User:Soqed hozi/Guild Vs Guild Build

Ritualist Water Magic Support [+Gank] (1)
Armour: Radiant Weapons: Flints fleshcleaver

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 is emergency condition removal, this is particularly important against assassins and warriors. Death Pact signet gives the split a hard res, which can be cast quickly and bring an ally back with good health and energy, particularlly useful on an important character or if you are going to die anyway if you do not. Also good for out of combat res.

Magehunter Sword (2)
Required Gear:
 * Gladiator's Armour
 * Zealous and Furious swords of Foritude with 15^50 or 15 stanced
 * Shield with stanced bonuses req. Strength
 * Shield with always bonuses req. Strength (in case stances are removed)

Use:
 * Hit Enraging charge and run in.
 * Hit to gain the adrenaline. Activate Rush to keep up with a kiting target and buff your damage, health and protection.
 * Once Sun and Moon Slash is charged, use your attack chain, Standing-->Sun and Moon-->Magehunter-->Final Thrust.
 * End with Magehunter if required.
 * Start building Adrenaline again.


 * 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.
 * Use Rush to buff your shield and Standing Slash.

Crippling Slash Sword (3)
Required Gear:
 * A Furious sword of fortitude, with 15^50 or 15 stanced
 * A shield with stanced bonuses, req strength
 * Shield with always bonuses req. Strength (if stances are removed)
 * Sentinal's Armour is best. Other armour is fine except dreadnought's or gladiator's.

Use:
 * Run in with Enraging Charge, first hit should be followed immediately by Rush and Crippling Slash asap, if they are running with a speed boost also, grasping earth can be used to snare them allowing you to get close enough to cripple them.


 * Use Rending Touch to remove Enchantments.
 * Use Rush to provide a stance for your shield, and buff damage from Standing Slash. Also help for catching foes after enraging hit and if cripple is reomved.

Spear Ranger [+Gank] (4)
Armour: Radiant Weapons: Furious, Zealous and sundering 15^50 spears of fortidude. Also a max shield (a shield without the requirement met gives half its normal amount) with always bonuses.

Disable Mesmer (5)
Armour: radiant Weapons: stave with 20% recharge all spells, +20 energy and +30hp

Use:
 * General shutdown on monks and warriors.
 * Power spike is your interupt contribution as well as your damage contribution.
 * Drain Enchantment helps with energy as well as removing enchantments.