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This build was archived 28 January 2008, for the following reason:

  • Meta Shift to MB Ranger renders Rit useless

This build had been designed for the following use:

This build was in the category Great before being archived.

The Team[]

Through the use of overpowered skill-bars, this team build is able to take down many teams.

#1: Linebacker

Backbreaker Crushing Blow Protector's Strike Grasping Earth Flail Enraging Charge Shock Resurrection Signet

#2: Anti-melee Hex-Pressure Necromancer

Corrupt Enchantment Defile Defenses Parasitic Bond Glyph of Lesser Energy Insidious Parasite Price of Failure Ward Against Melee Resurrection Signet

#3: Spirit-Spammer/Secondary Healer

Wanderlust Shadowsong Bloodsong Ancestors' Rage Spirit Light Draw Conditions Holy Veil Death Pact Signet

#4: Shadow Arts ZB Monk

Zealous Benediction Reversal of Fortune Dismiss Condition Gift of Health Spirit Bond Signet of Devotion Return Deny Hexes

#1: Linebacker[]

Your attack skills gain 12% armor penetration.
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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.

Equipment[]

  • Radiant Armor.
  • Sundering Hammer of Fortitude with 15^50.
  • Sundering Hammer of Fortitude with +5 Energy
  • Ebon Hammer of Fortitude with 15^50.
  • +5 Energy Sword of Fortitude/Heal Set Shield

Usage[]

Counters[]

  • Standard Anti-melee Counters

Variants[]

Personal Preference, Cripslash, SS-Wars, Dev-Hammers, or even Evis may replace this War. Backbreaker however, is generally easier to play, and is a rather simple Hammer-spike. If you would prefer, run an SoS sin and or AoM Derv.

#2: Anti-melee Hex-Pressure Necromancer[]

Gain 3 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
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Role in Team[]

  • Serves the roles of a “B-bot” through anti-melee hexes, as well as create a significant amount of pressure through degeneration. In times of need, he is equipped with Ward Against Melee, so that the team may fall back into the Ward, when necessary.

Equipment[]

  • Radiant Armor.
  • 20/20 SR Wand with 20/20 SR offhand
  • +30/-2 (curses/SR, high set)
  • Defensive Set

Usage[]

Counters[]

  • Powerful Hex Removal
  • Pre-veiling
  • Standard Anti-caster Counters

Variants[]

Can be replaced by a B-Surge Warder, though opposing teams often run Draw. PoF/RH can be replaced by Insidious Parasite.

#3: Spirit-Spammer/Secondary Healer[]

Creatures you create have 32% more Health, and weapon spells you cast last 32% longer.
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Role in Team[]

  • Acts as a general Spirit Spammer/Secondary Healer. Acts also as a draw-bot and veils the Frontliner when necessary.

Equipment[]

  • Radiant Armor
  • Insightful Communing Staff of Fortitude
  • Insightful Restoration Staff of Fortitude
  • High Energy Set (Focus Swapping)
  • Low Energy Set

Usage[]

  • Set up Spirits
  • Heal when necessary by using Spirit Light
  • Draw both your Monk and Frontliner.
  • Pre-veil when necessary, or remove harmful hexes such as Migraine from your Monk.
  • Aid in spikes through the usage of Ancestors' Rage
  • Use DPS when necessary (Remember to tell your team before doing so)

Counters[]

  • Standard Anti-caster Counters

Variants[]

  • This position is pretty open, you can run another Hexer for more pressure, or even another Monk depending how coodinated you offense is (usually don't).

#4: Shadow Arts ZB Monk[]

Your allies are healed for 32 Health whenever you cast Monk spells on them.
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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 an 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.

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