User:Hercanic/Team:Nigh-Indestructible Prophecies Threesome/Two-Man Variant

=Two-Man Variant #1= Essentially the same usage, but with the Necro also acting as the Ranger. The main disadvantages are:
 * Half the energy income for the Monk, meaning smaller mobs are much more difficult to maintain (less than four and the Monk will run dry) and none for the Necro (will need to rely strictly on natural regen).
 * A 6 second downtime on Quickening Zephyr, resulting in significantly less margin for error on timing (avoid casting Spell Breaker or Shielding Hands during that time--recast early before QZ goes down if possible).
 * Greater energy demand on the Necro, who now needs to devote 30 energy to upkeep QZ.
 * Limited resurrection ability (don't die, run).
 * Vulnerability to signets, conditions, and degeneration.

[build prof=mo/me divine=12+3+1 prot=9+3 illusion=9][Blessed Signet][Sympathetic Visage][Shielding Hands][Protective Spirit][Spell Breaker][Balthazar's Spirit][Essence Bond][Blessed Aura][/build] [build prof=n/r curse=12+3+1 blood=3 wilderness=12 ][Distracting Shot][Serpent's Quickness][Quickening Zephyr][Awaken the Blood][Spiteful Spirit][Insidious Parasite][Blood Ritual][Resurrection Signet][/build]

=Two-Man Variant #2= The least desirable, but still an option. The main difficulty with a Ranger primary is the reduced energy and energy regeneration. [build prof=r/n wilderness=12+1+3 expert=3+3 curse=12 blood=0 beast=0][Distracting Shot][Serpent's Quickness][Quickening Zephyr][Awaken the Blood][Spiteful Spirit][Insidious Parasite][Primal Echoes][Resurrection Signet][/build]

=Team Navigation=
 * 1) Overview
 * 2) SB Monk
 * 3) SS Necro
 * 4) GC Ranger
 * 5) Two-Man Variant
 * 6) Guides