User:Soqed hozi/Guild Vs Guild Build

Rt/E WoR Support (Split)
Required Gear:
 * Ghost Forge Insignia
 * Flint's Fleshcleaver


 * -5 energy sword/axe/spear and -energy focus (Energy hiding)
 * +5 energy sword/axe/spear and +15/-1 focus (Energy boost required)
 * +15/-1 wand and +15/-1 focus (Large energy boost vital)

Use WoR and VW are the damage dealers in this build, and WoR is also useful for condition removal on the rangeer in a split situation. Armour of Mist should be used when under heavy fire and the two snares should be used in ganks to prevent fleeing or allow it, and to pressure monks. MBS is your primary heal, and Resilient Was Xiko is emergency condition removal, this is particularly important against assassins and warriors. Hold these ashes while facing YAA warriors.

R/D Burning Arrow (Split)
Required Gear:
 * Radiant insignia
 * Poisonous 15^50 recurve bow
 * Poisonous 15^50 longbow


 * -5 energy sword/axe/spear and -energy focus (Energy hiding) -might be useful

W/E Charging Sword
Required Gear:
 * Gladiator's Armour
 * Zealous 15^50 sword of fortitude
 * Furious 15^50 sword of fortitude
 * Icy 15^50 sword of fortitude
 * Sundering 15^50 sword of fortitude
 * Shield with always Bonuses req. Strength

Use:
 * Use Grasping Erath as a backup to cripple, and also aoe snaring. This is particularly useful for causing pressure and for at VoD, where it can be used on the NPC's as the run through the oppenant's gate and allowing us overwhelming numbers at the flag.

W/E Conjure Crip Slash
Required Gear:
 * A Shocking 15^50 sword of fortitude
 * A Furious 15^50 sword of fortitude
 * A Zealous 15^50 sword of fortitude
 * A shield with stanced bonuses, req strength
 * Shield with always bonuses req. Strength (if stances are removed)
 * Gladiator's Armour

Use:
 * Use frenzy to gain adrenaline and speed up your combo.
 * Use rush to catch kiters who removed the slow down hex and cripple.
 * Also use rush to cancel frenzy when taking damage.

Conjure Lightning could be replaced by Conjure Frost, but NOT Conjure Flame (rit snares end when foe takes fire damage).

Me/Mo Shutdown
Required Gear:
 * radiant insignia
 * +5 energy sword/axe/spear with +30hp and focus with +30hp and physical damage reduction -5/20%


 * -5 energy sword/axe/spear with +30hp and -energy focus (Energy hiding)
 * +5 energy sword/axe/spear with +30hp and +15/-1 focus (Energy boost required)
 * +15/-1 wand with and +15/-1 focus (Large energy boost vital)

Use:
 * General shutdown on monks and warriors.
 * Shatter Enchantment is your damage contribution.
 * Drain Enchantment helps with energy as well as removing enchantments.
 * Power drain is your main e-management skill, and also adds interuption to the build.

Mo/E Flag Runner
Required Gear:
 * Acolyte's Armor (Blessed Insignia) for the +10 Armor while enchanted
 * Insightful +5 energy 20/20 Protection staff with +20% enchanting Suffix


 * -5 energy sword/axe/spear with +enchanting and -energy focus (Energy hiding)
 * +5 energy sword/axe/spear with +enchanting and +15/-1 focus (Energy boost required)
 * +15/-1 wand and +15/-1 focus (Large energy boost vital)

Mo/E Infuser
Required Gear:
 * Radiant Armour
 * Straw Effigy (prot)
 * +5 energy sword/axe/spear and +30hp
 * +5 energy sword/axe/spear and 20% enchanting


 * -5 energy sword/axe/spear and -energy focus (Energy hiding)
 * +5 energy sword/axe/spear and +15/-1 focus (Energy boost required)
 * +15/-1 wand and +15/-1 focus (Large energy boost vital)

Mo/E SoR
Required Gear:
 * Radiant Armour
 * Straw Effigy (prot)
 * Totem Axe


 * -5 energy sword/axe/spear and -energy focus (Energy hiding)
 * +5 energy sword/axe/spear and +15/-1 focus (Energy boost required)
 * +15/-1 wand and +15/-1 focus (Large energy boost vital)