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Old Oct 09, 2006, 04:17 AM // 04:17   #1
Ascalonian Squire
 
Join Date: Jun 2006
Guild: XoO
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Default Mind Shock Ele Spike (6 Man)

Mind Shock Ele Spike





Mind Shock Spiker {Caller}

Elementalist/Mesmer
Level: 20

Energy Storage: 10 (9+1)
Air Magic: 16 (12+4)
Domination Magic: 3
Inspiration Magic: 9

Lightning Orb (Air Magic)
Lightning Orb flies toward target foe and strikes for 106 lightning damage if it hits. This Spell has 25% armor penetration.
Energy:15 Cast:2 Recharge:5

Mind Shock [Elite] (Air Magic)
Target foe suffers 53 lightning damage. If you have more Energy than target foe, that foe suffers 53 additional lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:10 Cast:1 Recharge:20

Lightning Strike (Air Magic)
Strike target foe for 53 lightning damage. This Spell has 25% armor penetration.
Energy:5 Cast:1 Recharge:5

Windborne Speed (Air Magic)
For 11 seconds, target ally moves 33% faster.
Energy:10 Cast:1 Recharge:5

Cry of Frustration (Domination Magic)
If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 17 damage.
Energy:15 Cast:0.25 Recharge:20

Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

Mantra of Resolve (Inspiration Magic)
For 66 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 6 Energy or Mantra of Resolve ends.
Energy:10 Cast:0 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Air Spiker

Elementalist/Mesmer
Level: 20

Energy Storage: 10 (9+1)
Air Magic: 16 (12+4)
Domination Magic: 3
Inspiration Magic: 9

Lightning Orb (Air Magic)
Lightning Orb flies toward target foe and strikes for 106 lightning damage if it hits. This Spell has 25% armor penetration.
Energy:15 Cast:2 Recharge:5

Mind Shock [Elite] (Air Magic)
Target foe suffers 53 lightning damage. If you have more Energy than target foe, that foe suffers 53 additional lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:10 Cast:1 Recharge:20

Lightning Strike (Air Magic)
Strike target foe for 53 lightning damage. This Spell has 25% armor penetration.
Energy:5 Cast:1 Recharge:5

Blinding Flash (Air Magic)
Target foe is Blinded for 10 seconds.
Energy:15 Cast:0.75 Recharge:4

Cry of Frustration (Domination Magic)
If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 17 damage.
Energy:15 Cast:0.25 Recharge:20

Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

Mantra of Resolve (Inspiration Magic)
For 66 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 6 Energy or Mantra of Resolve ends.
Energy:10 Cast:0 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Air Spiker

Elementalist/Mesmer
Level: 20

Energy Storage: 10 (9+1)
Air Magic: 16 (12+4)
Domination Magic: 3
Inspiration Magic: 9

Lightning Orb (Air Magic)
Lightning Orb flies toward target foe and strikes for 106 lightning damage if it hits. This Spell has 25% armor penetration.
Energy:15 Cast:2 Recharge:5

Mind Shock [Elite] (Air Magic)
Target foe suffers 53 lightning damage. If you have more Energy than target foe, that foe suffers 53 additional lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion.
Energy:10 Cast:1 Recharge:20

Lightning Strike (Air Magic)
Strike target foe for 53 lightning damage. This Spell has 25% armor penetration.
Energy:5 Cast:1 Recharge:5

Blinding Flash (Air Magic)
Target foe is Blinded for 10 seconds.
Energy:15 Cast:0.75 Recharge:4

Cry of Frustration (Domination Magic)
If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 17 damage.
Energy:15 Cast:0.25 Recharge:20

Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

Mantra of Resolve (Inspiration Magic)
For 66 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 6 Energy or Mantra of Resolve ends.
Energy:10 Cast:0 Recharge:20

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

WoH

Monk/Mesmer
Level: 20

Divine Favor: 10 (9+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 9

Word of Healing [Elite] (Healing Prayers)
Heal target other ally for 84 points. Heal for an additional 106 points if that ally is below 50% Health.
Energy:5 Cast:0.75 Recharge:4

Heal Party (Healing Prayers)
Heal entire party for 84 points.
Energy:15 Cast:2 Recharge:2

Dwayna's Kiss (Healing Prayers)
Heal target other ally for 63 points and an additional 37 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

Orison of Healing (Healing Prayers)
Heal target ally for 73 points.
Energy:5 Cast:1 Recharge:2

Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 32 Health.
Energy:10 Cast:2 Recharge:25

Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Channeling (Inspiration Magic)
For 37 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15

Infuse

Monk/Mesmer
Level: 20

Divine Favor: 10 (9+1)
Healing Prayers: 16 (12+4)
Inspiration Magic: 9

Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 138% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0

Spell Breaker [Elite] (Divine Favor)
For 14 seconds, Spells targeted against target ally fail.
Energy:15 Cast:1 Recharge:45

Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 32 Health.
Energy:10 Cast:2 Recharge:25

Dwayna's Kiss (Healing Prayers)
Heal target other ally for 63 points and an additional 37 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

Orison of Healing (Healing Prayers)
Heal target ally for 73 points.
Energy:5 Cast:1 Recharge:2

Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Channeling (Inspiration Magic)
For 37 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15

Active Prot

Monk/Mesmer
Level: 20

Divine Favor: 10 (9+1)
Protection Prayers: 16 (12+4)
Inspiration Magic: 9

Restore Condition [Elite] (Protection Prayers)
Remove all Conditions (Poison, disease, Blindness, dazed, bleed, Crippled, and Deep Wound) from target other ally. That ally is healed 74 for each Condition removed.
Energy:5 Cast:0.75 Recharge:2

Protective Spirit (Protection Prayers)
For 24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Energy:10 Cast:0.25 Recharge:5

Guardian (Protection Prayers)
For 5 seconds, target ally has a 52% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 84.
Energy:5 Cast:0.25 Recharge:2

Aegis (Protection Prayers)
For 11 seconds, all party members have a 50% chance to block attacks.
Energy:15 Cast:2 Recharge:30

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Channeling (Inspiration Magic)
For 37 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

The spike works like this Lightning Orb, Followed by Mind shock, then lightning strike if needed. Cry of fustration is too interrupt other spikers, or interrupt ghost. Energy is a bit of an issue but it can be managed fine. Knockdown can be a pain, that why I was thinking maybe of replacing one monk for a warder, but i'm not sure.

Anyways, give your comments.
Torn_Muffin is offline   Reply With Quote
Old Oct 09, 2006, 04:48 PM // 16:48   #2
Frost Gate Guardian
 
Join Date: Apr 2006
Location: Belgium
Profession: W/
Default

add frozen in it...
mind shock give exhoustion... make the count:
altar map: 2 teams: 12 players
from that 12 proboly have 8 a ress sig
this is gonna hurt in energy


and what if the spike fails.... OUCH
Black Destroyer is offline   Reply With Quote
Old Oct 09, 2006, 07:14 PM // 19:14   #3
Ascalonian Squire
 
Join Date: Feb 2005
Default

I belief you rotate mind shock caster, but then that leaves you lacking in damage?
Xlaydos is offline   Reply With Quote
Old Oct 09, 2006, 07:18 PM // 19:18   #4
Ascalonian Squire
 
Join Date: Jun 2006
Guild: XoO
Default

Once your exhaustion hurted your maximum energy a lot, you just start using lightning strike.. until you get back your energy.

This build is great for altar maps, just let the other teams fight eachother first, spike the guy holding the resurection orb, then spike there ghost. Do it right, and there shoudl be no reason for you to lose.

You don't need to spike every single person on altar maps, only key players. Samething for Halls, spke the infuser, and go for the ghost.
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