Build talk:R/Rt QZ Ural's Support

Possible QZ mainbars
This Ranger bar provides team with near perma +10 HP Regen. Recuperation can be switched for any variant, but it's a good skill to bring, as you can have it follow you around with Summon Spirits, unlike your BiP Resto (and it provides a spirit for Spirit Light, as QZ will only be up for 35/60 seconds). As a ranger you can possibly have better anti-pressure and inherent survivability than the Rt/R, while also being less dependent on enchantments (Spirit Channeling). The bonus of this bar is that you contribute pretty nicely to the backline, and relieve some pressure off of the BiP, all while your team gets to benefit from QZ too!

Some alternative bars:

FoMF is optional, but I think bringing a rez is a good idea on the player character; albeit it's not completely necessary. --Willarddog (talk) 20:36, 9 July 2020 (UTC)
 * I found it useful because my BiP hero kept lagging behind and dying just outside of earshot range (so I'd have to step back a bit to cover all my heroes, sometimes I missed that the BiP was lagging). The BiP only benefits from the DP protection, and otherwise wasn't really being threatened so I just kept them out of the BuH chain for the rest of the vanquishes. -Toraen (talk) 04:35, 14 July 2020 (UTC)

EoE
I see you added a meme option, let me one up you and suggest the oft-maligned Edge of Extinction, specifically for use against human foes. It would be hilarious if you could EoE bomb consistently off the timed death of all your heroes, but obviously you need to stand back from the action lest you be below 90% when it happens. -Toraen (talk) 05:42, 15 July 2020 (UTC)
 * That... certainly is interesting. I could see this being used in some sort of SC context possibly. Having 5 EoE charges go off at once to start a chain reaction is a cool idea. Willarddog (talk) 07:30, 15 July 2020 (UTC)

Proof of concept video test
Not my video: https://www.youtube.com/watch?v=9GmqidM9164&feature=youtu.be

Misty here is using the Rt/R SoS QZ BUH build. EVAS is shown pretty effectively here; you want to minimize the chances of your mesmers dying early on in fights as it is annoying AF to get them back onto the BUH cycle. Casting EVAS helps out a ton here. I've added it as an optional for now, but it is much stronger than several other optionals there. Willarddog (talk) 07:30, 15 July 2020 (UTC)

Add QZ to a Mesmer
Disable and micro it at the very beginning, so that you can permanently cycle your QZ @11 wilderness; and you can drop SQ to boot. The mesmer never has to use QZ again. Credit to owl. Willarddog (talk) 08:17, 15 July 2020 (UTC)
 * This is a good call, though there's possibly merit in placing it on the ST instead so that messing up the chain doesn't mean you have to Flesh the memser to get things going again (and then re-kill the mesmer to rejoin them to the BUH party). Actually this problem goes away if you spec more than 11 WS. At that att level BUH and QZ were sometimes expiring too close together to recover from a miss, but it's fine with a couple more ranks. -Toraen (talk) 14:14, 16 July 2020 (UTC)
 * More Wilderness definitely makes it easier. If you want to run QZ on the ST, you simply just need to add Fallback on a mesmer. The downside to this is that you don't need any attribute investment for the hero QZ, while you do for fallback; ST can afford these attributes while an esurge can not due to QZ energy costs. You don't want to drop points from Insp. Willarddog (talk) 04:13, 17 July 2020 (UTC)