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Old May 11, 2006, 06:04 PM // 18:04   #1
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Join Date: Jan 2006
Location: Canada
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Default dual spike/pressure

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this build features two potential spikes: the ranger+PP/shatter spike, and the assassin+warrior spike. the ranger+PP/shatter spike is pretty straightfoward, so i won't describe it in detail.

the assassin+warrior spike works like this: first the assassin shadowsteps to the target and use golden phoenix-->twisting fangs. then the warrior shadowsteps in and use axe rake-->swift chop-->executioner's strike. both spikes operate with OoP in the background. since the OoP monk uses the new "air of enchants" elite, it no longer needs OoB, and will no longer run a risk of saccing itself to death.

the assassin can be improved to have more skills. currently, it's essentially a teleporting deep wounds. i can copy the WM A/E for much greater damage, but from experience, the extra skills tend to get nullified by blind and other stuff. the use of swift chop on the warrior is to give it something to use while not spiking. it's also a 3rd source of deep wounds, though it's not reliable. i can replace it with axe twist for more cover conditions, but it will leave the warrior with only executioner's when not coordinating with the assassin.

this build is not completely finished. i whipped it up very late at night, and i might be missing something. please help point out flaws.
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Old May 11, 2006, 07:07 PM // 19:07   #2
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Join Date: Feb 2006
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Some points:
-you can't call the assasin + warrior combo a spike, there's way to much time between the first and the last strike
-sub out twisting fangs for critical strike on the assasin, your PP + SD does the deepwound so...
-I don't think that a warrior could use aura of displacement without energy problems + warriors aren't supposed to use hit-and-run tactics. I would completely rework this one. (something like your assasin)
-sharpen daggers has no use on the assasin, sub out for mantis sting, disrupting stab or a KD of some kind.
-I don't think that your spike would hit +580 damage if you only use only 3 characters for your spike.
-air of enchants isn't a relieable energy mangement.
-shock arrows = not that great at all, sub out for lightning orb.

but that's my opinion offcourse
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Old May 11, 2006, 07:47 PM // 19:47   #3
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Join Date: Mar 2006
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Putting OoP on a monk is probably not a great idea unless you're running three monks. Putting it on a necro and having him spike with Shadow Strike > Vamp Gaze would probably work much better. His elite would probably be either OoB, or possibly BiP if you could manage the energy. If you go with OoB, you'll probably want Blood Rit to help the monks out with energy.

Ressurect now officially sucks. I would recommend Ressurection Chant.

Heal Other > Gift of Health on an E/Mo. It costs more energy, but heals for more and has a faster recharge.

Air of Enchantments isn't the best for a boon prot. Try E-drain, or if you prefer, Mantra of Recall.

I wouldn't recommend trying to have two different spikes; simply having one spike would likely be much more effective.

You'll probably want to rethink the bars for both your Assassin and your Warrior. Aura of Displacement might be viable with a Zealous mod as you aren't running too many other energy skills, but it's still debatable whether or not it's worth an elite slot on a warrior. In any case, your war doesn't look like he's really set up to spike. You might consider using a sword war and taking something like Galrath > Final to spike with, or even throwing in some of the new Factions skills such as Silverwing Slash, Standing Slash, or Sun and Moon Slash, although I don't know if any of these do more damage than Galrath.

For the Assassin, I would tend to run something like Golden Phoenix > Nine Tail Strike, or Golden Phoenix > Horns of the Ox > Falling Spider > Nine Tail Strike.
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