This build was archived 28 January 2008, for the following reason:
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
#2: Anti-melee Hex-Pressure Necromancer
#3: Spirit-Spammer/Secondary Healer
#4: Shadow Arts ZB Monk
#1: Linebacker[]
Your attack skills gain 12% armor penetration. |
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[]
- Build up enough adrenalin for Hammer-spike. Backbreaker<Crushing Blow<Protector's Strike.
- Prevent kiting by using Grasping Earth, followed immediately by Enraging Charge then Flail.
- Interrupt key skills such as Resurrection Signet with Shock, or use it defensively to further enable your ability to kite.
- Grasp Target Frontliner, to further your Monks ability to kite.
- Cancel Flail with E-charge when necessary, or to just build up adrenaline.
- Target swap when necessary.
- Resurrect Allies when necessary.
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. |
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[]
- Use Insidious Parasite and Price of Failure on enemy frontliners.
- Easily strip Defensive precautions/layers, through the coordinated use of Corrupt Enchantment and Defile Defenses.
- Make sure to cover your Hexes, with Parasitic Bond.
- Use GoLE as E-management.
- Coordinate the usage of Ward Against Melee.
- Resurrect Allies when necessary.
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[]
10 + 1 + 1 10 + 1 9 + 1 7 + 1 Creatures you create have 32% more Health, and weapon spells you cast last 32% longer. |
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. |
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.