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Old Apr 07, 2006, 05:37 AM // 05:37   #1
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Default HealBall Coated SoJ Spike

Spike_infuse

Monk/Mesmer
Level: 20

Divine Favor: 8 (7+1)
Healing Prayers: 9 (8+1)
Smiting Prayers: 16 (12+4)
Inspiration Magic: 8

- Banish (Smiting Prayers)
Target foe takes 58 holy damage.
Energy:5 Cast:1 Recharge:10

- Bane Signet (Smiting Prayers)
Target foe takes 58 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 79 holy damage.
Energy:0 Cast:2 Recharge:30

- Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 122% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0

- Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 120 points.
Energy:10 Cast:1 Recharge:5

- Healing Touch (Healing Prayers)
Heal target touched ally for 42 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

- Mantra of Inscriptions (Inspiration Magic)
For 62 seconds, your Signets recharge 38% faster.
Energy:10 Cast:0 Recharge:20

Spike_seed

Monk/Mesmer
Level: 20

Divine Favor: 3 (2+1)
Healing Prayers: 11 (10+1)
Smiting Prayers: 16 (12+4)
Inspiration Magic: 8

- Banish (Smiting Prayers)
Target foe takes 58 holy damage.
Energy:5 Cast:1 Recharge:10

- Bane Signet (Smiting Prayers)
Target foe takes 58 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 79 holy damage.
Energy:0 Cast:2 Recharge:30

- Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 Health.
Energy:10 Cast:2 Recharge:25

- Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 140 points.
Energy:10 Cast:1 Recharge:5

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

- Mantra of Inscriptions (Inspiration Magic)
For 62 seconds, your Signets recharge 38% faster.
Energy:10 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Spiker_ailment

Monk/Mesmer
Level: 20

Smiting Prayers: 15 (12+3)
Protection Prayers: 12 (10+2)
Inspiration Magic: 8

- Banish (Smiting Prayers)
Target foe takes 56 holy damage.
Energy:5 Cast:1 Recharge:10

- Bane Signet (Smiting Prayers)
Target foe takes 56 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 75 holy damage.
Energy:0 Cast:2 Recharge:30

- Aegis (Protection Prayers)
For 10 seconds, all party members have a 50% chance to block attacks.
Energy:15 Cast:2 Recharge:30

- Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 57 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

- Mantra of Inscriptions (Inspiration Magic)
For 62 seconds, your Signets recharge 38% faster.
Energy:10 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Spiker_bond

Monk/Mesmer
Level: 20

Smiting Prayers: 15 (12+3)
Protection Prayers: 12 (10+2)
Inspiration Magic: 8

- Banish (Smiting Prayers)
Target foe takes 56 holy damage.
Energy:5 Cast:1 Recharge:10

- Bane Signet (Smiting Prayers)
Target foe takes 56 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 75 holy damage.
Energy:0 Cast:2 Recharge:30

- Life Bond (Protection Prayers)
While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 25 points.
Energy:10 Cast:2 Recharge:0

- Aegis (Protection Prayers)
For 10 seconds, all party members have a 50% chance to block attacks.
Energy:15 Cast:2 Recharge:30

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

- Mantra of Inscriptions (Inspiration Magic)
For 62 seconds, your Signets recharge 38% faster.
Energy:10 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Spike_seed

Monk/Mesmer
Level: 20

Divine Favor: 3 (2+1)
Healing Prayers: 11 (10+1)
Smiting Prayers: 16 (12+4)
Inspiration Magic: 8

- Banish (Smiting Prayers)
Target foe takes 58 holy damage.
Energy:5 Cast:1 Recharge:10

- Bane Signet (Smiting Prayers)
Target foe takes 58 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 79 holy damage.
Energy:0 Cast:2 Recharge:30

- Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 Health.
Energy:10 Cast:2 Recharge:25

- Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 140 points.
Energy:10 Cast:1 Recharge:5

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

- Mantra of Inscriptions (Inspiration Magic)
For 62 seconds, your Signets recharge 38% faster.
Energy:10 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Spike_seed

Monk/Mesmer
Level: 20

Divine Favor: 3 (2+1)
Healing Prayers: 11 (10+1)
Smiting Prayers: 16 (12+4)
Inspiration Magic: 8

- Banish (Smiting Prayers)
Target foe takes 58 holy damage.
Energy:5 Cast:1 Recharge:10

- Bane Signet (Smiting Prayers)
Target foe takes 58 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 79 holy damage.
Energy:0 Cast:2 Recharge:30

- Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 Health.
Energy:10 Cast:2 Recharge:25

- Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 140 points.
Energy:10 Cast:1 Recharge:5

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

- Mantra of Inscriptions (Inspiration Magic)
For 62 seconds, your Signets recharge 38% faster.
Energy:10 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Spiker_ailment

Monk/Mesmer
Level: 20

Smiting Prayers: 15 (12+3)
Protection Prayers: 12 (10+2)
Inspiration Magic: 8

- Banish (Smiting Prayers)
Target foe takes 56 holy damage.
Energy:5 Cast:1 Recharge:10

- Bane Signet (Smiting Prayers)
Target foe takes 56 holy damage. If that foe was attacking, he is knocked down.
Energy:0 Cast:2 Recharge:25

- Signet of Judgment [Elite] (Smiting Prayers)
Target foe is knocked down. That foe and all adjacent foes take 75 holy damage.
Energy:0 Cast:2 Recharge:30

- Aegis (Protection Prayers)
For 10 seconds, all party members have a 50% chance to block attacks.
Energy:15 Cast:2 Recharge:30

- Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 57 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:5

- Drain Enchantment (Inspiration Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, you gain 17 Energy.
Energy:10 Cast:1 Recharge:25

- Mantra of Inscriptions (Inspiration Magic)
For 62 seconds, your Signets recharge 38% faster.
Energy:10 Cast:0 Recharge:20

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Spirit Spammer

Ranger/Warrior
Level: 20

Expertise: 11 (10+1)
Beast Mastery: 9 (8+1)
Wilderness Survival: 13 (12+1)

- Oath Shot [Elite] (Expertise)
If Oath Shot hits, all your other skills are recharged. If it misses, all your skills are disabled for 10 seconds. (50% miss chance with Expertise attribute of 7 or less)
Energy:5.6 Cast:0 Recharge:20

- Whirling Defense (Expertise)
For 17 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 9 piercing damage.
Energy:5.6 Cast:0 Recharge:60

- Dolyak Signet (Strength)
For 8..18 seconds, you have +10..34 armor and cannot be knocked down, but your movement is slowed by 75%.
Energy:0 Cast:0 Recharge:20

- Quickening Zephyr (Wilderness Survival)
Create a level 9 Spirit. For creatures within its range, all skills recharge twice as fast and cost 30% more Energy to cast. This Spirit dies after 41 seconds.
Energy:14 Cast:5 Recharge:60

- Frozen Soil (Wilderness Survival)
Create a level 9 Spirit. For creatures within its range, dead creatures cannot be resurrected. This Spirit dies after 82 seconds.
Energy:5.6 Cast:5 Recharge:30

- Fertile Season (Beast Mastery)
Create a level 6 Spirit. For creatures within its range, every creature's maximum Health is increased by 230 and they gain +15 armor. This Spirit dies after 33 seconds.
Energy:2.8 Cast:5 Recharge:60

- Symbiosis (Beast Mastery)
Create a level 6 Spirit. For creatures within its range, for each Enchantment on a creature, that creature's maximum Health is increased by 100. This Spirit dies after 102 seconds.
Energy:2.8 Cast:5 Recharge:60

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0




The basic idea is to stick in a ball and spike off targets by SoJ>Bane>Banish, Spirits will be spammed accordingly. SoJ is immune to sb, so you could get one spiker to KD the Infuse and spike off another.
Atm, this build lacks holding power. There are also many otehr flaws, any suggestions to make this a viable build?
Tnx

Last edited by kilika829; Apr 07, 2006 at 05:39 AM // 05:39..
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Old Apr 07, 2006, 07:41 AM // 07:41   #2
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AoE and things like Malestorm are going to hurt you.
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Old Apr 07, 2006, 02:57 PM // 14:57   #3
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OMG ADJUST YOUR GWFreaks OUTPUT!!!!! *CRIES*!
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Old Apr 07, 2006, 03:42 PM // 15:42   #4
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Not sure what happened to icemonkey? But I am guessing he does not approve to the point that he does not even want to provide coherent feedback??

The ball idea exposes you to several bad things; cry of frustration, distracting blow, earthquake, maelstrom (mentioned above), wells, putrid, disease, SS, the list goes on and on. These can be combated with good team communication and moving the ball as need arrises (except distract blow, cry of frus - there are many that would hurt still). The good of the ball heal seed, heal area offset some of those downsides.

You have no hex removal, that is rather bad.

Your main juice Sig of judge has 2 sec cast time; you may want to consider having mes/mo instead of mo/mes and get some fast casting.

Looks kinda interesting; let me know if you need an extra.
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Old Apr 07, 2006, 03:52 PM // 15:52   #5
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Smite/heal balls have been done before. They are amusing in the same way that edge bomb is. Fun as hell to play, but you have a lot of weaknesses that get you slaughtered pretty fast.
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Old Apr 07, 2006, 05:20 PM // 17:20   #6
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Quote:
Originally Posted by Mo Joe Joe Joe
Your main juice Sig of judge has 2 sec cast time; you may want to consider having mes/mo instead of mo/mes and get some fast casting.
or not, since Fast Casting only affects Spells
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Old Apr 07, 2006, 06:07 PM // 18:07   #7
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Crap my mesmer ignorance has been revealed. I knew I need to play that toon more.

Althou, Yaaa I learned something today!
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Old Apr 07, 2006, 07:26 PM // 19:26   #8
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I agree that CoF will disrupt this build massively; however, it has a 20sec recast(14 with QZ), since the recharge is more than SoJ, the target will be spiked down before the next cast.
Maelstrom and MS hurt, but not as much with good team communication, all it takes is a few good strafes to totally evade them.
IMO, I think 2 sec cast time isn't that bad, look at blood spike(Though they get energy bonuses and less recharge times).
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Old Apr 07, 2006, 07:57 PM // 19:57   #9
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Quote:
Maelstrom and MS hurt, but not as much with good team communication, all it takes is a few good strafes to totally evade them
And if they have deep freeze all 8 of you die in 10 seconds or less, gg then...

And yes, please take away the skill descriptions on your gwfreaks output, it makes it nearly impossible to read your build and make comments.
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Old Apr 07, 2006, 08:00 PM // 20:00   #10
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There's no need to put the skill descriptions in there. It makes it look unnecessarily cluttered.
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Old Apr 07, 2006, 09:20 PM // 21:20   #11
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Quote:
Originally Posted by dansamy
Smite/heal balls have been done before. They are amusing in the same way that edge bomb is. Fun as hell to play, but you have a lot of weaknesses that get you slaughtered pretty fast.
i dont call 30 minute match fun -_-
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Old Apr 07, 2006, 09:26 PM // 21:26   #12
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Primal Echoes and E-denial. But who uses those anyway.
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Old Apr 07, 2006, 09:35 PM // 21:35   #13
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Quote:
Originally Posted by lishi
i dont call 30 minute match fun -_-
It's amusing when they can't kill you.
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Old Apr 07, 2006, 09:56 PM // 21:56   #14
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Yea, E-Surge>You. And... how will an infuser not catch this?

To be more specific, how will you handle these builds:

RSpike
BSpike
Air/Earth Spike
IWAY
E-Denial
Balanced

That covers the grand majority of cookie cutters you'll hit (not worried about how you'd handle EoE... you just wouldn't). We'll ignore the fact that a really well co-ordinated <any build here> would defeat a really unco-ordinated <any build here>.

Rspike, Bspike and Earth/Air spike all spike better than this would as presented. IWAY would own you badly between traps and the Taint's Maelstrom and Meteor Shower, ignoring sheer damage output. E-Denial would make short work of you (E-Surge ftw).

Probably the biggest problem with this build is it's inability to deal with a decent balanced team. It would mix in all of the problems above all at once: E-Denial, AoE, etc. with consistant damage on top of it.

I'm not saying you're build just flat sucks, but I'd like to know how you'd try to deal with these teams which you'd almost sure to face at some point while running this in Hall.
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Old Apr 08, 2006, 04:53 AM // 04:53   #15
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Post the build again without skill descriptions please.
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Old Apr 08, 2006, 12:36 PM // 12:36   #16
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soj>bane signet lol?
4 second spike nice that wont be hard to infuse
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Old Apr 08, 2006, 01:10 PM // 13:10   #17
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SoJ -> banish...
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Old Apr 08, 2006, 03:34 PM // 15:34   #18
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I've run this before, and it sounds like a good idea, there are a lot of skills that fit right in with the build (mantra of inscriptions, healing seed etc all work well). However, as said before, this build has many weaknesses, it's just too simple. And you had better hope they're not running a panic mesmer :-P
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Old Apr 08, 2006, 04:00 PM // 16:00   #19
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Heal area heals enemies aswell, if u dont have anything to stop them from standing next to you they arent going to die...
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