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Old Mar 31, 2006, 02:56 AM // 02:56   #21
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Thanks, dgb. That makes more sense.
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Old Apr 01, 2006, 09:27 PM // 21:27   #22
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When it comes to 1 man spike, there is just nothing really like the shock-axe warrior.

Frenzy-shock-eviserate-executioner will spike like nothing else.
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Old Apr 05, 2006, 03:48 AM // 03:48   #23
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Quote:
Originally Posted by Kwisatz_Haderach
freak someone found my build

honestly i have been running this build for monthes now and heres how i do it

12+1+3 Air Magic
10 Domination
7+1 Energy Storage
4 Illusion Magic

1. Lightening Surge {e} (106 dmg)
2. Lightening Orb (152 dmg)
3. Lightening Strike (56 dmg)
4. Phantom Pain (40 dmg +deepwound=140)
5. Shatter Delusions (55 dmg)
6. Wastrels Worry (45 dmg)
7. Air Attunement
8. Rez Sig

Total Spike Damage = Approx. 554 damage depending on oppenets health

Pretty much you chain Phantom Pain, Wastrels Worry, Lightening surge, Wastrels Worry, Lightening Orb, Shatter Delusions, Lightening Strike.

Lightening Strike is for a finishing blow if they survive. Wastrels Worry is for a touch extra dmg and hex coverage.

Also this build does not kill warriors or rangers because of their armor, but it does bring them to under 15% health. So in the end you will beat warrior and rangers as long as they arent healed or they dont interupt you.

Why did you steal my build?
Okay so I tried to input those stats but none of the skills unlocked. what am I doing wrong? thanks
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Old Apr 06, 2006, 02:39 AM // 02:39   #24
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Quote:
Originally Posted by pwnt42
Okay so I tried to input those stats but none of the skills unlocked. what am I doing wrong? thanks
I don't really explain what you're asking. You didn't have enough attributes? You don't have the skills unlocked?
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Old Apr 06, 2006, 03:01 AM // 03:01   #25
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I'm pretty sure he is trying to say he doesn't have those skills unlocked.
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Old Apr 09, 2006, 01:26 AM // 01:26   #26
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Quote:
Originally Posted by axe
somone took my warrior out once in TA with a 1 person spike build this is what I saw

Illusion of weekness
Grenths Balance {E}
Phantom PAin
Shatter Delusions
lol i run that all the time but you have to bring shadow strike to start out the spike
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Old Apr 09, 2006, 06:14 PM // 18:14   #27
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Wait but how does that Illusion of Weakness, Grenths Balance, Phantom Pain, Shatter Delusions thing work?
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Old Apr 09, 2006, 09:54 PM // 21:54   #28
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I'd say apply Phantom Pain, use Illusion of Weakness, Grenths Balance, then Shatter the PP.

Illusion of Weakness drops your health so that Grenths Balance will actually do something to your enemy. Shatter Delusions hits for a fair amount and shattering Phantom Pain applies a deep wound. Definitely a gimmick, but not terrible for all that.
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Old Apr 10, 2006, 07:46 PM // 19:46   #29
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When i go as a monk to TA i always take holy veil. And i faced a spike team once they used lighting surge as starting attack they spiked me once and i died then when i got rezzed i used holy veil on me and when i saw lighting surge i just cancelled holy veil and used prot sprit +rof spammng and they never spiked me to death again .
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Old Apr 11, 2006, 12:43 PM // 12:43   #30
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Quote:
Originally Posted by Kwisatz_Haderach
freak someone found my build

honestly i have been running this build for monthes now and heres how i do it

12+1+3 Air Magic
10 Domination
7+1 Energy Storage
4 Illusion Magic

1. Lightening Surge {e} (106 dmg)
2. Lightening Orb (152 dmg)
3. Lightening Strike (56 dmg)
4. Phantom Pain (40 dmg +deepwound=140)
5. Shatter Delusions (55 dmg)
6. Wastrels Worry (45 dmg)
7. Air Attunement
8. Rez Sig

Total Spike Damage = Approx. 554 damage depending on oppenets health

Pretty much you chain Phantom Pain, Wastrels Worry, Lightening surge, Wastrels Worry, Lightening Orb, Shatter Delusions, Lightening Strike.

Lightening Strike is for a finishing blow if they survive. Wastrels Worry is for a touch extra dmg and hex coverage.

Also this build does not kill warriors or rangers because of their armor, but it does bring them to under 15% health. So in the end you will beat warrior and rangers as long as they arent healed or they dont interupt you.

Why did you steal my build?
Just tried it. In the time it takes to chain 6 spells together I've already gotten my assed kicked many times over.
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Old Apr 11, 2006, 01:55 PM // 13:55   #31
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Quote:
Originally Posted by d3kst3r
Just tried it. In the time it takes to chain 6 spells together I've already gotten my assed kicked many times over.

the build has no way to keep a warrior or ranger off of you. a hammer warrior will get in your grill and interrupt the whole string.
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Old Apr 14, 2006, 11:50 PM // 23:50   #32
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A build I have experimented with that works fairly well is this:

me/e

12 air
12 fast cast
3 inspiration
(runes if you want)

skillz:
Air attunement
lightning orb
lightning strike
chaine lightning
mantra of recovery
res sig
2 of whatever else you want for healing/ energy management

Basically just apply mor and air attune then spam orb and strike, with a chaine added in sparingly.

Energy is a major problem with this build, but with the speed it kills you can take out a monk or warrior very quickly at the beginning of the match. It's great for shutting the opponents key players down early, and keeping them down after they res.
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Old Apr 17, 2006, 09:16 PM // 21:16   #33
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Location: Oxford - England
Profession: R/
Default My Aeromancer (not really spiker but good enough)

Profession: Elementalist/Any second proffesion (I use mesmer just because thats what i chose when i made it - The second profession is only relevent if you want to make modifications to the build)

Name: Basic Aeromancer

Type: 4v4 (especially random area's)

Category Simple Air Elementalist - Good damage output and good at staying alive. Essentially a supporting caster.

Attributes:
Air Magic: 16 (12+3+1)
Energy Storage: 13 (12+1)

Skills:

Lightning Orb
Enervating Charge
Lightning Strike
Blinding Flash
Aura of Restoration
Air Attunement
Elemental Attunement {Elite}
Signet of Ressurection

Equipment: Air Head Gear with Rune of Superior Air Magic
You can wear any of the elementalist armour that you want because it only affects resistances (I usually wear fire armour on the torso and legs then air for the boots and gloves as these are the two elements you are most likely to be taking damage from).
In you armour (doesn't matter where) you will need a Rune of Superior Vigor and a Rune of Minor Energy Storage.
Primary Weapon: Air Staff with +30 and +30 life head and wrapping
Secondary Weapon: Air Staff with +30 life head and +20% enchantment duration.

Tactics: Before any fighting starts put up enchantments in this order Air Attunement, Elemental Attunement, Aura of Restoration. The reason for doing this is that Air last longer than Ele. With your 20% enchantment duration staff (which you must always switch to when casting your enchantments) Elemental attunement has a duration of 54 seconds and a recharge time of 60seconds. This means it will run out quicker than Air attunment (with a duration of 72 seconds) so you want to 'waste' as little as it as possible before the fighting begins. Aura of Restoration being cast last is the most important as it is the least vital enchantment and it has the fastest recharge (20 seconds). If it is cast last then it is the one that will be lost if a spell such as shatter enchantment is cast on you.
With all three enchantments you have 80% energy return (with 4 pips of energy regeneration by the time you have cast a lightning orb you will have recovered all the energy it cost to cast. In addition to this, 367% of the energy that you use in casting spells will come to you as life (you get 55.05 life from casting a lightning orb or blinding flash). You attunement means that you can spam constantly. The basic attack sequence is orb, charge and then strike then if they are not down hit again with whatever is recharged first. If you are facing a warrior or ranger then before your attacking combo you simply use blinding flash and remember to keep it coming when they are no longer blind.

Summary: This build almost never runs out of energy if you remember to keep your enchantments going and has a quite high damage output. Any warrior will eventually go down without a massive amount of constant healing and he will never kill you alone unless he has a very clever build (even plague touch doesn't pose too much of a problem because the recharge for blinding flash is only 4 seconds and you have a lot of automatic self healing anyway. Very few warriors will be able to kill you one on one. Mesmers will pose the problems that they do to all casters and necros can be annoying also. However if you just keep hitting the orb, charge, strike there is a very high chance you will just outgun them.

Another good Ra spiker is my Flame Slinger (Ranger/Elementalist)

Maksmanship: 14 (11+2+1)
Expertise: 9 (8+1)
Wilderness Survival: 11 (9+2)
Fire Magic: 8 (8)

(This is using two major runes but i haven't had any problems when using a superior vigor also)

Duel Shot
Punishing Shot {E}
Savage Shot
Distracting Shot
Kindle Arrows
Conjure Flame
Favourable Winds
Signet of Resurection

Before the fight go put down Favourable winds then use conjure flame then right before you start shooting use kindle arrows. After this pick a target (casters are best) and use your attack skills in the order listed starting with duel shot. Use interupts when you need and casters haven't got a chance. You might have energy problems if your not careful but done carefully this build is awesome.

Last edited by Blow Up Doll; Apr 18, 2006 at 06:44 PM // 18:44..
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