I noticed that as soon as Factions was released, parties in Alliance Battles spend more time losing team-mates and fighting it out in AB than actually wining or capping bases. So i kinda thought up someting that we could try in AB, Team-build wise.
The basic idea i wanted to work around was survivability, as in AB you are often mobbed or zerged by large numbers of minions, or over-zealous asassins/warriors.
The template i have found to be effective in the past is basically the 2 warriors 2 monks setup that is sometimes used in TA. except in this case the possibility of a 4vs12 situation has to be taken into consideration.
So at first i thought, why not just have both warriors using Life-Bond on the monks? This would have worked, probably, but then i remembered that a bonding-monk can actually reduce ALL the damage taken by the party by more than 50%.
I ended up getting pretty creative...
The build that i am proposing for use is...
1 Bonding Monk.
1 Healing Light Monk.
1 Warrior running Devestating Hammer.
1 "Charge" sword Warrior.
MO/ME Bonder
1. Mend Condition.
2. Inspired Hex.
3. Blessed Signet.
4. Ether Signet.
5. Mantra of Inscriptions.
6. Life Barrier. (E)
7. Life Bond.
8. Balthazar's Spirit.
Attributes run as:
Divine Favor: 12+2 (14)
Inspiration Magic: 10
Protection Prayers: 10+1+2 (13)
This is an effective build for overall damage reduction.
MO/ME Healing Light
1. Orision Of Heaing.
2. Dwayna's Kiss.
3. Healing Light. (E)
4. Inspired Hex.
5. Healing Touch
6. (Optional)
7. (Optional)
8. Divine Boon
Attrributes Run as:
Healing Prayers: 11+1+3 (15)
Divine Favor: 11+2 (13)
Inspiration Magic: 10
W/ANY Devestating Hammer
1. Devestating Hammer. (E)
2. Crushing Blow.
3. Fierce Blow.
4. Heavy Blow.
5. Tiger Stance.
6. I Will Avenge You.
7. Sprint.
8. Endure Pain.
My personal weapon of choice is a sundering hammer of fortitude... ^ ^
Attrubutes run as:
Hammer Mastery: 12+1+2
Strength: 12+2
W/ANY "Charge" Warrior.
1. Sever Artery.
2. Gash.
3. Galrath Slash.
4. Final Thrust.
5. Hamstring.
6. Charge.
7. Healing Signet
8. (Optional)
Attributes run as:
Sword Mastery:12+1+2
Tactics: 12+2
This build gives you a high pain threshold whilst allowing you to mete out a moderate level of damage, and continue to cap bases at the some time.
I thought it was a nice touch putting in healing light, as it has an attractive synergy with the number of enchantments that each party member will be under. this allows for Divine Boon to provide the extra healing that makes it so popular, allowing for huge heals while maintaining energy management at the same time.
Let me know what you think
Tiny