User:JediRogue/HA Primer

Ressurection
With few exceptions, everyone on your team except for the monks will carry some form of rez. Most players will take res sig but usually, you should take one hard rez. There are advantages and disadvantages to each hard rez including: linked attribute, casting time, down time, lack of health and energy of the rezzed party, and the death pact.

Interruption
Iterrupts can be vital during matches, especially altar control. Always consider how your team plans to perform at least that one vital interrupt on claim resource. Additionally, how you plan to prevent your ghost from being interrupted. Song of Concentration is pretty much a must.

Snares
Snares are valuable on relic maps and cap points but their usefulness in other scenarios cannot be denied. Slowing an enemy team's runner or ghost can give your team a powerful edge. The most common forms of snares in balanced teams are water and earth snares.

Runners
Your team should have at least two people who can be spared to run relics on relic matches. They should havbe some kind of speed boost either on their bars or have someone bring a skill like make haste to use on them. Remember that while you are holding a relic, you move slower than normal. Also be aware that the other team will probably have snares of their own to use against you. Interrupts and shut downs can be used to counter that as well as efficent he and condition removal. Runners should always be wary of members of the other team coming to close lest they become body blocked.

Backline (monks)
Eevry team, pvp or pve, knows that they will need some kind of support class to keep them alive. Ritualists, Monks and Paragons all have the ability to do this but here i'll talk about monks.

There are two basic kinds of monk you will likely encounter: protection and healing. JUst as the names imply, healing comes in after damage has been done and recovers from it while protection is used before the damage can be done. Most teams employ at least one of each type of monk.

Caller
The caller is the leader of a team. He decides tactics and targets. He must be aware of the entire team and listen to all the information they relay to him. In builds where you have a frontline (melee) class, that person is almost always the caller.

Communication
Countless battles have been lost merely because the team lacks communication skills. The entire team has to be listening to each other. Monks need to hear what conditions and hexes need to be removed as well as be alerted to incoming spikes. They also must communicate their status with whats on them as well as if they have been shut down, interrupted, or are low on energy. When the monks are low on energy, the team can always pull back and recover... but not if they don't know. The same is true for most classes.