User:Phool12226

Pve characters -
 * W/all 20
 * D/mo,/w 12
 * rt/all 20
 * r/n,/mo,/w 20
 * e/me,/mo,/a 20
 * n/me,/mo,/d 20
 * a/w,/me,/d 20
 * p/w,/mo 20
 * mo/me 20
 * me/e 20
 * r/w 8 (perma pre)

Some fun builds, without going into details, designed for either RA or TA

variants
 * 1) final->Bull's Strike or Enraging Charge
 * 2) flail+FDH->frenzy+rush
 * 3) crippling slash->Sever Artery and final thrust->Dragon Slash

^TA (frenzy is activated during heavy blow, when spiking, and to increase dps and adrenaline gain between spikes - not for the whole spike or it screws up the KD chain, stonefist is assumed)

^RA

this one's for gvg and it's not finished, variant: eburn->etap, drain->shatter

PVE build, pug friendly version as it's self sufficient and even has a self heal and hard res! (otherwise, go p/w and throw recovery on a searing flames ele, channeling-resto splinter weapon rt, or n/rt. See talk of Wearying Spear to see why this is worth it and how to make it worth it, cos I'm not doing usage here.

gvg or pve

variant, divine intervention -> reversal of damage and holy veil -> essence bond

more on the way ;)

other builds I've put (or was going to put) on the wiki

This build is designed to assist in a melee pressure team build or any pve team with multiple physical damage dealing classes. It is most effective with a warrior or paragon heavy team where it can provide adrenal and damage boosts whilst also healing the whole party. Unlike a necromancer primary it can sustain itself effectively in terms of both health and energy. For gvg it is also possible to double up as an effective flag runner and even infuser, combining several important roles in a single character slot.

Optional skills:
 * Imbue Health allows you to help against spikes (in which case a higher maximum health is recommended than otherwise)
 * Dwayna's Touch provides additional self healing
 * Featherfoot Grace improves your mobility
 * Faithful Intervention provides personal spike protection and is a extremely low maintenance additional enchantment
 * Verata's Aura may be a useful low maintenance enchantment in areas where enemy minions are likely (requires small Death Magic investment)
 * Death Nova is a cheap option for covering more valuable enchantments on both yourself and your team
 * Gaze of Contempt for mass enchant removal of a single target

Equipment
As you can remain a long way back from the rest of your party and still be perform your role, much like a LoD infuser, you can usually get away with a lower max health than most other builds. Watchful Intervention and Faithful Intervention also make you hard to spike. Also, lower health decreases your health sacrifice. As such it's largely your choice as to how much health to take. With full survivor and 2 vitae runes you have 505 health and 42 maximum energy using the items below. If using only Order of Pain you can afford to go higher.
 * A Spear of Enchanting with an "I have the Power!" inscription and a blood offhand with 20 HCT and "Serenity Now" Inscription works well.

Usage

 * Maintain as many single target enchantments on you as possible at all times, including arcane zeal.
 * try and time recasting your enchantments so casting finishes very shortly after the enchantment falls, rather than before, for the bonus energy and health from mysticism (and Vow of Piety if applicable).
 * Hang back from the front lines as you have little self protection and your spells have a very large area of effect.
 * Use mystic healing as often as possible as long as you are enchanted with Arcane Zeal, even if you are mainly over-healing it should be at worst energy-neutral.

Variants

 * Where Dark Fury isn't needed it can be considered another optional slot. This is also true for the resurrect and both 'intervention' spells, which are there as much for convenience as for their effects, though unless other party members will be providing enchants such as Aegis it is recommended to include at least 5 enchant spells in the build, including Order of Pain and Arcane Zeal.
 * The attributes and runes can be adjusted slightly though 12 or more mysticism is recommended. Increasing blood magic to 12 will not benefit the build in any way.
 * Applying pressure personally with a scythe, or using offensive blood spells such as dark pact, could be a viable alternative to providing healing with Mystic Healing.

Counters
All in all this build is quite hard to counter without the opposing team over-extending. However
 * Diversion, Distracting Shot, Disrupting Chop and any other anti-spam skills could cripple your usefulness
 * Signet of Humility will reduce you to only your natural energy regeneration
 * Quickening Zephyr can cause energy trouble
 * Nature's Renewal will make Order of Pain very slow to cast, Tranquility will also make Order of Pain and Arcane Zeal ineffective

work in progress until I think of a name
The _________ assists a team pressure or spike by keeping a key opponent nailed to the floor for a good portion of the time, while dealing respectable damage.

Equipment

 * Survivor armour with one piece of Stonefist armor (in helm, gloves or boots)
 * Vampiric hammer of fortitude with a Strength and Honor Inscription
 * Zealous hammer of fortitude with a strength and honor inscription
 * sundering flatbow of fortitude
 * a furious spear of fortitude with an I have the power Inscription and a shield of fortitude with an I Can See Clearly Now inscription
 * vitae, clarity or superior absorption can be used to fill the remaining armour slot.

Usage

 * Keep "For Great Justice!" active as much as possible. Use Enduring Harmony to lengthen the duration or Serpent's Quickness to decrease its recharge time (see below).
 * Use Enraging charge to chase down an important target such as a monk and attack them. This will charge Devestating Hammer in a single hit.
 * Follow up with a chain of Devastating Hammer, "On Your Knees!", and the now recharged Enraging Charge. Careful timing is required when using "On Your Knees!" - too soon and Auspicious Blow can't be used, too late and Enraging Charge won't be recharged.
 * If energy demands it, add an auspicious blow in between using Devastating Hammer and "On Your Knees!". This will allow the target more time to use skills however.
 * At the beginning of matches, if the other team is camping spirits, often you can encourage them to be more aggressive by using your flatbow to gain adrenaline.

Variants

 * The same concept can be used by a warrior/ranger with Serpent's Quickness instead of Enduring Harmony. This allows "For Great Justice!" to be kept up the same proportion of the time however is a bit more energy intensive. Like Enduring Harmony, no attribute investment in Wilderness Survival is required.
 * As a warrior/ranger, it's possible to replace the 8 tactics with 8 wilderness survival and use Troll Unguent instead of Healing Signet.
 * Replacing Serpent's Quickness or Enduring Harmony with Crushing Blow or Protector's Strike (use a zealous mod for the latter) will kill targets faster independent of your team.
 * Remedy Signet or Antidote Signet could be used to counter blindness.
 * Attributes and rune choice can be adjusted to enhance either survivabilty or damage according to preference as long as strength remains at least 13.

Counters

 * Balanced Stance or Ward of Stability will greatly reduce the build's effectiveness.
 * This build has no way to counter stances and enchants that result in your attacks being blocked
 * Quick removal of conditions, such as from a dervish with avatar of melandru, will make your chain less sustainable (in which case the zealous hammer switch should be used and auspicious blow left out).
 * Generic melee counters such as Empathy will force you to heal more often.
 * Blind, or stacked hexes that cause you to miss, will shut the build down completey if you have no support.

Related Builds

 * An assassin using Moebius Strike and Horns of the Ox can perform the same function effectively on a target below 50% health.