User:BlackHand/Team - Full Party UW clearing

The Team - Full Party UW Clearing group is intended to be a full, generally balanced group of eight that can quickly and efficiently clear the Underworld and all of its quests.

Overview
This party consists of:
 * 1 / Spirit Bond / 600 Monk
 * 1 /Any Support Monk
 * 1 / Feast of Corruption Necromancer
 * 2 / Heavy Nukers
 * 1 / Maintained Enchantment Smiter
 * 1 / Fevered Dreams Mesmer
 * 1 / Barrage Ranger

The build is centered around a 600 monk tank, damage is dealt by a smiter, echo FoC necro, 2 Heavy nukers, a barrage ranger, and a condition spreading mesmer.

Mo/W Spirit Bond / 600 Monk
The 600 Monk is the tank of the build, it is based on the Mo/any Spirit Bonder build. This player is usually the player with the most experience in the underworld, as they will generally be the one who will be doing all the aggroing and will therefore be leading the party on where to go next. The ideal weapon for this build is a +5 energy sword with a +20% enchantment duration upgrade - Rajazan's Fervor works nicely.

Usage:
 * Cast the two maintained enchantments on yourself
 * Cast Protective Spirit and Spirit Bond and aggro the enemies
 * If in an area with dying nightmares, or casters, cast Spell Breaker before engaging the enemy as well
 * Use Sever Artery and Gash to inflict more conditions on the target of the mesmers Fevered Dreams
 * Use Final Thrust to finish off nearly dead enemies

Mo/Any Support Monk
The support monks role is mostly to keep spellbreaker up on on the 600 monk during prolonged battles against spellcaster groups. In addition this character provides spot healing and support to other party members when needed.

Usage: Alternatives:
 * Immediately cast Essence Bond on the 600 for energy, Blessed Aura to extend sb duration
 * When facing caster groups such as the mindblades, dead threshers, etc, this monk should first cast Spell Breaker on the 600, so the monk can use his own sb when the support monks begins to run out
 * If the 600 is taking significant damage, use Dwayna's Kiss to heal
 * Use Healing Seed on the 600 before running into the traps laid by the obsidian behemoths
 * Use Divine Healing and Remove Hex liberally when needed, most notably in the chaos planes and bone pits
 * Replace Divine Healing with its duplicate skill Heaven's Delight

N/Me Feast of Corruption Necromancer
The FoC Necro is a curses damage dealer, based on the N/Me FoC Spiker build, they do a large amount of armor ignoring damage, as well as providing blood ritual for the other casters.

Usage:
 * Pre-cast Awaken the Blood before battle
 * Next cast Suffering on the mobbbed group of enemies
 * Now cast Arcane Echo, Feast of Corruption, Auspicious Incantation, and finally the echo'd FoC
 * Use Desecrate Enchantments sparingly for more armor ignoring area of effect damage

Alternatives:
 * May change Desecrate Enchantments with its duplicate Defile Enchantments

E/Me Heavy Nuker
The Heavy Nuker is a fire elementalist, based on the E/Me Heavy Nuker build.

Usage:
 * Constantly maintain both attunements
 * Do not meteor shower groups with aatxes in general, to ensure aggro is not broken - use rodgorts and fireball
 * Use Glyph of Concentration when facing mindblades to fend off interrupts

Alternatives:
 * Replace Glyph of Concentration with Glyph of Sacrifice, and use on echo'd skills to gain fast casting benefit but not deal with extra recharge time of echo'd skill
 * Replace Glyph of Concentration with Auspicious Incantation, and use on echo'd skills to gain energy benefit but not extra recharge time of echo'd skill

Mo/Me Maintained Enchantment Smiter
The Maintained Enchantment Smiter is a main damage dealer through the use of the maintained smiting enchantments Retribution and Holy Wrath, they will be constantly at zero energy, so use signets to provide support to the party aside from their maintained enchantments.

Usage:
 * Place all four maintained enchantments on the 600 monk
 * Use Signet of Judgment to deal extra damage and interrupt
 * Use Purge Signet and Hex Eater Signet to remove conditions and hexes (try to get people standing together to get the most benefit from hex eater signet
 * Stay far out of aggro at all times

Me/R Fevered Dreams Mesmer
The Fevered Dreams Mesmer's job is to cast fevered dreams on a single target, and daze this target(if applicable), spreading it and other conditions to surrounding enemies. A +5 energy flatbow with a silencing bow string and a +20% enchantment duration bow grip is the weapon of choice for this character, though something similar can be used if one is not available.

Usage:
 * When all intended enemies are aggro'd onto the 600 monk, choose a suitable target (in the center of the mob preferably) and cast Fevered Dreams on them, call your cast so the rest of the party know who to apply conditions to
 * Then follow up with a condition - depending on the type of enemy faced:
 * If it is a caster group, first use Arcane Conundrum to slow casting time of the target, then use Concussion Shot to daze when applicable
 * If it is a non caster group, use Pin Down
 * Use Arcane Mimicry to steal Barrage from the barrage ranger in the party, use to help interrupt the dazed foes
 * When the 600 monk is being hit by melee, use Sympathetic Visage or Ancestor's Visage to drain their energy, this is especially useful against the smite crawlers, grasping darknesses, and mindblade spectres
 * Use Mantra of Resolve when facing the mindblades to guard against interrupts

Alternatives:
 * May change Ancestor's Visage with its duplicate Sympathetic Visage

R/Mo Barrage Ranger
A basic PvE barrage variation.

Usage:
 * Maintain Essence Bond on the 600 for energy
 * Keep the two spirits up as much as possible
 * Use Tiger's Fury to speed up your attacks
 * Make sure to continually attack dazed foes, preferably with Tiger's Fury up, to increase interrupts

Alternatives:
 * May replace Tiger's Fury with its duplicate skill xyz

Notes and Misc Info
show how to quickly deal with the different kinds of enemy groups encountered???

Labyrinth

 * Bladed Aatxe
 * Grasping Darkness
 * Dying Nightmare
 * Terrorweb Dryder

Forgotten Vale

 * Grasping Darkness - Same as before
 * Coldfire Night
 * Stalking Night

Ice Wastes

 * Smite Crawler
 * Coldfire Night - Same as before

Twin Serpent Mountains

 * Obsidian Behemoth
 * Charged Blackness

Chaos Planes
...
 * Mindblade Spectre

Bone Pits

 * Dead Collector
 * Dead Thresher

Spawning Pools

 * Terrorweb Dryder -...