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All Call Friday, August 6'th
Lords of the Dead cooked up another template to test out at this Friday's all-call. With last all-calls monkey business build, we decided to try out a more balanced group with a twist.

2 Monk/Mesmer -- healing:12+1, Divine 10, Inspiration 8
Orison Of Healing
Remove Hex or Mend Condition
Blessed Signet
Divine Boon
Essance Bond
Energy Drain

Necro/Monk -- Backup Healer, Biper, and Minion Raiser Soul Reaping 9, Healing 9, Blood 9, Death 9
Blood is power
Animate Bone Horror
Heal Other
Heal Area
Death Nova
Orison Of Healing
Dark Bond
Well of Blood

Super Snare Elm -- Ice 12 Energy 8 Nature Rituals 8 Marksmenship (leftover)

Pin down
Ice Spikes
Ice Spikes
Maelstorm
Muddy Terrian
Water Attunement
Deep Freeze
Conjure Frost

Super Aoe Fire Mage -- Fire 11+1 Energy Storage 8, Earth 10 insperation (left overs)
Firestorm
Incindery bonds
Meteor Storm
Eurption
Maelstorm
Mark of Rodgort
Flare
Energy Drain

2 Ranger/Warriors -- Sword or Axe 12; Survival 10; tactics 8
Galraths Slash Or Penitrating blow
100 Blades or Disrupting Chop
Final Strike or Executioner's Strike
Troll Unguent
Defy Pain
Apply Poison
Spike Trap
Bonetti's Defense or Defensive Stance (if Axe)

1 Necro/Warrior --- Sword or Axe 12; Soul Reaping 8; Curse 10

Galraths Slash Or Penitrating blow
Final Strike or Executioner's Strike
Chilbane
Barbs
Weaken Armor
Mark of Pain
Lingering Curse
Parasite bond


This build went 1-3 in the all-call tonight. Some major issues with the build was lack of damage output on warrior based classes. When faced with warrior heavy opponents, this build didn't have the healing capacity to compensate for the amount of damage being done. Furthermore, the lack of mesmer hex's really hurt our abilities to take out enemy healers, or atleast slow their healing capacities.

 
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