Archive:E/Mo Hybrid Flag Runner

This build is used in GvG to run flags, securing Morale Boosts, while also assisting the team with hex snares and heals.

Attributes and Skills
[build prof=eleme/monk energy=8+1 airmag=7+1 waterm=11+1+2 healin=9 protec=4][freezing gust][blinding flash][deep freeze][heal party][extinguish][healing breeze][ether prodigy][storm djinns haste][/build]

Equipment

 * Archmage's Armor
 * +5 energy or Halves Skill Recharge 10% sword of Enchanting or Spirit of the Forgotten and hsr 20% Health +30 water focus (weapon slot 1); +5 Energy sword of Enchanting +15/-1 energy Health +30 water offhand (slot 2) and a -5 energy or Halves Skill Recharge 10% sword and focus set to switch to in order to prevent damage from Ether prodigy. A Reduce Cripple 20% Health +30 shield is useful to reduce the duration of enemies that may try to snare you while flagging.
 * Empty armor slots can be filled with Runes of Vitae or a Rune of Restoration, depending on preference.

Usage

 * Your primary job is to run the flag. As such, do not get overly involved in the fighting unless you have superiority at flag stand.
 * Keep Storm Djinn's Haste up while running the flag.
 * Use Blinding Flash to protect yourself and your team from warriors, rangers, assassins and Dervishes.
 * Assist your team by snaring the opposing team with your water hexes and remove conditions with Extinguish, as well as take pressure off your team's monks with Heal Party spamming.
 * Use Ether Prodigy while assisting the team with heals or snares to regain energy.

Counters

 * Snares make flag running a lot harder. Be sure your monks are aware of you when you get into the enemies range while running the flag.
 * Neither Healing Breeze nor Heal Party are great self-heals and relatively easy to interrupt. This build is not meant to go one-on-one with other characters. If getting attacked while running the flag, try to blind the attacker and run away.

Variants

 * Drop one of the snares for a condition removal skill such as Mending Touch.
 * Drop Freezing Gust for Gale. This way you won't have to spread your attributes into Water Magic, as Deep Freeze's duration is not effected by your attributes.