User:The Sins We Die By/My Building Area/Triple Team
- Team 1 - Dervish, Ritualist, Dervish (Offense)
Dervish Skills - Wounding Strike, Chilling Victory, Watchful Intervention, Heart of Fury, Pious Restoration, Imbue Health, Enchanted Haste, Rez Sig
- Dervish Atts - Scythe 12+1+1, Wind 8+1, Mysticism 10
Ritualist Skills - Weapon of Remedy, Pure Was Li Ming, Protective Was Kaolai, Soothing Memories, Spirit Light, Flesh of My Flesh, Sundering Weapon, Natural Stride
- Ritualist Atts - Restoration Magic 12+1+1, Communing 3, Wilderness Survival 12
Dervish Skills - Reaper's Sweep, Radiant Scythe, Holy Veil, Heart of Fury, Meditation, Imbue Health, Enchanted Haste, Rez Sig
- Dervish Atts - Scythe 12+1+1, Wind 3+1, Mysticism 12
Tactics
- Watchful Intervention Party with +20% enchant duration
- Holy Veil combine with Pious Restoration and Meditation for extra bonuses before there removal.
- Protective Was Kaolai with Soothing Memories for energy and After Spirit Light to cover sacrifice
- Spike
- Wounding Strike + Chilling Victory = 47 (aaa-average auto attack) + 47 (aaa) + 56(cv)
- Radiant Scythe (at 15 energy) + Reaper's Sweep = 47 (aaa) + 30(rs) + 47 (aaa) + 38(rs)
- Sundering Weapon (with scythe) = +10% damage to auto attack (with scythe aaa would then be 52)
- Total = Bleeding, Deep Wound, and Cracked Armor + 322 damage (+ 20 vampiric damage)
- Team 2 - Ranger, Necromancer, Monk (Diverters)
Ranger Skills - Crippling Shot, Distracting Shot, Savage Shot, Sloth Hunter's Shot, Apply Poison, Troll Unguent, Natural Stride, Rez Sig
- Ranger Atts - Marksmanship 11+1, Wilderness Survival 8, Expertise 11+1+1
Necromancer Skills - Plague Signet, Foul Feast, Rotting Flesh, Defile Defenses, Rend Enchantments, Meekness, Dash, Rez Sig
- Necromancer Atts - Curses 11+1, Death Magic 6, Soul Reaping 12+1+1
Monk Skills - Word of Healing, Patient Spirit, Dismiss Condition, Guardian, Protective Spirit, Holy Veil, Return, Dash
- Monk Atts - Healing Prayers 12+1+1, Protection Prayers 8, Divine Favor 10+1
Tactics:
- Spread Apply Poison and Crippling Shot and Meekness to slow opposition
- Draw and Spread Conditions and spread Rotting Flesh
- Interrupt and stay alive
- Spike
- Sloth Hunter's Shot + Savage Shot (with hornbow) = 38 (aaa) + 38(shs) + 38 (aaa)
- Conditions Spread
- Disease
- Crippling
- Poison
- Drawn Conditions
- Team 3 - Ranger, Monk (Scouts)
Ranger Skills - Melandru's Shot, Sloth Hunter's Shot, Distracting Shot, Savage Shot, Read the Wind, Mending Touch, Storm's Embrace, Rez Sig
- Ranger Atts - Marksmanship 12+1+1, Expertise 12+1, Protection Prayers 3 [dmg 41(aaa) + 24 (ms) + 43(shs)
Monk Skills - Restore Condition, Reversal of Fortune, Guardian, Spirit Bond, Mending Touch, Holy Veil, COntemplation of Purity, Natural Stride.
- Monk Atts - Protection Prayers 12+1+1, Divine Favor 8+1, Wilderness Survival 10
Tactics:
- Do what ever is necessary split or together
- Track Flagger
- Aid other Teams
- Run the Flag