TEAM BUILDS

Tournament victory depends on a lot of variables, and most important among them is arguably a well-balanced fighting force. While a team composed solely of Warriors might do a great deal of damage at close range, it simply won't succeed against a team with varied skills and strengths. The following pages provide time-tested advice on assembling teams with the strengths and abilities to come out on top.

BASIC TEAM
A good basic, well-rounded team looks something like this: two Primary Healers, one Support Healer, four damage-dealers (including one Target Caller), and 1 Controller. For your Primary Healers, Monk Primary is a good option. Focus points into healing attributes. The Support Healer should focus on giving energy to the Primary Healers and backup healing as needed. The damage-dealers can take the form of Offensive Tanks, Elementalists, or Necromancers; the goal is to ensure that when you focus fire on one target you'll be doing a lot of damage. The controller's job is to slow the target that is being called and/or to reduce the healing power of enemy healers; Damage-Over-Time Mesmer and Water Elementalists make great controllers

HEALING BALL
The Healing Ball team consists two or three Primary/Support Healers, and four or five long-range damage-dealers. The strategy here is to keep the team together to allow the healers to keep everyone alive with area-of-effect skills, while the ranged damage dealers (Rangers, Elementalists) attack the enemy, preferably from a distance. This group is vulnerable to enemy area-of-effect spells. Elementalists and Rangers do a lot of damage here, and Necro Monks' ability to absorb energy from dying enemies can help keep the healers' energy levels maxed. It's a good idea to station one team member outside the Healing Ball standing ready with silence-curing spells.

SYMBIOSIS
For the Symbiosis build you want four or five Monk primary/Warrior secondary characters and three or four Rangers. The goal here is to take advantage of the environmental enchantment Symbiosis (which increases everyone's health 50 points for every active enchantment), then load up on Monk enchantments and charge into battle with double the health of your opponents. With all the firepower and healing at your disposal, this build should outlast most opponents.

KNOCKDOWN RANGERS
This build consists of a fairly even mix of Rangers and Elementalists. The primary goal is to load up on Ranger damage-dealing skills and Elementalist knockdown spells, such as Meteor and Meteor Storm. Work to pin down the target with knockdown spells. and then unleash the arrows and Ranger attack spells.

FIRE MAGES
Elementalist Monks make up the bulk of this build. Load them up with point-blank area-of-effect fire spells like Inferno and Lava Font. The goal of this group is to surround the enemy and blast them, casting Heal Party and Heal Area to keep each other alive. This build can be deadly against any group that clumps up.

DEATH NOVA
Fill this build with Necro/Monks and load them up spells that summon undead minions. The goal is for some allies to kill themselves while others animate and then resurrect them with spells like Vengeance. Repeat this strategy until you have a large undead army, then cast Death Nova on your allies as they run in to battle. Use Touch Death spells so allies die near the enemy, hitting them with Death Nova before reanimating again.

ICE WARRIORS
This build consists of a large number of Warrior/ Mesmers. Use the Absorb Frost Mantra followed by Greater Conflagration to turn all physical damage in to Fire damage. Next use Blizzard, which turns all elemental damage in to Ice damage. This way all your Warriors get a huge reduction in damage from frost, allowing them to focus on dealing large amounts of damage in melee combat.

TEAM BUILD TIPS


• Always Gave a strategy for keeping your team alive, either via healing, armor huffs, or other methods.
• A good team build includes a strategy for protecting the healers, who are the lifeblood of your team.
• Enchantment, Hex, and condition removal should be included in every build.
• Avoid using characters from only one profession: while your team may 6e very powerful in one area, you'll 6e equally weak in others, and will likely lose to more diverse teams.
• learn which skills work well with others; a good team Guild allows team members to set up and execute complex maneuvers.

TOURNAMENT TIPS


• Always bring enchantment, hex, and condition removal.
• Bring at least one resurrection spell - if your Priest gets killed, you'll need the ability to resurrect team members.
• Area-of-effect magic works especially well when attacking the enemy Dais or Priest.
• Watch the clock and avoid resurrecting your allies just before the 2-minute mark when they'll 6e resurrected automatically.
• Bring anti-healing spells, and knock out enemy healers as soon as possible.
• For more info, visit www.guildwars.com.