User:Howe304/My Builds/Stub

[build name="Reaping Spiker" prof=Dervish/A ScytheMastery=12+1+1 Mysticism=12+1][Eremite's Attack][Mystic Sweep][Reapers Sweep][Heart of Fury][Rending Touch][Dash][Shadow Walk][resurrection signet][/build]


 * Variants:
 * / can be swapped for /. This costs more energy but gives a heal and stops enemies from pursuing.

Equipment

 * Armor: Runes to make attributes listed. Fill up the remaining space with insignias and Runes of preference
 * Weapon: A Zealous of Fortitude with "Strength of Honour” inscription.

Usage

 * Co-ordinate spikes with the other Dervish spiker & Ele.
 * Jump in & use the spike chain: Eremite's Attack -> Mystic Sweep -> Wounding Strike/Reaper's Sweep.
 * Use Heart of Fury as IAS (you can't cast enchantments while you have Shadow Walk on).
 * Jump out, rinse, repeat.

Icy Snare Warder

 * This is the support charachter, it is designed to protect the monk, itself (and the Dervish's) in between spikes while dealing fair damage.

Attributes and Skills
[build name="Chilling Spike Assist Ele" prof=ele/mo WaterMagic=12+1+1 EnergyStorage=8+1 ProtectionPrayers=3 EarthMagic= 10][Icy Shackles][optional][Blurred Vision][Ward Against Melee] [Draw Conditions][Glyph of Lesser Energy][Water Attunement][Resurrection Signet][/build]


 * Variants:
 * - if your team requires an emergency hard resurrect.
 * - for flag running.


 * Optional
 * - AoE Snare.
 * - AoE Snare.
 * - Snare
 * - AoE Snare

Equipment

 * Armour Full Survivor's Insignias. A rune of superior vigor, a minor water magic, a minor energy storage and minor air magic.
 * Weapons Sword/Axe Of Enchanting and Fortitude with +5 energy. A Focus of Fortitude. A HCT/HRT set for water hexes. +10 armour shields for each type of damage.

Usage

 * Use Water Attunement on yourself before starting the battle, and maintain on yourself regularly.
 * Use Icy shackles on enchanted foes, and melee-based foes threatening your team
 * Use Frozen Burst when there are a group of enemies, or on enemies attacking you, giving you the chance to kite away.
 * Use Blurred vision on attacking foes, preferably in groups for AoE Blind (adjacent)
 * Use Ward Against Melee to help your team block
 * Use Glyph of Lesser Energy if you are having energy problems. (If you are not having energy problems, replace it with Ice Spikes or Glowing Ice)
 * Use Draw Conditions to remove conditions on allies.
 * Use Resurrection Signet to Resurrect dead allies.
 * Assist in spikes by snaring the target.

WoH Monk

 * This is only suggested, any good monk will work fine eg:
 * Archive:Mo/W Balanced WoH

Attributes and Skills
[build prof=Mo/A heal=12+1+1 prot=10+1 divine=8+1 shad=2][WoH][Draw Conditions][Mending touch][Guardian][patient spirit][spirit bond][Holy veil][return][/build]

Equipment

 * Survivor Insignia
 * Negative energy/defensive set;
 * Crippling Spear(/sword) of Fortitude, with a +15% damage, -5 energy inscription ("Brawn over Brains")
 * 8 Shields, each with a different +10 armor bonus (Fire, Lightning, Cold, Earth, Slashing, Piercing, Blunt and one with reduce cripple inscription for Burning Isle/The Crag matches)
 * Casting/defensive set;
 * Crippling Spear(/sword) of Fortitude, with a +5 energy inscription ("I Have the Power!")
 * Same shields
 * Mid set;
 * 20/20 HCT/HRT Protection Prayers wand/offhand
 * High set;
 * +15e/-1 Wand/Offhand

Usage

 * Use Word of Healing as your primary healing skill. It becomes very useful on allies below 50% health.
 * Use Draw Conditions and Holy Veilto remove hexes and conditions as they come.
 * Pre-Veil if you see a dangerous player such as an Augury Spiker or Shadow Prison Assassin.
 * Use Spirit Bond to counter heavy-hitting foes.
 * Use Return to escape from meleers, or to snare a pesky kiter.
 * Use Patient Spirit as a secondary heal or when your WoH was interrupted.
 * Use Guardian on allies getting physically attacked.