User:Bluemilkman/Builds To Work On/Team - Protoss

This Team-Build is created in Zerg-based creatures, with like the same style of usage. It consists of 3 High-Damage Dealers, the Zerg Ultralisks (B) and a Zerg Ultralisk (G) disenchanter. Also in this team, to give pressure to monks for example, the Zerg Devourers. And ofcourse to keep the party alive, the monks, the Infested Medics. Combined all these together it makes a great team with: Stance Removal, Disenchantment, Pressure, Disabling, Hex Removal etc etc. The Zerg Ultralisks (B) are actually the source of the damage as they will likely deal over 100 damage a hit. While they have attacks to removal blockable stances, and also with thanks to the Zerg Ultralisk (G), they can deal their damage while the Zerg Ultralisk (G) can give foes trouble in their defenses. This team is able to fight in any 8-man PvP team.

The Team
The team consists of:
 * 1x Zealot (G)
 * 1x Zealot (M)
 * 2x Zealot (B)
 * 2x Archon
 * 1x LoD Templar
 * 1x ZB Templar

Zealot (G)
[build prof=dervi/warri scythe=12+1+1 mystic=11+1 windpr=6+1][heart of fury][harriers grasp][avatar of grenth][mystic sweep][eremites attack][wild blow][harrier's haste][resurrection signet][/build]

Equipment

Same as below

Usage


 * Use Avatar of Grenth when aggroing foes who have enchantments.
 * When attacking or engaging foes quickly, try to keep up Pious Haste for keeping your foe up when he tries to flee from you.
 * Use Mystic Sweep and Eremite's Attack for a quick chain of disenchantment.
 * Wild Blow can be used to counter blockable stances/enchantments while removing a enchantment in the meanwhile.
 * Distracting Blow can be used to interrupt a foe (and adjacent foes) when needed.
 * For a self-heal and keeping your monks' energy cool (or if you are going to chase an enemy solo), use Meditation. Or when you got an enchantment on you which is not necessary anymore you can use Meditation for some energy-gain.

Zealot (M)
[build prof=dervi/warri scythe=12+1+1 mystic=12+1][zealous renewal][heart of fury][avatar of melandru][wearying strike][mystic sweep][eremites attack][victorious sweep][resurrection signet][/build]

 Equipment
 * Same as below

Usage
 * Spam Scythe Attacks, especially Wearying Strike to keep pressure on enemies.
 * Follow up with Mystic Sweep or Eremite's Attack to cause spike damage.

Zealot (B)
[build prof=dervi/warri scythe=12+1+3 mystic=12+1][faithful intervention][heart of fury][zealous renewal][avatar of balthazar][mystic sweep][wild blow][chilling victory][resurrection signet][/build]

Equipment


 * A full set of +Energy armor. (Radiant insignias)
 * A Sundering Scythe of Enchanting with 15^50.

Usage


 * At the start, you put on Faithful Intervention, as it will help monks with unnecessary healing.
 * Take a target together, preferably healers first.
 * Now you cast Avatar of Balthazar and then you run a bit to your target.
 * When you are close to your target, you can cast Heart of Fury and to cover it while also be able to gain energy when it ends, cast Zealous Renewal.
 * Now you'll unleash your spike with Mystic Sweep, Wild Blow and Chilling Victory, dealing damage around 100 to 200 damage a hit.
 * Wild Blow can also be used to get rid of annoying stances.
 * To watch your energy, wait using attack skills when Heart of Fury has ended on you. So you can unleash another spike rather quickly.
 * 1 of the Zerg Ultralisks can also be set as a relic- or flagrunner as it has increased speed with Avatar of Balthazar.
 * To note, you will have a little downtime in Avatar of Balthazar as it will stop your increased speed and armor.

Variants
 * Eremite's Attack can replace Mystic Sweep if you'd prefer it, but it would be better to take Mystic Sweep.
 * Eremite's Attack can also replace Resurrection Signet if your team agrees with it that you won't need Resurrection Signet at all.

Archon
[build prof=mesme/monk domina=10+1 inspir=10+1 fastca=11+1+1][mantra of recovery][diversion][spiritual pain][wastrels demise][shatter enchantment][drain enchantment][power drain][resurrection chant][/build]


 * Spiritual Pain can replace Shatter Enchantment to help in spikes and provide a good source of direct damage.
 * Power Drain or Glyph of Lesser Energy can replace one of the two energy management skills.
 * Arcane Echo can replace Shatter Enchantment to use Energy Surge twice in a row.

Equipment


 * A full set of +Energy armor.
 * A cane with a 20% half recharge chance on Inspiration Magic spells, and a 20/20 Domination Magic focus.

Usage


 * Find a specific person to put pressure on; usually a monk or a spell caster.
 * Be aware of your target's current energy so you don't waste spells. This includes watching his/her weapon set for energy hiding.
 * Use Drain Enchantment and Inspired Hex to maintain your energy supply.
 * Kite away from warriors as your armor is not enough to withstand a beating.
 * Be very wary of Warriors when overextending to use Blackout on a monk.
 * Blackout can also be used defensively to drain the adrenaline from a Warrior.
 * Use Shatter Enchantment on dangerous buffs like Protective Spirit.
 * If you have Energizing Wind with you, you should cast it away from the team so it won't get affected by it, but only the Zerg Queen.

Variants


 * A reusable Resurrection spell may be used in place of Resurrection Signet, providing you have a Monk or Ritualist secondary. It is a popular variant in Guild Battles or Hero's Ascent.
 * A medium investment in Air Magic allows for Gale to be used.
 * Spiritual Pain offers high armor-ignoring damage that works very well in assisting in spikes.
 * Wastrel's Demise offers quick armor-ignoring damage that can help in spikes.
 * Power Drain can be used by those who are experienced in spell interruption, offering a high energy return.
 * Glyph of Lesser Energy provides efficient energy management with no attribute investment, if you use an Elementalist secondary.
 * Energy Surge and Inspired Hex can be replaced by Divert Hexes or Expel Hexes and Draw Conditions to provide quick casting hex and condition removal for team based combat whose offense relies upon Warriors or other melee classes that need hexes and conditions removed quickly.

LoD Templar
[build prof=monk/mesme healin=12+1+1 divine=10+1 protec=2+1 inspir=8][light of deliverance][words of comfort][infuse health][dismiss condition][protective spirit][holy veil][hex breaker][channeling][/build]

Usage
 * Use Light of Deliverance to maintain the health of your party at an adequate level.
 * Words of Comfort is your primary direct healing skill.
 * Cast Infuse Health as fast as possible on allies that are dangerously low on Health. This is your primary Spike heal.
 * Remove conditions through Dismiss Condition. Remember that targets under enchantments will receive the healing bonus regardless of whether a condition is removed.
 * Allies under pressure, or Frenzying Warriors should be covered with Protective Spirit.
 * Holy Veil should be used to remove Hexes. This should not be maintained, but cast and removed immediately.
 * Use Hex Breaker to defend against enemy hex skills.
 * Channeling should be used to maintain energy.

 Equipment 
 * Weapons needed at focus swapping is best to use
 * Any armor can be used, providing it has maximum AL.
 * Runes of Major Healing Prayers, Major Divine Favor, Minor Protection Prayers, Superior Vigor.
 * Replace the Major runes with Minor runes as needed.

Variants
 * Include Signet of Devotion for a free heal.
 * You may wish to replace Dismiss Condition with a different Condition removal skill such as Mend Condition or Mend Ailment.
 * Holy Veil may be replaced with a different Hex-removal skill such as Smite Hex.
 * For a different situational heal, replace Words of Comfort with other Healing Prayers skills such as Dwayna's Kiss, Ethereal Light, or Orison of Healing.
 * Replace Protective Spirit with Shield of Absorption.
 * Use Reversal of Fortune for a different form of protective healing.

Counters
 * Heavy Energy denial can be destructive, due to the lack of energy management skills.
 * Skills which increase casting time can be damaging.
 * Wild Blow and other stance removal skills are able to counter Hex Breaker.

ZB Templar
[build prof=monk/mesme protec=12+1+1 divine=9+1 inspir=9][reversal of fortune][guardian][zealous benediction][spirit bond][dismiss condition][holy veil][hex breaker][channeling][/build]

Equipment
 * Any weapon needed with focus swapping.
 * Armor with +Energy is required.

Usage
 * Start out by using Hex Breaker, it will make the first hex cast upon you fail, and this is invaluable.
 * Your main job is to protect your allies while being able to heal them if necessary with Zealous Benediction.
 * Make use of Spirit Bond to help prevent against spike damage.
 * Reversal of Fortune is ideal against many attacks to lower damage and heal with it instead.
 * Cast Guardian to bring up defenses at physical damage dealers.
 * You should keep up Channeling as it is your energy management skill.

Counters
 * Daze/Interruption
 * Knockdown
 * Signet of Humility
 * Energy Denial

Variants
 * Dismiss Condition can be replaced with Mend Condition or Mend Ailment.
 * Shield of Absorption can also fill one of the Optional Slots as it synergies with Protective Spirit very nicely.
 * Inspired Hex or Revealed Hex can replace Holy Veil if you find energy to be a problem.