Build:R/Rt QZ Ural's Support

R/Rt QZ Ural's Support focuses on maintaining "By Ural's Hammer!" on the party through the effects of Quickening Zephyr. This combo provides a powerful 33% damage increase, 50% recharge reduction and death penalty protection to the entire team. The increased energy demands imposed by QZ are offset by the full energy refill provided every time BuH revives. This build is best played with casters that don't need much, if any, prep time before combat.

Attributes and Skills
[build prof=Ranger/Ritualist Expertise=10+1+3 WildernessSurvival=8+3][Ebon Vanguard Assassin Support][Optional][Optional][Optional][Summon Spirits@6][Serpent's Quickness][Quickening Zephyr]["By Ural's Hammer!"@5][/build] Variants to [[Serpent's Quickness]: replace with one of the following options to maintain permanent QZ without relying on a morale boost or 16 WS Variants to [[Ebon Vanguard Assassin Support]: swap it out only if you have a martial player to aggro for you.
 * recharge your skills whenever needed. Allows for reliable recovery after mistakes or disruption, and you can double EVAS.
 * Bring another copy of (disable & micro) on a hero (don't bother investing anything more than spare points); casting QZ under the effects of QZ allows you to permanently maintain it.
 * potent regen and attack damage buff for the whole party.
 * for a combination of damage and effective defense via knockdowns.

Optionals:
Restoration Magic (12)
 * anti-interrupt; doesn't need much investment to be effective. Heroes will not cast [[Blood is Power] on you while you are holding the bundle.
 * maintainable party regen.
 * strong spot heal.
 * weaker spot heal, but will let you clear condition stacks with enough spirits.
 * it's highly recommended to bring a rez, but not necessary; attribute investment optional.

Channeling Magic (12) Expertise Wilderness Survival Beast Mastery
 * free spirits for passive damage and triggers for rit backline skills. Be careful when repositioning with [[Summon Spirits], as QZ will be dragged with them.
 * +1 spirit.
 * increase spirit DPS.
 * cast on EVAS for additional damage.
 * cast on EVAS for additional damage.
 * energy management; try to avoid draining the same spirit twice.
 * / : block against physical disruption. Both have similar overall uptime, pick the duration you need.
 * works better against balled melee foes than stances, assuming no condition removal.
 * & : use with [[Mantra of Frost] among the team.
 * to block opposing resurrection; BUH ignores this spirit.
 * If not taking any skills from other attributes, increase this attribute to 12+1+3 to be able to start maintaining permanent QZ using SQ from the start.
 * can be very effective at spiking human enemy groups due to your team's automatic synchronized deaths under BUH. Also fine for general clean-up of non-human groups.

Equipment

 * Radiant Insignia recommended, choice of +Armor can be used instead if not running energy-intensive optionals.
 * Headpiece with +1 Expertise
 * Superior Runes of Wilderness Survival, Expertise and Vigor
 * Two runes of Vitae or Attunement.
 * Replace one with a Minor Rune of Beast Mastery if using Edge of Extinction.
 * Staff with user's choice of mods.
 * Mods are not critical, +Armor will reduce enemy aggro on you and improve survivability best if targeted. Feel free to replace with +Energy mods if needed.
 * Longbow, Shortbow and Recurve bows of Defense with +5 Energy inscription/inherent mod if using Oath Shot.

Setting Up

 * All party members that need to be under BUH should die by running/flagging into the nearest pack of enemies. Heroes can simply be flagged back and forth to prevent much skill use and give melee mobs auto-crits.
 * Minion Masters and any melee relying on other buffs to function are not suitable BUH targets.
 * Healers can benefit from the Death Penalty protection and energy refill every 30 seconds. The initial 15% DP can be worked off quickly.
 * It is not recommended to place your protection hero (such as a Soul Twisting Prot Hero) under BUH; ST ritualists have significant setup time that can lead to delays in party protection which is needed if BUH lapses mid-fight.
 * For the same reasons, it is highly recommended to bring Soul Twisting Prot Hero and to disable & micro it in case the player needs a rez at the same time BUH lapses. This can save the party from a wipe.
 * Use Quickening Zephyr while under Serpent's Quickness.
 * Run in and revive your entire party with BUH.

General

 * Engage using EVAS to keep initial aggro off your team, reducing the risk that any of them will die before BUH ends.
 * As your party moves, use Summon Spirits to keep QZ with you. Avoid bringing it in range of enemies.
 * If using SQ, its recharge and that of QZ and BuH will line up so that you can maintain BUH indefinitely (but let BUH expire before reuse).
 * Once your party kills a boss, immediately use QZ while under the previous QZ. From now on you will be able to keep it up permanently.
 * If you set up perma QZ, just keep doing that, making sure not to miss your window or be engaged with foes that can disrupt you.
 * Use your other support as needed.
 * Flesh of My Flesh should only be used to rez when absolutely needed or for a party member that was not participating in the BUH chain.
 * You will need to disable & micro any rezzes on your heros so that they do not ruin a BUH chain. While less party rezzes are needed, its smart to keep at least two copies on the team (preferably 1 on a mesmer, and 1 on a Soul Twisting Prot Hero) so that you can quickly get rezzed if you should die; player death while using BUH with a hero team can quickly become a wipe if you are not careful. For this reason, it is better to stay back and play supportive role rather than an active DPS one.

Counters

 * Anti-summon skills: take advantage of spirit range to avoid losing your spirits to these
 * Anti-shout: [[Well of Silence] and [[Vocal Minority] in particular.
 * Not getting all dead party members with BuH will force you to either revive them with FoMF (losing the benefits) or go 30 seconds without them.