User:Hyperion`/Saved PvP Builds

= A/any Impaler =

Attributes and Skills
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Equipment

 * Shrouded Armor to have enough energy for the combos
 * Sundering or vampiric daggers. Any max daggers will work, the more damage the better.
 * The best vigor rune available to offset the superior rune and increase overall survival.

Usage

 * Find target and use Shadow Walk to shadow step to target in preparation for spike.
 * Use Siphon Strength and follow up with Black Spider Strike.
 * Quickly follow up with Horns of the Ox, Impale, and Signet of Toxic Shock for a heavy spike.
 * Use Dash to end Shadow Walk and escape.
 * If necessary, activate Feigned Neutrality after escaping from battle to heal.

Variants

 * For the Random or Team Arenas, replace Feigned Neutrality with Resurrection Signet.
 * Replace Feigned Neutrality or Dash with Way of the Fox to counter block skills.
 * Replace Feigned Neutrality or Dash with Signet of Malice to counter blinding skills.
 * Replace Dash with Deadly Paradox. It can be used as an escape stance still but leaves you without a speed boosting skill. On the other hand it allows for faster recharge and activation of Signet of Toxic Shock and Impale, and if used before the signet allows for a faster overall spike (lowers activation of sig from 1 to 1/2). The 10 second disable would not affect you much as your 2 attack skills would likely still have about that long to recharge.
 * You can replace Shadow Walk with Shadow of Haste. You lose a shadow step for initiating the combo, but Shadow of haste synergizes better with dash for avoiding combat and confusing opponents.
 * Replace Dash with Shadow of Haste. This gives you a less spammable run skill, but allows for a very confusing series of shadow steps if Shadow Walk recharges before Shadow of Haste is needed. To maximize this effect replace Feigned Neutrality instead, keeping Dash, Shadow of Haste, and Shadow Walk.

Elite Skill Variants
The elite in this build is highly flexible. This allows for a notable change in the feel of the build. Siphon Strength was chosen for its versatility, but several others work well. The only requirement is the skill be replaced with a hex. A few good examples of this are listed below.
 * Shadow Prison can be used to provide a solid speed decrease on the target at the expense of spamability. Also the build loses some versatility with this and loses the effective quick escapes it has.
 * Hidden Caltrops adds a bit of damage, and is moderately spammable. At 8 seconds recharge it is not very prone to loss of effectiveness from hex removal. The skill also cripples the target making them much easier to kill. It's real weakness comes from your own teamates who may trigger it, and therefore cancel it, before Black Spider Strike hits, disrupting your combo.
 * Seeping Wound is also a good choice for an elite. By using it as your hex, you can force your opponet to have a lot more degen, from -3 to -4.  You may need to tweak your attributes for this to work to its full potential, however, and if your opponet is able to remove the poison and bleeding that you place on them then this will do nothing until one is put back on.

= P/Mo Godspeed AB =

Equipment

 * Armor: Two minor attribute runes, one major attribute rune. One superior rune of vigor. One +2 energy rune or One rune of clarity to reduce blindness and weakness on you.
 * Hands: Furious PvP Spear of Fortitude with a PvP Shield of Fortitude (+30 HP), with your mods of choice. Bring a Zealous Spear as well.

Usage

 * Single team capping tactics: Your ideal single team will be individuals who can use 'attack skills' that trigger your Anthem of Flame, meaning Assassins, Warriors, Rangers, Paragons, and Dervishes. Use Dwayna’s Sorrow followed by Godspeed to move your party toward capping. Use Anthem of Flame to increase damage for your team as a whole, paying attention to who is using attack skills so you can time them to ultimately increase burning duration. Use ‘They’re on Fire!’ to reduce damage to your party, likewise, you should target your burning on offensive characters, ideally. You should have enough energy, and enough energy gain, to keep spamming these shouts as often as they come up (where useful), however your energy gain is proportional to the people they land on, so keep this in mind. You may switch to a Zealous Spear to gain energy if you’re low. Your fast attack rate will allow you to regen.


 * Mob Confrontations: This is where you really shine. If you see a huge mob confrontation taking up anywhere between 8-12 people from each team, it'll be your choice to get involved, but if you do you will find your shouts (and Dwayna’s Sorrow) affecting everyone in the battle. You most likely want to spam all your shouts as often as possible, because you most likely aren't totally aware of the life amount of all the friendlies around you.

Counters

 * Necromancer anti-Paragon hexes will cause you problems, such as Well of Silence and Vocal Minority.
 * Anti-Attacking spells or blindness will inhibit your personal offensive ability.

Variants

 * Replace Barbed Spear for any attack of your choice, such as Slayer's Spear, or Mighty Throw, which will go well with your very fast attack speed.
 * If you're secure in the faith of your dedicated healer, Blazing Finale might be useful to place on them for both offensive and defensive ends.
 * If you're hurting for energy, replacing an attack with "Go for the Eyes!" will help keep it up.
 * If you're really hurting for energy, Glowing Signet will give you all the energy you need. Removing Barbed Spear, Blazing Spear, and Soldier's Fury for Cruel Spear or Stunning Strike, Aggressive Refrain, and Glowing Signet is a possibility.

= R/D Ebon Dust Arrow =

Equipment

 * A +5 Energy - Ebon Recurve Bow of Enchanting and one of Fortitude
 * Radiant insignias
 * Rune of Attunement

Usage

 * Just before entering battle, use Ebon Dust Aura, Harrier's Grasp, and Apply Poison.
 * Use Called Shot as your first attack on your target.
 * Watch your target for a second or two and interrupt any important skills (healing and/or resurrection skills in particular) they may use with Distracting Shot.
 * Switch targets and repeat.
 * Troll Unguent serves as your self heal - make sure it doesn't get interrupted by using Natural Stride to protect against weapon-based interrupts.

Variants

 * Savage Shot may be used as a second interrupt.
 * Screaming Shot may also be used for additional condition coverage.
 * Antidote Signet can be useful if against touch rangers, or any characters with Plague Touch.

= R/Mo Mending Touch Cripshot =

Equipment

 * Preferred bow combinations (although really, any bow can be used):
 * Crippling Recurve Bow
 * Poisonous Recurve Bow
 * Crippling Longbow
 * Vampiric Flatbow
 * A Recurve Bow is usually preferred, for maximum accuracy and minimum flight time. The Flatbow is for speeding up NPC kills.
 * Runes of Minor Wilderness Survival, Minor Expertise, Minor Marksmanship, Superior Vigor.
 * You may wish to take a +5 Energy main hand and a Shield for Flagging or for escaping from enemies.

Variants

 * Natural Stride can be replaced with other speed boosts such as Storm Chaser, Zojun's Haste, or Dodge.
 * For Alliance Battle or Competitive Mission usage of this build, consider taking an evasive or blocking stance such as Whirling Defense, Dryder's Defenses or Lightning Reflexes.
 * Screaming Shot, or, less reliably but more affordably, Hunter's Shot, can provide more Degen and a cover condition.

= R/Mo Prepared Shot Ranger =

Equipment

 * Armor: Your choice. You could go all energy, or you could go with Scout's armor due to your preparation use.
 * Weapons: Suggested you use a poison bow generally and a crippling bow when you use Pin Down. Use a Silencing bow if you're using Concussion Shot. Choose between a shortbow for a faster firing rate, or a recurve bow for a little more range and flight speed. Finally, a longbow for max distance shots.

Usage

 * Keep Apply Poison upon yourself during combat, being sure to spam Prepared Shot every six seconds for additional damage and energy.
 * Snare enemies using Pin Down. With your high Marksmanship, and a crippling modifier, you can keep your target perma-snared and then some.
 * Interrupt enemies with Savage Shot. You should be able to spam this ability with the energy management from Prepared Shot. You will also be doing considerable damage if interrupting spells.
 * Use Screaming Shot every eight seconds to move -7 degen amid enemies.
 * To selectively spike a squishy target, spam Savage Shot, Prepared Shot, and Screaming Shot. With your 15 (or 16) Marksmanship and the damage modifiers from these three shots, you will be able to do a considerable amount of damage in a short amount of time.
 * Remove harmful conditions with Mending Touch.
 * Use Natural Stride for both a speed-boost and a reflexive counter to being attacked.
 * Heal yourself and counter health degeneration with Troll Unguent.
 * In AB, and you find yourself fleeing from an enemy (such as a shadow stepping assassin), use Pin Down to run.

Counters

 * Hex degen cannot be removed via Mending Touch, and will counter the regen from Troll Unguent.

Variants

 * Replace Savage Shot with the hefty costing Concussion Shot.
 * Replace Pin Down with Distracting Shot.
 * Swap out a skill for Resurrection Signet.
 * If you aren't worried about spikes, it is possible to run this at 16 Marksmanship, 9 Expertise, and 12 Wilderness Survival for 450 HP. (AB + PvE for example)

Variants

 * Frenzy, Flurry or Flail can be used for a more energy efficient IAS.
 * Distracting Shot when interrupting signets or other skills with fast recharge.
 * Distortion
 * Dodge/Zojun's Haste for capping Shrines in AB or just a generic speed boost.
 * Troll Unguent could be used for self healing in PvE or RA/TA/AB/CM.
 * Consider switching out Distracting Shot or Favorable Winds if using one of the above variations, or Resurrection Signet if you are in Alliance Battle.

= W/Mo Charging Executioner =