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Old Dec 22, 2005, 12:41 AM // 00:41   #41
Ascalonian Squire
 
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And I'm talking about this:

Quote:
Originally Posted by Ristaron
Lightning Surge, if cast almost exactly before the moment the rest of the spikes hit, will not give away who is the target until it is too late. Though exceedingly difficult to time, theoretically the team could cast the surge and hit the target with the spikes before the poor soul can think of his mother's maiden name.
Casting Surge too early will knock down the target (tipping off the monks) early enough that they can get a prot spirit slapped on them, but when done almost at the same time there is no way anybody has the reflexes to counter the spike.
Look, I bolded the important parts.

1) Why would you cast lightning surge "almost exactly before the moment the rest of the spike hits"? The target should be dead before the 3 seconds are up (this is a "spike", after all), and if he is saved the 83 damage and a knockdown won't kill him anyways.

2) The KD doesn't tip off the monks, the little down pink arrow and the guy screaming "lightning surge on 3!" over vent does that.

Quote:
Originally Posted by Ristaron
Cast too early, it tips off who is the target.
Cast it at all and it tips off the target. If you are consistently using lightning surge as a part of your spikes, the opponent will know exactly who is getting spiked at all times. My initial point earlier in the thread was that a team might be able to fake a monk out using lightning surge on an off target character in order to "draw out" the prot spirit.


Quote:
Originally Posted by Ristaron
Please, do fornicate yourself with a plastic stick before claiming I don't know what I'm talking about. It will clear your mind of other distractions and give you an objective look at what I'm saying - which is 99.99% of the time correct.
Forgive me if I choose to trust the words of someone who is (was?) in Rus Corp, a top rated guild known in particular for their caster spike builds (and air spike in particular), instead of someone who goes around telling people to "fornicate yourself with a plastic stick".

Quote:
Originally Posted by Ristaron
Thanks.
You're welcome.

Last edited by Blaine Derrick; Dec 22, 2005 at 01:00 AM // 01:00..
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Old Dec 22, 2005, 04:39 AM // 04:39   #42
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Actually - was.

Ok, I do not demand to trust me or anything... if you decide to trust me or not - it's your choice.

I'm just saying that Lightning Surge has it's uses in Air Spike.
Possible uses:
- Lightning Surge only used on highly armored targets. I have heard many members of Rus Corp complain how it's hard to spike a ranger or a warrior.
- Lightning Surge used in random spikes and/or different targets, so the enemy can never guess if hexed player is a target or not.
- Lightning Surge used to knock 2 players instead of 1 before the spike using only one ele (gale+surge).
- Even better is combining Lightning Surge with Phantom Pain+Shatter Delusions. You can use these 2 on same target called, you can use them on 2 totally different targets from spike, you can use one centered on spike and another to "tip" off the monk.
- Another option is for every spiker to bring Lightning Surge and to hex his own number... Gale the rest. Yes, it's expensive - but eventually it will pay off (pressure+spike builds are the best builds I've ever seen).

Well, it's not all, but I think it's enough for now. Lightning Surge is providing a lot more variety in strategy for air spike, which is a great deal against any team.

Btw, I'm not saying anything about Rus Corp build, this is just my opinion on this skill... never said that Rus Corp has ran it (well, I can only say that they were running Phantom Pain+Shatter Delusions+Spike when I left).

Last edited by Dmitri3; Dec 22, 2005 at 04:59 AM // 04:59..
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Old Jan 02, 2006, 06:23 PM // 18:23   #43
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Although many people still think so, the time when spike guilds have been assosiated with air (mainly) and earth elementalists have long passed. For instance, currently Rus Corp's spike build uses every class exept Warrior, with a different skill setup for every group member.
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Old Jan 03, 2006, 10:59 AM // 10:59   #44
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Weren't u ranger spiking yesterday?
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Old Jan 04, 2006, 12:27 PM // 12:27   #45
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just trying out new build for the ESL
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Old Jan 04, 2006, 10:01 PM // 22:01   #46
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I don't like air spike in GvG because it's relying on a one-dimensional form of damage; I think rainbow spikes have a huge advantage.
In tombs-we ran air spike yesterday for fun, and it has a very, very hard time againt IWAY. Warrior and ranger armour seriously cuts your spike down, and you team can drop very fast.

As for the Op's build:
1- Noting to stop your long cast spike, or your long cast res, or your long cast heals from getting interrupted.
2- I have never liked distributing healing duties over the whole team; I think it's very complicated and is just a disaster waiting to happen. That's why when healing balls are broken, they can almost never get back together.
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Old Jan 05, 2006, 06:41 AM // 06:41   #47
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Quote:
Originally Posted by awesome sauce
I really liked air spike back when It was popular so i thought of this moddified version for hoh or guild battles.

Everyone is e/mo

Everyone carries heal area, heal party, light of dwayna, elemental attunement, lightning orb, chaine lightning, and possibly a res sig.

In addition, one or two might bring a maelstrom

we ball up and use heal area and/or heal party on ourselves simultainously while air spiking others with the orb and chaine.

if a couple of us die, we get power ressed with light.

Will this build work? Are there any flaws? Has it been done before? Any suggestions?
Air Spike Days [ Ah ^^ ]...

sB Spike Went...
Hmm.

3 Mo [ 1 Mo/E , Mo/X, Mo/X ]
4 Eles [ 2 E/R , 2 E/Mo ]
1 Ran [ R/W ]

Thats what i remember sB Having

such a leet sauce spike.. but since they got nerfed it went down the drain
no one has tried airspike since other Builds came out

[ Spirit SPam / Smiting / Etc ]
but im thinking that the sB Air Spike + Glyph of Elemental Power will still be worthwhile... who knows? there might still be hope
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