This build has been archived as of 22:20, 2 March 2008 (EST), for the following reason:
This build had been designed for the following use: This build was in the category No category specified before being archived. |
The Team[]
Hex Pressure, combined with the imba RaO; equals for the win.
#1: RaO Thumper
#2: Tainter/Secondary Healer
#3: Corrupt Necromancer/Secondary Healer
#4: Shadow Arts ZB Monk
#1: RaO Thumper[]
<pvxbig> [build prof=R/W expert=8+1 beastm=10+1+1 hammer=12][Rampage as One][Hammer Bash][Crushing Blow][Bestial Mauling][Energizing Wind][Charm Animal][Comfort Animal][resurrection signet][/build] </pvxbig>
Role in Team[]
- Most of the Damage comes from this character. Unless there is a secondary healer (as there is in this build), he is generally able to make short-work of any stand-alone Monk. Make sure that he is constantly drawn/pre-veiled. Make sure to call Blind/ect.
Equipment[]
- Radiant Armor.
- Zealous or Vampiric Hammer of Fortitude with 15^50.
- Sundering Hammer of Fortitude with +5 Energy
- High Energy Set Staff (Can be kept in inventory, use when you have max/close to maximum DP)
- +5 Energy Sword of Fortitude/Heal Set Shield
- Rune of Clarity
Usage[]
- Pre-set EW at the start of every match.
- Select target, and begin gaining adrenaline
- When charged, use Hammer Bash < Crushing Blow < Bestial Mauling to inflict a KD/DW/ and Daze.
- Target swap when necessary.
- Defensively-train, when necessary.
- Resurrect Allies when necessary.
Counters[]
- Standard Anti-melee Counters
- Killing EW (Energy Problems)
#2: Tainter/Secondary Healer[]
<pvxbig> [build prof=N/Rt Deathmagic=12+1+1 Soulreaping=8+1 Restoration=10][Tainted Flesh][Rotting Flesh][Rising Bile][Mend Body and Soul][Spirit Light][Life][Recuperation][Death Pact Signet][/build] </pvxbig>
Role in Team[]
- Acts a Secondary Healer, and provides some energy management through spirits for the Necromancers. It protects the team, by spreading Disease, further pressuring the target healer(s).
Equipment[]
- High Energy Set (Armor)
- 20/20 Death Magic Wand and Focus
- Staff 20% HRT of Enchanting
- 20/20 Restoration wand with 20/20 Restoration offhand of Fortitude
- Defensive Weapon Set
Usage[]
- Cast Spirits (After EW has been placed)
- Use Tainted Flesh in synergy with Rotting Flesh, to create mass amounts of Degen-pressure to the other team. Coordinate with your frontline, to spread disease to all targets, via the pet.
- Cast Rising Bile on selected target, and make sure that it is covered by PB (Coordinate through vent to do this, or simply call it). Further instructions below.
- Heal Party Members when necessary, through the use of MBaS and Spirit Light.
- Resurrect Allies when necessary. Make sure to coordinate with your team, when doing so.
Counters[]
- Heavy Enchantment Removal (Mirror of Disenchantment)
- Standard Anti-caster Counters
#3: Corrupt Necromancer/Secondary Healer[]
<pvxbig> [build prof=N/Rt Curs=9+1 Deathm=9+1+1 Rest=10 Soulreap=8+1][Corrupt Enchantment][Barbs][Rising Bile][Parasitic Bond][Mend body and Soul][Spirit Light][Recovery][Flesh of My Flesh][/build] </pvxbig>
Role in Team[]
- Acts as a general Secondary Healer. Removes hindering Enchantments, such as SoR, PS/SB, or Guardian. Significantly increases frontliner's DPS through Barbs, and creates further pressure, through the coordinated use of Rising Bile.
Equipment[]
- High Energy Set (Armor)
- 20/20 Curses wand with 20/20 Curses offhand of Fortitude
- 20/20 Restoration wand with 20/20 Restoration offhand of Fortitude
- Defensive Weapon Set
- High Energy Weapon Set
Usage[]
- Set up Spirit (Recovery)
- Heal when necessary by using Mend Body and Soul and Spirit Light
- Corrupt when necessary, coordinate through vent when doing so.
- Use Barbs to increase frontliner's DPS; make sure to cover with PB.
- Coordinate with your team, on the usage of Dual Rising Bile. Make sure it is cast on two separate targets, and quickly covered with PB. Reapply when recharged.
- Use FoMF when necessary (Remember to tell your team immediately, if the res fails.)
Counters[]
- Standard Anti-caster Counters
- Heavy Hex-removal
#4: Shadow Arts ZB Monk[]
<pvxbig> [build prof=monk/assas protec=12+1+1 divine=9+1 Healing=9+1 shadow=3][zealous benediction][Reversal of fortune][Dismiss condition][Gift of Health][Spirit Bond][Signet of Devotion][Return][Deny Hexes][/build] </pvxbig>
Role in Team[]
- General, all purpose healer.
Equipment[]
- Survivor/Blessed Insignias.
- Neg/defensive set, casting set, high set.
- 8 shields with +30 HP; 7 with different armor mods (Fire, Lightning, Cold, Earth, Piercing, Slashing, Blunt) and extend Crip duration 33% (Sword) offhands.
Usage[]
- ZB acts as a energy efficient Boon-heal.
- RoF is your main heal, use it to counter a spike, and or as a general all purpose heal.
- Dismiss Condition to remove conditions.
- Use SB to counter more powerful spikes.
- SoD+DH as both a free-heal, and a powerful source of hex removal.
- Use Return to escape from troublesome frontliners. It can also be used to snare opposing monks/midliners. Remember to coordinate the Return, through vent and to weapon swap when doing so to your 33% crip offhand.
Counters[]
- Standard Anti-caster Counters
- Heal-overlap
Variants[]
Depends on your preference really. Most prefer to run ZB in TA however.