Build:N/any Curses Support Hero

This build uses a high level of Curses (particularly for Mark of Pain) to amplify physical players' damage (though it can work with the right melee heroes) and comes with a side of healing and support to keep them active. Blood Magic is used to further boost Curses, but can be replaced with another attribute's support if desired.

Attributes and Skills
[build prof=n/any curse=12+1+1 soul=8+1 blood=10+1][optional][mark of pain][Blood Bond][Enfeebling Blood][weaken armor][optional][optional][Awaken the Blood][/build]

Necromancer:
 * 1:
 * - for enchantment removal and decent AoE armor-ignoring damage.
 * - for AoE spiking power. Should be prepped by Blood Bond, but additional AoE hexes in the party will help reliability.
 * - if you're running several physical attackers. Move one point from Curses into Blood Magic. Recommended to drop Barbs, as the hero will not have enough time for both.
 * - decently spammable damage hex with an on-death AoE. Consider boosting Soul Reaping.
 * 2 & 3:
 * - for the tougher foes and to cleanup faster.
 * - useful for blocking in HM.
 * - AoE nuke, excels in enchantment-heavy areas.
 * - copy of Defile for more nuke filler/assist.
 * - for adrenaline-based players.
 * - if your party is energy hungry.
 * - enchantment removal that works well with OotV.
 * - for improved energy management.
 * - for removing entire condition stacks, particularly in areas with lots of covered blind.

Monk:
 * 1:
 * - Use if you want a safety net or as Elite Rebirth.


 * 2 & 3:
 * - preprot against hexes and allow for easier interruption by the rest of the team.
 * - for cheap, low-recharge hex cleaning.


 * 2 & 3 & 4 (put 10 in Smiting Prayers, change Blood Magic to 0 and drop ):
 * - for more melee support.
 * - for hex removal.
 * - for condition removal.


 * 2 & 3 & 4 (put 10 in Protection Prayers, change Blood Magic to 0 and drop ):
 * - for a party-wide block.
 * - to cap damage.
 * - for building damage reduction.
 * - when taking heavy damage.
 * - 'cause res scrolls are expensive (disable and micro).

Ritualist:
 * 2 & 3 & 4 (put 10 in Channeling Magic, change Blood Magic to 0 and drop ):
 * - for additional melee damage
 * - over Weaken Armor, may need micro
 * - additional damage


 * 2 & 3 & 4 (put 10 in Restoration Magic, change Blood Magic to 0 and drop ):
 * - for condition removal and a heal.
 * - for massive 5 energy heal.
 * - for spike heal on an ally.
 * - for party-wide heal.
 * - for party-wide heal and spirit trigger.
 * - for 50% chance to block and health regeneration.
 * / - reusable resurrects

Paragon:
 * 1 (put 10 in Command, change Blood Magic to 0 and drop ):
 * - for running around the map, particularly in vanquishes.
 * 2 & 3 & 4 (put 10 in Command, change Blood Magic to 0 and drop ):
 * - for running around the map, particularly in vanquishes.
 * - for more damage + DW.
 * - for extra armor.
 * - for added blocking.
 * - for a super rez (disable and micro).

Equipment
Armor
 * Full Survivor or +armor insignia of choice

Weapons
 * 40/40 Curses set or 40/20/20% staff
 * Defensive set if preferred (bring an enchanting weapon for AtB/Prot)

Usage

 * Micro to place it on the center mob.
 * Micro to place it on the center mob.

Counters

 * Standard anti-caster
 * Physical to Elemental damage conversion (such as or )
 * Hex removal, though Blood Bond can act as a fish or cover hex.