User:Krschkr/Rüdiway

Rüdiway renders all party members immune to damage. Requires mercenary heroes.

How the team works
Damage mitigation
 * This team is based on a Ritual Lord Prot. All party members have 105 health points (153 with 10% morale boost); [[Shelter@20] caps damage at 10% of a character's maximum health and [[Union@20] afterwards reduces the damage by 15. As a result, all incoming damage is reduced to 0.
 * Midline shutdown thins out incoming damage packets, preventing a spirit overcharge.

Healing
 * Due to how few health points party members have very small amounts of healing suffice to endure common amounts of degeneration and health drain.
 * Effects bypassing shelter are neutralized by passive healing skills:
 * 10 health points per second (equals 5 pips of regeneration).
 * 6 health points per second by applying 3 pips of regeneration, although usually only on the BiP healer.
 * 10 health points per second (equals 5 pips of regeneration) while moving. Heroes use this skill in combat and benefit from it while kiting.
 * Backup healing skills – only brought if rejuvenation is expected to be insufficient:
 * 6 health points per second by applying 3 pips of regeneration.
 * on-demand single target heal and condition removal.
 * automatic party heal.
 * party heal on demand.

Counters

 * Excessive amount of damage packets, i.e. when multiple dervishes like dementia titans stand inbetween your heroes while using flash enchantments.
 * Allies are affected by the communing spirits and will increase the pressure on them.
 * Health ravaging effects which bypass shelter:
 * Health drain. Only dangerous if too frequent, such as from restless dead, or too strong, such as by twisting jaws. [[Union@20] reduces it by 15.
 * Health loss. Only caused by skeletons of Dhuum.
 * Health degeneration above 5 pips will effectively cause a character to lose health, making it advisable to bring some backup healing on the necromancer hero.

Notes and variants

 * You can replace the mesmers with a different source of damage, but you should pick heroes which also provide shutdown. No minion masters.
 * Replace here.
 * Use the restoration magic necromancer and [[Breath of the Great Dwarf] when more healing than rejuvenation is required.
 * [[Shared Burden@16] over one instance of [[Ineptitude@16] when facing primarily casters.

Player build
Main article: Ritual Lord Prot

Standard
[build prof=Ritualist/any Communing=12+1+3 SpawningPower=9+3 RestorationMagic=7+3 ChannelingMagic=6+3][Ritual Lord][Shelter@20][Union@20][Displacement@20][Rejuvenation@14][Armor of Unfeeling][Summon Spirits][Spirit Boon Strike][/build]
 * Use [[Shelter@20], [[Union@20] and [[Displacement@20] under the effect of [[Ritual Lord@15], followed by [[Armor of Unfeeling@16].
 * Shelter must be used before union to reduce incoming damage to 0.
 * [[Rejuvenation@15] does not benefit from armor of unfeeling.
 * Create a spirit of rejuvenation.
 * Heal the spirits when needed with [[Summon Spirits] and [[Spirit Boon Strike@9].
 * Use the minion control panel (standard key: Y) to observe your spirits' health more easily.

Hero builds
[build prof=Mesmer/Paragon FastCasting=10+3 DominationMagic=12+1+3 InspirationMagic=4+3 Command=7][Panic][Spiritual Pain][Unnatural Signet][Mistrust][Cry of Frustration][Power Drain]["Never Surrender!"]["Fall Back!"][/build] [build prof=Mesmer/Paragon FastCasting=10+3 DominationMagic=12+1+3 InspirationMagic=4+3 Command=7][Energy Surge][Spiritual Pain][Unnatural Signet][Mistrust][Cry of Frustration][Power Drain][Shatter Hex]["Fall Back!"][/build] [build prof=Mesmer/Paragon FastCasting=10+3 DominationMagic=12+1+3 InspirationMagic=4+3 Command=7][Energy Surge][Spiritual Pain][Unnatural Signet][Mistrust][Cry of Frustration][Power Drain][Shatter Hex]["Fall Back!"][/build] [build prof=Mesmer/any FastCasting=12+1+3 DominationMagic=12+3 IllusionMagic=3+3][Keystone Signet][Signet of Clumsiness][Unnatural Signet][Mistrust][Cry of Frustration][Signet of Disruption][Shatter Hex][Signet of Distraction][/build] [build prof=Mesmer/any FastCasting=10+3 DominationMagic=6+3 InspirationMagic=6+3 IllusionMagic=12+1+3][Ineptitude][Signet of Clumsiness][Wandering Eye][Accumulated Pain][Cry of Frustration][Power Drain][Arcane Conundrum][Frustration][/build] [build prof=Mesmer/Ritualist FastCasting=10+3 DominationMagic=6+3 InspirationMagic=6+3 IllusionMagic=12+1+3][Ineptitude][Signet of Clumsiness][Wandering Eye][Accumulated Pain][Cry of Frustration][Power Drain][Arcane Conundrum][Flesh of My Flesh][/build] [build prof=Necromancer BloodMagic=10+3 DeathMagic=12+1+3 SoulReaping=8+3][Blood is Power][Strip Enchantment][Signet of Lost Souls@13][Blood Renewal][Putrid Bile@18][Putrid Explosion@18][Well of Suffering@18][Masochism@13][/build]

Equipment

 * Armor
 * 5 superior attribute runes. Make sure that all used attributes are covered.
 * 5 radiant insignias.


 * Weaponry
 * Player:
 * Insightful spawning power or communing staff of enchanting with "Hale and Hearty".
 * Adept channeling magic staff of mastery with "Aptitude not Attitude" if using [[Spirit Boon Strike@9].
 * High energy set channeling magic if using spirit boon strike. Else communing or spawning power.
 * Mesmers: Adept staff of mastery with "Aptitude, not Attitude" of their damage attribute.
 * BiP: 40/20/20 death magic (standard build) or restoration magic (anti counter variant).

Videos
Examples of using this team in both variants and applying the team's survival strategy in all common party sizes.