User:The rag

This build is a common Heroes Ascent build, utilizing the highly offensive capabilities of Assassins and Elementalists to destroy opposing teams. '''This Build is still under development, you can help on fulfilling it. See Talk page for more information.'''

= ZB Prot =


 * See for more details.

= LoD/Infuser =


 * Let the ZB Monk know you are infusing so they can get restore your health with Zealous Benediction.

= BoA Sins (x2) =

See for more details.

= SH Elementalist =


 * See.
 * Flame Djinn's Haste is for relic running.

= Water Elementalist =


 * Blurred Vision should be kept on opposing Assassins and Warriors as much as possible.
 * There are many variants which drop the water Elementalist for another character. See Replace Water Elementalist section.

= Usage =
 * The BoA Assassin(s) should select a target and alert the team to be ready to spike.
 * Have the Second BoA Assassin attack the team's other monk should they have one during the spike.
 * During the spike itself the Assassins should unleash their combo while the SH Ele uses Gale and SH to unleash massive damage while keeping the monk on the ground.
 * When not spiking, the SH Ele should be using Immolate, Glowing Gaze, and Meteor to harass the other team with periodic bursts of damage and burning.
 * The water elementalist should be constantly hammering other weapon based classes with Blurred Vision,Water Trident,Freezing Gust etc...
 * The two eles can also coordinate a pressure spike of their own. The Water Elementalist can cast Deep Freeze on a group of clumped foes, while the fire ele uses Savannah Heat to unleash a massive amount of damage upon them.

= Variants =

Here are some major variants listed. However remember that you can consider this build as a meta build. Any variant of your own may work too. Stay creative. For more variants see the.

Variants for BoA Sin's build

 * Drop Expose Defenses for Feigned Neutrality if you are not confident in your monks.
 * Dropping Shadow Prison and Feigned Neutrality for Assassin's Promise and Dark Prison will allow you to use the combo again faster. However be aware that if there is no hexer in the team you will not be able to use the combo for 45s if you fail to kill the target (hex requirements on Off-Hand Attacks).
 * NB : Do not use this variant in the "two spiking teams" variant because it will kill all the syncronisation of the team (If you fail to kill a target without the help of Savannah Heat or if you run out of energy when Savannah Heat is ready).

Variants for SH Elementalist's build

 * Drop Immolate and Glowing Gaze for Teinai's Heat and Searing Heat for more AoE damage.
 * Use Hex Breaker to counter speed down hexes during a relic run.

An SS/Warder :

 * This build focuses on a more defensive role, generally replacing the water elementalist.
 * Be careful to not overexhaust yourself with Gale.
 * Also beware of the pros and cons of wards, if your casters are bunched up within the wards, they may be vulnerable to various AoEs, Meteor Shower,Savannah Heat ect...

Another SH Elementalist (two spiking teams variant) :
This variants relies on two spiking teams. The teams are 1 BoA Sin and 1 SH Nuker.

Usage

 * Each spiking team choose a target. Generally the two monks.
 * The Sin Shadow Step to target casting Shadow Prison. Sin should call Shadow Prison for coordination with the SH.
 * The SH Elementalist cast Savannah Heat and Gale on the target.
 * If the target is not already dead, team finish to kill him with dagues attacks and Fire Magic Spells.
 * Switch target. Even if Gale can help, knocking down target for 2s, team would better not use the Shadow Prison + Savannah Heat combo again until those skills are both recharged. Communication is vital.

A hex pressure class
See on.

Others variants
See on.