SPIKE RODEURS

[build prof=R/W exp=12+3 mar=12+3+1 tac=3 name="" desc=""][Read the Wind][Dual Shot][Punishing Shot][Savage Shot][Favorable Winds][Dodge]["Shields Up!"][resurrection signet][/build]
[build prof=R/E exp=11+3 mar=12+3+1 wil=6+1 air=2 name="" desc=""][Read the Wind][Dual Shot][Punishing Shot][Savage Shot][Winnowing][Windborne Speed][Whirling Defense][resurrection signet][/build]
[build prof=R/Me exp=11+3 mar=12+3+1 wil=3+1 ins=4 name="" desc=""][Read the Wind][Dual Shot][Punishing Shot][Savage Shot][Drain Enchantment][Inspired Enchantment][Frozen Soil][resurrection signet][/build]
[build prof=R/Me exp=11+3 mar=12+3+1 wil=3+1 ins=4 name="" desc=""][Read the Wind][Dual Shot][Punishing Shot][Savage Shot][Drain Enchantment][Inspired Enchantment][Frozen Soil][resurrection signet][/build]
[build prof=N/Mo blo=11+3+1 death=10+1 cur=1 sou=10+1 name="" desc=""][Martyr][Well of the Profane][Order of Pain][Gaze of Contempt][Consume Corpse][Rigor Mortis][resurrection signet][Blood Ritual][/build]
[build prof=Mo/Me name="" hea=12+1+1  div=10+1 ins=8 desc=""][Orison of Healing][Healing Seed][Infuse Health][Spell Breaker][Holy Veil][Inspired Hex][Channeling][Heal Party][/build]
[build prof=Mo/Me name="" hea=12+1+1  div=10+1 ins=8 desc=""][Word of Healing][Heal Party][Healing Seed][Holy Veil][Inspired Hex][Channeling][Healing Whisper][Orison of Healing][/build]
[build prof=Mo/Me name="" prot=12+1+1  div=10+1 ins=8 desc=""][Aegis][Life Bond][Shield of Deflection][Vital Blessing][Blessed Signet][Mantra of Inscriptions][Balthazar's Spirit][inspired hex][/build]

Weapon set for the rangers: Vamperic Hornbow of Fortitude + Long Bow of Fortitude

Put down the spirits winnowing and favorable winds, these spirits need to be up all the time. Make sure read the winds is up. Switch to horn bows. Call a spike 3-2-1. At one cast Dual shot, Punishing Shot, Savage shot. Necro makes sure the orders are up during spike. Caller can call for drains from the rangers or a gaze from the necro to remove enchantments. Rigor mortis when they use wards. Necro also has condition removal to remove blind from the rangers , this is best done just before the spike.

All rangers have to get in range when a target is called, make sure the target can not hide behind walls or other obstructions.

Put down frozen zoil after target is spiked down. Enemy will try to kill frozen, so make sure the second frozen zoil is put down in time.

For holding map is the Dodge and Winborn. Put winborn on runner, than 2 times on the ghost. Runner uses dodge after windborn has ended. Rangers make sure they interrupt other hero so your hero can capture the stand.

[b:e789d55eee]Counter[/b:e789d55eee]
* Dual shot is a 2.7 s cast attack. You can interrupt it with [[cry of frustration], the rangers are usually grouped together thus interrupting more that one.
* Make sure you are arround some walls or a bridge so that you can hide behind those when a spike is coming.
* A good infuse might infuse bad spikes.
* Put  [[spirit of failure] or any other hexes that makes the cast of dual shot longer or make the attacks miss on the rangers so that some of the rangers will shoot earlier than others will shoot later. This makes it easier for the infuser to infuse.
* Use shields up.
* [[Blackout] one or two rangers during there spike.