User:Malokai92/Sandbox Builds/Team - 3 Hero Mooway

Set Up 1
The idea is that your SoS spirits will take the initial brunt of attack. After that, you'll shut down the melee so they don't whack your spirits to death. This gives you the time to take out the casters. An Illusion Mesmer has the highest DPS available with spamming Wandering eye and Clumsiness and we put that to use. Spiteful Spirit, Psychic Instability, Drain Enchantment, Accumulated Pain, and Painful Bond are primarily for this use. This relies on the player to finish off enemies. Fragility makes it nice to use YMLaD/FH, hence I'd probably push for an AP spiker for casters. Melee players will most likely run normal crap with "Save Yourselves!" to counter Invoke Lightning and pressure.

There is also the option to switch the N/P to Rt/P and use ST Rit spirit spammer with shouts. I'm not leaning towards SoGM since you aren't planning to train stuff to death with them. This also allows you to bring Shelter (disable it) for casters who can't rely on SY. We really want shouts since that's our main way to counter pressure since I'm choosing not to drain energy on PwK for streamlining and there aren't minions to soak up damage; in reality, it's all just an excuse to use FB to speed crap up.

The main goal is to take the build out and roll groups relying heavily on player damage to finish off foes while leaving plenty of flexibility for tougher mobs. Having just MBaS/Spirit light for spot heals can be troublesome, but in those cases, bringing Ether Feast of Drain Enchantment will counter pressure as long the necro can spam SoLS. Ghostmirror Light can fill the optional slot in that case as well.

SoS Rit
[build prof=rt/any chann=12+1+3 rest=12+1 spawn=3][signet of sp][bloods][painful bond][optional][spirit sip][mend bod][spirit l][blind was m][/build]

PI Illusion Mes
[build prof=me/rt ill=12+1+1 fast=9+1 ins=9+1 rest=2][psychic instability][wandering eye][clumsiness][accumulated pain][fragility][power drain][drain enchantment][flesh of my flesh][/build]

SS Command
[build prof=n/p curse=12+1+1 command=10 soul=8+1][spiteful spirit][enfeebling blood][optional][optional][signet of lo][never surrender][stand your][fall back][/build]

Set Up 2
We rely on the rush tactic associated with Ray of Judgment. Anything will die that stands in RoJ with some Deep Wound. An ST Rit will make sure we can't die in that time and that foes stay in RoJ with epic synergy from Binding Chains. With a RoJ Monk, we get nice support against pressure with Divine Healing/Heaven's Delight if we don't need stronger healer from RoD/Smiter's Boon. The other boon is we still get to spiritway ourselves so mobs are distracted before rushing in to spike them. Even if they hit too hard, we can bring Union/Displacement or Shield of Absorption for easier time pulling before spiking.

SoS Rit
[build prof=rt/any chann=12+1+3 rest=12+1 spawn=3][signet of sp][bloods][painful bond][optional][spirit sip][mend bod][spirit l][blind was m][/build]

Attributes and Skills
[build prof=mo/p smit=12+1+1 div=9+1 command=9][castigation signet][ray of judgment][reversal of damage][smite con][smite hex][smiter's boon][never surrender][fall back][/build]

Attributes and Skills
[build prof=rt/any commun=12+1+3 spawn=12+2 rest=3][soul twi][shelter][pain][disenchantment][shadowsong][binding chains][boon of creation][flesh of my][/build]