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Old May 30, 2006, 09:56 AM // 09:56   #1
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Join Date: May 2006
Guild: Diversionary Tactics[DT]
Profession: R/
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Default Fire spike/Damage Overload build

Here's the Fire spike/Damage Overload I run in HA:


Mesmer/Assassin
Insightful PVP Inscribed Staff of Fortitude (20/20 Inspiration Magic)
Fast Cast: 8 (6+1+1)
Domination: 11 (10 + 1)
Inspiration: 7 (6 + 1)
Deadly Arts: 12

- Cry of Frustration (Domination Magic)
- Dash ()
- Siphon Speed (Deadly Arts)
- Blackout (Domination Magic)
- Shroud of Silence [Elite] (Deadly Arts)
- Diversion (Domination Magic)
- Drain Enchant (Inspiration Magic)
- Res Sig ()


Elementalist/Necromancer
Insightful PVP Dead Staff of Enchanting (20/20 Death Magic)
Fire Magic: 16 (12 + 1 + 3)
Energy Storage: 13 (12 + 1)
Death Magic: 3

- Elemental Attunement [Elite] ()
- Fire Attunement (Fire Magic)
- Meteor Shower (Fire Magic)
- Bed of Coals (Fire Magic)
- Fireball (Fire Magic)
- Rodgorts Invocation (Fire Magic)
- Necrotic Traversal (Death Magic)
- Res Sig ()


Elementalist/*
Insightful PVP Air Staff of Enchanting (20/20 Air Magic)
Fire Magic: 16 (12 + 1 + 3)
Energy Storage: 13 (12 + 1)
Air Magic: 4 (3 + 1)

- Elemental Attunement [Elite] ()
- Fire Attunement (Fire Magic)
- Meteor Shower (Fire Magic)
- Bed of Coals (Fire Magic)
- Fireball (Fire Magic)
- Rodgorts Invocation (Fire Magic)
- Windborne Speed (Air Magic)
- Res Sig ()



Assassin/* (Caller)
Zealous PvP Daggers of Fortitude (Damage +15% While health above 50%)
Dagger Mastery: 16 (12 + 1 + 3)
Deadly Arts: 9 (8 + 1)
Critical Strikes: 11 (10 + 1)

- Expose Defenses (Deadly Arts)
- Iron palm (Deadly Arts)
- Falling Spider (Dagger Mastery)
- Horns of the Ox (Dagger Mastery)
- Temple Strike [Elite] (Dagger Mastery)
- Twisting Fangs (Critical Strikes)
- Golden Lotus Strike (Dagger Mastery)
- Res Sig ()


Elementalist/Ritualist
Insightful PVP Communing Staff of Fortitude (20/20 Communing Magic)
Earth Magic: 16 (12 + 1 + 3)
Energy Storage: 9 (8 + 1)
Communing Magic: 10

- Glyph of Energy [Elite] ()
- Obsidion Flame (Earth Magic)
- Ward Against Melee (Earth Magic)
- Ward Against Foes (Earth Magic)
- Earthquake (Earth Magic)
- Aftershock (Earth Magic)
- Earthbind (Communing Magic)
- Res Sig ()


Monk/Mesmer
Insightful PVP Holy Staff of Enchanting (20/20 Protection Prayers)
Protection Prayers: 16 (12 + 1 + 3)
Divine Favor: 11 (10 + 1)
Inspiration Magic: 8

- Expel Hexs [Elite] ()
- Protective Spirit (Protection Prayers)
- Gaurdian (Protection Prayers)
- Reversal of Fortune (Protection Prayers)
- Aegis (Protection Prayers)
- Channeling (Inspiration Magic)
- Draw Conditions (Protection Prayers)
- Purge Conditions ()


Monk/Mesmer
Insightful PVP Holy Staff of Enchanting (20/20 Healing Prayers)
Healing Prayers: 16 (12 + 1 + 3)
Divine Favor: 11 (10 + 1)
Inspiration Magic: 8

- Healing Hands [Elite] (Healing Prayers)
- Dwaynas Kiss (Healing Prayers)
- Healing Seed (Healing Prayers)
- Orison of Healing (Healing Prayers)
- Heal Other (Healing Prayers)
- Channeling (Inspiration Magic)
- Heal Party (Healing Prayers)
- Holy Veil ()


Monk/Mesmer
Insightful PVP Holy Staff of Enchanting (20/20 Healing Prayers)
Healing Prayers: 14 (12 + 1 + 1)
Divine Favor: 11 (10 + 1)
Inspiration Magic: 8

- Spell Breaker [Elite] (Divine Favor)
- Infuse Health (Healing Prayers)
- Orison of Healing(Healing Prayers)
- Healing Whisper (Healing Prayers)
- Healing Touch (Healing Prayers)
- Channeling (Inspiration Magic)
- Healing Seed (Healing Prayers)
- Holy Veil ()


Me/A Diversions/Crys enemy damage, then runs up and blackouts/shrouds infuser + secondary heaer during spikes. Can cry/blackout bonder as well. Infuser is most important though.

A/* Calls a 3 2 1 count as soon as 1 of his combos is up. You target enemy damagers first (Mesmers, Ele spikers, Ranger Spikers, etc). Secondary Spikes will be the most common.

Fire Spikers on first spike use all 4 fire spells in order Meteor Shower, Bed of Coals, Rodgorts Invocation, Fireball. Secondary Spike is Fireballs only. Bed of coals can be used every 30 seconds so whenever it comes back up as long as you use it right away you can do it right after meteor shower and once in between, otherwise do not use at all.

E/N must make sure to eat all corpses otherwise it will be Well of Profane for the lose.

Warder will put down earthbind prior to first spike(60 second charge so should be back up right before next meteor shower spike) then EQ/AS with spikers while begging to maintain wards, and obsidion flame on secondary spike.


This build is not for the inexperienced as it requires alot of coordination.
This is also a more official looking post of the thread below for the directory

Last edited by Unknown Magics; May 30, 2006 at 08:52 PM // 20:52..
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