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Old Aug 29, 2006, 09:12 PM // 21:12   #1
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Default [6MAN] Mixed Spike

I tried to come up with a 6 man spike team just to see if it's viable, and here's the result :

http://gwshack.us/02191

The spike has 684 damage vs 60AL targets, so it's a bit low. The spike is only to get to halls though, it shouldn't matter much once there.
(179 for PP/SD, 118 for OFlame, 145 for Doom, 142 for LOrb, 100 for Shadow Strike)
Utility part needs work...

For capping, there's ward stability to prevent shock, weapon of warding, shield's up and guardian for vanilla arrow interrupts, blinding flash should get rid of seeking arrows rangers. Can't do anything about Psychic distraction, except to kill him.


Main problem with the build is that it's gonna suck for relic runs and it'll take hours just to get to halls.
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Old Aug 29, 2006, 09:31 PM // 21:31   #2
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First up, +10 points for using my build tagging system.

Seconday, the build actually looks pretty solid.

You may find problems with the Rit. Using Ritual Lord gives you a very limited window for using Doom on spike. You could possibly pull it off if the Rit was your caller, but even then I'm not sure sure. Have you tested it personally?
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Old Aug 29, 2006, 09:36 PM // 21:36   #3
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Soul twisting instead of Rit Lord imo.



Also, Psychic Distraction? Wouldn't expell hexes be better? How can it help to black you out for 8 seconds..if you're a spike team.
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Old Aug 30, 2006, 12:24 AM // 00:24   #4
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Quote:
Also, Psychic Distraction? Wouldn't expell hexes be better? How can it help to black you out for 8 seconds..if you're a spike team.
pd is for ghosts, obviously. although you can't spike when interrupting which would suck.

My suggestion would be maybe find room for another spike-skill on the mesmer. maybe energy burn and/or shatter - the pp/sd has a much longer recharge than any of the other spikers in the build - and you could spike more frequently if the mesmer had something else to spike with. maybe.
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Old Aug 30, 2006, 11:04 AM // 11:04   #5
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Psychic distraction is mainly for dealing with Rits and Broken Tower (you're screwed if they cap first). You can't spike through shelter and union,

The ritualists doesn't use Rit Lord when spiking if it's possible. Against another defensive build it's probably not needed to have spirits up all the time, so he can spike more often.
In holding mode I think that Rit Lord is needed though.

It's a really slow spike anyway, about 3-4 / minute if you don't get disrupted, and then you still need to get a clean spike to actually kill something.

The main point was to see if it's even feasible to have a decent spike with 6 man ^^
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Old Aug 30, 2006, 02:05 PM // 14:05   #6
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I would say to add a r spiker with seekin arrows+rtw instead of the rt to add firepower +more interrupts at altars, 1 r spiker has enough interrupts so you can add mantra of recovery instead of pd, and you can change secondary to necro add parasitic bond instead of weapon of warding so you can confuse the infuser.You can add e-burn instead of insipered ench for more dmg and more often spike.

Warder seems ok.

about air emo...You can add lighting strike for more dmg instead of life bond and wb for broken tower instead of extinguish

You can add to b-spiker vam gaze instead of veil with soul reaping i think you will not face any energy problems and add anotehr healing skill like healing light healing burst or woh


Your build is pretty solid the changes that i suggested was what i would run
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Old Aug 30, 2006, 04:14 PM // 16:14   #7
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Quote:
Originally Posted by I Mean I
I would say to add a r spiker with seekin arrows+rtw instead of the rt to add firepower +more interrupts at altars, 1 r spiker has enough interrupts so you can add mantra of recovery instead of pd, and you can change secondary to necro add parasitic bond instead of weapon of warding so you can confuse the infuser.You can add e-burn instead of insipered ench for more dmg and more often spike.

Warder seems ok.

about air emo...You can add lighting strike for more dmg instead of life bond and wb for broken tower instead of extinguish

You can add to b-spiker vam gaze instead of veil with soul reaping i think you will not face any energy problems and add anotehr healing skill like healing light healing burst or woh


Your build is pretty solid the changes that i suggested was what i would run
Sorry, but most of these changes seem pretty dumb. You're not gonna drop a ritualist for a ranger when you have a single monk.

You don't need follow-ups to the spike, because if the target gets a prot or heal, it's not 150ish damage 1.75s later that will kill it.

Extinguish is needed to deal with disease and any condition heavy build.

Soul reaping is NOT energy management, especially when you suggest to remove the rit. Holy veil is needed to deal with hexes.
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Old Aug 30, 2006, 05:08 PM // 17:08   #8
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Quote:
Originally Posted by JR-
You may find problems with the Rit. Using Ritual Lord gives you a very limited window for using Doom on spike. You could possibly pull it off if the Rit was your caller, but even then I'm not sure sure. Have you tested it personally?
Why Shadowsong on the Ritualist? Seems like you could replace that for a quicker casting spirit (e.g. Pain) if you're just looking to have another spirit to boost Doom.
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Old Aug 31, 2006, 01:03 AM // 01:03   #9
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Shadowsong causes blind, which is great for warriors who take a dislike to you and your spirits.
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