User:BCTurk/2v2

New build Agon, its gud I hear.

2xLolwut Ranger Insta-Wins
[build prof=Ranger/Elementalist Exp=10+1+3 Fire=12 Wil=8+1][Double Dragon][Glyph of Sacrifice][Meteor Shower][Whirling Defense][Burning Speed][Troll Unguent][Brambles][Fire Attunement][/build]

But really...

Sinsmite
[build prof=Assassin/Monk Cri=12+1 Dag=12+1+1 Hea=3][Leaping Mantis Sting][Exhausting Assault][Moebius Strike][Horns of the Ox][Twisting Fangs][Restful Breeze][Optional][Dash][/build]


 * Was running Shadow Walk
 * Won't be useful 2v2 assuming base play isn't allowed (ganking ect)
 * Mend Touch for daze or condi stacking
 * Critical Eye so I don't QQ in vent about energy - Checked, it's ok, not gr8
 * Assassin's Remedy for blind counter?
 * Critical Defenses if you think 2 sins iz going to be an issue/will make me a lot tougher - Pretty meh
 * Disrupting Stab for even more interrupts and lulz for sure
 * Expunge Enchantments would free up your elite, but its baed
 * Scorpion Wire for lulz
 * Shadow step of your choice (Death's Charge maybe) for better tele-spike, but this is a 2v2, so I don't think that will matter much
 * Mirrored Stance could actually be really interesting, especially if they have an IAS...
 * Way of Perfection for heals, kinda (would require spreading my attribs out)
 * Mark of Instability for more reliable KD's. I think in a 2v2 they might figure out to stand next to each other and make horns not very good, which is why I might also take death blossom instead, IDK. - '''Lulz exhausting is dual, HURR!
 * Signet of Malice for more condi removal
 * Signet of Twilight for more enchant removal, would require corrupt and pbond tho
 * And then tons of random monk skills, or I could switch secondaries too, maybe rt with sight beyond sight for anti blind + something else to go healheal?

[build prof=Monk/Necromancer Div=11+1+1 Smi=10+1 Cur=10][Smiter's Boon][Smite Condition][Reversal of Damage][Corrupt Enchantment][Parasitic Bond][Rigor Mortis][Optional][Optional][/build]


 * Was running Smite Hex and Judge's Intervention
 * IDK my BFF Jill?
 * Sorry about that, possibly holy veil for better coordination of killing hex necros? (you could veil me and pull it off b4 cover then I go zOMGWTFBBQIKILLU)
 * Castigation Signet for dmg+eman, don't know if you need it (if you ran this I'd go with SoH as well)
 * Strength of Honor for pressure, will be really tuff on energy methinks tho
 * Barbs for more pressure maybe, kinda meh at 2s casting
 * Defile Defenses for more anti block and cover hexing, I don't know how to feel about this one
 * Defile Flesh to capitalize on probably very little hex removal? Kinda meh but might be useful against a dedicated monk w/ stances (esp shield bash)
 * Enfeeble, won't really help against sins much, but wars and dervs hurt from this
 * Malaise for a bit o pressure + cover hex
 * Price of Failure but eww at energy
 * Rip Enchantment could replace elite, actually like this idea, but IDK what would be gud elite
 * Judge's Insight for uber kill power
 * Kirin's Wrath is terrabad, but might be useful to get enemies to spread out so I can use horns, a though.
 * Scourge Enchantment would be interesing if we face a monk, he'll probably be a prot hybrid. RoF, guardian, PS/SB, SoA/SH,ect ect
 * Zealot's Fire for pressure, but energy would be tight to omghalp
 * Purge Conditions for daze and condi stacks

Oh, and what do you think about res? I mean if we are going to do base stuff, then I don't think we need them, but if not, a hard res would be interesting IMO.