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Checklist for Team Builds

This guide is to help you flesh out your team builds. There are certain type of skills that work well within any team build and you should consider bringing these type of skills. There are many factors involved when making a build, choosing a guild hall and your teammates. This should help you with the skill selection.

1. Hex Removal: Preferably someone who is healing should have this unless the person can pay attention to the enemy as well as his teammates. "Remove Hex" is the basic spell for this.

2. Condition Removal: It doesn?t happen often right now but if you face a team using concussion shot and/or daze, you will have a serious problem. Most Rangers right now all use the same 2 conditions, Poison and Burning, which adds up to a lot of life lost per second. To remove daze, something like Mend Ailment would do. To remove mass condition spreading, such as diseases, you would need something like Draw Conditions or Martyr. A non-healer can run something like Draw Conditions and find a way to remove the conditions drawn.
3. Ressurection: Preferably someone who is low priority to the enemy should be casting this. Something like a Ranger or Necromancer primary. Healers or others can have emergency revives with Vengeance. Remember that at least 2 people need a "real" revive (aka not Vengeance) because someone needs to revive the primary reviver if he dies. Mesmers with fast casting also make great revivers.
4. Slow Down: This is often a problem. If you are focus firing, you need to prevent the target from running away. Hamstring and Axe Rake are good for slowing people down if you are using Warriors. If not, you should have someone with ice spells. Ice spells that slow people down also "hex" the target which can work in your favour. Not many people use Convert Hex so far which means most healers can only remove 1 hex at a time. If you pile hexes on them, some of them will stick. If using Blackout, you should also have a way to slow down your target because they won't stay still after you hit them with the skill. Hopefully the targets will keep trying to run away after they are slowed so you can get a bunch of cheap shots at them for maximum damage.
5. Daze or Blind: Blindness makes interrupting Rangers useless unless removed. It also makes Warriors useless. Daze is even nastier against casters but very hard to use on healers which leads to the next point.
6.Making Healers Cast Slower: You need someone using a spell like Migraine or Arcane Conundrum if you plan to interrupt healers. They cast too fast otherwise. Both these spells are illusion magic meaning that you can make them last about 75% longer if you use Mantra of Persistence. Even if you don?t plan to interrupt, if their healers are casting slower, it is easier to kill a target before the healer can react.
7. Enchantment Removal: If you usually hit your targets hard, enchantments get in the way. If they have Life Bond, Mark of Protection and etc. on them you are wasting effort. You should have 3 or 4 enchantment removals among the 8 of you. This should be able to strip the primary target enough so that enchantments can't save him.
8. Spells That Weaken Direct Healing: This is the domain of the Necromancer. Spells like Lingering Curse and Scourge (smite monk). Direct healing is when the target gets a large amount of life at once rather than over time. Word of Healing and Healing Touch are direct healing. >Healing Breeze, Vigorous Spirit are not. Spells that weaken healing will help you kill faster and allow you to focus fire on someone else than a Monk.
9. If Using a Lot of Physical Attackers, Rigor Mortis: This will stop the target from dodging or blocking due to wards, stances or enchantments. There are a lot of spells to use to boost damage if using many physical attackers but that's off topic.
10. Counter to Minion Builds, Verata's Gaze and Verata's Aura: These spells can counter a minion build by themselves. Use gaze to take over pet bombs (Necromancer pets with Death Nova on them) or slowly take over an undead army. Use Verata's Gaze to take over someone else's work instantly later in the fight. 4+ in death magic (to stop failure %) is enough unless you are using death spells.
11. If Using a Lot of Characters Who Can be Strong to a Certain Element, Winter: Winter turns all elemental damage to water. Therefore, get your armour strong to ice, use Winter (nature ritual) and if the enemy is a fire, lightning or earth mage, you will take less damage. Safer than hoping the enemy will stick to air magic and making your armour strong to that.
12. If Any of Your Two Classes is Mesmer or You Aren't Using Your Secondary Class, Hex Breaker: Hex breaker is not as powerful as it used to be but still has it's uses. It is more convenient to stop a hex from affecting you than to remove it after all. If you are under heavy attack from hexes, make sure to renew this stance everytime it blocks a hex.
13. Wild Blow: This skill takes people out of stances. Only stance that is inconvenient to remove this way is distortion since it is so easy to put back on. If you have many team members who need to hit with physical attacks, it would be foolish to not bring this skill. Given a choice, use this skill when you have little adrenaline as it drains it.
14. Mark of Protection: Like mentioned above, Mark of Protection is good against groups that do a lot of damage per attack. Therefore, this is a good spell to have. Protective spirit is also a good choice for this.
15. Ways to Give Energy to Newly Revived Healers: Use Restore Life, Blood Ritual or Blood is Power, Vengeance for dead healers so they can get back to healing without missing a beat.
16. Speed Acceleration: You need someone with Sprint or any skill to move faster to do 2 things. 1) capture flag and get guild thief (if applicable). 2) Catch up to anyone running and slow them down for the rest of the team. People with Sprint can also lure people or scout what the enemy is doing.

Hope these tips help you make your own team strategy. If you neglect self defense and utility spells and focus on offense only, you will have problems with the tougher teams. Feel free to leave comments or add your own "essential" parts of a team build.

*** This article was written by delicious_doctor and because it is great guide for all of you that want to basics before enter TA, I posted it here. :)


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