Archive:Team - AB CwD Capping Team

The CwD Capping Team uses the powerful item spell Cruel Was Daoshen to swiftly neutralize both enemy shrines and mobs alike.

Team Composition
/ WoW CwD Capper

/ 2 Hard Res CwD Cappers

/ ZB Monk

WoW Capper
[build prof=Ritualist/Ranger Channeling=12+1+3 Restoration=10+1 Wilde=8 Spawni=2][cruel was daoshen][offering of spirit][Soothing Memories][Mend Body and Soul][Weapon of Warding][Ancestors' Rage][Natural Stride][Optional][/build]

2 Hard Res Cappers
[build prof=Ritualist/Ranger Channeling=12+1+3 Restoration=10+1 Wilde=8 Spawni=2][cruel was daoshen][offering of spirit][Soothing Memories][Mend Body and Soul][Ancestors' Rage][Natural Stride][Optional][Death Pact Signet][/build]
 * The Ritualists should bring spirits that make it slightly harder for enemies to cap the shrine later on, such as:
 * can help against disorganized attempts at capping
 * helps against mobs of minions to some extent.
 * eases some pressure off of both NPC's and allies that pass within spirit range.
 * annoys enemies that rely on conditions
 * Will die when the shrine is nuked, healing the npcs

Optimal Equipment
weapon sets for
 * 40/40 channeling
 * Defense and high health,(Spear/Sword/Axe+Shield) with a "Swift As The Wind" inscription on the shield.
 * Anything else you may want, such as 40/40 restoration and high energy sets

ZB Monk
[build prof=Monk/Ranger Prot=12+1+1 divi=10+1 Wilde=8][Zealous Benediction][Reversal of Fortune][Guardian][mend condition][Mending Touch][Shield of Absorption][Holy Veil][Natural Stride][/build]

General

 * Ritualists should spend time healing when not spiking. Do not try to pressure foes with CwD.
 * Spike by casting Cruel was Daoshen, running near the target and casting Cruel was Daoshen again, causing the first one to drop, and then dropping the second one.
 * Finish off other enemies with Ancestors' Rage if necessary.
 * The Ritulists with hard res have healing priority. Make sure one of them is alive at all times.
 * Maintain energy with Offering of Spirit.
 * Use Soothing Memories as a general heal.

Capping

 * While on the move, maintain Natural Stride and Cruel was Daoshen.
 * Run up to the NPCs at the shrine and use the CwD spike.
 * Cast your spirits, get energy, heal up, and move on.

Mob Killing

 * The rit should use Weapon of Warding on the monk before the group attempts to break up a mob.
 * Run into the most concentrated part of the mob with Natural Stride.
 * Use the CwD spike, and try to finish off some low-health targets with A-Rage.
 * Use Natural Stride to run away from the survivors and those untouched by the spike.

Counters

 * Poor coordination.
 * Getting separated.
 * Caster hate.
 * Anti-spike skills.

Variants

 * Any Restoration/Channeling spirit not listed.
 * instead of A-Rage or MBaS for finishing off foes, or even for a long-range spike on a single weakened enemy.
 * for a long-range spike on weakened NPC's.
 * to help manage energy and finish off enemies. Generally not very practical given the usual play style of this build.
 * for more mobility, but less defense.
 * on the three rits. Opens up the monk's secondary and provides mobility at the cost of defence. Chain for best results.
 * instead of mend body and soul for a larger heal at the cost of conditional sacrifice
 * for a different Hard Res.
 * instead of weapon of warding for more conditional defense.
 * One Ritualist can take ranks in in Communing instead of Restoration to access a wider range of protective/offensive spirits for shrine protection, and perhaps bring to maintain on all party members