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Old Feb 21, 2006, 01:29 PM // 13:29   #1
Wilds Pathfinder
 
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Default reviving air spike, kinda

i created a nice GvG build (imo), and i figured i'll share it with you so you guys can correct and help make it better. tell me what you think...

W/Me: (spike assistance + pressure)
axe mastery - 16
strength - 9
domination - 10
1. evicserate <e>
2. executioner's strike
3. distracting blow
4. frenzy
5. rush
6. blackout
7. signet of weariness
8. res sig

W/Me: (spike assistance + energy denial)
swordsmanship - 9
tactics - 16
domination - 10
1. echo <e>
2. "fear me!"
3. "watch yourself!"
4. "shields up!"
5. flurry
6. desperation blow
7. blackout
8. res sig

Me/E: (spiker)
air magic - 12
fast casting - 12
inspiration - 11
1. lightning orb
2. lightning strike
3. air attunement
4. glyph of elemental power
5. spirit shackles
6. inspired hex
7. energy drain <e>
8. res sig

Me/E: (spiker)
air magic - 12
fast casting - 12
inspiration - 11
1. lightning orb
2. lightning strike
3. air attunement
4. windborn speed
5. inspired enchantement
6. inspired hex
7. energy drain <e>
8. res sig

Me/E: (spiker)
air magic - 12
fast casting - 12
inspiration - 11
1. lightning orb
2. lightning strike
3. air attunement
4. glyph of elemental power
5. signet of humility
6. drain enchantement
7. energy drain <e>
8. res sig

E/Mo: (spike assistance + secondary healer + flag runner)
healing prayers - 12
energy storage - 12
air magic - 9
1. windborn speed
2. gale
3. lightning strike
4. ether prodigy <e>
5. heal party
6. infuse health
7. holy veil
8. vengence

Mo/N: (boon prot)
protection prayers - 9
divine favour - 13
blood magic - 10
1. offering of blood <e>
2. divine boon
3. signet of devotion
4. holy veil
5. mend condition
6. reversal of fortune
7. guardian
8. protective spirit

Mo/N: (boon prot)
protection prayers - 9
divine favour - 13
blood magic - 10
1. offering of blood <e>
2. divine boon
3. signet of devotion
4. holy veil
5. mend condition
6. reversal of fortune
7. guardian
8. shielding hands

explanation:

warriors:
the warriors do their thing, whether it's damage or energy denial, and when a spike is nearing, they pick out their monks and blackout at the spike. "shields up!" is there for ranger spike.

flag runner:
runs the flag most of the battle. if the fight is intense, the runner can stay and be a secondary healer with prodigy, heal party and infuse. during a spike, the runner can gale the third monk (the one not blacked out), and immidiately help finish the target off with lightning strike. he can also fake a spike with lightning strike.

spikers:
spike with orb and strike. spikes are very fast and done one after the other when the skills are recharged. when a pause is taken or between spikes, the spikers use their inspiration line to regain energy (drain, inspire and the others). before a spike they wil use the glyph. when the runner is near,
windborn will be used on him by the appropriate spiker.

the build is basically an air spike with a lot of shutdown and energy denial/management. i am not sure about the runner, he could be replaced with a ranger with frozen soil and the normal stuff (maybe phantom pain with shatter delusion to help the spike). the "fear me!" spammer can be switched with an identicle warrior, but i like him as he is...

hope it wasnt too long...
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Old Feb 21, 2006, 03:06 PM // 15:06   #2
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Guild: The Illuminati [Illu]
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It wont kill a thing. Honestly. If you paid any attention to Te v. LuM game 3, then you would realise that a level 12 air spike needs 6 people to kill and that even then you don't have enough damage to kill very many people.
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Old Feb 21, 2006, 03:19 PM // 15:19   #3
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point taken. just to correct... it is 14 points in air for two of the spikers...
what if the fear me spammer warrior was replaced with another spiker?
Me/E:
air magic - 12
fast casting - 12
inspiration - 11
1. lightning orb
2. lightning strike
3. air attunement
4. glyph of elemental power
5. signet of humility
6. energy tap
7. energy drain <e>
8. res sig

it shouldn't take 6 people, since with 4 spikers and the runner helping with a bit of damage, you'll get 560 damage, before armor penetration.

one of the monks could also drop shielding hands/something else for vamp gaze...

Last edited by mortalis doleo; Feb 21, 2006 at 03:25 PM // 15:25..
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Old Feb 21, 2006, 04:38 PM // 16:38   #4
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Quote:
Originally Posted by mortalis doleo
point taken. just to correct... it is 14 points in air for two of the spikers...
what if the fear me spammer warrior was replaced with another spiker?
Me/E:
air magic - 12
fast casting - 12
inspiration - 11
1. lightning orb
2. lightning strike
3. air attunement
4. glyph of elemental power
5. signet of humility
6. energy tap
7. energy drain <e>
8. res sig

it shouldn't take 6 people, since with 4 spikers and the runner helping with a bit of damage, you'll get 560 damage, before armor penetration.

one of the monks could also drop shielding hands/something else for vamp gaze...
true, but when one is down you only got 480 damage or so. And watch at the enrgy management. Its an very energy expensive build.. you can not do a lot of spikes with it.
Just think about that./.\.
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Old Feb 21, 2006, 10:10 PM // 22:10   #5
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have u used it in a gvg yet? if so howd u do and what happened?
if not u can unrated gvg us tonight from 7-11mountain time. IGN Stomp Zor
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Old Feb 22, 2006, 12:34 PM // 12:34   #6
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my guild has GvG difficulties it's all in theory and probably always will be...

if one spiker is down the build does have problems, but he will be ressed quickly... this is a problem for most if not all spike builds...
thing is, a spike is very likely to succeed since two monks are shutdown...

as for energy management, half the mesmers' skill line is energy management
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Old Feb 23, 2006, 09:18 PM // 21:18   #7
JR
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Quote:
Originally Posted by mortalis doleo
with 4 spikers and the runner helping with a bit of damage, you'll get 560 damage, before armor penetration.
560 damage is not good enough. As soon as a decent team realises they are facing spike, they will sub out sups for minors, and switch to their +60 health gear where possible. That makes it 590, to even just scrape a kill. Assuming you have a perfect spike, or their monks are retarded.

You can't run a build and hope for it to be succesfull because you face bad teams.
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Old Feb 23, 2006, 10:44 PM // 22:44   #8
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U can only do that with PvE chars right? ;/
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Old Feb 23, 2006, 10:49 PM // 22:49   #9
JR
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Quote:
Originally Posted by Foppe
U can only do that with PvE chars right? ;/
Indeed, and decent teams will be using kitted out PvE characters.
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Old Feb 28, 2006, 11:23 PM // 23:23   #10
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kinda off-topic , but what's the "Kitted " Kite" , Srry sound noob

We just faced Rift Air Jordan Air Spike .... Of course we lost
2/3/4/ Spiker won't work imo , Inyurface Gaming almost won against Rift ...
if you watch the semi final , Lamer took out Air Spike with 2 War , 3 Rangers and pwned them rgt thought the Guild Lord ouch
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Old Feb 28, 2006, 11:46 PM // 23:46   #11
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With "kitted" JR means to say PvP ready PvE characters, as in, a PvE character with the optimal armor setup and weaponry as well as all the properly runed hats. It's expensive to deck out a PvE character for PvP, but it's quite worth it, especially if you're a Warrior. Kite is a term that describes the act of running away from a Warrior so as to reduce damage you take by reducing the overall number of hits you take. Many teams will bring a Ranger with Crippling Shot to help you kite by snaring the enemy Warriors.
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Old Mar 01, 2006, 05:32 AM // 05:32   #12
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by the way blackout on warriors is a very bad idea due to the fact that you lose all your adrenaline when using it severly cutting back on your dmg, also a major problem with spike is the fact that it does not split well.
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