User:Korineczek/AB ballanced

Easy mode is team orientated build for Aliance Battles purposes. It uses modified great Shattering Assault sin, along with boosts from SoH ritualist which is also providing basic healing, condition and hex removal, while dealing considerable damage. In AB most players go first PuG they find so they don't have good teambuilds and coordination. Still lot of times you cant find good players to acompany you so this build is designed basicly like duo build (Of rit and sin), but if you can find another friends and guildies they can play in this build too. In 2 man You are strong enough to survive whole battle without death (and cap most shrines). In 3 man, you can easily overhelm unpreapared players, and in 4 man you are incredibly powerfull, you can cap all the shrines and foes will be frightened. For experienced players, THIS=VICTORY.

2-man
-Support Rt -SA sin

3-man
-Support Rt -SA sin -Shock Axe

4-man
-Support Rt -SA sin -Shock Axe -Pshot Ranger, variant- WoH arena monk

Support Ritualist
Ritualst's main role is keeping team alive, removing hexes, conditions and support melee chars with Strength of Honor and Judge's Insight, making them deal bigger damage. Splinter weapon is used for shrine purposes or killing balled enemies. [build prof=ritualist/monk Channeling=11+1+3 Restoration=10+1 Smiting=10][Offering of Spirit][Splinter Weapon][Recovery][Spirit Light][Mend Body and Soul][Smite Hex][Judge's Insight][Strength of Honor][/build]

Equipment
40/40 staff, ench +20%, Survivor's insignias and best vigor rune.

Shattering Assault Sin
In 2-man main damage dealer, in 3/4 man also takes place as enchantment/stances remover. Use 4 second combo to deal with blocking stances (Whirling Defense) or enchantments (Guaridian) and other enchantments as well (Prot-Spirit). Boosted by SoH, JI, and SW can easily cap all shrines. In case of condition danger use sin's remedy, in case of heavy melee danger use critical defenses, When under heavy pressure use M-regen and keep critical eye up all the time. [build prof=assassin/dervish dagger=11+1+2 critical=11+1 earthp=8][golden fox strike][wild strike][shattering assault][optional][critical eye][critical defenses][assassin's remedy][mystic regeneration][/build]

Equipment
Zealous daggers of enchanting, combo of radiant / survivor's insignias and best vigor rune.

Optional
Golden Fang Strike when in 2-man for DW. Dash for cheap running skill.

Shock Axe Warrior
Used mostly in 3-man or 4-man, where takes place as main damage dealer and DW applier. Has one of the biggest DPS, Shock is used for kiting and interrupting along with Disrupting Chop and Bull's Strike. Is boosted by Ritualist. [build prof=warrior/any Axe=12+1+1 strength=12+1 air=3][eviscerate][executioner's strike][disrupting chop][bull's strike][shock][frenzy][Rush][optional][/build]

Equipment
Sundering Axe of Fortitude and -5/20% Shield Ebon Axe for getting around warrior psychical bonus. Survivor's insignias and best vigor rune.

Cripshot Ranger
Best snarer you can get, it cripples target so your melee chars can focus on it and execute it. Also can spread poison, as cover condition over DW/crippled. Got basic interruption skills to shut down casters a bit. Also offers great survivability. [build prof=R/Mo name="CripShot Ranger" mar=9+1 exp=12+1+1 wil=9+1 pro=3][Crippling shot][Distracting Shot][sloth hunter's shot][Apply Poison][Natural Stride][Mending Touch][Troll Unguent][Optional][/build]

Equipment
poison+33% Bow of Fortitude and combo of radiant and survivor's insignias.

Optional
Savage Shot for Sloth Hunter's Shot

Counters

 * Only real counter is being overhelmed (12 on 4) and being noob.