Build:Team - HA Dual Migraine Hexway

Triple Mesmers Dual Migraine Hexway overwhelms the opposing team by impelling them to contend large amounts of casting-penalizing hexes backed up by direct melee pressure.

AoB Dervish
[build prof=D/Rt scy=10+1+1 win=10+1 mys=11+1 res=1][Radiant Scythe][Wearying Strike][Heart of Fury (PvP)][Avatar of Balthazar][Harrier's Grasp][Rending Aura][Whirling Charge][Resurrection Signet][/build]

Equipment

Runes and insignias
 * 5 Blessed Insignias.
 * Rune of Superior Vigor.
 * Rune of Vitae.

Weapons
 * Vampiric Scythe of Defense, 15^50.
 * Insightful Staff of Enchanting, +5e^ench.
 * Crippling Longbow of Defense, 10% HRT.
 * Crippling Spear of Defense, 10% HRT with
 * Strength Shield of Fortitude, -20% Blind duration.
 * Strength Shield of Fortitude, -20% Crippled duration.
 * Strength Shields of Fortitude, +10 armor vs each damage type.

Usage
 * Maintain [[Avatar of Balthazar@12].
 * Your primary goal is to pressure the enemy Heal Monk as [[Signet of Humility@10] will render the Prot Monk's efforts useless and [[Migraine (PvP)@13] will seriously hamper Infusing Monk's ability to powerheal himself.
 * Use your IAS skill to speed up killing balled-up foes, crushing body blocks and improve your spike performance.
 * Spike with [[Wearying Strike@12] followed by [[Radiant Scythe@12]. The enchantment you remove should be [[Rending Aura@11] to apply Cracked Armor.
 * [[Heart of Fury (PvP)@12]→Rending Aura→Wearying Strike→Radiant Scythe
 * (prepared) Rending Aura→Heart of Fury→Wearying Strike→Rending Aura→Radiant Scythe
 * Improve your movement speed with [[Whirling Charge@11].
 * It will end early on attacks, but can nonetheless be used for [[Wearying Strike@12].
 * The damage is not applied to the hit target, but is useful whenever hitting multiple targets at once for additional AoE damage and triggering Burning.
 * Run the relics as necessary in The Hall of Heroes.
 * Use [[Harrier's Grasp@11] for condition removal and snaring.
 * Remove Crippled, Blind and Weakness.
 * You can cripple ranged targets with your spear or, if necessary, a bow.
 * You have two charges for crippling.

Counters
 * Standard anti-melee.
 * Interruption of [[Avatar of Balthazar@12].
 * Dual [[Shatter Enchantment] team setups.

Panic Mesmer
[build prof=Me/Rt fas=9+1 dom=12+1+1 ins=9+1 res=3][Complicate][Leech Signet][Wastrel's Demise][Drain Enchantment][Resurrection Signet][Panic][Diversion][Shatter Enchantment][/build]

Equipment
 * 40/20 Domination magic.

Usage
 * Apply [[Diversion@14] and [[Wastrel's Demise@14] on healers and prioritize those not affected by [[Migraine (PvP)@13] to spread your hexes properly for overall shutdown.
 * Use [[Panic@14] on balled up foes for AoE interruption effect.
 * Remove enchantments with [[Drain Enchantment@10] as the means of energy management, especially [[Guardian] on targets of your Dervish caller.
 * Use [[Shatter Enchantment@14] upon the spikes done by the team's caller.
 * [[Complicate@14] is your hard interrupt, use it wisely.
 * Use [[Leech Signet@10] as a secondary hard interrupt and for energy management.

Counters
 * Standard anti-caster.
 * Interrupts.
 * Hex removal.

Migraine Mesmer
[build prof=Me/E fas=8+1 ill=11+1+1 dom=7+1 ins=9+1 air=4][Power Spike][Power Drain][Signet of Humility][Drain Enchantment][Migraine (PvP)][Shrinking Armor][Accumulated Pain (PvP)][Storm Djinn's Haste][/build]

Equipment
 * 40/20 Illusion magic.

Usage
 * Focus the healers to spread the overall shutdown of all of them with your team's hexes.
 * Apply [[Migraine (PvP)@13] on your target and cover it with [[Shrinking Armor@13].
 * Interrupt spells with [[Power Spike@8] and [[Power Drain@10].
 * Remove enchantments with [[Drain Enchantment@10], especially [[Shielding Hands] on your target or [[Guardian] on targets of your Dervish caller.
 * Disable Peace and Harmony or any relevant elite Monk skill with [[Signet of Humility@10].
 * Run the relics when required in The Hall of Heroes.

Counters
 * Standard anti-caster.
 * Interrupts.
 * Hex removal.

Second Migraine Mesmer
[build prof=Me/Rt fas=8+1 ill=11+1+1 dom=8+1 ins=9+1 res=1][Power Spike][Power Drain][Signet of Humility][Drain Enchantment][Migraine (PvP)][Shrinking Armor][Fragility][Accumulated Pain (PvP)][/build]

Equipment
 * 40/20 Illusion magic.

Usage
 * Focus the healers to spread the overall shutdown of all of them with your team's hexes.
 * Apply [[Migraine (PvP)@13] on your target and cover it with two other hexes.
 * Interrupt spells with [[Power Spike@9] and [[Power Drain@10].
 * Disable Peace and Harmony or any relevant elite Monk skill with [[Signet of Humility@10].

Counters
 * Standard anti-caster.
 * Interrupts.
 * Hex removal.

Lingering Curse Necromancer
[build prof=N/E sou=8+1 cur=12+1+1 ear=10][Lingering Curse][Suffering][Defile Defenses][Insidious Parasite][Grasping Earth][Glyph of Lesser Energy][Ward Against Foes][Resurrection Signet][/build]

Equipment

Runes and insignias
 * 5 Undertaker's Insignias.
 * Rune of Superior Vigor.
 * 2 Runes of Vitae.

Weapons
 * 40/40 Curses magic.
 * 40/40 Earth magic.
 * High Energy sets.
 * Strength Shields of Fortitude, +10 armor vs each damage type.

Usage
 * Spread [[Lingering Curse@14] on balling foes and cover it with [[Suffering@14].
 * Spam [[Defile Defenses@14] on the target pressured by your caller or exercise it as a common cover hex.
 * Use [[Insidious Parasite@14] against quickly-attacking melee foes.
 * Snare wisely with the aid of [[Glyph of Lesser Energy@0].

Counters
 * Standard anti-caster.
 * Interrupts.
 * Hex removal.

SC Weapons Ritualist
[build prof=Rt/P res=12+1+1 spa=12+1 spe=3][Resilient Weapon][Wielder's Boon][Weapon of Warding (PvP)][Song of Concentration][Life (PvP)][Protective Was Kaolai][Spirit Channeling][Death Pact Signet (PvP)][/build]

Equipment
 * Standard.
 * 40/40 Restoration.
 * 40/20/20 Spawning Power.
 * Furious Spear of Defense, 10% halved skill recharge of spells.
 * Shield set.
 * Defensive sets.

Usage
 * Keep your mid & backline up with and.
 * Spam before the utilization of elite.
 * Use once your energy gets low and after that pretty much on recharge.
 * It is advised to not hold to get the effects from your 40/40 sets.
 * Use to provide high energy resurrections for the Monks.
 * Switch your weapon to Spear and charge adrenaline for to assist your team's Ghostly Hero when he's about to start claiming an altar.

Counters
 * Enchantment removal is only a soft counter to this if a spirit is up, since you will still gain some energy from Spirit Channeling.
 * Standard caster counters or dedicated interrupts.

RC Prot
[build prof=Mo/D pro=12+1+1 div=12+1][Optional][Guardian][Restore Condition][Spirit Bond (PvP)][Eremite's Zeal][Aura of Stability][Optional][Holy Veil][/build] Optional Optional 2

Equipment Armor
 * 5x Disciple's Insignia.
 * Minor Protection Prayers.
 * Minor Divine Favor.
 * Superior Vigor.
 * Vitae.
 * Restoration.

Weapons
 * Protection Wand of Memory, 20% cast time.
 * Protection Focus of Aptitude, 20% recharge.
 * Protection Wand of Memory, +15/-1 energy.
 * Protection Focus of Fortitude, +15/-1 energy.
 * Adept Protection Staff of Enchanting, 20% cast time.
 * Crippling Spear of Defense, +5 energy.
 * Crippling Spear of Defense, -5 energy.
 * Crippling Spear of Enchanting, +5 energy (alternative to 40/40 Prot set).
 * Strength Shield of Fortitude, -20% cripple.
 * Strength Shields of Fortitude, +10 armor vs each damage type.

Usage
 * Protect the Infuser, use against spikes.
 * Use for condition removal with strong healing.
 * Use to gain energy, do this by standing in earshot range of multiple enemies when casting and when it's about to expire.
 * Use to counter knockdowns, expedient on the Ghostly Hero to allow him to capture altars.
 * Use to counter physical damage and deny adrenaline.
 * Use on targets which get hit by many small damage packets.
 * Use to counter low packets of damage and reduce pressure. Spirit Bond protects against bigger spikes.
 * Use as a strong defense and an emergency save against spikes, especially useful for preventing interrupts on SoC.
 * Use for hex removal, maintain on relic runners (pre-veil) to slow hex cast times and quick removal. Adjust prots to fit veil's energy denial.

Counters
 * Standard anti-caster counters, Diversion, Migraine, etc.

HB Infuser
[build prof=Mo/Me dom=4 ins=7 hea=12+1+1 pro=2 div=10+1][Patient Spirit][Signet of Rejuvenation][Healing Burst][Infuse Health][Hex Breaker][Channeling][Cure Hex][Draw Conditions][/build]

Equipment Armor
 * 5x Disciple's Insignia.
 * Minor Healing Prayers.
 * Minor Divine Favor.
 * Superior Vigor.
 * Restoration.

Weapons
 * Healing Wand of Memory, 20% cast time.
 * Healing Focus of Aptitude, 20% recharge.
 * Healing Wand of Memory, +15/-1 energy.
 * Healing Focus of Fortitude, +15/-1 energy.
 * Adept Inspiration Staff of Enchanting, 20% cast time.
 * Crippling Spear of Defense, +5 energy.
 * Crippling Spear of Defense, -5 energy.
 * Strength Shield of Fortitude, -20% cripple.
 * Strength Shields of Fortitude, +10 armor vs each damage type.

Usage
 * and are your primary healing skills to top off bars.
 * Use to catch spikes or heal very low targets.
 * Remove hexes with . If there are no especially dangerous hexes, use this as a healing skill.
 * Maintain to counter,  and other anti-caster hexes.
 * Use to gain energy, do this by "channel tanking" (standing in the middle of enemies).
 * Use as supplementary healing which sustains energy balance.
 * Use to remove Deep Wound from RC Prot.
 * Draw all deep wounds in case Restore Condition is disabled.

Counters
 * Standard caster counters, enchantment removal.