User:SOJ/HA SOJ Balanced v2

WORK IN PROGRESS!

ES Hammerer
[build prof=W/P HammerMastery=12+1+1 strength=12+1][Earth Shaker][Crushing Blow][Hammer Bash][Bull's Strike][Flail][Enraging Charge][Song of Concentration][Resurrection Signet][/build]

Equipment

 * Full Survivors, with vitaes and a stonefist insignia
 * Vampiric Hammer of Fortitude
 * Ébon Hammer of Fortitude
 * Sundering Hammer of Fortitude
 * Furious Spear of Fortitude with a Shield of Fortitude (vs Fire, Piercing etc)

Usage

 * KD grouped up foes, try to do it in our AoE from the elementalist
 * Call spikes when you can
 * Use Song of Concentration on capping maps

Primal Axe
[build prof=Warrior/E AxeMastery=12+1+1 Strength=12+1][Dismember][Executioners Strike][Disrupting Chop][Bull's Strike][Shock][primal rage][Rush][Resurrection Signet][/build]

Equipment

 * Vampiric, Zealous and Ebon Axe of Fortitude with a Shield of Fortitude
 * A spear of Fortitude with a Shield of Fortitude and a Longbow of Fortitude(swap to spear after zaishen)
 * Full Survivors(one stonefist)
 * Rest of the Runes can be vitaes
 * Your health should be around 630-650

Usage

 * Pressure as much as you can, swap targets alot(when you do swap targets, call it, the elementalists follows your calls. Swapping targets allows the enemy prot monk to run out of energy, if you see that no enchantments are coming up on your target, and you nearly got it, keep on it)
 * Maintain Primal Rage, cancel it with Rush when you are getting under heavy pressure
 * Use Bull's Strike on kiting foes
 * Shock is used as a tactical skill, but if your not used to the build, use it mainly on spike targets and monks while making heavy pressure on them
 * See how to use the build at the bottom for more general info

Melandru Ranger
[build prof=R/E exp=11+1+2 mark=8+1 wild=8+1 earth=9][Melandrus Shot][Savage Shot][Distracting Shot][Apply Poison][Lightning Reflexes][Grasping Earth][Ward Against Foes][Resurrection Signet][/build]

Equipment

 * Poisonous Recurve Bow of Fortitude
 * Crippling Recurve Bow of Fortitude
 * Crippling Longbow of Fortitude
 * Defensive sets Spear of Fortitude and Shield of Fortitude (vs Fire, Piercing etc)
 * Full Survivors

Usage

 * Apply pressure on the enemy team by spreading out poison
 * Snare frontliners or called targets
 * To make sure that we do enough damage, follow the spike calls by using Melandrus Shot -> Savage Shot
 * DShot important things (such as resses, diversion, savannah heat etc)
 * Use Grasping Earth as an additional Snare
 * Use Ward Against Foes infront of the backline, allowing them to kite in there
 * Use Lightning Reflexes as a block or a fast poison spreader

SH Elementalist
[build prof=e/p Fire=12+1+1 Energy=8+1 command=10][Savannah Heat][Searing Heat][Teinai's Heat][Rodgort's Invocation][Fire Attunement][GoLE]["Make Haste!"][Resurrection Signet][/build]

Equipment

 * 40/40 fire set
 * A fire staff
 * +30 energy high set
 * Defensive set with -5e weapon (vs Fire, Piercing etc, use a Command Shield)
 * Full survivors

Usage

 * Maintain Fire Attunement
 * Use the Heat spells on grouped up foes
 * Use Glyph of Lesser Energy when you're low on energy
 * Use "Make Haste!" on relic runs or if someone calls for it
 * Use Rodgorts Invocation as a spike/pressure skill

MoM Elementalist
[build prof=e/p earth=8+1 energy=10+1+1 command=12][Lightning Orb][Lava Arrows][Blurred Vision][Deep Freeze][Ward of Stability][Ward Against Melee]["Fall Back!"][Master of Magic][/build]

Equipment

 * 40/40 energy storage set
 * 40/40 earth set
 * +30 energy high set
 * Defensive set with -5e weapon (vs Fire, Piercing etc, use the Command Shield)
 * Full survivors

Usage

 * Maintain Master of Magic
 * Spike with Lightning Orb, pressure with Lava Arrows
 * Use Blurred Vision on any martial enemies(especially Rangers)
 * Use Deep Freeze to snare(AoE Snare) the enemies in our AoE, follow the calls of the SH Elementalist with Deep Freeze
 * Use Ward of Stability infront of our backline, do the same with Ward Against Melee
 * Use Fall Back as a team speed boost
 * Your role is more defensive, but you still participate in spikes/general pressure

PD Mesmer
[build prof=Mesmer/Rt dom=12+1+1 insp=9+1 fast=9+1 resto=3][Psychic Distraction][Power Drain][Cry of Frustration][Diversion][Shame][Shatter Enchantment][optional][Flesh of My Flesh][/build]
 * Drain Enchantment
 * Inspired Enchantment
 * Revealed Enchantment

Equipment

 * Full Survivors(You may add some radiant or even full radiant if you really need the energy)
 * 40/40 Domination Set(Swap to this when using Diversion and Shame)
 * Defensive sets, spear of fortitude and a shield of fortitude(vs Fire, Piercing etc)
 * High energy set
 * A staff with 20/20

Usage

 * Psychic Distraction on important spells(both defensive and offensive ones) such as Savannah Heat etc
 * Shutdown Monks with Diversion and Shame
 * Shatter Enchantment on spikes or any other enchantment removal
 * Use Cry of Frustration to prevent enemy casting spikes
 * Use Power Drain for extra interrupts and energy management
 * Use Flesh of My Flesh for a fast hard res

LS Monk
[Build prof=Mo/Me Prot=12+1+1 divine=10+1 inspiration=8][Spirit Bond][Life Sheath][optional][Guardian][Shield of Absorption][Aura of Stability][Holy Veil][Channeling][/Build]
 * [[Power Drain@8]
 * [[Mantra of Flame@8]
 * [[Shielding Hands@14]
 * [[Aegis (PvP)@14]

Equipment

 * +5/-5 energy Spears of Fortitude with a Shield of Fortitude (vs Fire, Piercing etc)
 * 40/40 Protection Wand/Offhand set
 * 40/20/20% Protection Staff
 * High Energy set: wand/offhand both +15/-1 energy

Usage

 * Protect the infuser and try to Spirit Bond spikes
 * Use Channeling to gain energy, do this by "channel tanking" (Standing in the middle of enemies)
 * Use Aura Of Stability on the Ghostly Hero when he tries to capture a shrine to prevent him from getting knockdown, or cast it on the infuse monk when he is attacked by foes causing knockdown
 * Use Shield Of Absorption and Guardian on targets who are under heavy pressure or having melee foes kiting them etc
 * Use Life Sheath as a condition removal and as a Prot/Heal
 * Use Spirit Bond to catch spikes

HB Infuse
[build prof=monk/mes healing=12+1+1 divin=10+1 insp=8][infuse health][patient spirit][dwayna's kiss][Heal Party][optional][Cure Hex][healer's boon][channeling][/build]
 * [[Power Drain@8] for interrupts and energy management
 * [[Spotless Mind@14] for more hex removal

Equipment

 * Full Runes of Vitae and Survivor Insignias with a Superior Vigor, Minor healing prayers, and Minor Divine Favor
 * Template, PkZVIkEpnWZcEZYZTMF5IqDsEZYdNMFpJA
 * 40/40 Healing Set
 * Low energy Set
 * Spear and Shield of Fortitude (vs Fire, Piercing etc)
 * High Energy Set (+30 energy)

Usage

 * Maintain Healer's Boon
 * Patient Spirit and Dwayna's Kiss are your primary healing skills
 * Use Infuse Health to catch spikes or heal very low targets
 * Use Cure Hex to remove hexes from party members
 * Use Heal Party to pump up everybody
 * Use Channeling to gain energy, do this by "channel tanking" (Standing in the middle of enemies)

Frontliners

 * Call spikes all the time(when you can)
 * Outrun their prot monks by changing targets alot(i.e. if they get protted, change target immediately)

MB Elementalists

 * Follow the calls on spikes, spam your skills ALL the time, you should be able to do this with Mind Blast
 * For this build, you should ALWAYS have a target to chain your skills on
 * Use the Ritualist skills when needed

Unsteady Elementalist

 * Dont follow calls, do your own thing with their frontliners
 * Keep Weapon of Warding on the infuser

PD Mesmer

 * Shame on their infuser during spikes, Diversion can be used on both
 * Your role requires to be flexible, ask the Unsteady Elementalist to call your wished target for you so you can swap targets fast with Shame/Diversion
 * Call it out if you need a weapon spell on you

Backline

 * Protect and heal (obviously)
 * Kite through our ward to escape from their frontliners
 * Call it out if you need Weapon on Shadow on you

General

 * Call out if you have a devastating hex or condition on you, i.e. a hex that could destroy our whole playing style

First map: The Underworld

 * We basically have 3 options here, depending on the other team:
 * 1. Rush them from the right or left
 * Always rush them if they are a sway team(Spirit-way)
 * 2. Go up on the bridge(big advantage for us)
 * Dont go up on the bridge if they have more AoE than us, or if theres an elementalist spike
 * Do go up on the bridge vs Ranger spike(Monks hide under the bridges)
 * 3. Turtle them out
 * If you are doing this, try to push them to fight under the bridge(or close to it) by making the frontliners and eles push forward when they are under the bridge)
 * Always check the enemy build before the game start, this will give us time to prepare(only one person should do this so we dont give out our build too much)

Second map: Fetid River

 * A very open area, kite around alot and therefor easy to kite away from enemy AoE
 * Do not rush when facing spiking teams, it makes us an easy target
 * Do not rush off to the priest, DP them out, or make sure they have no monks, abit then go for the priest
 * Try to wait for the 2 minute resurrection interval, if the priest is alive, before finishing someone off. Although this is not necessary at all and is harder to use
 * Similiar to Underworld

Third map: Burial Mounds

 * The best thing to do is to rush them, this depends on the enemy team of course. This will give us:
 * Easier for our monks, and for us, to notice if they rush for our priest
 * It gives us more space to finish off their priest faster, and also pushing them into a more tighter area
 * Flag is not necessary, if they dont cap it, we dont need to either
 * DP them out as much as we can

Fourth map: Unholy Temples

 * This map is a Relic Run map
 * As we are balanced, do the following:
 * Chaining runs with 2 people
 * The LS Prot monk and the Unsteady Elementalist follow the runner, the Unsteady Ele should also snare!
 * The Infuse monk stays with the others in the middle, to make sure that our ghostly is alive
 * The rest of the team, just pressure as much as you can and try to get their runner
 * And finally one of the most important to make this work effecient: the PD Mesmer should just stay on the snarer all the time, and make sure he doesnt put up any snare at all