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Old Nov 12, 2006, 08:22 AM // 08:22   #1
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Default Test build: RB spike

Ok, so this is just something that I thought up that I think could work in PvP. Remember that this is coming from someoen who has spent many hours in HA and has a grand total of 32 fame.

RB Spiker x5

Necromancer/Mesmer
Level: 20

Death Magic: 16 (12+3+1)
Illusion Magic: ~10
Soul Reaping: ~10

Rising Bile (RB) (Death Magic)
Discord [Elite] (Death Magic)
Deathly Swarm (Death Magic)
<---Spare Slot---> (I was thinking Soul Feast, but I don't think there are enough corpses to be useful)
Accumulated Pain (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Arcane Echo (No attribute)
Resurrection Signet (Common skill)

Healer x1

I'm not sure what type of healer would be suitable, seeing as my monk has only PvPed in Ascalon Arena

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I've thought about swapping a spiker for another healer, a warder, or a shock warrior, but as I said, I don't know much about PvP.

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Anyway, here's how I think this should work.

Firstly, the RB spikers cast Arcane Echo, then Rising Bile (each on a different target.) The point of this is to keep the hex going as long as possible, so that RB will instantly kill when it ends. Conjure Phantasm serves as a cover-hex, pressure hex, and sets the target up for a deep wound via. Accumulated Pain. Discord, combined with the Deep Wound and Rising Bile, sets up a possible spike, and is good for killing difficult targets.

I think RB will beat VIMWAY quite easily, as the deep wound as well as RB (which will do huge damage if they are bunched up like they should).

Weaknesses I notice are a serious lack of energy management (which is why I am starting to think a ranger or ritualist with some good spirits could be useful).

Well, tell me how crap this build is (or if I have posted a build that will change HA forever, although the chance of that happening is about the same as Anet deciding to give everyone 1000k per char)
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Old Nov 12, 2006, 10:04 AM // 10:04   #2
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Have you even tested RB to see if it works the way you think it does?...
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Old Nov 12, 2006, 10:18 AM // 10:18   #3
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Convert Hex's, Expel Hex's. and Divert Hex's will all own this
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Old Nov 12, 2006, 02:13 PM // 14:13   #4
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Rising Bile is only going to net 90 damage, if it stays the full duration and even then only to a couple of targets at the most, which isn't anything for the opposing team to worry about (Inspired Hex has a 20s recharge and Blessed Light, 5s).

Deep Wound will generally be removed as soon as it is applied - even more so as it is your only condition!

Too fragile, you can't do it with just the one monk and no other defense.

Its a bit messed up atm, i'd start over.
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Old Nov 13, 2006, 05:24 AM // 05:24   #5
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Quote:
Originally Posted by Llint
Have you even tested RB to see if it works the way you think it does?...
Well, tbh, no. I assume it does though, because when you cast Aura of Restoration on you (as in, reapply it), you still get the health boost. This means that you keep the enchantment, or in this case hex, when you reapply it.

Quote:
Originally Posted by Tainek
Convert Hex's, Expel Hex's. and Divert Hex's will all own this
As I said, I'm a PvP noob. How many teams actually take these skills anyway? I haven't seen these skills used frequently in HA.

Quote:
Originally Posted by Skuld
Rising Bile is only going to net 90 damage, if it stays the full duration and even then only to a couple of targets at the most, which isn't anything for the opposing team to worry about (Inspired Hex has a 20s recharge and Blessed Light, 5s).
120 actually, 150 if you're lucky and your weapon and focus have those Death Magic +1 (20% chance while using skills) and it works out. The point of this was to use Arcane Echo to have 2 copies so that you can keep it up long enough so that the damage will kill instantly. I'm not sure what those Blessed Light does (My monk is only lvl 10, getting pissed at people bringing elites into Ascalon Arena (Punishing Shot and Broad Head Arrow do about 100dmg each to me dammit)), but I'll look it up on GuildWiki.

Quote:
Originally Posted by Skuld
Deep Wound will generally be removed as soon as it is applied - even more so as it is your only condition!
Theres alot of noobs out there, you never know! Besides, teams such as VIMWAY have no condition removal. I intended the Deep Wound to be applied just before Rising Bile is allowed to end (lol imagine the wammos just instantly dying, yelling out 'WTF glitch, stupid noobs')
Basically, this is how I want things to work out. I assume (remember my PvP noobness) that most people in PvP will have about 550 max health. Conjure Phantasm and Deathly Swarm are for Monk pressure and to ideally get them down to about ~400-450 health. If the deep wound will remove about ~120 health, then that means once the spike begins, ~300 damage will need to be done. Ideally, Rising Bile should do all of that, but Discord is there to clean up the crap (and to spike the crap out of anyone who tries to rez afterwards)

Quote:
Originally Posted by Skuld
Too fragile, you can't do it with just the one monk and no other defense.
This was one of the things that came up in the design, which is why I suggested to put a warder, or perhaps a rit lord guy. One idea that interested me was an E/Rt that has Preservation, Recuperation, Spirit Light, Mend Body and Soul, and some Wards. The wards would be like a safe spot while the Necros are waiting for Rising Bile to work it's magic.
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Old Nov 13, 2006, 05:54 AM // 05:54   #6
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This whole idea is horrible. Even if it were allowed to work, any half decent team will prot spirit anyone who'se RB was about to end.
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Old Nov 14, 2006, 12:47 AM // 00:47   #7
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discord spam=this builds power

I used Aecho discord with RB as my hex and then sig of agony+plague sending for extreme damage, I get kills in about 7-8 seconds
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Old Nov 14, 2006, 05:00 AM // 05:00   #8
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Quote:
Originally Posted by dgb
This whole idea is horrible. Even if it were allowed to work, any half decent team will prot spirit anyone who'se RB was about to end.
I don't see how a monk can cast 4 prot spirits at almost the same time. Besides, the point is to pressure the monks and try to avoid them noticing the true potential of Rising Bile.

Quote:
Originally Posted by melandrus elite
discord spam=this builds power

I used Aecho discord with RB as my hex and then sig of agony+plague sending for extreme damage, I get kills in about 7-8 seconds
This more along the lines of what I'm talking about. The monks will be busy trying to keep up with the frequent Discord spikes. The A-Echo was for Rising Bile though, because it has a 30 sec. duration, 30 sec. recharge, and a 2 sec. casting time (I think it's 2 seconds, not too sure). This means RB will run out just as it recharges. This made me think about adding a Ranger or Ritualist that brings up a spirit that makes all skills recharge faster, so that A-Echo can be replaced, as well as lessening the lack of energy problem (I see one anyway)
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Old Nov 14, 2006, 07:24 AM // 07:24   #9
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Quote:
Originally Posted by Marty Silverblade
I don't see how a monk can cast 4 prot spirits at almost the same time. Besides, the point is to pressure the monks and try to avoid them noticing the true potential of Rising Bile.
It lasts for 20s on a 5s recharge, you can cover most of them, especially when there's no other pressure floating around. You could probably heal this thing entirely with heal party it's that bad.

The true potential of rising bile is in giving me free fame.
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Old Nov 14, 2006, 08:42 AM // 08:42   #10
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Quote:
I'm not sure what those Blessed Light does
Blessed Light is like Signet of Humility on your Discord. Except worse.

The worst thing you can ever do in a spike is let the other team know who the target is. Rising Bile tells them who the target is 30 seconds in advance.

Last edited by Riotgear; Nov 14, 2006 at 08:51 AM // 08:51..
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Old Nov 17, 2006, 08:59 AM // 08:59   #11
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Quote:
Originally Posted by Riotgear
Blessed Light is like Signet of Humility on your Discord. Except worse.
Wow. I noticed the Factions Monk henchie using it (no wonder they don't heal as much as Prophecies (but Prophecies had no hex/condition removal so I'm not complaining)) and I think it would OWN this completely. Unless of course I make the healer a Mo/Me (I'm 99% sure there are already Mo/Me healers in Ha anyway) and take Signet of Humility themselves.

Quote:
Originally Posted by Riotgear
The worst thing you can ever do in a spike is let the other team know who the target is. Rising Bile tells them who the target is 30 seconds in advance.
It won't be 30 seconds. After 2-3 applications, the enemy team might get confused as to how long it has been up for. Ideally, it should last at least 1.5 mins (that's 1 min 30 sec). Each spiker could frequently 'mini spike' people, by Deep Wounding and Discording their specific target, so the Monks have to fix this up and waste their energy, as well as confusing them as to which spike will be the 'real' spike. Some teams might even think the mini spikes are just noob spikes that don't work (which may lead to enemy Monks not fully concentrating because it's "so damn easy", or overhealing to show off (which would result in unnecessary energy loss)), until they get fully spiked.

Quote:
Originally Posted by dgb
It lasts for 20s on a 5s recharge, you can cover most of them, especially when there's no other pressure floating around. You could probably heal this thing entirely with heal party it's that bad.

The true potential of rising bile is in giving me free fame.
Covering 4 targets with Prot Spirit would be quite energy heavy though wouldn't it? Especially as you cast it every 5 seconds. Don't forget that the Monk will have to remember which people have Rising Bile on them. The spikers could put Conjure Phantasm on the non Risiing Bile targets so the Monk can't tell by the arrow and bar color.

Discord is for 'other' pressure, as well as Deathly Swarm and Conjure Phantasm.

I knew this wouldn't be too great (Blessed Light has been a pain in the ---), but I didn't come here to be told that you could heal this with Heal Party. I highly doubt you could do that anyway. Lets see you cast 15 energy spells every 4 seconds without having severe energy problems.
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Old Nov 17, 2006, 09:10 AM // 09:10   #12
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Quote:
Originally Posted by Marty Silverblade
Wow. I noticed the Factions Monk henchie using it (no wonder they don't heal as much as Prophecies (but Prophecies had no hex/condition removal so I'm not complaining)) and I think it would OWN this completely. Unless of course I make the healer a Mo/Me (I'm 99% sure there are already Mo/Me healers in Ha anyway) and take Signet of Humility themselves.



It won't be 30 seconds. After 2-3 applications, the enemy team might get confused as to how long it has been up for. Ideally, it should last at least 1.5 mins (that's 1 min 30 sec). Each spiker could frequently 'mini spike' people, by Deep Wounding and Discording their specific target, so the Monks have to fix this up and waste their energy, as well as confusing them as to which spike will be the 'real' spike. Some teams might even think the mini spikes are just noob spikes that don't work (which may lead to enemy Monks not fully concentrating because it's "so damn easy", or overhealing to show off (which would result in unnecessary energy loss)), until they get fully spiked.



Covering 4 targets with Prot Spirit would be quite energy heavy though wouldn't it? Especially as you cast it every 5 seconds. Don't forget that the Monk will have to remember which people have Rising Bile on them. The spikers could put Conjure Phantasm on the non Risiing Bile targets so the Monk can't tell by the arrow and bar color.

Discord is for 'other' pressure, as well as Deathly Swarm and Conjure Phantasm.

I knew this wouldn't be too great (Blessed Light has been a pain in the ---), but I didn't come here to be told that you could heal this with Heal Party. I highly doubt you could do that anyway. Lets see you cast 15 energy spells every 4 seconds without having severe energy problems.
Channeling and stand right inside the mob of you guys..

"Rising bite on 3"
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Old Nov 17, 2006, 02:22 PM // 14:22   #13
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Healer x1

I'm not sure what type of healer would be suitable, seeing as my monk has only PvPed in Ascalon Arena
Don't make builds assuming 1 monk can handle everything when none of the other characters have any self-defense. You'll get raped in about 30 seconds flat, way before any of your RB 'dmg' will kick in.

The idea behind RB is for it to be used in a heavy-hex team not all consisting of just RB and Conjure Phantasm.
Your Discord will only do damage where your enemy has never heard of condition removal. If you want to use Discord, which I wouldn't recommend anyway, it would have to be as part of a build where you can guarantee conditions on the enemy team as well as hexes.
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Old Nov 17, 2006, 05:10 PM // 17:10   #14
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Aside from the inherent problems of this (zero damage to any team with any degree of condition/hex removal), Rising Bile doesn't work in the way you think it does.

If you put RB on someone, then re-apply it before it ends it doesn't restart the 30s, it will end when the original one did anyway. You can test this very easily in the isle of the nameless, it lasts 30s and recharges in 20. Put it on a target dummy, then re-hex on recharge. Assuming no fast recharges it will end about 10s later and only do 30* x damage, where x is the multiplier.

Oh yeah, you can chain cast heal party if you know how to use channeling.

You aren't going to get much mileage out of Discord, one RC will deal with conditions and you have no easy way to apply them. Deathly Swarm isn't going to provide much DPS.
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Old Nov 18, 2006, 09:15 AM // 09:15   #15
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Guys dont argue with him, he has a grand total of 32 fame. Ur all owned no matter what u say
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