User:Excluded/Team - General Physway

=Physway=

Physway collaborates strong protection from Ether Renewal infuse/bonders and physical damage buffs to create a team build that is capable of doing many areas, using both PuG's and experienced players, but is primarily designed for the harder dungeons and elite areas.

These areas include:
 * UW
 * FoW
 * DoA
 * ToPK
 * Urgoz (with modifications for 12-players)
 * Deep (with modifications for 12-players)
 * HM Dungeons

Overview
Melees (x4):

Orders (x1):

Body-Builder (1x):

ER Infuse/Bonders:

Physical Players
Since this build is intended for pick up groups, the physical damage dealers can be played by a number of different builds.

These are the 5 ideal melee builds that should be used: See PvX builds for more suggestions.
 * Build:A/any Dagger Spammer with Way of the Assassin and "Save Yourselves!" (preferred due to "higher" damage).
 * Archive:W/any Hundred Blades PvE Warrior
 * Build:W/any PvE Earth Shaker
 * Build:W/D Warrior's Endurance Scythe
 * Archive:D/any Zealous Dervish

Orders
There are two types of Orders builds to consider:
 * 1) OoV provides an extra line of defense
 * a. This means it is superior to OoP for the average team since it decreases the chance of failure
 * 2) OoP provides a significant damage advantage, adrenaline fueling, and cover enchantments
 * a. This means it is superior to OoV for more experienced teams, or when using adrenaline based melees, or when in need of extra enchantment cover

Order of the Vampire
[build prof=N/Mo Blood=12+1+3 Soul=8+1 Smiting=10][Order of the Vampire][Blood Bond][Signet of Lost Souls][Foul Feast][optional][Remove Hex][Strength of Honor][Renew Life][/build]
 * for additional healing.
 * for hex heavy areas.
 * for additional damage.
 * for damage packet mitigation.
 * for areas with lots of physicals/additional damage packets.

Equipment

 * Weapons: 20% Enchanting staff with 20% HSR blood.

Usage

 * Maintain Strength of Honor on all 4 physical players
 * Maintain Order of the Vampire
 * Remove hexes and conditions with Remove Hex and Foul Feast respectively.
 * Use Signet of Lost Souls to manage energy

Variants

 * Replace Signet of Lost Souls with Air of Superiority or Angorodon's Gaze
 * Different Resurrect skill

Cultist's Fervor
[build prof=N/Mo Blood=12+1+3 Soul=8+1 Smiting=10][Cultist's Fervor][Order of Pain][Dark Fury][Blood Bond][Foul Feast][Remove Hex][optional][Strength of Honor][/build]

Equipment

 * Weapons: 20% Enchanting staff with 20% HSR blood.

Usage

 * Maintain Strength of Honor on all 4 physical players
 * Maintain Order of Pain and Dark Fury
 * Remove hexes and conditions with Remove Hex and Foul Feast respectively.

Variants

 * Res skill
 * Speccing 10 in Protection instead of Smiting to takeAegis and/or Dwayna's Sworrow for heavy enchant stripping areas.
 * Aegis is also a boon when against large summit mobs with Barbs. Wise to remember that Barbs + attack= -8 energy on the ER. It will quickly add up and you'll have a dead party.

SoS Spirit Spammer
[build prof=Rt/x Spawning=10 Channeling=11+3+1 Communing=10+1][Painful Bond][Signet of Spirits][Bloodsong][Pain][optional][Armor of Unfeeling][Summon Spirits][Flesh of My Flesh][/build]
 * Earthbind Versus foes immune to KD and to make quick work of bosses
 * Splinter Weapon Can be maintained on 1 melee for some added AoE

Equipment

 * Weapons: Any weapon set with high energy

Usage

 * Let spirits aggro larger mobs to divert damage packets.
 * Try to keep spirits just below 50% health to make "By Ural's Hammer!" last longer.
 * Heal spirits with Summon Spirits
 * Use Armor of Unfeeling when spirits are being attacked.
 * Use Earthbind to increase knockdown duration and for foes that can't usually be knocked down (Giants, Dhuum, etc.).

Primary ER Bonder
[build prof=E/Mo Energy=12+1+3 Protection=12 Healing=3][Great Dwarf Weapon][Infuse Health][Shield Guardian][Spirit Bond][Life Attunement][Protective Bond][Ether Renewal][Aura of Restoration][/build]

Equipment

 * Armor: High Energy armor to counter energy spikes, when taking many damage packets.
 * Weapons: Caster weapon; 20% Enchantments, +5energy; +15/-1 +30hp offhand.

Usage

 * Spam Infuse Health to maintain energy.
 * Use Protective Bond on the top half or bottom half players (depending on where in the party you are compared to the secondary ER).
 * Maintain Ether Renewal and keep it by at least Aura of Restoration.
 * Maintain Great Dwarf Weapon on the physicals as much as possible.
 * Maintain Life Attunement on yourself and the second ER.

Secondary ER Bonder
[build prof=E/Mo Energy=12+1+3 Protection=8 Healing=10][Great Dwarf Weapon][Infuse Health][Protective Spirit][Spirit Bond][Vigorous Spirit][Protective Bond][Ether Renewal][Aura of Restoration][/build]

Equipment

 * Armor - High Energy armour is good for countering energy spikes, which can occur often when many packets of damage are present.
 * Weapons - Caster weapon; 20% Enchantments, +5energy; +15/-1 +30hp offhand.

Usage

 * Spam Infuse Health to maintain energy.
 * Use Protective Bond on the top half or bottom half players (depending on where in the party you are compared to the Primary ER).
 * Maintain Ether Renewal and keep it by at least Aura of Restoration.
 * Maintain Great Dwarf Weapon on the physicals as much as possible.

Variants

 * Healing Breeze instead of Vigorous Spirit.

General Usage

 * Use Essence of Celerity. Ether Renewal eles should bond 4 players each at the start
 * Necro should also cast and maintains Strength of Honor on all physical players.
 * Physicals attack whatever they feel like.

Counters

 * Heavy Enchant strips (Rend, Chilblains or Mirror of Disenchantment)
 * Interrupts while activating Ether Renewal.
 * Energy spikes from Protective Bond.
 * Eles not spamming fast enough to maintain energy.

Areas with many foes
[build prof=N/A sou=8+1 cur=12+1+3 dead=10][Barbs][Ebon Vanguard Assassin Support][Mark of Pain][Assassin's Promise][Mindbender][Reckless Haste][Rigor Mortis]["By Ural's Hammer!"][/build]
 * In areas with many foes it is sensible to bring extra AoE damage.

Usage

 * Stay ahead of melees and pick the best targets
 * Ensure melee follow through and attack called targets
 * Requires more experienced teams in order to execute properly

Battery Builds
In a traditional two-monk backline, you may find Blood Ritual or Blood is Power spammers to maintain the monk's energy. This however, it not enough for an ER, and may aswell be disregarded. What keeps the ER's energy up is the maintainment of cover enchantments and blocks to reduce triggers from Protective Bond. They can be used for three purposes: Example for heroes:
 * Extra energy when the ERs are under heavy pressure.
 * Enchant covers for luring and mobs with deep enchant removal (Mirror of Disenchantment)
 * Aegis relieves almost half of damage packets from physical enemies.

Set your heroes to Agressive Mode.

Areas with heavy enchant removal

 * In places with high enchant removal (such as Slaver's Exile and Foundry) give the Orders necromancer party-wide cover enchants such as Aegis or Dwayna's Sorrow.
 * Use the OoP+DF Orders over OoV

Condition and Hex Heavy Areas
[build prof=Me/Mo name="Cleaner" fas=8+1 ins=10+1+1 smi=12][Signet of Removal][Draw Conditions][Inspired Hex][Remove Hex][Tryptophan Signet][Renew Life][Mantra of Inscriptions][Strength of Honor][/build]
 * In Condition heavy areas with blind spam (Foundry's third room with Eruption spam) take Assassin's Remedy on frontliners. Alternatively, bring Extinguish on the Orders necromancer.
 * Replace the Orders Necro, SoS Rit or one melee with one of the builds below.

[build prof=Mo/Me name="Monk Cleaner" ins=9 smi=12+1+3 pro=4 div=6+1][Signet of Removal][Draw Conditions][Remove Hex][Seed of Life][Castigation Signet][Blessed Signet][Mantra of Inscriptions][Strength of Honor][/build]