User:Imbue/Build:Team - IntenseWay

This build is a balanced type of build to pressure your enemies and it also has decent defense.

Team Composition

 * /Any Earth Shaker


 * / Dark Apostasy Assassin


 * / Wounding Strike Dervish


 * /Any Snaring Grounds Elementalist


 * / Destructive Was Glaive Ritualist


 * / Curses Support


 * / SoD Monk


 * / HB Infuse Monk

Earth Shaker
[build prof=Warrior/Any Hammer=12+1+1 Strength=12+1][Earth Shaker][Flail][Crushing Blow][Mighty Blow][Bull's Strike]["For Great Justice!"][Rush][Resurrection Signet][/build]

Equipment

 * Survivor's Insignias with one Stonefist Insignia.
 * Sundering Hammer of Fortitude.
 * Furious Hammer of Fortitude.
 * Shocking Hammer of Fortitude.

Usage

 * Gain adrenaline quickly with the help of.
 * Use to knockdown a group of enemies.
 * Use after Earth Shaker to inflict a deep wound.
 * Use for some high damage.
 * When foes are moving, use to knock them down.
 * Use as an IAS.
 * Use to cancel flail whenever necessary.

Variants

 * instead of.

Dark Apostasy Assassin
[build prof=Assassin/Dervish Scythe=12 Critical=12+1+1][Dark Apostasy][Wearying Strike][Eremite's Attack][Mystic Sweep][Assassin's Remedy][Way of the Master][Critical Eye][Resurrection Signet][/build]

Equipment

 * Armour: "of Attunement" Insignias
 * Armour: Survivor Insignias


 * Weapon 1: Cold Scythe of Fortitude (+15% while enchanted)
 * Weapon 2: Vampiric Scythe of Fortitude (+15% while enchanted)
 * Weapon 3: Zealous Scythe of Fortitude (+15% while enchanted)
 * Weapon 4: Any +20% Enchantment Duration weapon

Usage

 * Have all the enchantments and maintained at all times.
 * Use ->  ->   for a spike.

Wounding Strike Dervish
[build prof=Dervish/Elementalist Scythe=11+1+1 Mysticism=10+1 Wind=8+1 Water=6][Wounding Strike][Mystic Sweep][Chilling Victory][Signet of Mystic Speed][Attacker's Insight][Heart of Fury][Conjure Frost][Resurrection Signet][/build]

Usage

 * Use to inflict Bleeding Deep Wound.
 * Deal some high damage with.
 * Use for some quick damage.
 * Use as an energy management skill.
 * Maintain on yourself.
 * Spam as an IMS.
 * Use as an IAS.
 * Resurrect dead team mates as necessary with.

Snaring Grounds Elemenentalist
[build prof=Elementalist/Any Fire=11+1+1 Water=9+1 Earth=9+1 Energy=6+1][Icy Shackles][Breath of Fire][Searing Heat][Teinai's Heat][Grasping Earth][Ward Against Foes][Glyph of Lesser Energy][Resurrection Signet][/build]

Usage

 * Use as a far-range snare.
 * Use, , and to cause pressure on a group of enemies. It may be a good idea to snare someone with  before placing the AoE spells, so as to make sure he suffers all the damage.
 * Snare a group of enemies with.
 * Place in a good location as a snare.
 * Use as an energy management.
 * Resurrect dead team mates as necessary with.

Destructive Was Glaive Ritualist
[build prof=Ritualist/Paragon Channeling=12+1+1 Restoration=7+1 Spawning=4 Command=10][Destructive Was Glaive][Ancestors' Rage][Splinter Weapon][Weapon of Warding][Warmonger's Weapon]["Make Haste!"][Song of Concentration][Death Pact Signet][/build]

Equipment

 * Survivor's Insignia on head, arms, and feet.
 * Radiant Insignias on chest and legs
 * Standard shield swaps
 * High Energy set
 * 40/40 Earth set for snaring

Usage

 * Maintain on the frontliners at all times.
 * Hold Ashes at all times. Make sure you manually drop the ashes,  as if they drop from time expiration they will not trigger damage.
 * During a spike, cast on your frontliner, then drop your ashes. The Armor Penetration bonus feature of  makes  inflict more damage.
 * Use on allies taking heavy physical damage. When it's King of the Hill, keep it on the Ghostly Hero at all times!
 * Use on one of your frontliners.
 * Use on Relic Runs or when your backline needs to kite.
 * Use when it's King of the Hill and your Ghostly Hero is continuously interrupted.
 * Use on dead allies.

Counters

 * Anti-Cast.
 * Interrupt.

Curses Support
[build prof=Mesmer/Necromancer Curses=12 Fast=11+1+1 Inspiration=6+1][Weaken Knees][Defile Defenses][Barbs][Cry of Frustration][Mirror of Disenchantment][Foul Feast][Plague Sending][Channeling][/build]

Usage

 * Use on the target that your frontliners call.
 * Use to punish foes that are blocking your frontliners.
 * to increase the DPS outputted by your allies.
 * is your energy management.
 * as necessary for an AoE interrupt.
 * to remove, or even on monks.
 * Collect conditions from allies with, then send it back to the enemies with.

SoD Monk
[build prof=Monk/Mesmer Protection=12+1+1 Divine=9+1 Healing=8+1 Inspiration=5][Shield of Deflection][Reversal of Fortune][Gift of Health][Spirit Bond][Shield of Absorption][Holy Veil][Aura of Stability][Channeling][/build]

Equipment

 * Sword/Axe/Spear of Fortitude with "Brawn Over Brains" inscription, Shield with +30 Health (and varying defense mod)
 * Sword/Axe/Spear of Fortitude with "I Have the Power" inscription, same shield
 * Prot Wand with 20% HSR, +5e^50; Prot offhand with 20% HSR, +30 HP core
 * High Energy set: wand/offhand both +15/-1 energy.

Usage

 * Remove hexes from your team mates with.
 * Try to spikes.
 * Use to gain energy, do this by "channel tanking" (Standing in the middle of enemies).
 * Try to maintain on the HB Infuser.

Counters

 * Standard anti-caster counters,, etc.

Variants

 * over

HB Infuse Monk
[build prof=Monk/Mesmer Healing=12+1+1 Divine=10+1 Inspiration=8][Healer's Boon][Infuse Health][Patient Spirit][Dwayna's Kiss][Heal Party][Spotless Mind][Cure Hex][Channeling][/build]

Equipment

 * Full Runes of Vitae and Survivor Insignias with a Superior Vigor, Minor healing prayers, and Minor Divine Favor.
 * Template, PkZVIkEpnWZcEZYZTMF5IqDsEZYdNMFpJA
 * 1st set: 40/40 Healing Set.
 * 2nd set: Low energy Set
 * 3rd set: Martial Weapon & Shield (shields modded for an assortment of different spikes).
 * 4th set: High Energy Set (+30 energy)

Usage

 * Maintain at ALL times.
 * and are your primary healing skills.
 * Use to catch spikes or heal very low targets.
 * Use for a powerful party-wide heal. This must be used sparingly though, for its high energy cost will quickly drain your energy pool.
 * Use and  to remove hexes from party members.
 * Use to gain energy, do this by "channel tanking" (Standing in the middle of enemies).

Counters

 * Enchant removal can be a minor problem, but this is not a significant issue as channeling can be used as a cover and only has a 10 second recharge timer.
 * Standard caster counters,, etc.