Archive:Team - Signet of Toxic Shock Spike

This quintuple-sin team excels in all Heroes' Ascent game styles; Annihilation, Relic Runs, King of the Hill, and Capture Points.

Overview
#1: Shadow Prison with WoWarding

#2: Shadow Prison with Ward vs Foes

#3: BiP Sin

#4: Shadow Shroud Runner

#5: Siphon Strength Runner

#6: Spellbreaker

#7: RC

#8: LoD/mimicry Spellbreaker

#1: Shadow Prison with Weapon of Warding
[build name="Shadow Prison1" prof=A/Rt deadly=12+1+1 restoration=12][Shadow Prison][Deadly Paradox][Dancing Daggers][Entangling Asp][Signet of Toxic Shock][Weapon of Warding][Wielder's Boon][Death Pact Signet][/build]

Job

 * Spike caller
 * Entangling Asp every spike to poison foe (spike will fail if target is not poisoned)
 * Throw Weapon of Warding on casters under pressure and the Ghostly in KotH matches

Equipment

 * Radiant Armor.
 * +20 energy staff
 * 20/20 HCT/HSR Restoration Magic wand/offhand (for weaponing)

Usage

 * Cycle Deadly Paradox on recharge
 * Ping a target and call it in vent, allow team members 2-3 seconds to lock on to the pinged enemy
 * Activate Shadow Prison to snare the spike target, then use Dancing Daggers -> Entangling Asp -> Signet of Toxic Shock
 * Time the countdown so the team's Signets land after you apply poison
 * Use the hard res fast and often.

#2: Shadow Prison with Wards
[build name="Shadow Prison2" prof=A/E deadly=12+1+1 earth=12][Shadow Prison][Deadly Paradox][Augury of Death][Dancing Daggers][Signet of Toxic Shock][Disrupting Dagger][Ward Against Foes][Resurrection Signet][/build]

Job

 * Secondary Shadow Prisoner
 * Augury of Death targets on spike
 * Interrupt resses and other key skills
 * Drop the Ward vs Foes to limit enemy mobility

Equipment

 * Radiant Armor.
 * +20 energy staff
 * 20/20 HCT/HSR Earth Magic wand/offhand (for warding)

Usage

 * Cycle Deadly Paradox on recharge
 * Spike with Augury of Death -> Dancing Daggers -> Signet of Toxic Shock
 * Drop a Ward vs Foes in chokepoints, while retreating, or in the path of enemy relic runners
 * Use the Res sig only on the hard resser

#3: BiP Spiker
[build name="BiP" prof=A/N deadly=12+1+1 blood=8 curses=10][Deadly Paradox][Siphon Speed][Crippling Dagger][Disrupting Dagger][Dancing Daggers][Signet of Toxic Shock][Blood is Power][Rend Enchantments][/build]

Job

 * BiP team
 * Interrupt key skills
 * Snare enemy relic runners with Siphon Speed + Crippling Dagger

Equipment

 * Radiant Armor.
 * +20 energy staff
 * Staff or martial weapon with 20% longer enchant mod for longer bips

Usage

 * Cycle Deadly Paradox on recharge
 * Spike with Dancing Daggers -> Signet of Toxic Shock
 * BiP people when they call for it
 * Rend enemy Ghostly Heroes to get them down faster

#4: Shadow Shroud Runner
[build name="Shadow Shroud Runner" prof=A/E Deadly=11+1+1 Shadow=11+1 air=8][Shadow Shroud][Deadly Paradox][Augury of Death][Dancing Daggers][Signet of Toxic Shock][Disrupting Dagger][Storm Djinn's Haste][Resurrection Signet][/build]

Job

 * Shadow Shroud on spikes
 * Run relics
 * Interrupt key skills

Equipment

 * Radiant Armor.
 * +20 energy staff
 * Staff or Martial Weapon with 20% enchant mod for Storm Djinn's Haste

Usage

 * Cycle Deadly Paradox on recharge
 * Spike with Shadow Shroud -> Dancing Daggers -> Signet of Toxic Shock
 * Use Augury of Death if #2's augury is recharging/dshotted
 * Use the Res sig only on the hard resser.

#5: Siphon Strength Runner
[build name="Siphon Strength Runner" prof=A/E Deadly=12+1+1 air=12][Siphon Strength][Deadly Paradox][Dancing Daggers][Signet of Toxic Shock][Disrupting Dagger][Storm Djinn's Haste][Glyph of Lesser Energy][Resurrection Signet][/build]

Job

 * Run relics
 * Interrupt key skills
 * Greatly reduce damage to the team by maintaining Siphon Strength on enemy frontliners

Equipment

 * Radiant Armor.
 * +20 energy staff
 * Staff or Martial Weapon with 20% enchant mod for Storm Djinn's Haste

Usage

 * Cycle Deadly Paradox on recharge
 * Spike with Dancing Daggers -> Signet of Toxic Shock
 * Throw Siphon Strength on enemy Melee classes (preferably warriors or dervishes - don't throw it on an assassin unless it's the only melee class they have)
 * Use Siphon Strength under Glyph of Lesser Energy to keep your energy up
 * Use the Res sig only on the hard resser

#6: Spellbreaker Monk
[build name="Spellbreaker" prof=Mo/Me divine=12+1+1 prot=11+1 insp=6][Reversal of Fortune][Guardian][Shield of Absorption][Spell breaker][Draw Conditions][Aegis][Deny Hexes][Channeling][/build]

Job

 * Prot
 * Spellbreaker the Ghostly Hero or any of the assassins as needed

Equipment

 * Survivor Armor.
 * Standard low/casting set, complete with 8 +10 armor vs ___ shields
 * 20/20 Protection Prayers wand/offhand
 * Martial Weapon with 20% enchant mod to lengthen prots (and Spell Breaker)

Usage

 * Prot as needed
 * Draw daze/deep wound off the RC
 * Spell Breaker the Ghostly Hero to keep him safe. During normal matches, throw Spell Breaker on #1 and have him run in first to cause massive spell failure from the other team
 * Chain Aegis with #7
 * Maintain Channeling to keep energy up

#7: RC Monk
[build name="RC" prof=Mo/Me prot=12+1+1 heal=9+1 divine=8+1 inspiration=5][Reversal of Fortune][Gift of Health][Spirit Bond][Restore Condition][Shield of Absorption][Aegis][Holy Veil][Channeling][/build]

Job

 * Prot
 * RC condition stacks for big heals
 * SB on spikes

Equipment

 * Survivor Armor.
 * Standard low/casting set, complete with 8 +10 armor vs ___ shields
 * 20/20 Healing Prayers wand/offhand
 * Martial Weapon with 20% enchant mod to lengthen prots

Usage

 * Prot as needed
 * RC the draw (#6) as he draws your daze off
 * Chain Aegis with #6
 * Spirit Bond to stop spikes
 * Maintain Channeling to keep energy up

#8: LoD/mimicry Monk
[build name="LoD" prof=Mo/Me healing=12+1+1 divine=11+1 insp=6][Orison of Healing][Dwayna's Kiss][Infuse Health][Light of Deliverance][Healing Seed][Holy Veil][Channeling][Arcane Mimicry][/build]

Job

 * Party-wide heals
 * Infuse to foil spikes
 * Throw a second copy of Spell Breaker on the Ghostly or sin

Equipment

 * Survivor Armor.
 * Standard low/casting set, complete with 8 +10 armor vs ___ shields
 * 20/20 Healing Prayers wand/offhand
 * Martial Weapon with 20% enchant mod to lengthen prots

Usage

 * LoD to counter party-wide degen
 * Use Dwayna's Kiss as a powerheal on targets with many hexes and enchantments
 * Throw Healing Seed on targets under pressure, i.e. the Ghostly Hero during KotH matches
 * Use Arcane Mimicry to get a copy of Spell Breaker from #6, and use it when his wears off
 * Infuse spikes to keep the party alive
 * Maintain Channeling to keep energy up

Annihilation

 * Straightforward tactics for Annihilation. Monks spellbreaker #1 as he goes in and takes the initial wave of spells, the sins proceed to spike targets down (since Signet of Toxic Shock is armor-ignoring, feel free to target wars and paragons as often as monks and eles).

Relic Runs

 * #4 and #5 run relics. Be sure to cast Storm Djinn's Haste before picking up a relic to get the 20% enchant bonus.
 * Monks chain Spell Breaker and Guardian on the runner to make him impervious to any attempts to slow his progress.
 * #1 and #3 work together to hamper a single team's runner, while #2 keeps the second team immobile. #3 tries to stay near the middle, in case the monks need a bip.

Capture Points

 * 1, 2, 5, and 7 make one team, while 3, 4, 6, and 8 make the other.
 * Split to maintain control of the middle altar and your original base.
 * If control of the middle altar is impossible, send a team off to the base of whoever controls the altar.
 * Don't get frustrated at a team wipe, remain focused and take the time while dead to issue more detailed orders.

King of the Hill

 * Put your Ghostly Hero on the altar. If another Ghostly already has the altar, throw Shadow Shroud on him and spike him down.
 * Maintain Spell Breaker and Healing Seed on him as much as possible.
 * Pester the more dangerous opponent by spiking monks/mesmers.