User:Shai Meliamne/TA Build

This will be a build I'm planning to play with some friends in TA. It is supposed to have a hight degree of controll over the opponents movements while applying some heavy pressure. It should have the ability to spike as well.

Team Composition
/ / / /

"Standard" Eviscerate Warrior
[build prof=W/E Axe=12+1+3 Strength=8+1 Air=10] [Frenzy] [Eviscerate] [Executioner's Strike] [Agonizing Chop] [Bull's Strike] [Conjure Lightning] [Rush] [Resurrection Signet] [/build]
 * Any other Conjure
 * Shock instead of conjure

Equipment

 * Standard runes and probably Surviver Insignia and one stonefist insignia (Bull's Strike giving 3s KD's is nais)
 * Shocking Axe of Fortitude + Strength Shield of Fortitude

Usage

 * Rush after opponents, use Bull's Strike, rape stuff
 * Spike using 1, 2, 3, 4...careful not to use Frenzy while under attack...

Variants
Perhaps this may be changed into another hard-hitting melee, although I doubt there is anything better suited for this job...

"Coward!" Spear Warrior
[build prof=W/P Strength=11+1 Command=6 Spear=12] [Coward] [blazing spear] [Spear of Lightning] [Merciless Spear] [Disrupting Throw] [Flail] ["Make Haste!"] [Resurrection Signet] [/build]
 * Due to energy problems it may be nescessary to remove one or more of the energy skills on this bar
 * "Make Haste!" may not be very nescessary and may be removed along with the complete command line
 * Paragon Primary may deal slightly more damage, but currently I think this IAS is more reliable, this may be changed though

Equipment

 * Standard runes and probably Surviver Insignia and one stonefist insignia (3s KD's from "Coward!" is nais)
 * Probably Zealous Spear of Fortitude and Strength Shield of Fortitude

Usage

 * Lock on to their frontline or anything you would like to keep from moving. Charge adrenaline and spam "Coward!" as much as possible
 * Use "Make Haste!" on allies (mainly the monk) who need to run.
 * If you spike a half spike (that is this "para" together with the ranger) the spike should be 3, 4, 5. If the spike is a full spike (that is together with both the ranger and the warrior) the spike should be 2, 3, 5. Due to possible energy problems it may be possible that Spear of Lightning is going to be changed
 * Use other skills at appropriate moments to apply additional pressure

Variants

 * As said this could also be a Paragon primary.
 * The main idea is that this character will keep the opponents frontline in check, while also being able to apply enough pressure and deal a considerable ammount of damage during a spike. Therefore, other characters may fit this role as well...

Melandru Ranger
[build prof=R/Mo Expertise=12+1 Marksmanship=12+1+1 Protection=3] [Melandru's Shot] [Hunter's Shot] [Savage Shot] [Distracting Shot] [Read the Wind] [Mending Touch] [Purge Signet] [Resurrection Signet] [/build]
 * I'd wish to bring a skill like Lightning Reflexes as an IAS, but that's probably not possible

Equipment

 * Standard runes and probably Surviver Insignia
 * Vampiric Recurved Bow of Fortitude and probably some other bows for the appropriate situations

Usage

 * Hit moving opponents - especially those chasing a team member or those chased by your team members with Melandru's Shot.
 * Interrupt Stuff
 * Remove conditions and hex stacks
 * Spike with 1, 2, 3

Variants

 * A standard Expert Ranger may be a better choice; even without the cripple there should be enough movement controll. However, this will be kept for now...

"Standard" Monk
[build prof=Mo/W Divine=10+1 Healing=12+1+1 Protection=8+1] [Word of Healing] [Patient Spirit] [Vigorous Spirit] [Guardian] [Draw Conditions] [Spotless Mind] [Holy Veil] [Shield Bash] [/build]
 * Since you probably are under the effects of a shout Soldier's Defense may be used for defense.

Equipment

 * Standard runes and probably Surviver Insignia
 * I guess just a Spear/Shield combo for anti pressure...

Usage

 * Use Red-Bar-Goes-Up skills to heal
 * Use Red-Bar-Stays-Up skills to prot
 * Run for your life...

= The Build = The idea of this build is to have a hard-hitting frontline to pressure the opponent. In the meanwhile, their movement will be constrained because of both the ranger and the paragon. The ranger will interrupt some of the more important skills. When adrenaline is charged and kills are not possible using mere pressure - a spike may be organized. The result should be a build that applies some heavy pressure while mitigating the opponents pressure by movement controll and some interrupts. My problems with this build: I'm afraid this build lacks condition removal as well as hex removal. Without a place for a second caster the ranger has to take up the important role of some hex/condition removal. Personally I don't know how this will go, I'm afraid that there is just not enough removal to win. Perhaps somebody could help me with that or perhaps this build actually has enough removal already :)