User:ZStepmother/Team - DoA

Work in progress
Team that is meant for clearing DoA. It's a variant of BiP Team, trading the Incoming MM for a N/Mo prot, which will help you get through Foundry (the only dangerous and difficult area in DoA).

Overview
=Hero Builds=

Soul Twisting
[build prof=rt/any com=12+1+3 spawning=10+3][soul twisting][shelter][union][displacement][armor of unfeeling][boon of creation][Optional][Optional][/build]

Optional slots
 * Slot 1:
 * or -  will help mitigate the upkeep cost of
 * Slot 2:
 * - Speeds up the run a lot, but needs intelligent usage. My prefered choice
 * - When playing melee, raise Smithing to 8
 * - When playing caster, raise Command to 8
 * - Disable and micro, raise Spawning Power to 12+3, Restoration to 3

Equipment
 * Insignias: Full Radiant insignia or Blessed insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: Hale Spawning Power staff of Fortitude with "Aptitude not Attitude"

Main article
 * Soul Twisting Prot Hero

BiP Resto
[build prof=N/Rt BloodMagic=9+1+3 SoulReaping=9+2 RestorationMagic=12][Blood Is Power][Blood Bond][Optional][Signet of Lost Souls][Mend Body And Soul][Spirit Light][Protective Was Kaolai][Life][/build]

Optional slots
 * Extra healing
 * - Seems to be superior when running Radiant insignias
 * - Seems to be superior when running armor insignias
 * Curses (9+1+3 Blood Magic, 5+1 Curses)
 * - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
 * - If not running (might be too much sacrifice on 1 hero, better on the other healer)

Equipment
 * Insignias: Full Radiant insignia or Tormentor's insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: The hero will be holding the majority of the time, so weapons don't have that much effect. There are 2 options:
 * 40/40 Restoration Magic - Gives an extra chance at reduced cooldown of Restoration Magic spells
 * 40/20/20 Restoration Magic Staff - Gives 2 extra seconds on

Main article
 * Blood is Power Healer Hero

Budget SoS
[build prof=N/Rt chann=12 resto=11 soul=6+3+1][signet of sp][Optional][ancestors' rage][signet of lost souls][mend body and soul][spirit light][protective was][Optional][/build]

Optional slots
 * Optional slot 1:
 * - For physical damage players
 * - For caster players
 * Curses (5+1+3 Soul Reaping, 4+1 Curses)
 * - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
 * Obviously only 1 copy
 * - Weakness gets more important when there is no blind
 * Extra healing
 * - Very energy efficient heal

Equipment
 * Insignias: Full Radiant insignia or Tormentor's insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: 40/40 Restoration set is optimal, though the hero will be holding PwK the majority of the time

Main article
 * Signet of Spirits Hero

N/Mo
[build prof=Necromancer/Monk DeathMagic=12+1+3 SoulReaping=8+1 Prot=10][Optional][Optional][Putrid Explosion][Putrid Bile][Signet of Lost Souls@12][Shield of Absorption][Spirit Bond][Protective Spirit][/build] Optional slots
 * Elite
 * - More damage, but doesn't have that big of an impact
 * - Improves bodyblocking capability, probably first choice
 * - Instant ress with full health & energy, probably second choice
 * - Improves bodyblocking capability


 * Other slot
 * - More damage on Putrids, but also adds a sacrifice to all spells, so maybe not worth it

Equipment
 * Insignias: Bloodstained insignia on head/gloves/boots, Radiant or Tormentor's insignia on rest
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: Adept Protection Prayers Staff of Enchanting with Aptitude not Attitude

Main article
 * Necromancer Prot Hero

3x ESurge Mesmers
[build prof=Mesmer/Ritualist DominationMagic=12+1+3 FastCasting=11+2 InspirationMagic=6+1 RestorationMagic=2][Energy Surge][Mistrust][Cry of Frustration][Unnatural Signet][Shatter Hex][Spiritual Pain][Optional][Optional][/build] Optional slots
 * 1x and  mesmer
 * 1x and  mesmer
 * 1x and  mesmer


 * Notes
 * Swap in on the mesmer with both inspiration skills, for difficult content (like DoA/UW/WoC HM). For other content,  will provide faster clearing
 * The amount of Resurrection skills is up to player preference. Replace it with the missing inspiration skill if you feel less is sufficient
 * 1x instead of  might be good for caster players, if the hero uses it well (which testing will point out)

Equipment
 * Insignias: Full Radiant insignia or Prodigy's Insignia
 * Currently it's not clear whether armor or energy is better, so it makes sense to list both options
 * Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
 * Weapons: 40/40 Domination Magic
 * Notes:
 * For more aggressive setups, you can use 2 superior runes: 12+1+3 Dom, 10+3 FC, 8+1 Inspiration. This is up to player preference.

Main article
 * Domination Magic Hero