This build has been archived as of 00:48, 24 May 2008 (EDT), for the following reason:

  • Various nerfs

This build had been designed for the following use:

This build was in the category Good before being archived.

This TA team depends upon the Deadly Arts line for a reliable spike. It has decent survivability due to a Support Healer/Condition removal role, a Hex removal role, and a Protection monk all compressed into a lethal four man team.


Spike Caller

<pvxbig> [build prof=A/N Dead=12+1+3 Deat=11 Sha=6+1 Cur=2][Deadly Paradox][Shadow Shroud][Dancing Daggers] [Signet of Toxic Shock][Rend Enchantments][Disrupting Dagger][Consume Corpse][Resurrection Signet][/build] </pvxbig>


  • This is primary caller role. Before spikes, use Rend Enchantments if needed.
  • Call targets and countdown for spikes.
  • The skill order during spikes is Shadow Shroud -> Dancing Daggers -> Signet of Toxic Shock.
  • Use Consume Corpse after spikes to regain Health/Energy.
  • Use Disrupting Dagger to disrupt key skills.
  • Maintain Deadly Paradox.

Poison Support Healer

<pvxbig> [build prof=A/Rt Dead=12+1+3 Rest=10 cha=8][Deadly Paradox][Dancing Daggers][Entangling Asp][Signet of Toxic Shock][Mend Body and Soul][Offering of Spirit][Bloodsong][Resurrection Signet][/build] </pvxbig>


  • This is a Support Healer role and is also the character that applies Poison.
  • The skill order during spikes is Dancing Daggers -> Entangling Asp -> Signet of Toxic Shock.
  • Use Mend Body and Soul to remove harmful conditions and give a small heal.
  • Use Offering of Spirit for energy.
  • Use Death Pact Signet on fallen allies.
  • Maintain Deadly Paradox.

Expel Hexes & Deep Wound

<pvxbig> [build prof=A/Me Dead=12+1+3 Ins=12][Deadly Paradox][Augury of Death][Dancing Daggers][Signet of Toxic Shock][Siphon Speed][Expel Hexes][Power Drain][Resurrection Signet][/build] </pvxbig>


  • This is the role that removes Hexes and applies Deep Wound.
  • The skill order during spikes is Augury of Death -> Dancing Daggers -> Signet of Toxic Shock.
  • Use Expel Hexes to remove harmful hexes from allies.
  • Use Siphon Speed to snare melee foes or for kiting.
  • Use Power Drain on long cast spells to gain Energy.
  • Maintain Deadly Paradox.

Divine Zealous Stancer

<pvxbig> [build prof=Mo/W name="Divine Zealous Stancer" hea=10+1 pro=10+1+1 div=10+1 tac=5][Zealous Benediction][Reversal of Fortune][Shield of Absorption][Gift of Health][Dismiss Condition][holy veil][spirit bond][Disciplined Stance][/build] </pvxbig>


  • This is the primary healer role.
  • The usage is very straightforward.


  • A carefully timed casting of Draw Conditions will ruin your spike.
  • Disrupting any of the skills in the spike will reduce the damage of the spike significantly, especially Entangling Asp.



  • It is suggested you take out the "Draw-Bot" on TA teams first to prevent spike counters.
  • On a 60 AL target, this spike will do 651 damage and a deep wound. 333 Earth damage from Dancing Daggers, 318 damage from Signet of Toxic Shock. On a higher AL target, only damage from Dancing Daggers will change. Assuming that the target has 600 health (a reasonable assumption), their maximum health will be reduced to 500 with Deep Wound, so the target will easily die if not healed.
  • If using a minor rune (12+1+1), the damage to a 60 AL target would be 579.

See also

Build:Team - Heroes' Ascent Assacasters

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