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Old Jul 09, 2006, 05:11 PM // 17:11   #1
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Join Date: Jan 2006
Location: England
Guild: Heroes of Vizunah Square [VIZU]
Profession: Me/Mo
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Default Deathly Spike Build (Also can be used for GvG)

I was pretty bored, so i decided to come up with a new Spike Build which should work.

N/Mo (x4)

• Icy Veins {E}
• Deathly Chill
• Malign Intervention
• Healing Breeze
• Heal Other
• Heal Party
• Jamei’s Gaze
• Resurrection Signet

N/W (x1)

• Deathly Chill
• Malign Intervention
• Bitter Chill
• “Charge” {E}
• “Shields Up”
• “Watch Yourself”
• Gaze of Contempt
• Resurrection Signet

N/E (x1)

• Blood is Power {E}
• Blood Bond
• Strip Enchantment
• Ice Spikes
• Shard Storm
• Deep Freeze
• Glyph of Lesser Energy
• Resurrection Signet

Mo/Me (x1)

• Mend Condition
• Guardian
• Mantra of Recall {E}
• Extinguish
• Shield Guardian
• Purge Conditions
• Channelling
• Resurrection Signet

Mo/Me (x1)

• Infuse Health
• Spell Breaker {E}
• Remove Hex
• Heal Party
• Heavens Delight
• Leach Signet
• Mantra of Signets
• Resurrection Signet

N/Mo Attributes:

Attributes:
- 16 Death magic (12+1+3)
- 9 Healing Prayers
- 9 Soul Reaping (8+1)
Runes:
- Superior Vigor
- Superior Death Magic
- Minor Soul Reaping
(Scar for +1 Death Magic)

N/W Attributes:

Attributes:
- 16 Death magic (12+1+3)
- 9 Tactics
- 9 Soul Reaping (8+1)
Runes:
- Superior Vigor
- Superior Death Magic
- Minor Soul Reaping
(Scar for +1 Death Magic)

N/E Attributes:

Attributes:
- 16 Blood Magic (12+1+3)
- 9 Water Magic
- 9 Soul Reaping (8+1)
Runes:
- Superior Vigor
- Superior Blood Magic
- Minor Soul Reaping
(Scar for +1 Blood Magic)

Mo/Me Attributes (Prot Monk)

Attributes:
- 16 Protection Prayers (12+1+3)
- 10 Divine Favour
- 7 Inspiration Magic
Runes:
- Superior Vigor
- Superior Protection Prayers

(Scar for +1 Protection Prayers)

Mo/Me Attributes (Infuser)

Attributes:
- 16 Healing Prayers (12+1+3)
- 10 Divine Favour
- 7 Inspiration Magic
Runes:
- Superior Vigor
- Superior Healing Prayers

(Scar for +1 Healing Prayers)



How it Works

- Just like any other spike, somebody counts 3-2-1, then you spike. The spike skills are; Icy Veins, Deathly Chill, and Bitter Chill (For the N/W). The protection monk takes care of conditions, while the Infuser takes care of the hex removal. The Protection Monk has Extinguish for when your loaded with Conditions and needs to remove them quick, and so uses Extinguish then Mend Condition, but also uses Extinguish when everybody crosses the lava at the “Burning Isle” Guild hall (When using the build for GvG). Infuser is there for three reasons. A) To ensure you don’t die, B) To protect you from Spikes and C) To remove hexes.

- The Infuser has Leach Signet for when he/she is low on energy, causing the opponent to be interrupted from their spells, and to gain energy. The N/W is there to get you to the flag stand first (when you start the battle), and to protect you with “Shields Up” and “Watch Yourself” when doing running spikes, or under heavy fire. The N/W MUST be equipped with a Sword. The N/W uses Malign Intervention on the Spike target to try and help stop the foe being infused properly. Gaze of Contempt can also be used on the target to remove the enchantments.

- The N/Mo Spikers use Icy Veins and Deathly Chill because it will make the spike faster, lowering the chances of the foe being infused quick enough to prevent him/her dying. The other skills are to Heal each other when under Heavy fire, and if against a spike team, can use Heal Party to heal the person after the follow ups from the enemy spikes and to help get the Health back to 50%.

- The N/E is the flag runner. This person can get Monk energy back up with BiP, can remove enchantments from foes, bond with an ally to help him/her stay alive, but, has water magic spells to slow down enemy flag runners, and enemies in general, ensuring a quicker spike.
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Old Jul 09, 2006, 08:41 PM // 20:41   #2
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Bitter chill, 53 damage per second, armor and magical resistance affects it, + it only works when a foe has more hp than you do. That's very little, even when 5 people would do it, and its very easy to heal off.

Deathly Chill, 53 damage each 6 seconds if not above 50%, thats roughly 9 damage or 15 damage per second, when the foe has 50% health or above.


You call that ... a spike? That doesnt even need to be infused.

N/E "flag runner" doesn't have a speed buff

Mantra of recall is not a good choice for an elite for a monk because every decent team in ha has enchantment removals, if youre using only 2, then use a Blessed Light/infuser + WoH/Hp
or remove someone and add a 3rd monk, making a traditional monk trio, sb/infuse + woh/hp + RC prot

You dont use heal party against a spike team, unless that team runs skills which attacks more than 1 foe, thats aoe spells or spells like vampiric swarm, Feast of corruption

You miscalculated insipration magic attribute for both mo/me's, you can add 1 more, up to 8, not 7.

And dude, you don't really need to explain people how does an infuser works, unless someone asks you to.


Slowing down opponents does not make the spike quicker, unless it needs touch range, your doesnt.

one suggestion, use gw freaks or gwshack so your builds will be easier to read. www.gwfreaks.com / www.gwshack.us


Summary - Uhm.... Perhaps you should try using your build before actually posting it?

Last edited by Spoony; Jul 09, 2006 at 08:59 PM // 20:59..
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Old Jul 09, 2006, 10:29 PM // 22:29   #3
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Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
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Quote:
Originally Posted by Spoony
Bitter chill, 53 damage per second, armor and magical resistance affects it, + it only works when a foe has more hp than you do. That's very little, even when 5 people would do it, and its very easy to heal off.

Deathly Chill, 53 damage each 6 seconds if not above 50%, thats roughly 9 damage or 15 damage per second, when the foe has 50% health or above.
While I agree this is not a good spike, please explain how your dps figures are relevant to spiking. Also, I disagree on your descriptions of the spells. Bitter Chill still does damage with your foe having less health than you, and Deathly Chill has added conditional Shadow damage.

My understanding of your spike is 4 x Icy Veins + 1 x Deathly Chill, followed by 4 x Deathly Chill + 1 x Bitter Chill, giving these numbers:
Icy Veins x 4 = 212 damage
Deathly Chill x 5 = 265 + 182 = 437 (at most, likely less)
Bitter Chill = 53

Total Damage: 702

First wave: 302
Second wave: 400 (assuming ideally hitting them at >50% health, which seems unlikely)
Time between waves: 1.75 seconds.

An infuser will easily stop this. Even with healing reduced from Malign Intervention (which gives away your spike target), 80% of 250 (a weak infuse) is still 200, enough to stop your spike without additional help (WoH, etc.).
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Old Jul 10, 2006, 05:47 AM // 05:47   #4
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I think i havent made myself clear, then. I meant the recharge of bitter chill, which is 10 seconds if the foe has less hp than you do, krysh. Sorry, i wrote that reply late at night so i had the right to make a mistake in saying that.

And the con of all this is is that it also affects armor, and magical resistance. Except the dmg 50% above from deathly chill. Thank you for correcting me on that bitter chill.
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Old Jul 10, 2006, 06:00 PM // 18:00   #5
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I suppose it could be vice evrsa - Deathly Chill then Icy Vains. But this is the first time I've made a proper Build, but I'll work on a better one. Although 1.75 seconds is big difference, if up against a team without an infuser, they're buggered.
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Old Jul 10, 2006, 06:55 PM // 18:55   #6
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Quote:
I think i havent made myself clear, then. I meant the recharge of bitter chill, which is 10 seconds if the foe has less hp than you do, krysh. Sorry, i wrote that reply late at night so i had the right to make a mistake in saying that.
My point here was that dps matters for basically nothing on a pure spike build. You don't care about the dps, you care about the size and timing of the damage packets. How big is the initial spike? How big is the afterspike? How little time between the initial spike and after spike? How big is the total spike? How long between spikes?

Quote:
I suppose it could be vice evrsa - Deathly Chill then Icy Vains. But this is the first time I've made a proper Build, but I'll work on a better one. Although 1.75 seconds is big difference, if up against a team without an infuser, they're buggered.
I think Deathly Chill would do better at the beginning of the spike, but I'm not sure thats enough to make this a good spike. Its an interesting try, and might do better with a bit of tweaking (higher soul reaping would help the damage of Icy Veins), but in the long run I think other builds will do better.

1.75 seconds is a rather large time between the initial spike and the afterspike. Even without an infuser, most teams have enough healing to get through that, and most teams bring Infuse in HA. Certain IWAY and ViM teams won't, but thats all I can think of off the top of my head.

If you want to punish a team for having no infuser, you want either a faster spike or a much larger spike (1000+ points of damage over 2-3 seconds).
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Old Jul 10, 2006, 07:51 PM // 19:51   #7
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Thanks for the tips Kryshnysh. My next build probably won't be a Spike, although if I find two nice SPike skills I'll have anough go at one. Thanks for the feed back guys
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