User:Pooky117/Pooky HB Builds

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Cappers

Spikers

ok so ill start off with my current HB build as of Pooky117 23:06, 25 February 2008 (EST)

HB SoJ Assassin
[build prof=A/mo deadly=12+1+2 smitin=12][Signet of Judgment][Dancing Daggers][Entangling Asp][Augury of Death][Signet of Toxic Shock][Iron Palm][Deadly Paradox][Recall][/build]

Equipment:
Equipment template: PkpRnWYTkiqIlyID7MlyI9EjoyIZVHlyIBrLlyIDLA
 * Cruel PvP Daggers of Fortitude ("I have the power!")
 * Cruel PvP Spear of Fortitude ("I have the power!") and Any shield of your preference.
 * Hale PvP Smiting Staff of Valor ("I am sorrow.")
 * Any kind of Smiting Staff of your choice (One comes with template)

Usage:
Ok so this is the player. This character is meant to stop enemy spikers from harming your team and also help spike enemies.
 * To spike, follow this procedure:
 * Move within half casting range.
 * If you have not shadow stepped to the enemy yet hit the target with your smiting staff or cast again.
 * If you have not shadow stepped to the enemy yet hit the target with your smiting staff or cast again.
 * If you have not shadow stepped to the enemy yet hit the target with your smiting staff or cast again.
 * If you have not shadow stepped to the enemy yet hit the target with your smiting staff or cast again.
 * If you have not shadow stepped to the enemy yet hit the target with your smiting staff or cast again.
 * If you have not shadow stepped to the enemy yet hit the target with your smiting staff or cast again.
 * If you have not shadow stepped to the enemy yet hit the target with your smiting staff or cast again.


 * If the target is not dead screw the spike you're sol, wait for energy to return and help protect your team by body blocking and providing minor support with and.

Notes:

 * When not spiking have your shield and spear out.
 * Equip your Hale PvP Smiting Staff of Valor when hexed with a degeneration spell.
 * Always start off the match with your daggers out. This serves two purposes. 1. To hide energy and 2. To fake the other team into thinking you're a melee opponent.
 * This build requires a little thing called energy management. If you're having major energy problems while playing this build well then obviously are not that good with e-management and should go back to your shadow prison assassin.

Variants:

 * Major Variant: Replace Signet of Judgment with or  this requires more thinking but pays off when you get the hang of it and are able to control more than one shrine with minimal difficulty.

HB Shadow Meld Capper
[build prof=D/A earthprayers=12+1+1 mysticism=12+1][Shadow Meld][Watchful Intervention][Mystic Regeneration][Shield of Force][Mirage Cloak][Imbue Health][Optional][Recall][/build]

Equipment:
Equipment template: Pk5RnOZjlsYGqiW9rAg7I90Ag7IBLBg7I5TBg7IDrBg7I3D

Usage:
This Character splits with the player and by using Shadow Meld and Recall can provide a means to quickly move between different shrines.
 * Depending on what the opposition has you might need to disable and micro it when you see fit.
 * Disable and micro it
 * Disable and micro it.
 * Everything else should be left to the hero to use.

Optionals:

 * is a common choice but can be easily changed to fit your style of play.

Notes:

 * Keep in mind that can be used on other team members.

HB Caretaker's Support
[build prof=Rt/N Curses=3 res=12+1+1 cha=12+1][Protective Was Kaolai][Rend Enchantments][Caretaker's Charge][Optional][Weapon of Shadow][Bloodsong][Optional][Optional][/build]

Equipment:
Equipment template: Pk5hUdyaUzQV0qfFAcHZYHAcHpnIAcF5pKAcFZYNAcFppA

Usage:
This Character splits with the monk and provides additional healing and spike assistance.
 * This character requires little to no microing.

Optionals:

 * The first optional should be either or.
 * The last two optionals are up to you. An example would be and.

Variants:

 * If you favor support over damage you can change the secondary to monk and redistribute your attributes as:
 * Restoration Magic = 11+1+1
 * Channeling Magic  = 12+1
 * Protection Prayers = 6
 * Add Aura of Stability and a hex removal skill of your choice.


 * Weapon of Shadow Can be switched with Resilient Weapon.

Notes:

 * Make sure this character is always carrying Protective Was Kaolai for as long as you can get him to.

HB Cop Healer
[build prof=Mo/me Domination=5 Healingprayers=12+1+1 Protectionprayers=4+1 Divinefavor=11+1][Watchful Healing][Patient Spirit][Contemplation of Purity][Word of Healing][Optional][Optional][Optional][Hex Breaker][/build]

Equipment:
Equipment template: Pk5RRXeYCTaEkJV9rAg7I90Ag7ILBBg7INRBgrIBrBgrIHB
 * This build requires a weapon of enchanting to work properly.
 * The armor insignias depend on how you play. If your monk is not in very many confrontations bring survivor insignias. If you tend to use your monk for long fights the radiant insignias are recommended.

Usage:
Yeah, I know what you're thinking "Pooky wtf have you been smoking?" To be honest this is my whackjob hero monk build I've been playing with in HB. It works well against enchant removal because a portion of its enchantments benefit from being removed.
 * Always micro the pre-prot (watchful healing) when your monk is on the move. This enables the monk to respond quickly with Contemplation of Purity against common spikes such as ones from the shadow prison assassin. This can counter a wide variety of spikes because when the monk uses Contemplation of Purity it removes a hex and a condition which can severely ruin an assassin's attack chain or a warrior's initial attack.
 * The monk should be fairly safe with the ritualist only requiring a little micro here and there.

Optionals:

 * You're going to need hex removal, condition removal and a skill of your choice preferably Guardian, Shield of Absorption, Shielding Hands, Spirit Bond or Protective Spirit. Try to stay with skills that have a around a 3/4 cast time to avoid being interrupted.

Variants:

 * Patient Spirit can be replaced by Reversal of Fortune.
 * The entire monk build can be replaced with another hero monk build of your choice.

General Usage/Common Tactics
This is a split build. The player and the dervish capper move around a great deal while the monk and ritualist are not as mobile but have more defense for capping shrines at a slow pace.

Basic Strategy #1: Basic Loop

 * Cast recall on the monk or ritualist.
 * Have the Shadow Meld Capper cast recall on you.
 * Split up into two groups going after two different shrines withing radar range of each other.
 * Capture the shrine and release recall on yourself.
 * Release recall on the SMC.
 * Repeat process.

Basic Strategy #2: Fake Out

 * Start a basic loop
 * Cast recall on the monk or ritualist.
 * Have the Shadow Meld Capper cast recall on you.
 * Split up into two groups going after two different shrines within radar range of each other.


 * When you reach the shrine you wish to capture have the SMC cast Shadow Meld on you.
 * If you or the SMC are near death or facing an opponent/s that you're not sure you'll be able to beat, release recall on yourself first and then the SMC. Let the enemy take the shrine.
 * After recalling to your teammates assist them if they are fighting.(This should give the enemy you were facing back at the shrine time to capture and move from that location.)
 * Its recommended that you spike down or interrupt anyone who has enchantment stripping skills in this confrontation as to avoid the SMC teleporting away from you.


 * Cast recall on the SMC.
 * Have the SMC cast recall on the monk or ritualist.
 * Release the Shadow Meld enchantment the SMC is maintaining.
 * Release Recall on yourself.
 * Once you have teleported to the shrine capture it and cast recall on the SMC.
 * Have the SMC release recall first and then release recall on yourself.
 * Continue loop as you normally would.