User:Enigma/Zergway

Zergway PVE
Build created by myself and Apache with the help of boredom (on his end) and a hangover (on mine). It revolves around the synergy between warriors and paragons, utilizing their high armor and damage dealing capabilities to take down opponents one by one.

The Build consists of:
 * 4 Soldier's Stance Warriors
 * 2 Support/DPS Paragons
 * 2 Pure heal monks

Sword Zerg
Go for the Eyes can be used to trigger on chant use and chant end conditions rapidly, as the only shout this particular build can use is Shields Up. Use Bull's Strike in place of Counterattack to counter fleeing foes. Counterattack can help with energy management and DPS.

Axe Zerg
Counterattack and GFTE are also viable here for the same reasons as sword build. Bull's Strike can be used if you expect runners.

Healing Zerg
can be supplemented by a 3rd monk to counter area specific effects such as heavy hexing or conditions.

Frontline Zerg
Frontline para(sword/command)

The frontline zerg, being a paragon can utilize much the same builds as the axe or sword zergs, with the added capability of supporting more energy intensive skills such as Stand Your Ground.

Support Zerg
Utility paraSpear/Motivation)

Sub out either mighty or unblockable throw for Natural Temper in case you need to strip stances more often.

Reasoning behind the build

 * You have as many as 4 Ws at any time, effective armor 80 versus anything, 96 if a shield is added and even 106/111 if you use insignia(dragons armor equivalent) and a weapon grip of defence. Sup absorption rune paired with a +45 -2 stanced shield offers you damage reduction. Having no need for sup runes on the Ws allows greater maximum health. Using Stand Your Ground your backline monks and paragon gain substantial armor, as does the frontline when attacking the same target.


 * Much the same can be said about the paragons, getting 90 effective armor versus anything with centurions insignia and an additional +16 from a shield and potentially another +5 from a weapon. All the damage dealers (all wars and the frontline para) are under a constant +33% IAS, with boosted adrenaline gain. It is also worth mentioning that they are also always under the effects of a stance, meaning stanced shields or 15^stance weapons are at maximum efficiency all the time.


 * By using no enchantments you are completely immune to any enchantment removal, hence mobs who carry a lot of it pose no pa rticular threat.


 * Your main source of damage are heavy-hitting melee attacks which are charged within only a few strikes (Anthem of fury) and allow for rapid discharge on as many targets as needed.

Thus far zergway has cleared:
 * All of ring of fire
 * Ice floe
 * Witman's Folly
 * Grenth's Footprint
 * Crystal Desert
 * Snake Dance
 * Frozen Forest
 * Fair amounts of the realm of torment
 * Ruins of Morah
 * Jade arena as well as any part of the jade sea attempted

Scythe Zerg
Intended as a replacement for one instance of a sword zerg within a party when stance removal is needed more. Drop rez signet for distracting blow if you don't expect to have too many deaths.

Hammer Zerg
Bull's Strike or sig can be replaced by an interrupt accordingly.

Dagger Zerg
As with the scythe zerg this can replace a sword one for the purposes of taking dow a caster in tandem with the spear paragon while the rest of the team takes down another target.