User:Bluemilkman/Builds To Work On/Team - Kindle Flame

{Untested-Trial|HB}}

This is a team build, designated to keep burning on the opposite team. Kindle arrows + Firey bow string, paired up with mark of rodgert will handle the burning allowing the elementalists to continue doing massive damage in the form of searing flames and meteror. Overall, this team can handle almost any builds, but may struggle against 2xR/P, Sin and Monk types, due to their high resistance to fire damage.

Attributes and Skills
[build prof=Ranger/any Marksmanship=12+1+3 Expertise=10+2 Wilderness_Survival=8+1][Kindle Arrows][Broad head Arrow][Serpent's Quickness] [Pin Down][Power Shot][Crossfire][Savage Shot][Throw Dirt][/build]

[build prof=Elementalist/Necromancer Fire_Magic=12+1+3 Energy_Storage=12+2 Curses=3][Meteor][Searing Flames][Meteor Shower] [Fire Storm][Liquid Flame][Glowing Gaze][Rend Enchantments][Fire Attunement][/build] [build prof=Elementalist/Any Fire_Magic=12+1+3 Energy_Storage=12+2][Meteor Shower] [Fire Storm][Meteor][Searing Flames][Liquid Flame][Glowing Gaze][Mark of Rodgort][Fire Attunement][/build] [build prof=Monk/Elementalist Protection=12+1+3 Divine_Favor=12+2][Zealous Benediction] [Reversal of Fortune][Reverse Hex][Dismiss Condition][Spirit Bond][Aegis][Shielding Hands][Glyph of Lesser Energy][/build]

Equipment

 * Armor Since this build requires heavy amounts of energy, make sure you apply radient insignas to the Chest and Legs, and other pieces respectivly. Make sure you have at least a Major vigor, but superior is prefered. Only take 1 superior rune 1 major rune and 1 minor rune if needed, otherwise bring runes of attunement.


 * Weapons Its a good idea to bring both a longbow and shortbow, swapping respectivly equipped with the 15^50, fiery bowstring and +30 hp mods. The ele's should bring a wand and offhand with a total of HSR + 40% and HCT + 40%, or as close as you can get, to provide fast cast's and recharges.

Usage
When the counter hits 5 seconds, Cast kindle arrows. Depending on where you feel more confortable capping, go there and cast fire attunement on your ele's. When approached by the enemy's, make sure you still have kindle arrows on you, if not recast it. Look for either a monk or a ritualist, if there is both, go for which either first, but make sure to call your target so your heros follow. Start by using Broadhead arrow, in order to daze the monk and make him eaisly interruptable. Now cast serphents quickness to recharge broadhead arrow faster. Then have your Ele's cast meteror, Searing Flames, Liquid Flame in that order. In most cases the monk will be dead now. You continue attacking, switching on and off with power shot and crossfire for extra damage, and make sure you have kindle arrows on you! Now, when faced with a runner use pindown to cripple them, then meteor to keep them down. Continue doing massive damage to them, and most likley they will not last long. If your attacking a monk, and notice them casting enchants like spirit bond or protective spirit, use rend enchantments and then nuke them, in order to get the most affect.

For the monk, start by observing the team you are fighting. If there are alot of melee or rangers, start by casting glyph of lesser energy, then aegis to help block the melee. Most of the times in Hero Battles people either go for one target, or use AoE. So, look for the target getting hit the most, cast spirit bond and reversal of fortune on them, and zealous benediction if they get below 50% health (for the energy bonus). Make sure to use dismiss conditions and Reverse Hex correctly, instead of casting them as soon as the hex or condition is applied, chances are there may be more soon. If you are getting hit, cast shielding hands, spirit bond and reversal of fortune on yourself. If they keep attacking use zealous benediction and try to keep conditions off of yourself. You are going to need to call targets, still.

Counters
Heavily Melee Based Teams are a counter of this team, mainly because the lack of armor. These can be overcomed by casting Aegis and using Throw dirt, But neither of those will last forever. It is best to cast AoE spells, and stand in them defensivly, mainly because the heros wont want to enter the AOE to attack you.

Mesmers can also be a counter, since there is only one monk. So, if your faced against a team with a mesmer or anti-caster, it is often worth while to spike the mesmer, and then go for the monk, because the monk will be trying to heal the mesmer.

Variants
As like any build, there are alwasy substitutions, one of the major one's in this team would be swapping out Kindle Arrows for Apply Poision. This gives the team a chance to apply more conditions, prooving stress for the opposing monk. It may also be a good idea to swap crossfire for throw dirt, considering the amount of META teams you will most likley face.

In order to add some extra healing, it is advised that the monk drop spirit bond or shielding hands and bring gift of health, which works great while it is the only healing spell being used.

As for the Elementalists, Flare and fire storm can be replaced by flame djinn's haste and another high damage skill. One of the elementalists can replace Searing flames with Savannahs Heat for some Massive AOE damage and pressure for the monks