Deciett
26-05-2006, 00:34
Just an idea for TA, some basic quirks need worked out but I was mainly using 2 very basic concepts.
Spinal Shivers
Icy Bowstring
The team would consist of a Ranger / Necro with Spinal Shivers and an icy Bowstring, Winter, Favorable winds, and Barrrage as an elite, a Necromancer / Mesmer with Arcane echo, Spinal Shivers, Blood Is Power as an elite, and plenty of cover hexes (Matra of Persistance + Conjure Nightmare comes to mind), Warrior / Elementalist or Elementalist / Assassin with some elemental point blank AOE spells (to deal spinal shivers over multiple enemies), Monk / Mesmer with healing setup or bonding setup, whichever is preferred at the moment. The elementalist slot is optional and may be switched with any damage based build of your chosing.
=Skill Synergy=
Ranger:
Favorable Winds-
Added damage to barrage
Barrage-
Hits multiple casters that may/will likely be clumped together, spreading ice damage to alot of them, and thus interrupting alot of actions.
Ditracting Shot-
Used to hit players casting long-cast spells who aren't hit by Spinal Shivers normally.
Winter-
General synergy with Spinal Shivers for obvious reasons.
Necromancer:
Blood is Power-
Counterracts the massive energy cost on the ranger, whom is canceling alot of enemies and thus losing alot of energy.
Hexes-
Can use hex spells to cover up the spinal shivers
Elemetnalist (optional)-
Aoe elemental damage is pretty much it.
Not intedned for serious play unless you can come up with an improvement, but it would be pretty annoying for a monk to get hit by a team like this.
Spinal Shivers
Icy Bowstring
The team would consist of a Ranger / Necro with Spinal Shivers and an icy Bowstring, Winter, Favorable winds, and Barrrage as an elite, a Necromancer / Mesmer with Arcane echo, Spinal Shivers, Blood Is Power as an elite, and plenty of cover hexes (Matra of Persistance + Conjure Nightmare comes to mind), Warrior / Elementalist or Elementalist / Assassin with some elemental point blank AOE spells (to deal spinal shivers over multiple enemies), Monk / Mesmer with healing setup or bonding setup, whichever is preferred at the moment. The elementalist slot is optional and may be switched with any damage based build of your chosing.
=Skill Synergy=
Ranger:
Favorable Winds-
Added damage to barrage
Barrage-
Hits multiple casters that may/will likely be clumped together, spreading ice damage to alot of them, and thus interrupting alot of actions.
Ditracting Shot-
Used to hit players casting long-cast spells who aren't hit by Spinal Shivers normally.
Winter-
General synergy with Spinal Shivers for obvious reasons.
Necromancer:
Blood is Power-
Counterracts the massive energy cost on the ranger, whom is canceling alot of enemies and thus losing alot of energy.
Hexes-
Can use hex spells to cover up the spinal shivers
Elemetnalist (optional)-
Aoe elemental damage is pretty much it.
Not intedned for serious play unless you can come up with an improvement, but it would be pretty annoying for a monk to get hit by a team like this.