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Old Jul 20, 2006, 08:14 AM // 08:14   #1
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Default Mo/A Spike

Here is the Mo/A spike i created a while ago.

http://gwshack.us/e0488

I am pritty sure that's how we use to run it i could only find an old version so i had to update it as much as i could remember.


Spiking

The first spike will be a death's charge spike so this spike is noraml perfect after that you have a 45 second recharge on it so you gona have to run up to targets and spike, just make sure you get there when he says spike after the ele calls the target press T strait away to and check radar to see where he is if you have time run past the target and make it look like you are going for a diffrent target, then ran back to the real target, infusers which uses what he see's on the battle feild to infuse will throw him off.



Counters

Ward of Stability - With out the knock down the spike it screwed if you have it keep it up, while on alter maps like Hall of Hero's keep it up all the time as you don't know when they will spike as they can jump in at anytime and on normal maps watch your warder as in that 4 sec downtime of Stability they will definatly try and do a death's charge spike on him.

Ward of Foe's - If you are a high damage Area of Effect team then Ward of Foe's is useful it ruins all there timings for the spike and there is no way they can stay in the wards because of all the damage.

Fertile Season - As long as you are dealing enough preasure fertile is a good option they can't kill it without physicaly walking to it and using Holy Strike, the monks can't even wand it as they will be using Prot/Healing Staffs and don't meet the req of 9 divine so as long as you put it back where they can't get it they can't spike.

Quickening Zephyr - This hurts a lot when i last played it we only came against it while against Blood spike, in long games it messed us up pritty bad as the monks ran out of energy quickly, using this spell is more of a use at own risk if you have a good infuser you having nothing too worry about but we can spike faster and i have flawlessed B Spike in less than 1 min just because there infuser was a tad slow.

Nature's Renewal - Hurts the necro quite a bit in long games that Blood rit is needed and with a 4 second cast with nature's it's just askin to be interupted. Same with Cultist's Fervor this is now 2 second cast, joining most of the game the main healing come's from the necro as he can just spam Heal Party all day with Cultist's + Spirits + Players Dieing interupt this and it means the monks need to heal more.

Tranquility - Again hurts the necro as Cultist's will last nearly half the ammount of time which is about 10-12 seconds (Depends if you are using +20% enchatments) means the monks need to heal more as the necro can't spam it as much and the monks Healing seed and Healing Hands only lasts 5-6 seconds and SB lasting 7-8 seconds

Elementalst - if he ele can't gale then the monks can't spike (unless the other team has a really really bad infuser) so take him down and fast and shut him down.

Ritualist - if you keep all his spirits down then the monks go back to been squishy and are easy to take down.

Necro - strip cultist's and don't let him cast Blood rit or heal party and he becomes pritty useless.

Monks - they are squishy so easy to take down without a rit helping them. Also watch the monks after the first deaths charge spike they have to run to the target to spike so just watch where they are running,they tend to get to the target 1-2 seconds before the spike so everyone can spike on time.




As you can see there are a lot of couters but it is a very fun build to run it does take a lot of tatics to run it well but it can still be fun
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Old Jul 20, 2006, 12:53 PM // 12:53   #2
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cultist fervor.. ouch, you're saccing 15% each time you cast, i think you're better off with OoB as your e-management skill.

Maybe you should drop one of the seeds (since you have 3 seeds and a healing hands) and take out shield guardian for prot spirit.
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Old Jul 20, 2006, 01:48 PM // 13:48   #3
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Casting heal party with cultist up makes no diffrence you sac the health then heal party heals you back up.
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Old Jul 20, 2006, 03:13 PM // 15:13   #4
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Why did you put smite hex on the monk with the least smiting? That just about it.
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Old Jul 21, 2006, 11:56 AM // 11:56   #5
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Imo, not enough knockdown skills. JUST gale won't do the trick man.

Reroll Necro.

Add some snaring / More speed-ups. This is a touch build after all.

Build with 2 infusers ftl.

2 heal parties is enough.

Distortion on Ele. Its good for mesmer primaries, not guys like eles, he would lack energy too foten, even with br.

No Purge Conditions on Martyr? where does the condition removing come from?

End of bad stuff i noticed.

Good stuff:

Nice damage. Too bad it's touch range and knockdown requiring, tho.






Perhaps, it would be a good idea for like, rerolling them to mo/w's With 12 hammer mastery, or wammos, if that would not be too safe to use. The healing and damage from smiting would be reduced tho.
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