User:Gabe/2v2 Holy Sniper

This build uses a ranger and a monk to effectively take down any team formation in a 2v2 tournament. (This build is designed for an upcoming tournament of my guild's. I won't be submitting this of course but input is still highly appreciated.)

Attributes and Skills
[build prof=r/mo exp=12+1+1 mark=9+1 wild=9+1 prot=3][Burning Arrow][Distracting Shot][Savage Shot][Apply Poison][Mending Touch][Troll Unguent][Natural Stride][Pin Down][/build]

Equipment

 * Fiery Hornbow or Flatbow
 * Superior vigor and meta runes
 * Use elemental insignias if you know or think your opponents might bring elemental damage.

Usage

 * Use your intterupts to intterupt any sort of self-healing or damaging spell.
 * Use Burning Arrow as your main source of damage.
 * Use troll unguent as a self heal
 * Use mending touch to removal harmful conditions from yourself and the monk.
 * Use pin down on enemies approaching you, this way you can hit them before they can hit you. Excluding ranged damage.
 * Use apply to spread poison pressure

Variants

 * If no melee is coming, drop throw dirt for a more useful skill. Antidote signet is a good choice.
 * You can bring just about any ranger build, but this one is designed to cooperate with the monk at high efficiency.

Attributes and Skills
[build prof=Monk/Necromancer Smiting=12+1+1 Divine=12+1 Protection=3][Signet of Judgment][Reversal of Damage][Judge's Intervention][Smite Hex][Draw Conditions][Scourge Healing][Rend Enchantments][Smiter's Boon][/build]

Equipment

 * High Energy Set
 * Defensive Set
 * Radiant or Survivor runes
 * Standard Meta

Usage

 * Use reversal of damage and judge's intervention as your main healing source and as a small damage output.
 * Use Smiter's Boon to augment healing. Maintain as much as possible.
 * Use draw conditions on the ranger to remove blind and weakness.
 * Use Rend Enchantments to remove potentially healing or defensive enchantments. Also it remove the energy management from elementalists.
 * Use Scourge healing if there is a monk or if you suspect a very healing build. Use in conjunction with rend enchantment to deal large damage to enchantment-heavy devishes.
 * Use Signet of Judgement to KD and temporarily disable the opponent.
 * It is your job to support the ranger and act as a utility character, so act as such.

Variants

 * Use draw conditions if facing Elementalists and Mesmers especially to remove their blinding conditions.
 * Bring heavy hex removal for Mesmers and Necromancers. Consider changing your elite to accomodate this.
 * If facing a low-healing team (Warrior, Ranger, Paragon, etc.) do not bother with scourge healing, consider bringing another offensive skill. Plauge sending is a good choice with draw conditions.
 * You can alter the direction of the build by taking out of smiting and divine favor for healing and protection. This is favored if you feel comfortable with higher defence. However, your main goal is to augment the ranger. Make sure and keep S&H on your bar.