User:SylvXIII/Builds/TA Favorite

Preface
Team Arena setup made to be a counter to the 1 PR, 1 MB, 1 CE, 1 Woh typical balanced setup. The build was a work in progress and the last thing I remember is getting a streak of 35 with it and then TA got deleted. I'd run this with a couple of specific buds in TA. Like most of the team builds I write about, I don't remember the exact bars of all the characters.

Build Concept
Pretty self-explanatory: we make usage of the three biggest shutdown conditions in Guild Wars (Blind, Dazed, Crippled) to train down the enemy Foul Feast Necromancer to Death and to prevent physical damage. When a FF necro is not present, then we train the enemy Monk with daze and KDs. We keep the enemy Warrior(s) and Ranger blinded 24/7 so they really can't do much. Against a balanced team, the Necromancer is trained by the Hammer Warrior and since he should be dazed and crippled mid-game, Protector's Strike and Rush were favored over Enraging Charge and Bull's Strike also because knockdowns don't do any additional damage. Sometimes, we daze the nec, keep the hammer War on him and then daze the Monk and keep the Stunner on him. Death's Charge is mainly used to prevent the enemy Necromancer to send us back the Dazed by using Return to get away from the Hammer War when he gets it off. Wild Throw is typically used to strip Balanced Stance and Bonetti's Defense. The EDA Derv has the bitch role of Blinding the enemy Warrior and Ranger constantly. The healer, considering damage should not get to us against a balanced team, favors Empathic Removal over Word of Healing to keep the party clean from random Poison and hexes, especially Faintheartedness spam. Against different team setups dealing damage by the means of spells, we shut down one of their caster asap. Historical Build, EDA was nerfed to melee-ranged attacks recently.

Attributes

 * 14 Hammer Mastery (12+1+1)
 * 13 Strength (12+1)
 * 3 Shadow Arts

Variants

 * instead of Death's Charge when massive blind is around (another EDA for instance).
 * is something we considered to counter the R/N with Rend Enchantments although never tested because TA got deleted. In all honesty I doubt it would have worked effectively (10 energy, easily ruptable and most likely un-fakecastable for energy purpose) although the idea was pretty good.

Equipment

 * Full Sentinel with Stonefist on Gloves.
 * Sundering Hammer of Fortitude
 * Ebon Hammer of Fortitude
 * Furious Spear of Fortitude + Shield of Fortitude (versus whatever)
 * Staff (for Death's Charge)

Usage

 * Hammer Chain is Dev>Flail>Crushing>Prot Strike>small Qstep>Hammer Bash>normal hit (or is it 2?)>Prot Strike
 * Training a target under Rush with Protector's Strike deals ridiculously high damage (+36 damage + Critical Hit, spammable every 3 seconds)

Attributes

 * 14 Strength (12+1+1)
 * 12 Spear Mastery

Variants

 * for Shield Bash
 * We really haven't faced many originals setups with this, therefore we haven't come up with many variants to counter specific builds.

Equipment

 * Full Sentinels
 * Furious Spear of Fortitude
 * Silencing Spear of Fortitude
 * Many Shields

Usage

 * Barbed>Maiming>Stunning to Destroy a Foul Feast Necromancer
 * Flail as a Typical IAS
 * Wild Throw to strip Defensive Stances (Balanced Stance, etc)
 * Shield Bash to avoid being backlined
 * Enraging Charge to Build up Stunning Strike fairly quickly.

Attributes
In all honesty I don't remember.

Equipment

 * Ebon Spear of Fortitude
 * Staff for enchantments

Usage

 * Blind what needs to be blinded.

Attributes

 * I never played that bar so I really don't know

Variants

 * works too, less better for condition/hex control

Equipment

 * Typical Monk Stuff

Usage

 * Self-explanatory