N/W - In my opinion, this build is far better at shutting down than a ranger. With a sword you'll be attacking faster (Atleast that's what I belive) than a short bow. And if they get out of range somehow, you'll have a wand to keep them down.
If you really wanted, you could use an axe instead. It still works, but a sword attacks faster I believe which is key.
Strengths: Incredible interrupt power.
Weaknesses: Very energy extensive. No survivability.
Equipment:
* Sword (Icy Hilt + Whatever) / Idol (20/20 Blood)
* Accursed Rod (20 Recharge) / Idol (20/20 Blood)
* Scar Pattern armor set (I prefer energy for this build, but whatever.)
Attributes:
14 Curse (+1 Head Piece, +1 Major)
11 Blood (+1 Minor)
2 Soul Reaping (+1 Minor)
10 Swordsmanship
Skills:
1.) Flurry - Faster Attack
2.) Sever Artery - DoT
3.) Hamstring - A Snare
4.) Plague Touch - Condition Removal
5.) Parasitic Bond - Hex Stack (Read Bottom @)
6.) Spinal Shivers - Interrupt (Important to have 14 Curses at minimum!)
7.) Offering of Blood - Energy Gain
8.) Rez Signet - A rez...
How To:
* Begin by casting Spinal Shivers on your target and then immediately Parasitic Bond.
* Move into melee range and spam Flurry to keep shut down.
*Hamstring to stop them running. (Owns in 4v4 since the only condition removal in the team is the monk you're shutting down.)
* Everytime you interrupt you lose energy, so use OoB constantly to recover energy.
* Sever Artery to add DPS.
* Use Plauge Touch to remove conditions from yourself and further hinder your target.
Tips:
* Watch your energy! If you hit 0 energy Spinal Shivers ends. If you have to, stop attacking till you recover enough or can use Offering of Blood.
* Target Elementalist last! They have a larger energy pool than you and if smart enough, they'll just let you interrupt them till you run out of energy thus removing Spinal Shivers.
* If Hamstring isn't lasting long enough, you could drop a couple points from Blood to Swordsmanship.
* Have your team attack something other than your target. It saves you time, effort, and energy. It'll piss off the person you're on. The person is already shutdown, no need to kill him yet

@Doing this gives the enemy a pink health bar which signifies if and when they try to remove hex. So basically, every time they remove hex, you recast Parasitic Bond so your Spinal Shivers is safe still. You'd need a 2 timed hex removals to remove Spinal Shivers.
Also, you can use Parasitic Bond as a timer to recast Spinal Shivers if you're on top of it. Parasitic Bond lasts 20 seconds and two of these equal 40 seconds. Spinal Shivers lasts 38 seconds, so about when the second Parasitic Bond ends is when you need to recast.
