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Old Jun 03, 2006, 02:13 AM // 02:13   #21
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They were using glyph of energy plus gale.

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Old Jun 03, 2006, 11:24 AM // 11:24   #22
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That was just the E/Me, and he was using wards too.
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Old Jun 03, 2006, 12:32 PM // 12:32   #23
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Yeah its a very nice build. Played these guys a few times. Good guys. We took a fair few hidings from this lot a few times before we tweaked the igay build a little.

It reminds me of noble's (mtv) old obsidian 7 monk holding build but with a slightly slicker spike.

I still can't see this replacing blood/foc spike tho as the current fotm.
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Old Jun 03, 2006, 05:11 PM // 17:11   #24
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Quote:
Originally Posted by Jiao Yang
The Spike was extremely fast, and almost un-infusable if they had got a perfect spike in each run. What they did was, use Deaths Charge to teleport in on the target, use Holy Strike and Soulstone Strike to take out the target in one clearn spike, then teleport out.
Death's Charge has 0,75 sec aftercast and holy strike has a casttime which means you know more than a second in advance who will be the spike target - so, this spike should be stoppable (though most likely not infusable)
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Old Jun 03, 2006, 05:57 PM // 17:57   #25
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Death's Charge cast time is 0.25 seconds
Holy Strike's cast time is 0.75 seconds

You can't really include the deaths charge time as when we use it there is no indication that we have apart from some smoke left behind and no damage is givin making the spike some what unpredictable.


Infuse cast time is 0.25 seonds.

So the infuse cast time - the Holy strike cast time = 0.5 seconds.

You are going to have too have very quick reaction times to infuse this spike.

Last edited by Ghost Recon; Jun 03, 2006 at 06:28 PM // 18:28..
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Old Jun 03, 2006, 06:09 PM // 18:09   #26
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Notice how I said almost un-infusable. And yes, the spikes are predictable so a good team can use spells on the target beforehand to stop it, but when I have been watching in obs mode, that just hasnt been happening.
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Old Jun 03, 2006, 06:16 PM // 18:16   #27
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Our deaths charge spikes are very rarely infused. Our other spikes can be but it can depend on diffrent circumstances.
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Old Jun 03, 2006, 07:00 PM // 19:00   #28
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Quote:
Originally Posted by Ghost Recon
Infuse cast time is 0.25 seonds.

So the infuse cast time - the Holy strike cast time = 0.5 seconds.

You are going to have too have very quick reaction times to infuse this spike.
in that 0.25 seconds, you will need to look at whos being spiked, click on that person in the party window, then press your infuse button.

Its pretty much impossible unless you are using a macro.
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Old Jun 03, 2006, 08:27 PM // 20:27   #29
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Quote:
Originally Posted by Ghost Recon
Death's Charge cast time is 0.25 seconds
Holy Strike's cast time is 0.75 seconds

You can't really include the deaths charge time as when we use it there is no indication that we have apart from some smoke left behind and no damage is givin making the spike some what unpredictable.
I said aftercast and I meant aftercast. And aftercast of Death's Charge is 0.75 seconds. That is 0.75 seoncds that I know in advance who you gonna spike and you still need to cast your next spell...
Quote:
You are going to have too have very quick reaction times to infuse this spike.
and I said "stopable" though it might not be "infusable"

please read my posts before responding, thanks.


stopable does not mean infusable. infuse stops no good spike. infuse is just for cleaning up.
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Old Jun 03, 2006, 09:51 PM // 21:51   #30
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Quote:
Originally Posted by Schorny
I said aftercast and I meant aftercast. And aftercast of Death's Charge is 0.75 seconds. That is 0.75 seoncds that I know in advance who you gonna spike and you still need to cast your next spell...
There is no aftercast after using deaths charge or any shadow step (Aura of displace ment, deaths charge etc.) You can use deaths charge then strait away use holy strike

please inquire about these things before responding, thanks.

Last edited by Ghost Recon; Jun 03, 2006 at 09:54 PM // 21:54..
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Old Jun 07, 2006, 01:17 PM // 13:17   #31
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If you get to play that build ,post it in the HA builds, might be interesting.
Just my 2 cents.
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Old Jun 12, 2006, 09:48 PM // 21:48   #32
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a few people have started to try copy our build but none have been anywhere near as effective as ours
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Old Jun 13, 2006, 10:52 AM // 10:52   #33
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Yup, interesting build.

What Divine + heal/prot are you left over with though?
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Old Jun 13, 2006, 03:26 PM // 15:26   #34
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This is the basis of the Mo/A build

http://gwshack.us/29bca

I have left of the spells for the spirit spammer, most of the ele spells and a few of the necromancer spells, as i don't want to encourage copying of the build but too have people come up with there own variations if you really want our full build copy it from observer .

Last edited by Ghost Recon; Jun 13, 2006 at 05:57 PM // 17:57..
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Old Jun 13, 2006, 03:33 PM // 15:33   #35
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This build aint that great. I saw a rank 70 guild running this get pwned in UW by some pug in observer mode. Pretty sure they were using the same build as the one posted, or something very similar.
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Old Jun 13, 2006, 04:30 PM // 16:30   #36
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Quote:
Originally Posted by master_of_puppets
This build aint that great. I saw a rank 70 guild running this get pwned in UW by some pug in observer mode. Pretty sure they were using the same build as the one posted, or something very similar.
Not suprised it isn't easy to run at all it takes time to learn how to play it well and all the other copy's i have seen have used Aura of Displacement as there elite and in my opinion it is a waste of an elite as it isn't needed.

There is nothing wrong with the build just it is VERY hard to get right we have flawlessed good teams in well under 2 min. Completely slaughtered blood spike teams and beaten various top guilds with the build and held halls with it.

I know Hot Asian Chicks [HoT] where running it last night with aura of displacement they where ok at playing it they just spiked too slow, we tend too spike every 5-8 seconds, where as they only spiked using AoD which ment they could only spike every 20 seconds meaning they had too concentrate more on healing.

The build is there for people to try but you really can't expect too get it right first time as it isn't easy.

Last edited by Ghost Recon; Jun 13, 2006 at 04:41 PM // 16:41..
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Old Jun 13, 2006, 05:36 PM // 17:36   #37
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Just out of curiosity, if you added Balz aura to the 6 Mo/A skill bar, and casted that just prior to Death Charging in on the target would that not add a level of effectiveness to the spike? Potentially spreading mass dmg to any nearby allies as well?

I suppose there are a few obvious concerns:
is that too much energy to expend?
can you afford to drop anything form your skillbar to make room?
would it really make this build anymore effective?

hmm...Build idea just popped into my head
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Old Jun 13, 2006, 06:11 PM // 18:11   #38
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If they did that, the opposing team would get ready for a spike, being a hell of a lot more likley to stop it, however that might be outdone by 6 * whatever damage balthazars aura is at 16 smiting...i think it 28? Thats a fair bit of additional damage.
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Old Jun 14, 2006, 08:55 AM // 08:55   #39
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Yer but the thing is about using balthazars aura is that it is 25 energy and trying to use that on a monk with out any energy managment apart from BR it will affect healing a lot. Damage isn't really a problem we do between 1000-1200dmg per spike depending how we set the ele and the necro and we have spiked thought max fertile (+350 health) with no problem at all.
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Old Jun 14, 2006, 12:12 PM // 12:12   #40
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Yea I think one of my guildies saw someone else using a variant of your build with AoD cuz when I saw them on obs I immediately asked why they would waste their elite on AoD. It looks really fun to play though so I'm sure we'll try again sometime. We don't really take HA that seriously so goofy stuff like this is more to our liking and if it actually works then all the better.

Props on the fun and original build.
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