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Old Mar 22, 2006, 12:41 AM // 00:41   #1
Wilds Pathfinder
 
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Default Rainbow Spike Build

Basically what everyone loves about tombs, as little damage as you need to be able to fit the maximum amount of defense in.

The spike is

100 (Shadow Strike)
138 (LOrb)
138 (LOrb)
75 (Shatter)
~97 (Deep Wound)
80-141 (Penetrating Attack)
80-120 (Punishing Shot)

Those numbers on the ranger attack are just rough numbers that I saw. 141 is the crit dmg for Penetrating Attack.

The spike is between 708 damage and 809 damage.

3 off monk heal parties, and 5 Healing Seeds total.

Spike_NMo


Necromancer/Monk
Level: 20

Blood Magic: 16 (12+4)
Healing Prayers: 11
Smiting Prayers: 6

Shadow Strike (Blood Magic)
Vampiric Gaze (Blood Magic)
Offering of Blood [Elite] (Blood Magic)
Well of Blood (Blood Magic)
Resurrection Signet ()
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Judge's Insight (Smiting Prayers)
Spike_Air


Elementalist/Monk
Level: 20

Energy Storage: 9
Earth Magic: 5 (4+1)
Air Magic: 15 (11+4)
Healing Prayers: 10

Ether Prodigy [Elite] (Energy Storage)
Blinding Flash (Air Magic)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Ward Against Melee (Earth Magic)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
Rair_Ranger1


Ranger/Warrior
Level: 20

Expertise: 15 (12+3)
Marksmanship: 12 (10+2)
Tactics: 8

Penetrating Attack (Marksmanship)
Punishing Shot [Elite] (Marksmanship)
Read the Wind (Marksmanship)
Savage Shot (Marksmanship)
Distracting Shot (Expertise)
Resurrection Signet ()
"Watch Yourself!" (Tactics)
"Shields Up!" (Tactics)
Rair_Dom


Mesmer/Necromancer
Level: 20

Fast Casting: 5 (4+1)
Domination Magic: 15 (11+4)
Inspiration Magic: 9
Illusion Magic: 3 (2+1)
Blood Magic: 10

Phantom Pain (Illusion Magic)
Shatter Delusions (Domination Magic)
Drain Enchantment (Inspiration Magic)
Diversion (Domination Magic)
Cry of Frustration (Domination Magic)
Channeling (Inspiration Magic)
Blood is Power [Elite] (Blood Magic)
Resurrection Signet ()
Spike_Air2


Elementalist/Monk
Level: 20

Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Healing Prayers: 10

Ether Prodigy [Elite] (Energy Storage)
Blinding Flash (Air Magic)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Gale (Air Magic)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
WoHInfuse


Monk/Mesmer
Level: 20

Divine Favor: 11 (10+1)
Healing Prayers: 14 (10+4)
Protection Prayers: 9 (8+1)
Inspiration Magic: 8

Word of Healing [Elite] (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Infuse Health (Healing Prayers)
Healing Touch (Healing Prayers)
Inspired Hex (Inspiration Magic)
Channeling (Inspiration Magic)
Healing Seed (Healing Prayers)
Aegis (Protection Prayers)
RestoreProt


Monk/Mesmer
Level: 20

Divine Favor: 10
Protection Prayers: 16 (12+4)
Inspiration Magic: 8

Restore Condition [Elite] (Protection Prayers)
Reversal of Fortune (Protection Prayers)
Protective Spirit (Protection Prayers)
Guardian (Protection Prayers)
Holy Veil (Monk other)
Aegis (Protection Prayers)
Inspired Hex (Inspiration Magic)
Channeling (Inspiration Magic)
SBMonk


Monk/Mesmer
Level: 20

Divine Favor: 12 (11+1)
Healing Prayers: 14 (10+4)
Inspiration Magic: 10

Spell Breaker [Elite] (Divine Favor)
Orison of Healing (Healing Prayers)
Heal Other (Healing Prayers)
Dwayna's Kiss (Healing Prayers)
Healing Touch (Healing Prayers)
Holy Veil (Monk other)
Inspired Hex (Inspiration Magic)
Channeling (Inspiration Magic)
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Old Mar 22, 2006, 12:55 AM // 00:55   #2
JR
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A decent spike build with a GOOD amount of damage. Makes a change.

Have to say enjoyed running this last night.
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Old Mar 22, 2006, 01:25 AM // 01:25   #3
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I changed a lot since last night. It used to run one Air ele and a N/W with BiP, Watch Yourself and Shields up, but I took that out for the second E/Mo. I then changed the R/Me to a R/W with Watch Yourself and Shields Up, and took Martyr off of the PP/SD guy for BiP.

Should I be running Martyr instead of Restore on the Prot monk? Come to think of it this build is fairly weak on condition removal.
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Old Mar 22, 2006, 08:42 AM // 08:42   #4
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Would be a hard build to take down for sure.
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Old Mar 22, 2006, 05:05 PM // 17:05   #5
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This may be the most beautiful build in HA when run correctly.

Though, if i may, suggest an alternative to three monks: I was runnning RC/prot when encountered with a formidable enemy spike, so the job was clear; I had to keep prot spirit on all the softies, then cast aegis in anticipation of a spike for a cover enchantment. If I were lucky enough, this could counter a rainbow spike, since those 100+ damage hits get knocked down to ~50, giving the infuser a fair chance.
This worked once, but not a second time. The next rainbow spike I came across had 2 monks and one me/mo with an arsenal of e-denial, and a few fast-casting prot spells. Diversion constantly on the infuser, and constant interrupts and energy-steal on me, the active prot. Needless to say, we were helpless.
What might also work, IMHO, is the Me/N running desecrate enchantments. This would eliminate the hex-spike, but you would only have to run desecrate against a bonding team or a decent protection team.

Quote:
Originally Posted by Vindexus
Should I be running Martyr instead of Restore on the Prot monk? Come to think of it this build is fairly weak on condition removal.
With two heal-party spammers, the disease factor is pretty well covered. If encountered with heavy conditions the Rc/prot, in effect, just becomes a good healer. Though perhaps a draw conditions on a /mo would help against trappers(ie, IWAY).
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Old Mar 22, 2006, 07:16 PM // 19:16   #6
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a small thing is I would drop well of blood for well of profane for altars and well because well of profane is great. You have so many copies of heal party well of blood is redundant.

i would also drop diversion for corpse control like necrotic transversal on the mesmer

i have never run a ether prodigy air spiker seems to me it would have energy problems but i woulnd't know first hand
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Old Mar 22, 2006, 07:51 PM // 19:51   #7
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Quote:
Originally Posted by icemonkey
i have never run a ether prodigy air spiker seems to me it would have energy problems but i woulnd't know first hand
Ether Prodigy is the second most powerfull energy management in the game.
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Old Mar 22, 2006, 08:00 PM // 20:00   #8
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One problem we did have was with corpses against IWAY. Well of Blood is awesome and I love it, but it just couldn't keep up with IWAY's corpse control. There were wells and putrids everywhere.

Maybe put CC on the Me/N or somewhere on the N/Mo?
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Old Mar 22, 2006, 09:12 PM // 21:12   #9
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Quote:
Originally Posted by Vindexus
One problem we did have was with corpses against IWAY. Well of Blood is awesome and I love it, but it just couldn't keep up with IWAY's corpse control. There were wells and putrids everywhere.

Maybe put CC on the Me/N or somewhere on the N/Mo?

/agree 100%

Just Well of power is going to be near impossible to keep up with corpses, but it is a great secondary.
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Old Mar 22, 2006, 10:25 PM // 22:25   #10
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nectrotic transversal is fine, CC requires a fairly serious investment into death magic.

JR-
I realize this and why i am kind of torn here is that for a party spammer EP is superb but this guy is a spiker first and if you run dual attunes your blinding flash and orb are 4 energy making them spammable, but it has no effect on party so you cannot spam party. But when you run dual attunments and air spike you can spike endlessly and just not have to worry about energy. but it doesnt really fit on the bar with seed and party. If you dont have attunements and you orb, shock, and flash thats 35 energy >half of your pool. cannot keep it up. dual attunes seems like it can go faster for longer at least thats how I have always looked at it. I would like to play with that build to really see how effective that bar is. Seems like this team is extremely durable with a ton of people spamming seed and party

so liek how fast was this spike, did you have energy problems on the ele's? Can you compare it to a dual attunement air spiker?
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Old Mar 23, 2006, 12:15 AM // 00:15   #11
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Quote:
Originally Posted by JR-
Ether Prodigy is the second most powerfull energy management in the game.
And one of an extremely low number of reasons to run a primary elementalist.
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Old Mar 23, 2006, 12:44 AM // 00:44   #12
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Ether Prodigy is infinetely better than Dual Attunes. It's less risky because of recharges so if it gets stripped you aren't as screwed as if you got your attunement removed. The energy was fine on that character when I played him.
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Old Mar 24, 2006, 05:27 AM // 05:27   #13
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What's the justification for breaking away from the standard SB/Infuse build to WoHInfuse and putting SB on another guy instead of running an SB/Infuse and a WoH monk to heal after the infuse? Not saying it's a bad idea or anything, I was just wondering why this way is better?
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Old Mar 24, 2006, 05:33 AM // 05:33   #14
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At a guess:

They dont want their infuser to be suffering for energy.
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Old Mar 24, 2006, 05:53 AM // 05:53   #15
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I don't see an advantage you don't want your infuser wasting their energy on healing touch after they infuse. I would ask the same question overlord
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Old Mar 24, 2006, 06:14 AM // 06:14   #16
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Yes, for the most part, Healing Touch has in my experience been NOT a good skill to run in HA. You should let the other monks be in charge of healing you. Any second you waste healing yourself is a second you can be spending healing someone else.
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Old Mar 24, 2006, 06:19 AM // 06:19   #17
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Is Pen Attack more damaging than Dual Shot? Too tired to check.
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Old Mar 24, 2006, 06:40 AM // 06:40   #18
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Yes ofcourse it is
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Old Mar 24, 2006, 04:17 PM // 16:17   #19
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Quote:
Originally Posted by neoflame
Is Pen Attack more damaging than Dual Shot? Too tired to check.
Especially with the judges insight to bring the armor penetration to 40%, virtually guaranteeing a hit to deal over 100 damage.

But I still like dual shot, in that it gets through bonds and protection spells more effectively. Two shots that do ~50 damage through a prot spirit are better than one, and a double-chance to get through aegis is better than a single one.

Quote:
Originally Posted by OverlordTyrael
Yes, for the most part, Healing Touch has in my experience been NOT a good skill to run in HA.
I'd argue from a monk's perspective that it is a good skill to run. When combined with protection spells, it is the most effective self-heal around, more especially for boon-prots and bonders who have lots of divine favor to speak of. It seems to be standard equipment for infusers, who use it directly after infusing to get back up to speed. Your healer might not always have time or energy to spend a WoH on you. Of course, that's all IMHO.

Last edited by Byron; Mar 24, 2006 at 04:21 PM // 16:21..
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Old Mar 24, 2006, 04:31 PM // 16:31   #20
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I'm gonna disagree with you on the other healer not being able to heal you. I see infuse as mainly a anti spike skill and other than vs spike teams it should rarely be used. When facing a spike team your monks will basically be sitting around doing nothing until the spike then sitting around waiting for the next. Oftentimes when i am an active prot vs something like a blood spike i feel so useless because there is virtually nothing i can do.

so i say infuser save your energy you'll probably need it.

also penetrating gets less effective on less armored targets and since most characters have like 60 armor dual is preffered. But, they are similar and i see both used.
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