Buh-weet say your builds are oh-tay!!
Any of the builds you guys mentioned can be used in AB, so I hope you'll join us and feel free to try anything you'd like. You will learn what works and doesn't and you can gradually tweak you build to make it more effective. The secret to success in AB (unlike HoH) isn't as much your individual or team build but rather what you do with it. But here are basic guidelines for builds in AB, to get you started:
1 You will not need a res sig, because when you die you rez automatically.
2 You will sometimes get separated from the group, particularly when you die and rez. So its a good idea to include some self-heal or protection if you can, even if there's a monk in the group.
3 Most AB builds have some way to increase your speed. I've often done fine without speed boost, but it does give you a definite advantage in combat and helps you keep up with your group too.
4 Monking is probably the hardest thing to do in AB, so I'd say avoid this unless you really want to do it.
5 Area of effect skills and those that benefit from having a lot of allies or enemies nearby are obviously good choices for AB. One of the simplest yet most effective AB builds is a Savannah Heat ele.
And here are general guidelines for play:
1 The game is all about points, which are earned mostly through controlling altars. So "capping" or "altar capping" is a very important strategy. To cap, you eliminate the NPC enemies guarding the altar and then stand on the altar long enough to cap it. The more people standing on it, the faster it caps. It is best to continually cap throughout the game, stopping to fight PC enemies only when you have a very clear advantage. This is probably the trickiest things about AB - deciding when to stop and fight and when to run and keep capping. Its good to have a single person in the team in charge of making this decision.
2 You will have your 4-person team, but also your overall team, which is a bunch of other people. So keep in mind when you type things into team chat during AB that everyone on the overall team sees it.
3 When you get separated from your group (which will definitely happen), it can be difficult to figure out how to get back with them. Sometimes it is best to run with another group (hopefully they will be altar capping like they should) until you come back across your team.
4 Whenever we lose, it is Dredd's fault. This is a long-standing guild tradition and doesn't require Dredd to be actually participating at the time.
