User:Bluemilkman/buildarchive/Any-Team Suffering Hex Spike

This team uses Hex Pressure to keep the opposing team on their toes, and when the time is right, they unleash a deadly spike on an unsuspecting target. They help keep each other alive by using Monk spells and Elementalist Wards.

1 N/Mo Suffering Healing
The optional slot could be:
 * Signet of Lost Souls. However, the target usually will die before it can be used. If each Necromancer hits separate targets with Signet of Suffering, it could be used easily.
 * Infuse Health. A bit risky, but a spike heal is probably needed on a team of four non-Monk squishy targets.
 * Signet of Sorrow. Once you kill the Signet of Suffering target, this could be used to immediately spike another target.

Equipment

 * Weapon(s)/Off-Hand(s)
 * Curses-Line Rod of Memory (inscription:"Aptitude not Attitude")
 * Curses-Line Off-Hand of Fortitude
 * Armor
 * Any set with full Radiant Insignias.
 * Runes
 * Superior Vigor
 * Superior Curses
 * Minor Soul Reaping
 * 1 Vitae Rune
 * 1 Attunement Rune

Individual Usage

 * Target any target (most preferably a monk or ritualist). Make sure that you aren't targetting the same foe as another one of your allies.
 * Start casting hexes, and always start with Soul Barbs.
 * Put Breeze on an ally who needs healing.

Equipment

 * Weapon(s)/Off-Hand(s)
 * Curses-Line Rod of Memory (inscription:"Aptitude not Attitude")
 * Curses-Line Off-Hand of Fortitude
 * Armor
 * Any set with full Radiant Insignias.
 * Runes
 * Superior Vigor
 * Superior Curses
 * Minor Soul Reaping
 * 1 Vitae Rune
 * 1 Attunement Rune

Individual Usage

 * This hexer is more geared toward saving its allies from melee damage.
 * Like the Suffering Healers, target a different foe (preferrably melee).
 * Place Wards in places that they are needed.

Equipment

 * Weapon(s)/Off-Hand(s)
 * Illusion-Line Rod of Memory (inscription:"Aptitude not Attitude")
 * Illusion-Line Off-Hand of Fortitude (if you have a req. 8 Inspiration off-hand with 20% HRS, it is a better choice, though.)
 * Armor
 * Any set with full Radiant Insignias.
 * Runes
 * Superior Vigor
 * Major Illusion
 * Major Inspiration
 * 1 Attunement Rune

Individual Usage

 * You should take a target that has substantial self-heals in order to support the Necromancer that is hexing it. Always cast RI first, and keep reapplying it with Conjure Phantasm and Images of Remorse.
 * If you see a spell that you are able to interrupt, do so.
 * Like the Suffering Warder, place Wards where they are needed.

1 Mo/N Divine Suffering

 * Optional slot could be any type of Energy management that you find convenient.

Equipment

 * Weapon(s)/Off-Hand(s)
 * Protection-Line Rod of Memory (inscription:"Aptitude not Attitude")
 * Protection-Line Off-Hand of Fortitude
 * Armor
 * Any set with full Radiant Insignias.
 * Runes
 * Superior Vigor
 * Superior Protection Prayers
 * Minor Divine Favor
 * 2 Attunement Runes

Individual Usage

 * Keep your team alive with the use of your spells, and use CoP as a self-heal.
 * Use Signet of Suffering when the Mesmer calls the target.

Team Usage

 * The 2 Necromancers should all choose different targets. The RI Mesmer will assist the Necromancers by placing RI on high-heal targets.
 * Once the hexes are placed, the Mesmer calls the target that has RI on it, and then the other 3 characters unleash Signet of Suffering.
 * It may be in good favor to wait for each Necromancer's Soul Barbs to recharge before unleashing the spike. This way, hexes can be immediately placed again.
 * When the Suffering Warder casts Malaise, the Healer should cast Healing Breeze on him/her to reverse the degeneration.
 * Resurrect dead allies, as usual.
 * Kiting is very important on this team, but do not stray to far from the rest of your team. When it is possible, stay in the wards.

Counters

 * Mass Hex Removal, i.e. Convert Hexes or Divert Hexes.
 * Anti-spike skills like Protective Spirit.
 * Enemy melee that is able to nullify blocking.
 * Standard anti-caster hexes, i.e. Backfire.

Variants

 * Turn the Suffering Healer into an N/R and use Frozen Soil. This is risky, but can be used if the game is carefully played.
 * Replace the RI Mesmer with this and in its optional slot, put Rupture Soul. This works best if used with the N/R Variant above.