Archive:Team - TA Hex Pressure

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
[build prof=W/E Hammer=12+1+1 Strength=11+1 Earthmag=6 Airmag=2][Backbreaker][Crushing Blow][Protector's Strike][Grasping Earth][flail][Enraging Charge][Shock][resurrection signet][/build]

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
[build prof=N/E curses=12+1+1 earthmag=12 Soulreaping=3 ][Corrupt Enchantment][Defile Defenses][Parasitic Bond][Glyph of Lesser Energy@0][Insidious Parasite][Price of Failure][Ward Against Melee][resurrection signet][/build]

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
[build prof=Rt/Mo Communing=10+1+1 Channel=10+1 Rest=9+1 Spawn=7+1 Protect=1][Wanderlust][Shadowsong][Bloodsong][Ancestors' Rage][Spirit Light][Draw conditions][Holy Veil][Death Pact signet][/build]

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
[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]

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.