Warrior/Ranger
Strength: 8+1
Axe Mastery: 12+2
Tactics: 9+1
Wilderness Survival: 5
- Frenzy (Warrior other)
- Triple Chop [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Penetrating Blow (Axe Mastery)
- Distracting Blow (Warrior other)
- "Shields Up!" (Tactics)
- Healing Spring (Wilderness Survival)
- Resurrection Signet ()
Warrior/Ranger
Strength: 8+1
Axe Mastery: 12+2
Tactics: 9+1
Wilderness Survival: 5
- Frenzy (Warrior other)
- Triple Chop [Elite] (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Penetrating Blow (Axe Mastery)
- Distracting Blow (Warrior other)
- "Shields Up!" (Tactics)
- Healing Spring (Wilderness Survival)
- Resurrection Signet ()
Warrior/Ranger
Strength: 8+1
Axe Mastery: 12+2
Tactics: 9+1
Wilderness Survival: 5
- Frenzy (Warrior other)
- Triple Chop [Elite] (Axe Mastery)
- Axe Rake (Axe Mastery)
- Executioner's Strike (Axe Mastery)
- Penetrating Blow (Axe Mastery)
- Distracting Blow (Warrior other)
- "Watch Yourself!" (Tactics)
- Resurrection Signet ()
Necromancer/Monk
Soul Reaping: 10+2
Curses: 8+2
Blood Magic: 6
Healing Prayers: 11
- Order of Apostasy [Elite] (Curses)
- Blood Renewal (Blood Magic)
- Jamei's Gaze (Healing Prayers)
- Healing Seed (Healing Prayers)
- Infuse Health (Healing Prayers)
- Heal Party (Healing Prayers)
- Remove Hex (Monk other)
- Resurrection Signet ()
Necromancer/Monk
Soul Reaping: 12+4
Healing Prayers: 12
- Healing Hands [Elite] (Healing Prayers)
- Jamei's Gaze (Healing Prayers)
- Divine Intervention (Divine Favor)
- Heal Party (Healing Prayers)
- Vigorous Spirit (Healing Prayers)
- Healing Seed (Healing Prayers)
- Draw Conditions (Protection Prayers)
- Resurrection Signet ()
Ranger/Monk
Expertise: 12+2
Beast Mastery: 9+1
Wilderness Survival: 9+3
- Antidote Signet (Ranger other)
- Frozen Soil (Wilderness Survival)
- Fertile Season (Beast Mastery)
- Symbiosis (Beast Mastery)
- Muddy Terrain (Wilderness Survival)
- Healing Spring (Wilderness Survival)
- Martyr [Elite] (Monk other)
- Resurrection Signet ()
Ritualist/Ranger
Spawning Power: 10+2
Restoration Magic: 10+1
Communing: 10
Wilderness Survival: 5
- Ritual Lord [Elite] (Spawning Power)
- Boon of Creation (Spawning Power)
- Spirit to Flesh (Spawning Power)
- Weapon of Warding (Restoration Magic)
- Shelter (Communing)
- Union (Communing)
- Nature's Renewal (Wilderness Survival)
- Resurrection Signet ()
Mesmer/Necromancer
Fast Casting: 5+1
Inspiration Magic: 8+1
Illusion Magic: 12+4
Curses: 9
- Migraine [Elite] (Illusion Magic)
- Conjure Phantasm (Illusion Magic)
- Images of Remorse (Illusion Magic)
- Spirit of Failure (Inspiration Magic)
- Spirit Shackles (Inspiration Magic)
- Reckless Haste (Curses)
- Drain Enchantment (Inspiration Magic)
- Resurrection Signet ()
Warriors:
- must use zealous and vampiric axes(or sundering)
Triple Chop recharges automatically the adrenaline and energia with zealous axe... Shields Up (vs spikes, etc) and Watch Yourself should be spammed such as Healing Spring that will keep the team "safe" ... Shields Up should be well coordinated to keep it always up ... 1,2,1,2,1,2,... Warriors also take distracting blow to interrupt the enemy. Triple Chop should be used near 2 or more enemies to cause the maximum damage possible.
Necromancers:
The order will be using "Order of Apostasy" when warriors are attacking the enemy they chose ... the other one with Healing Hands will make certain that both of them can stay alive ... Both will cure the team and will recharge their adrenaline from the soul reaping attributes that will be won from creation and destruction of the spirits from both ritualist and ranger...
Ranger:
There will be the martyr ranger wich will use martyr and then Antidote Signet to loose the conditions ... Frozen Soil should only be placed when there are like 2 or more successful kills by the team and DP isn't high yet... Healing Spring will keep the team alive once again .
Ritualist:
Creates and destroys the spirits to give energy to the necromancers and at the same time it must be certain that the team won't suffer much damage... Nature's Renewal will prevent that most of the spirits are destroyed by the opponent team
Mesmer:
Will take migraine to cast on enemy monks and casters ... it will also launch hexes over the enemy team to cause degeneration so that the enemy monks will have more work to do... to get energy back it used drain enchantment which will make combo with reckless haste and spirit shackles ...
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