has ended on you. So you can unleash another spike rather quickly.
 * 1 of the Zerg Ultralisks can also be set as a relic- or flagrunner as it has increased speed with Avatar of Balthazar.
 * To note, you will have a little downtime in Avatar of Balthazar as it will stop your increased speed and armor.

Variants
 * Eremite's Attack can replace Mystic Sweep if you'd prefer it, but it would be better to take Mystic Sweep.
 * Eremite's Attack can also replace Resurrection Signet if your team agrees with it that you won't need Resurrection Signet at all.

The Zerg Devourer

 * Spiritual Pain can replace Shatter Enchantment to help in spikes and provide a good source of direct damage.
 * Power Drain or Glyph of Lesser Energy can replace one of the two energy management skills.
 * Arcane Echo can replace Shatter Enchantment to use Energy Surge twice in a row.

Equipment


 * A full set of +Energy armor.
 * A cane with a 20% half recharge chance on Inspiration Magic spells, and a 20/20 Domination Magic focus.

Usage


 * Find a specific person to put pressure on– usually a monk or a spell caster.
 * Be aware of your target's current energy so you don't waste spells. This includes watching his/her weapon set for energy hiding.
 * Use Drain Enchantment and Inspired Hex to maintain your energy supply.
 * Kite away from warriors as your armor is not enough to withstand a beating.
 * Be very wary of Warriors when overextending to use Blackout on a monk.
 * Blackout can also be used defensively to drain the adrenaline from a Warrior.
 * Use Shatter Enchantment on dangerous buffs like Protective Spirit.
 * If you have Energizing Wind with you, you should cast it away from the team so it won't get affected by it, but only the Zerg Queen.

Variants


 * A reusable Resurrection spell may be used in place of Resurrection Signet, providing you have a Monk or Ritualist secondary. It is a popular variant in Guild Battles or Hero's Ascent.
 * A medium investment in Air Magic allows for Gale to be used.
 * Spiritual Pain offers high armor-ignoring damage that works very well in assisting in spikes.
 * Wastrel's Demise offers quick armor-ignoring damage that can help in spikes.
 * Power Drain can be used by those who are experienced in spell interruption, offering a high energy return.
 * Glyph of Lesser Energy provides efficient energy management with no attribute investment, if you use an Elementalist secondary.
 * Energy Surge and Inspired Hex can be replaced by Divert Hexes or Expel Hexes and Draw Conditions to provide quick casting hex and condition removal for team based combat whose offense relies upon Warriors or other melee classes that need hexes and conditions removed quickly.
 * At least 1 Zerg Devourer should make himself Me/R and take Energizing Wind to help the Zerg Queen with Order of Apostasy.

The Zerg Queen
Equipment
 * A full set of +Energy armor.
 * A Curse staff of Enchanting.

Usage
 * First go to a safe spot, but keep your team in radar range.
 * Also, try to be at the Energizing Wind that a Zerg Devourer has created.
 * Then you go put on Faithful Intervention, als try to keep up Watchful Intervention (you can also cast this on an team member if needed).
 * When you are about to cast Order of Apostasy, you first need to cast Blood Renewal.
 * Use Order of Apostasy only when health allows you to.
 * You can heal party members with Mystic Healing when energy allows you to.
 * Use Meditation (preferbly when an Order is on top) to gain some energy.
 * When Order of Apostasy is not needed, you can switch over to Order of Pain.

Variants
 * You can put in Dwayna's Touch instead of Order of Pain if it's not needed.