User:ZStepmother/Team - BiP Caster Support

This team is meant to be used by caster players. See BiP Melee Team for the suggested physical damage player team. = Overview =

=Hero Builds=

Soul Twisting
[build prof=Rt/any Communing=12+1+3 SpawningPower=10+3][Soul Twisting][Shelter][Union][Displacement][Armor of Unfeeling][Boon of Creation][Optional][Optional][/build]

Optional slots
 * Slot 1:
 * or - Sadly the hero doesn't use these skills well
 * Slot 2:
 * - Raise Curses to 8. Increases Bone Fiend damage, and possibly the player damage aswell, depending on the player build
 * - When not already bringing it on the MM, raise Command to 8
 * - When not bringing the double shouts MM, drop Spawning Power to 9+3 and raise Command to 9
 * Spawning Power 10+3 Command 8 gives stronger spirits, at the cost of a second of )
 * - Disable and micro, raise Spawning Power to 12+3, Restoration to 3
 * Hex Removal
 * - Raise Spawning Power to 12+3. Low cooldown hex removal
 * - Raise Healing Prayers to 8. Hex Removal with a heal
 * - Raise Smiting Prayers to 8. Hex Removal with AoE damage

Equipment
 * Insignias: Full Radiant insignia or Blessed insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: Hale Spawning Power staff of Fortitude with "Aptitude not Attitude"

Main article
 * Soul Twisting Prot Hero

BiP Resto
[build prof=N/Rt BloodMagic=10+1+2 SoulReaping=8+2 RestorationMagic=12][Blood Is Power][Blood Bond][Optional][Signet of Lost Souls][Mend Body And Soul][Spirit Light][Protective Was Kaolai][Life][/build] Optional slots
 * Extra healing
 * Curses (9+1+3 Blood Magic, 5+1 Curses)
 * - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
 * - If not running (might be too much sacrifice on 1 hero, better on the other healer)
 * - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
 * - If not running (might be too much sacrifice on 1 hero, better on the other healer)

Equipment Main article
 * Insignias: Full Radiant insignia or Tormentor's insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: The hero will be holding the majority of the time, so weapons don't have that much effect. There are 2 options:
 * 40/40 Restoration Magic - Gives an extra chance at reduced cooldown of Restoration Magic spells
 * 40/20/20 Restoration Magic Staff - Gives 2 extra seconds on
 * Blood is Power Healer Hero

ESurge Mesmer 1
[build prof=Mesmer/Ritualist DominationMagic=12+1+3 FastCasting=11+2 InspirationMagic=6+1 RestorationMagic=2][Energy Surge][Mistrust][Cry of Frustration][Unnatural Signet][Shatter Hex][Spiritual Pain][Power Drain][Drain Enchantment][/build]

Alternative skills
 * Swap in, for difficult content (like DoA/UW/WoC HM). For other content, will provide faster clearing

Equipment
 * Insignias: Full Radiant insignia or Prodigy's Insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: 40/40 Domination Magic


 * Notes:
 * For more aggressive setups, you can use 2 superior runes: 12+1+3 Dom, 10+3 FC, 8+1 Inspiration. This is up to player preference.

Main article
 * Domination Magic Hero

ESurge Mesmer 2&3
[build prof=Mesmer/Ritualist DominationMagic=12+1+3 FastCasting=11+2 InspirationMagic=6+1 RestorationMagic=2][Energy Surge][Mistrust][Cry of Frustration][Unnatural Signet][Shatter Hex][Spiritual Pain][Power Drain][Flesh of my Flesh][/build]

Alternative skills
 * The amount of Resurrection skills is up to player preference. Replace it with the missing inspiration skill if you feel less is sufficient
 * 1x instead of, if the hero uses it well (which testing will point out)
 * In areas with a lot of (annoying) enchantments, a second copy of might be useful

Equipment
 * Insignias: Full Radiant insignia or Prodigy's Insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: 40/40 Domination Magic


 * Notes:
 * For more aggressive setups, you can use 2 superior runes: 12+1+3 Dom, 10+3 FC, 8+1 Inspiration. This is up to player preference.

Main article
 * Domination Magic Hero

Variant: Ineptitude Mesmer
[build prof=Mesmer/Rt IllusionMagic=12+1+3 FastCasting=11+2 InspirationMagic=6+1 RestorationMagic=2][Ineptitude][Wandering Eye][Signet of Clumsiness][Arcane Conundrum][Accumulated Pain][Drain Enchantment][Power Drain][Flesh of my Flesh][/build]

Equipment
 * Insignias: Full Radiant insignia
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: 40/40 Illusion Magic Magic
 * Notes:
 * For more aggressive setups, you can use 2 superior runes: 12+1+3 Illusion, 10+3 FC, 8+1 Inspiration. This is up to player preference.

Notes
 * Don't take this if you already have a elementalist in the team
 * Ineptitude mesmers deal lower damage than ESurge mesmers, but they provide protection against physical foes, mainly through Blind. If you feel like you're having trouble with physical foes, you can choose to play more safely (through flagging, pulling and bodyblocking), or you can choose to take an Ineptitude mesmer. You trade caster control (ESurge mesmer) for physical control (Ineptitude mesmer). Fortunately, this only requires change of the headpiece rune, and a different weaponset.

Main article
 * Illusion Magic Hero