User:Ttibot/Archive builds/Team - Spirit Way


 * User:Ttibot/Archive builds/Team - Spirit Way}}

This build uses the necromancer's soul reaping attribute to have maximum energy with the spirits being spawned continuously. It also takes the outstanding DPS (Damage Per Second) of the Shadow Prison Assassin to take out targets fast, and with the help of some annoyance by the ritualist it works decently at every type of battle in Hero's Ascent.

Usage
(Annihilation) - Have both N/Rt's set up Shelter, Union, Recovery,Recuperation and Life outside the gate at about 20 seconds before the match starts. Have the N/Rt Energy Management go to the frontline and lay spirits to wherever the opposing team is coming in at. If they are not willing to move slowly budge the spirits closer to the opposing team. The sins can either split up on monks or put pressure on one, although they can usually take down targets easy enough and if they split it will be harder for infuses to go off. Depending on how much offense the opposing team has have the SS/Warder play offensively or defensively

(Altars) - Move around and let the assassins spike off whatever they can. You should cap for extra damage but it is not needed. Spike Ghostly Heroes as much as possible for the dual points.

(Relic Running) - Have both assassins dual run and on their way back they can try and pull of a spike on an opposing member. Have the warder Arcane Echo Ward Against Foes and chain it up against the opposing runner, than have a sin spike it down if one is open. Make sure that both sins call their relic running because there is no speed buffs. Just make sure to keep spirits up by the middle of action.

(Annihilation w/ priests) - Alright use the same tactics as annihilation matches except for a few major things. First if the other team does not have their ghostly with them start adding spirits on your stairway and right under it to have defense. After you have applied some pressure on the other team, at least killing 2 of your opponents, have both of the sins run to kill the enemy priest and if needed the enemy Ghostly too. After the enemy priest is dead kill off the rest of the team and try to keep your priest alive. If you ever need more rez sigs send your sins back over to kill the Ghostly. Also if there are any offensive characters that follow you back to the opposing priest or ghostly call for the N/Rt to come with the sins.

Variants

 * Change Weapon of Remedy for Preservation or Spirit Light Weapon
 * Change Shelter or Shadowsong for Dissonance
 * Change Shield of Absorption for Heal Area or Words of Comfort
 * Change Resurrection Signet for Spirit Light

Variant for BoA Sins (2)
-- You can replace both or only one of the assassins for the dervish ... it really doesn't make a difference although both sins can spike better than both dervishes. -- If you do run two dervishes the best alternative is for the second one to use the following skillbar


 * You can replace Avatar of Grenth for whatever avatar counter the current metagame.

--This build can be in place of one of the sins or the ritualist.

The Oath Shot spirit spammer is not used often because of it's lack in offense, although if you do use it you can have excellent energy management for necros and a higher change to block of stairs in relic runs .... but other than that it's pretty useless.
 * You can replace spirits for any other spirits you think would be useful.

Counters

 * Hex overload can destroy the build if it is used on the sins or the rit because sins are your only damage dealer, and your rit is the healers energy management. And you only have one hex removal.


 * Condition overload can also destroy the build because you do not have to many applying condition removals.


 * Spiteful Spirit cast on either one of the sins can destroy it very fast seeing as there is only one hex removal.