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Old Jun 05, 2006, 05:41 AM // 05:41   #1
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Default Hex Overload Build - "They won't feel a thing"

Here you go.


Old - http://gwshack.us/ae906
Current - http://gwshack.us/ec7ed
Other version i found In gwshack - http://gwshack.us/forums/viewtopic.php?t=109


I don't really have time to comment this, but i hope you would have.

Last edited by Spoony; Jul 12, 2006 at 11:24 AM // 11:24.. Reason: Changed title
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Old Jun 05, 2006, 07:31 AM // 07:31   #2
Zui
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So let me get this straight, you put Soul Barbs on, then pile hexes on? How is this a spike with cast+aftercast? Also, you're only "spiking" every 20 seconds? GG.

There's no way you're going to kill someone with this, sorry. I keep looking through this build thinking that I'm missing somthing... But I'm not, unless you plan on them killing themselvs or being far worse players than you find in your average random arenas team...
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Old Jun 05, 2006, 07:54 AM // 07:54   #3
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Soul Barbs spike?

Recurring Insecurity is your friend. It makes every hex you apply over it trigger Soul Barbs twice.
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Old Jun 05, 2006, 08:07 AM // 08:07   #4
Zui
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JR, it would still have no potential to kill a decent team even with Recurring Insecurity, sure 60ish damage per hex from everyone, but with 1.75s+ on average between each hex, anyone could heal that, and 300 damage on the first wave surely isin't enough to drop anyone. Even if they do die, one spike every 20 seconds with no real pressure really isin't enough to actualy win. Plus if they realise that you only have one copy of soul barbs, which any decent team probably should after the second or third spike, they can just have a mesmer or a ranger camp that guy and it's game over.
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Old Jun 05, 2006, 08:13 AM // 08:13   #5
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Quote:
Originally Posted by Zui
JR, it would still have no potential to kill a decent team even with Recurring Insecurity, sure 60ish damage per hex from everyone, but with 1.75s+ on average between each hex, anyone could heal that, and 300 damage on the first wave surely isin't enough to drop anyone. Even if they do die, one spike every 20 seconds with no real pressure really isin't enough to actualy win. Plus if they realise that you only have one copy of soul barbs, which any decent team probably should after the second or third spike, they can just have a mesmer or a ranger camp that guy and it's game over.
Not in relation to this particular build, but you should have seen the Recurring Insecurity + Soul Barbs spike that SNA ran at the start of last season. Very nasty build. The bonus to Soul Barbs spike is that you are both a hex build and you have the ability to spike. With all that degen you are bound to be spiking people not at max health.
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Old Jun 05, 2006, 12:27 PM // 12:27   #6
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Let's see if you're right , then

I called it a "spike" and not spike, because it's not damage spike, its just damage through the hexes, and through the mass degen. Not only soul barbs does its job here, but also spoil victor.

The point in this, is to call, pack as many hexes as possible, regain energy, and pack on some other foe. Your enemies are Dwayna's kiss monks, and holy veil. You remove holy veil by gaze of contreipt, or drain enchantment.

Let's calculate what we've got.
*added Recurring Insecurity* Sorry, was too in a hurry, thought it was not the thing i needed, and i picked the wrong one:P

- Up to 22 hexes per foe
Which include:
- 2x longer cast time spells, + 25% longer cast speed, from arcane coundrum and stolen speed
- -21 to -25(max 10 degeneration possible) total degeneration, even recupertation + healing breeze wont help you here
- -1 to -5 energy regeneration, total monk disactivation.
- Whenever you attack, you attack 50% slower, and when you do, you'll be probably under empathy, 31 dmg per attack, Either that , or you can miss due to blurred vision
- If you think one soul barbs is not enough, then why not take arcane echo? instead of energy tap or some other spell
- Diversion + wastrel's worry - diversion is a another monk parasite, which would make them either stand in place, or need waste a skill , so it would have a total of 59 seconds to recharge, jack up subversion, and i don't think monks would dare to heal anybody, unless they would like to sacrafice themselves
- If someone would be trying to run away, 18 seconds of moving 66% slower would do the trick
- Armor of mist on relic maps
- Rust on healing signet spamming warriors, or other foes that just want to use a signet


I think that would do. Perhaps, i think the best combo to use, is to use Recurring Insecurity + wastrels worry(cuz of low recharge) + soul barbs + Spoil Victor.
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Old Jun 08, 2006, 07:22 PM // 19:22   #7
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This build does work. The first thing I looked when Factions came out was Recurring Insecurity. I tested it with my guildmates, and got it working pretty well. But I was making the build to GvG, so i had to have splits and so on on it.

When first times I tested it alone, i saw that I can kill alone target in few seconds. Then I tested it with guildmate, we 2 could kill target in 2 seconds.
We used: Soul Barbs->Recurring Insecurity->Phantom Pain->Shatter Delusions->Hexes.

One thing about it; Wastrel's Worry doesn't do double damage when used again before it's gone/removed.

E/ It doesn't work well on GvG I wasn't playing but my guildies told me that "Chaossanctuary used your hex spike, but it failed badly in split." May it would work in HA.

Last edited by Worf; Jun 08, 2006 at 07:26 PM // 19:26..
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Old Jun 10, 2006, 04:14 AM // 04:14   #8
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I've reworked the original build some, bringing in a bit more focus. There are still two necros, two mesmers, and a water ele (your ele was actually a mesmer, for no special reason)- I would have liked to fit in a Thumper, but couldn't find anybody to cut. The build can be found here.

There are now two copies of Soul Barbs, so the central theme of the build can't be eliminated with a single hex removal. Also, this build is much more capable of spiking- Icy Veins, Ice Spikes and Accumulated Pain do about ~380 damage together with barbs and recurring on the target, while the shutdown mes can Shatter Enchantment for another 77 damage.

The 12-12 BloodCurse Necro and Recurring Illusion Mes are focused on spreading degen around the enemy team, and should have enough E management to make it worthwhile. The 16 Curse Necro might have more energy coming in than it can spend, but uses Defile and Desecrate Enchantments to try to keep overall enemy health down.
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Old Jun 10, 2006, 10:52 AM // 10:52   #9
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Alright, for all of you doubting the competance of this build, I'd like to see you go up against it. It really is pretty shocking to paly against. We went up against these guys and narrowly clinched a victory. Having 26 hexes stacked on you is pretty rough.
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Old Jun 12, 2006, 01:22 AM // 01:22   #10
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Saw SiA run a similar build to this one in GvG a couple of days ago. Somehow it didn't seem to work all that well though. They weren't able to spread the hexes that much and their spike didn't seem that hard. I must admit I didn't at first see how it worked but somehow their spike was just so off and slow I just thought they were running some gimmick build that had totally gone wrong. Later I heard some people hadn't brought the skills they were supposed to bring.

Anyway, I can see it's potential but so far have never seen it executed with great style. Looks interesting but rather hard.
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Old Jun 14, 2006, 04:00 PM // 16:00   #11
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You can of course (better Imo) get alot of necro's, cast soul barbs, and the mesmer skill(that one which renewes when you hex) and spam parasitic bond. GG? give me your opinion!
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Old Jun 14, 2006, 07:10 PM // 19:10   #12
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Quote:
Originally Posted by Worf
We used: Soul Barbs->Recurring Insecurity->Phantom Pain->Shatter Delusions->Hexes.
Scratch Phantom Pain and Shatter Delusions and just use Accumulated Pain. Then you don't worry about bringing shatter, and can go on casting hexes for the double barb spike one cast sooner. You can bring Phantom Pain if you want for the added degen, but you could replace it too.
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Old Jun 20, 2006, 12:23 PM // 12:23   #13
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I love soul barbs + RI. A phantom pain/shatter would give you just enough extra damage on a 'spike'. You'd need high fast casting though. I think spiteful in the build would help.

The problem is of course that RI has a 25 second recharge. I see the build as not absolute spike, but disabling with the ability to spike. You could even run a W/Me with an Axe and Wastrel's. He could hit an off target and wastrel away on spike without needing to move.

Also, since I've been using soul barbs a lot myself, I think the thing people forget about it is that it triggers on enchantments as well. So it's triggering on all those prot boon heals. All those smite spams trigger as well.

When I messed with this, just a fun romp on arena, I was using lots of fast recharging 5 energy hexes like parasitic bond, wastrels and mind wrack.
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Old Jun 21, 2006, 12:31 AM // 00:31   #14
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2 people is enough to kill somebody with a similar kind of build, unless they get soul barbs off somehow.

I think what you need to do is all but the 2 'spikers' hex other targets, making them busy. Hex spam definately works, you can drop most targets in under 2 seconds, after soul barbs is on. So as soon as your other people cause a diversion, your fine.

The two top mesmers should be Me/N's to 'hide' the soul barber better. What you could do is run 2 sets of soul barbs to kill simultaneously.

BTW accumalated pain is an auto DW, it should be swapped for PP. You defeinately have enough hexes for the conditional.
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Old Jun 21, 2006, 05:15 AM // 05:15   #15
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Looks viscous to be honest, and if two people can kill a target in two seconds split spiking could work with another copy of recuringf instability.
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Old Jun 21, 2006, 08:51 PM // 20:51   #16
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BdV is running this in GvG atm. They are pushing back Te pretty far.

Looks like the build is working well for them.
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Old Jun 21, 2006, 09:45 PM // 21:45   #17
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Soul barbs/recurring spike is best countered by interrupting the soul barbs cast. Just like spikes that rely on phantom pain/shatter delusions are rendered much weaker by interrupting phantom pain. This makes it very logical for any build relying on a soul barbs spike to have two copies of it on different members of the team for redundancy (but still not immune to counter of course).
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Old Jun 21, 2006, 11:33 PM // 23:33   #18
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The soul barber either gives up some damage by being the FC mesmer, or he should be resolving. Still doesnt stop KD interupts, but it cuts a lot of the nast stuff out.

The other point is to have as many necro secondaries as you can afford to hide the Barb'er. Good thing is, this isn't really a spike, its heavy pressure with little defence. Even interupts don't do much good since it relies on hex spam.


WW does not trigger SoulB/RI each cast, I'd suggest against taking it, since you might accidentally spam it and waste energy. Parasitic bond will activate soul+RI at the same frequency, however you have no chance to waste energy this way.
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Old Jun 25, 2006, 11:35 AM // 11:35   #19
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One question because my guild is going to try to run this build in HA and we are interested. All the hexes go on one player, and are not spread, the monks take priority because i know in most spikes they do but in this one idk?
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Old Jun 25, 2006, 10:40 PM // 22:40   #20
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Run this, it works better:

http://gwshack.us/1df44

As you can see, I didn't give you monk builds and the WATER ele build. (Shard Storm, Ice Spikes, Blurred vision anyone?)

Mantra of concentration will usually garuntee the target gets soul barbs, unless interrupted twice, or shocked (Haha) In which case, wait for recharge and try again or if the n/a is recharged, use it. Assassins promise SHOULD mean that the N/A's soul barbs are recharged EVERY spike, so its not actually every 20 seconds. This isn't really a spike, more pressure and too much to be healed. Mn ran it last night, Almost beating EvIL, but EvIL were too much at VoD, even with Last Of Master at 60% DP. Anyway, Have fun.
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