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Old Jan 08, 2012, 06:09 PM // 18:09   #1
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Default FoWsc Eleway spikes

Hey,

My guild has been busy with making new builds with the recently updated elementalist skills. We have tested a variety of builds and we now have 3 mainteam spikers with each a essential function in the spiking.

The build are as following:


The spikes need to be casted in a certain sorder to work.

The Unsteady Ground elementalist is the "Caller" At each ball he will call Unsteady Grounds, after this the Shockwave spiker and Starburst spiker EE onto the maintank and cast their spiking skills. The Shockwave spiker has to use his spike skills in a certain order to work, Tenai's Wave -> Aftershock -> Crystal wave -> Shockwave. The reason for this order are the conditions Shockwave creates, when tenai's crystal or crystal wave are casted after shockwave the conditions are removed.

The spikes of the starburst spiker should be in the in the order of skill 3 -> 4 -> 5.

The rangers will kill you if you just random spike them. When done at the 360 the MT just balls up at two of the rangers, the spikers spike these grounds and immidiatly run into the safespot right infront of them, after this the MT will jump to the next group of rangers, call Unseen Fury and the spikers will spike them. This untill all the rangers are dead.

The rest of the tactics are the same of the other speedclear orders.

The terra roles are also the same as in the normal UW runs

The builds are probably not the best and the quickest to do FoW with. But it's nice to try something new and I think that with some tweaks you can get around the same times as a mesmerway fow spike.

The best time we got so far is a 8 Minute forge and a 18 min run in total.

We are open for criticism so feel free to leave a comment
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Old Jan 08, 2012, 06:27 PM // 18:27   #2
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Any feedback would be most appreciated ^^

EDIT: If the MT is pro he can do a 360 and xbox-pull, which will create 1 group of all 360-groups + 4 rangers and 1 group of 4 rangers, after the first group is spiked you can easily spike the remaining 4 rangers and save a lot of time. Killing the caster groups can be done most easily by having the SB spiker jump in and have the SW spiker EE on him.

Last edited by Dutchiez; Jan 08, 2012 at 06:29 PM // 18:29..
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Old Jan 08, 2012, 06:32 PM // 18:32   #3
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I have also been testing varients of fow ele spike. 1st started with 2 shockwave>tenias with a fragility caller (a/me mt). It worked but spikes had to be done in an order....ie...one ele jumps in calls shockwave..other jumps in ping tenias 1st then shockwave...then the 1st ele in casts tenia. We found it kind of a pain.

That aside...looking at your bars a couple things come to mind. On the UG caller i don't see the need for ee since the whole bar can be cast at range. On the mt...unless your having the need to cover for terras you could run a/any and add in some utility dmg (b/c t3 will be taking care of forest wolf) On the SW spiker maybe stoneflesh>aoe so you don't have to use pcon ims?
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Old Jan 08, 2012, 07:02 PM // 19:02   #4
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The thing about the UG Caller is true, we tested some builds earlier witha the UG caller with Aftershock so with that build he could jump in and help spiking.

The MT build was also a standard build we just used just to make the builds quickly, going A/P would probably be better. Sometimes having sliver with you helps with bad balls for the nearby targets, but as shockwave does in the area damage its pretty useless.

@ the SW Do you mean using the pcons so you walk faster? because EE has a recharge time of 8 seconde with cons, you can easily spam that while under effect of AoE.
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Old Jan 08, 2012, 07:12 PM // 19:12   #5
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I was referring to
Quote:
Enchantment Spell. For 30 seconds, you gain 24...53...60 armor, but move 50...21...14% slower
the bolded part. As it lasts well after spikes the negative ims will slow that spiker running to and fro.
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Old Jan 08, 2012, 07:15 PM // 19:15   #6
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EE is for healing if anything fails/speed up/escape from accidental aggro.
BTW, Glyph on the UG bar is optional skill we haven't figured anything better yet.

And MT you are totally right you could run a/any but these are just cover bars, in fact all of the terra bars are just random bars thrown in which you can replace with anything.
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Old Jan 08, 2012, 07:16 PM // 19:16   #7
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Thats true, also the fact that you dont have to recast it and you would take less damage is great.
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Old Jan 08, 2012, 07:42 PM // 19:42   #8
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And about Stoneflesh over AoE, stoneflesh has longer casting time and less duration, and AoE has with 17 earth magic (12+1+3 + 1 from cons) only a 9% movement slow which isnt all that much, and easily countered by popping a cupcake.
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Old Jan 08, 2012, 08:03 PM // 20:03   #9
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Why overcomplicating you spikes that way? Isn't easier to load the T3 Mes way builds (Tanks and Rit) and replace 3 Mes with 3 Eles SF? Ranged, Aoe, strong dmg with 3 spikers.

(Disclaimer: i said EASIER, not necessarily BETTER for times/spikes)
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Old Jan 08, 2012, 08:19 PM // 20:19   #10
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Yes that would be easier, but would it be as fun?
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Old Jan 08, 2012, 08:22 PM // 20:22   #11
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Probably not, sure .

But you said too that the PBAoE spike you have is a bit...clunky. Working, but is just overcomplicating things... just pointing that.

Obviously we could take another discussion about how are exactely should be a triple SFlames spike builds, but that's another story.

Last edited by AndrewSX; Jan 08, 2012 at 08:25 PM // 20:25..
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Old Jan 08, 2012, 08:23 PM // 20:23   #12
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It's probably true that SF probably does more damage. We just used the skill update to see if the new skills are capable of being used in speedclearing. We just wanted some feedback on the builds we are currently using and skills we might be able to change. For the overcomplicating, it's fun to make stuff a bit more tactical then just random spikes don't you think ?

Thanks for your imput anyway
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Old Jan 08, 2012, 08:27 PM // 20:27   #13
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Then trowing in Fragility on MT bar for the sliver and giving a couple more of conds to spikers could be a good idea.
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Old Jan 08, 2012, 08:32 PM // 20:32   #14
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Yup, we tried fragility on the spiker, not a lot damage. The extra damage is nice though, as the MT has optional spots anyway
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Old Jan 08, 2012, 08:36 PM // 20:36   #15
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What condition skills would you recommend we use?
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Old Jan 08, 2012, 08:43 PM // 20:43   #16
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Mmh.

Cracked Armor, Weakness, Blind -> Shockwave - Check.

Burning -> Star Burst - Check

Unless exist a way to inflict Cripple/Daze/DWound in Aoe range w/o using FDreams... E/Me going /Nec for Disease/Poison? Dunno.
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Old Jan 08, 2012, 08:51 PM // 20:51   #17
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anyone tried triple rodgorts+ mindburn yet?
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Old Jan 08, 2012, 09:42 PM // 21:42   #18
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Just tested some things; turns out Fragility on the MT = ownage, so MT will be running Honor + Frag, and as for the UG Caller: Glyph of Lesser Energy is really nice for keeping Energy up and replacing Eruption with Earthern Shackles helps snare the mobs if the spike isn't clean.

EDIT: Going to bed now, will be looking into more condition skills tomorrow see what we can get out of that Fragility ^^

Last edited by Dutchiez; Jan 08, 2012 at 09:56 PM // 21:56..
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Old Jan 08, 2012, 09:57 PM // 21:57   #19
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About the "Squishy Eles jumping in balls for spiking", couldn't be useful replace Earthbind for Winter and have all Eles wearing Hydromancer Insignas? +20 free AR vs cold, maybe not like AoE, but making Eles less oneshotted (they shouldn't get hit, but that's another story). Possible to add a off-hand/shield for extra protection instead of the 40/40 set too.
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Old Jan 08, 2012, 10:00 PM // 22:00   #20
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Well, winter could come out handy, but Earthbind is just too good to take away. As the knockdown now durates 3 seconds, its the time of the entire spike.

So if UG is casted on a good target in the ball, they are all KD'd during the spike, which gives you no damage at all.
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