User:Ice Cold Elements/HA Conditions

= HA condition way =

A team focusing of pressuring the enemies with about 7-8 conditions, and Fevered Dreams on the mesmer as a key to make the build a lot more effective.

WORK IN PROGRESS!! Adding descriptions/equipment Adding correct usage on maps for this build

Wounding Strike assassin
[build prof=A/D Critical=12+1+1 Scythe=12][Wounding Strike][Crippling Sweep][Chilling Victory (PvP)][Assassin's Remedy][Dash][Critical Eye][Way of the Master][Resurrection Signet][/build]

IA Ranger
[build prof=R/E Wilderness=8+1 Expertise=11+1+2 Marksmanship=8+1 Earth=7][Savage Shot][Distracting Shot][Incendiary Arrows][Apply Poison][Natural Stride][Grasping Earth][Ward Against Foes][Resurrection Signet][/build]


 * Suggest a few optional skill(s) if you included an Optional slot in the skill bar.

Equipment

 * Full Survivors, a Rune of Superior Vigor, runes for the attributes shown above, rest of the runes can be Vitaes
 * Poisonous Recurve Bow of Fortitude
 * Poisonous Longbow of Fortitude
 * 40/40 Earth
 * A Spear of Fortitude with a Shield of Fortitude (+10 vs Fire, Piercing etc)

Usage

 * Maintain Apply Poison, spread poison on as many as possible
 * Interrupt resurrection skills and key damage skills like Savannah Heat and Lingering Curse
 * Natural Stride is your speed boost, as well as one of your defensive stances
 * Use Ward Against Foes in small areas, and in front of the backline, allowing them to kite in there
 * Use Grasping Earth as an additional snare

Blinding air spike elementalist
[build prof=E/P Air=12+1+1 Energy=10+1 Command=8][Blinding Surge][Shell Shock][Glyph of Lesser Energy][Lightning Bolt][Air Attunement]["Make Haste!"][Song of Concentration][Resurrection Signet][/build]

Equipment

 * Full Survivors, a Rune of Superior Vigor, runes for the attributes shown above, rest can be Vitaes
 * A Defensive Set with a Spear of Fortitude and a Shield of Fortitude (vs all armors, such as Fire, Piercing etc)
 * 40/40 Air Magic set
 * A high energy set (+30 energy / -2 energy regeneration)
 * A staff

Usage

 * Keep as many physical attackers as possible blinded (as in anyone dealing damage with weapons)
 * Use Make Haste on Relic Run maps, or when a backline/midline calls for it

Mind blast elementalist
[build prof=E/Rt Fire=12+1+1 Energy=10+1 Restoration=8][Immolate][Mind Blast][Rodgort's Invocation][Searing Heat][Meteor][Fire Attunement][Resilient Weapon][Flesh of My Flesh (PvP)][/build]

Equipment

 * Full Survivors, a Rune of Superior Vigor, runes for the attributes shown above, rest can be Vitaes
 * A Defensive Set with a Spear of Fortitude and a Shield of Fortitude (vs all armors, such as Fire, Piercing etc)
 * 40/40 Fire Magic set
 * A high energy set (+30 energy / -2 energy regeneration)
 * A staff

Usage

 * Maintain Fire Attunement
 * Use the Heat skills on balled up foes(not all at ones, try to chain them to decrease cool down)
 * Glyph of Lesser Energy is an additional energy management skill
 * Use Rodgort's as a spike/pressure skill
 * Use Flesh of My Flesh as a hard res, try to avoid using it on Monks(leaves them vurnable)

Illusion mesmer
[build prof=Me Illusion=12+1+1 Inspiration=12+1 Fast Casting=8][Fragility][Fevered Dreams][Shrinking Armor][Clumsiness][Mantra of Resolve][Signet of Humility][Leech Signet][Resurrection Signet][/build]

Equipment

 * Full Survivors, a Rune of Superior Vigor, runes for the attributes shown above, rest of the runes can be Vitaes
 * 40/40 Illusion Magic set
 * A Defensive Set with a Spear of Fortitude and a Shield of Fortitude (vs all armors, such as Fire, Piercing etc)

Usage

 * Fragility and Fevered Dreams should be used for spike
 * Use Signet of Humility to shutdown their prot monk allowing our build to work better or on other key skills for the enemy team

Tainting necromancer
[build prof=Necromancer/Ritualist Death=12+1+1 Soul=8+1 Restoration=10][Tainted Flesh][Rotting Flesh][Withering Aura][Well of the Profane][Weapon of Warding (PvP)][Protective Was Kaolai][Life][Death Pact Signet][/build]

Equipment

 * Full Survivors, except for a Bloodstained Insignia on feet or hand, a Rune of Superior Vigor, runes for the attributes shown above, rest can be Vitaes
 * A Defensive Set with a Spear of Fortitude and a Shield of Fortitude (vs all armors, such as Fire, Piercing etc)
 * 40/40 Death Magic set
 * A high energy set (+30 energy / -2 energy regeneration)
 * A staff

Usage

 * Keeps Withering Aura on the assassin
 * Keeps Tainted Flesh on all party members and the ghostly hero
 * Use Weapon of Warding on any midline/backline that calls for it, or maintain it on the infuser

LS Monk
[build prof=monk/mesme prot=12+1+1 divine=10+1 insp=8][Spirit Bond][Life Sheath][Guardian][Shield of Absorption][Aura of Stability][Aegis (PvP)][Holy Veil][Channeling][/Build]

Equipment

 * +5/-5 energy Spears of Fortitude with a Shield of Fortitude (vs Fire, Piercing etc)
 * 40/40 Protection Wand/Offhand set
 * 40/20/20% Protection Staff
 * High Energy set: wand/offhand both +15/-1 energy

Usage

 * Protect the infuser and try to Spirit Bond spikes
 * Use Channeling to gain energy, do this by "channel tanking" (Standing in the middle of enemies)
 * Use Aura Of Stability on the Ghostly Hero when he tries to capture a shrine to prevent him from getting knockdown, or cast it on the infuse monk when he is attacked by foes causing knockdown
 * Use Shield Of Absorption and Guardian on targets who are under heavy pressure or having melee foes kiting them etc
 * Use Life Sheath as a condition removal and as a Prot/Heal
 * Use Spirit Bond to catch spikes

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


 * [[Power Drain] for [[Spotless Mind]
 * [[Heal Party] for some other anti-pressure skill such as [[Signet of Rejuvenation]

Equipment

 * Full Runes of Vitae and Survivor Insignias with a Superior Vigor, Minor healing prayers, and Minor Divine Favor
 * Template, PkZVIkEpnWZcEZYZTMF5IqDsEZYdNMFpJA
 * 40/40 Healing Set
 * Low energy Set
 * Spear and Shield of Fortitude (vs Fire, Piercing etc)
 * High Energy Set (+30 energy)

Usage

 * Maintain Healer's Boon
 * Patient Spirit and Dwayna's Kiss are your primary healing skills
 * Use Infuse Health to catch spikes or heal very low targets
 * Use Cure Hex to remove hexes from party members
 * Use Heal Party to pump up everybody
 * Use Channeling to gain energy, do this by "channel tanking" (Standing in the middle of enemies)

Frontliners

 * Outrun their protect monks by changing targets a lot(i.e. if they get protected, change target immediately)

Backline

 * Protect and heal (obviously)
 * Kite through our ward to escape from their frontliners
 * Call it out if you need Weapon on Shadow on you

General

 * Call out if you have a devastating hex or condition on you, i.e. a hex that could destroy our whole playing style

First map: The Underworld

 * We basically have 3 options here, depending on the other team:
 * 1. Rush them from the right or left
 * Always rush them if they are a sway team(Spirit-way)
 * 2. Go up on the bridge(big advantage for us)
 * Don't go up on the bridge if they have more AoE than us, or if theres an elementalist spike
 * Do go up on the bridge vs Ranger spike(Monks hide under the bridges)
 * 3. Turtle them out
 * If you are doing this, try to push them to fight under the bridge(or close to it) by making the frontliners and eles push forward when they are under the bridge)
 * Always check the enemy build before the game start, this will give us time to prepare(only one person should do this so we dont give out our build too much)

Second map: Fetid River

 * A very open area, kite around a lot and therefor easy to kite away from enemy AoE
 * Do not rush when facing spiking teams, it makes us an easy target
 * Do not rush off to the priest, DP them out, or make sure they have no monks, abit then go for the priest
 * Try to wait for the 2 minute resurrection interval, if the priest is alive, before finishing someone off. Although this is not necessary at all and is harder to use
 * Similar to Underworld

Third map: Burial Mounds

 * The best thing to do is to rush them, this depends on the enemy team of course. This will give us:
 * Easier for our monks, and for us, to notice if they rush for our priest
 * It gives us more space to finish off their priest faster, and also pushing them into a more tighter area
 * Flag is not necessary, if they dont cap it, we dont need to either
 * DP them out as much as we can

Fourth map: Unholy Temples

 * This map is a Relic Run map
 * As we are balanced, do the following:
 * Chaining runs with 2 people
 * The Infuse monk stays with the others in the middle, to make sure that our ghostly is alive
 * The rest of the team, just pressure as much as you can and try to get their runner