User:Zaq/Marbecue

Possible Changes

 * Give the Ranger QZ and EW, since they have both Beast and Wilderness anyway, but low expertise.
 * Give the Ranger Life Barrier, and give the Mesmer Arcane Mimicry. The Ranger uses the Bonds, the Mesmer uses the Barriers. SoI makes the Mesmer have a rank of 16 in that, remember, and maintained enchants don't disappear when Arc Mimicry ends.
 * Give the Mesmer Glyph of Sacrifice as well, to better align the casting times. We'll see just how different the timings can be and still work... however, staggering the knockdowns might be beneficial.
 * Give the Ranger Brambles, for a little extra damage (and bleeding) from the KDs caused by Meteor Shower.

Skills which I just kind of threw in

 * Rodgort's Invocation: Seemed like a good way to pick off backline stragglers.
 * Lava Font: Seemed like a good way to a) cause scatter if they get too close, and b) deal damage to pick off stragglers.
 * Muddy Terrain: It'll help to have the Margonites slowed down, right? And we're not moving at all, either.
 * Dust Trap: See Lava Font. Flame Trap might be better since Flame has a lower cost and the Ranger has minimal Expertise.
 * Dervish as a possible slot instead of the ranger bond? Fill the optional with self survival like conviction, and mystic regen + random enchantment for the ability to spam Mystic Healing? Should hit everyone with only 3-4 people. However, that means the E/Mo will need to switch to E/R with EoE instead of a ranger. The flawed concept with the derv is that we need to get hit with life bond on for it to gain any energy, Hits from 12+ margonite wars and dervs will kill us regardless of life bond or not (think = damage reduction as ward against melee). Or, it could be a Mo/D primary with blessed?