Archive:Team - Eurospike Variant

This build is a balanced GvG or HA setup, combining the raw DPS and spiking capabilities of Warriors with armor-ignoring damage from the Mesmer's Domination Magic line of skills. This build's name originated from the fact that is run by a notable number of top-ranked European guilds.

The Shadow Prison Warrior
[build prof=warri/assas deadly=3 tactic=12+1 axemas=12+1+1][shadow prison][dismember][executioners strike][critical chop][frenzy][dash][healing signet][resurrection signet][/build]

The Hammer Warrior
[build prof=warri/assas hammer=12+1+1 tactic=9+1 streng=9+1][enraging charge][devastating hammer][crushing blow][protectors strike][frenzy][dash][healing signet][resurrection signet][/build]

The MoR Mesmer
[build prof=mesme/any domina=12+1+1 fastca=8+1 inspir=10+1][mantra of recovery][power drain][diversion][spiritual pain][wastrels demise][shatter enchantment][shame][resurrection signet][/build]

The Expel Hexes Mesmer
[build prof=mesme/monk domina=12+1+1 inspir=10 fastca=8+1][expel hexes][power drain][diversion][guilt][wastrels demise][draw conditions][drain enchantment][resurrection chant][/build]

The Protection Prayers Monk
[build prof=monk/eleme protec=12+1+1 healin=10+1 divine=8+1][optional][gift of health][reversal of fortune][dismiss condition][holy veil][spirit bond][glyph of lesser energy][aegis][/build]
 * Choices for the optional slot include Blessed Light and Restore Condition.

The Infuser
[build prof=monk/warri tactic=8 healin=6+1 protec=11+1+1 divine=10+1][zealous benediction][infuse health][reversal of fortune][dismiss condition][shielding hands][holy veil][shield bash][balanced stance][/build]

Usage
The general purpose of the team is to deliver a quick and concentrated spike to its opponents. Begin by having the Warriors engage in melee to charge adrenaline. When adrenaline is charged, the spike is ready. Have the caller select a target, and the Warriors use Shadow Prison to shadowstep to him/her. The warriors should unleash their entire attack combos while under the effects of Frenzy, and MUST use Dash as a cancel stance if targeted. The Mesmers should use Shatter Enchantment, Spiritual Pain, and Wastrel's Demise in tandem with the Warriors' attacks to deliver an armor-ignoring spike to their targets. The monks ensure the survival of the team through damage mitigation, hex and condition removal, and flat-out healing.
 * Warriors should be careful not to overextend when making use of their shadowsteps.
 * Use Spiritual Pain if you encounter any spirit-based teams, i.e..

Variants

 * Choices for the optional may vary, depending on your secondary profession. Me/E with Gale is commmonly run, or Me/Es may take Glyph of Lesser Energy. Power Return is a good interruption skill, with a low cast and fast recharge. Drain Enchantment is used for energy gain. Price of Pride can replace Signet of Humility.

Guild Battle Line-up

 * Add two filler classes for the 8-person Guild Battles. Options include:
 * Standard (if outdated) flagstand Ele
 * Archive:R/Mo PvP Crippling Shot for ganking;
 * Archive:R/Mo PvP Burning Arrow for ganking;
 * for ganking;
 * Archive:W/A Lone Ganksman for ganking;
 * Archive:E/Mo Hybrid Flag Runner
 * Archive:Mo/E Deliverance Runner
 * Archive:Rt/A Support Runner
 * Archive:Rt/A Support Runner

Counters

 * Constant Blind/Blurred Vision on the Warriors will prevent them from spiking effectively (and will cause a failed spike)