*********All people should think for themselves******** I just give general ideas that most people should already know about the professions in the build.
#1. W/E Sword Mastery 12(+3)(+1) Strength 9(+1) Air 9
~ Frenzy
~ Sever Artery
~ Gash
~ Sun And Moon Slash
~ Dragon Slash {elite}
~ Shock
~ Sprint
~ Res
*This person's main job is to kill, call spikes (if needed), and lead the team. On relic runs he will be the first runner. On altars he needs to shock things interupting our ghost.
#2. W/E Hammer Mastery 12(+3)(+1) Strength 12(+1)
~ Frenzy
~ Devastating Hammer {elite}
~ Crushing Blow
~ Auspicious Blow
~ Irresistible Blow
~ Bull's Strike
~ Rush
~ Res
*This person like the sword warriors main goal is to kill, and dump adreniline when spikes are called. On relic runs he will be knocking down the enemy runner and will run our relic 2nd if needed. On altars should do same as sword warrior.
#3. Me/E Fast Casting 11(+3)(+1) Domination 10(+1) Inspiration 7(+1) Earth 7
~ Mantra of Recovery {elite}
~ Energy Burn
~ Diversion
~ Signet of Humility
~ Energy Tap
~ Drain Enchantment/Shatter Enchantment if finds is getting enough energy from energy tap.
~ Ward Against Foes
~ Res
*This person main job is to shut down an RC/prot like monk. He should always have mantra of recovery on and constanly spam all his skills on one monk. On relics he needs to stop the enemy runner best he can with Ward of foes while the hammer warrior helps him out. On altars this person needs to assist in killing if needed.
#4. Me/E Fast Cast 9(+1) Domination 10(+3)(+1) Inspiration 5(+1) Air 5 Earth 10
~ Psychic Distraction {elite}
~ Blackout
~ Energy Burn
~ Gale
~ Shame
~ Leech Signet
~ Ward of Stability
~ Res
*This persons main job is shut down the other enemy monk. If lots of pressure is being taken then he can blackout adreniline on enemy warriors and other annoying things. On Relic maps this persons job is to help with the bodyblock and gale when needed. On altars this persons job is to make sure stability is on the altar while ghost is capping and interupt enemy ghosts.
#5 Mo/Me Divine Favor 11(+3)(+1) Healing 8(+1) Protection 8(+1) Inspiration 9
~ Blessed Light {elite}
~ Gift of Health
~ Signet of Devotion
~ Reversal of Fortune
~ Spirit Bond
~ Inspired Hex
~ Channeling
~ Guardian
*Keep the party alive.
#6 Mo/Me Divine Favor 11(+3)(+1) Inspiration 10 Protection 10(+1)
~ Divine Boon
~ Reversal of Fortune
~ Protective Spirit
~ Inspired Hex
~ Channeling
~ Energy Drain {elite}
~ Signet of Devotion
~ Mend Condition
*Keep the party alive.
I tried to make this build have no weak map. It has load of pressure, decent on altars and decent of relics. I find most 6 man builds have at least one weak map, and I dont like that. The monks might be a little weak seeing how I'm and noob monk
Any comments you want to make to try and help it feel free. Tx