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This build was archived 09 August 2008, for the following reason:

This build had been designed for the following use:

This build was in the category Good before being archived.

The Dagger Spam Pressure team focuses on the unusual synergy between Vampiric Spirit and Dagger Spamming to generate an inordinately high amount of DPS.

The Team[]

2 Dagger Spammers

Vampiric Spirit Augury of Death Crippling Dagger Dancing Daggers Disrupting Dagger Blood Ritual Deadly Paradox Resurrection Signet

1 Anti-Melee Hex Spammer

Corrupt Enchantment Faintheartedness Parasitic Bond Glyph of Lesser Energy Price of Failure Reckless Haste Ward Against Melee Resurrection Signet

1 Shadow Arts ZB Monk

Zealous Benediction Reversal of Fortune Dismiss Condition Gift of Health Spirit Bond Signet of Devotion Return Deny Hexes

The Dagger Spammers[]

Gain 7 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
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Role In Team[]

The Dagger Spammers are the primary source of damage on the team. While they do not have the capability to spike, they each provide as much as 90 DPS making them incredibly potent sources of pressure. Importantly, standard Anti-Melee counters will not apply to Dagger Spammers, making them less susceptible to Blindbots, Hex Spammers, etc. Furthermore dagger damage isn't mitigated by PS/SB, and the damage from Vampiric Spirit is armor-ignoring and can potentially provide party-wide random damage which, depending on the Monk build the opposing team is running can be very hard to mitigate. Although less fragile than many assassin builds, the Dagger Spammers are wholly reliant on Blood Ritual which means that it is vital that Blood Ritual be maintained at all times. While this reliance is a potential weakness, if played correctly, it is usually not a problem.

Equipment[]

Usage[]

Counters[]

  • Energy Denial
  • Enchantment Removal
  • Interruption/Diversion

The Anti-Melee Hex Spammer[]

Gain 14 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
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Role in Team[]

The Anti-Melee Hexer essentially serves in a similar capacity to a Blindbot by utilizing powerful anti-melee hexes, and is also capable of removing key enchantments and causing additional pressure via degeneration. Additionally, he is equipped with Ward Against Melee for additional defense as the situation demands.

Equipment[]

Usage[]

Counters[]

  • Powerful Hex Removal
  • Pre-Veiling
  • Standard Anti-Caster Counters

The Shadow Arts ZB Monk[]

Your allies are healed for 32 Health whenever you cast Monk spells on them.
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Role in Team[]

Obviously, the Shadow Arts ZB Monk plays the role of the healer.

Equipment[]

  • Survivor/Blessed Insignias
  • Neg/defensive set, casting set, high set.
  • 8 shields with +30 HP; 7 with different armor mods (Fire, Lightning, Cold, Earth, Piercing, Slashing, Blunt) and extend Crip duration 33% (Sword) offhands.

Usage[]

  • Zealous Benediction acts as an energy efficient, but powerful heal.
  • Reversal of Fortune is your primary heal heal, use it to counter a spike, and/or as a general all purpose heal.
  • Dismiss Condition to remove conditions.
  • Use Spirit Bond to counter more powerful spikes.
  • Signet of Devotion acts as a free heal.
  • Deny Hexes to remove hexes.
  • Return should be used to escape from frontliners. It can also be used to snare opposing monks/midliners. Remember to coordinate the use of Return, through vent and to weapon swap when doing so to your 33% crip offhand.

Counters[]

  • Standard Anti-Caster Counters
  • Heal-overlap
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