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Old Mar 28, 2006, 04:14 AM // 04:14   #1
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Default Air Spike


DEATHWISHR'S AIR SPIKE

Elementalist/Monk 1-3
16 Air Magic (1 + 3)
10 Healing Prayers
9 Energy storage (+1)
Lighting Orb
Lighting Strike
Ether Prodigy
Heal Other
Heal partyr
Healing Seed
Holy Veil/Balthazar's spirit/Essence Bond
Ressurection Signet

Elementalist/Monk 4
16 Air Magic (1 + 3)
10 Healing Prayers
3 Energy storage (+3)
8 Protection
Lighting Orb
Lighting Strike
Ether Prodigy
Heal Other
Heal partyr
Healing Seed
Life Attunement
Ressurection Signet

Elementalist/Monk 5-6
16 Air Magic (1 + 3)
10 Protection
9 Energy storage (+1)
Lighting Orb
Lighting Strike
Ether Prodigy
Aegis
Windborne Speed/ Blinding Flash
Glyph of Lesser Energy
LIfe bond/ Vital Blessing
Ressurection Signet

Necromancer/Monk 7

16 blood Magic ( 1+ 3)
8 Death (1)
Shadow Strike
Vampiric Gaze
Blood is Power
Rend Enchantments
Well Of Blood
Consume Corpse
Infuse health
Ressurection Signet

Ranger/Mesmer 8
16 bm (1+ 3)
11 expertise(1)
8 Wilderness survival(1)
Oath Shot
Frozen Soil
Firtile Season
Symbiosis
Savaged shot
Phantom Pain
Shatter Delusions
Ressurection signet

The Spike Damage adds up to:
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
50(Shadow Strike)
-20%(Phantom Pain+ Shatter Delusions)
890 dmg + (-20%)
Then, the back up is:
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
50(Vampiric Gaze)
410 dmg.....
So a total of around 890+410=1,300 dmg, + (-20% max hp)
Though... Lighting damage is not armor ignoring so i highly doubt the numbers will ever come out this high
With Firtile season up, and Symbiosis up at 16 bm, You Gain around 300 max hp ( firtile), and +130 hp times the 6 enchants you will have on you which is around an addition of 1000 hp to your 455 hp+ vital Blessing gives each ele around 1600 hp+ 4 Full healers on The team, and two prots
The Spike Should be able to Spike THru most enemies........ as long as the necro rends before the spike every thing should be fine..... i am quite worried about no Spell Breaker Tho Because that is a very critical Skill for a successfull altar capping.
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Old Mar 28, 2006, 04:37 AM // 04:37   #2
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Now why would you have a r/me fertile season?

Your trying to kill them. Not keep them alive.

I'd call fertile season and anti spike spirit.

It gives them and you way more health.

If you don't kill them in one 3..2..1 spike then the infuser should have enough time to get them back up to decent health.

Take out symbiosis and fertile season imo.

Keep frozen soil.
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Old Mar 28, 2006, 05:20 AM // 05:20   #3
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Symbiosis and Fertile are for holding an altar, you lay them after you've established control.

Squishy spike though... and Orb is very interruptable.
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Old Mar 28, 2006, 05:28 AM // 05:28   #4
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Quote:
Originally Posted by Omnidragon42
Squishy spike though... and Orb is very interruptable.
Two reasons that whole N/Mo blood spike thing will never win. Oh wait...
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Old Mar 28, 2006, 05:53 AM // 05:53   #5
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Cry of Frustration, standard equipment.
Cry of Frustration, ftw.
Words to live by. I should make an echo-CoF spike...that'd be hot.

Sorry, I'm not feeling productive.
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Old Mar 28, 2006, 06:10 AM // 06:10   #6
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Quote:
Originally Posted by Vindexus
Two reasons that whole N/Mo blood spike thing will never win. Oh wait...
The Necro spike has the advantage of:
1. Necro spells steal ~100 hp per spike
2. No projectiles = nothing lost when you dont have LoS.
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Old Mar 28, 2006, 08:25 AM // 08:25   #7
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Ok an E/Mo version of blood spike. Hmm thinking about it I kinda like the idea.
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Old Mar 28, 2006, 01:21 PM // 13:21   #8
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Quote:
Originally Posted by tafy69
Ok an E/Mo version of blood spike. Hmm thinking about it I kinda like the idea.
Blood spike can spike every 3 secs, and the spikes cannot b dodged. Though it would b fun to run this build again.
*remembers good ol' days when smite teams and air spike dominated HA*
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Old Mar 28, 2006, 01:54 PM // 13:54   #9
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Quote:
Originally Posted by Byron
Cry of Frustration, standard equipment.
Cry of Frustration, ftw.
Words to live by. I should make an echo-CoF spike...that'd be hot.

Sorry, I'm not feeling productive.
You're productive these days enough anyways, take a break.

I like the amount of Heal Parties you have. A very strong healing base. Wait, you don't have any primary Monks...
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Old Mar 28, 2006, 03:29 PM // 15:29   #10
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um, either you guys have all been huffing too much or just don't understand blood spike....You do 6 necros for the soul reap. GG, this idea is worthless. You see if you rate the primary attributes of each profession based only on its normal effect not skills tied to it it goes

Necro
Ranger
Mesmer
Monk
warrior/ele

Maybe you noticed a lot of primary necros in alliance battles using only their secondary profession skills, its because 24 person teams + spirits + minions = infinite energy with soul reap, and not even a high one. Unless you run ether prodigy there is almost no reason to run a primary ele, a mesmer can output more damage than an ele on fast cast alone.
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Old Mar 28, 2006, 03:38 PM // 15:38   #11
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Quote:
Originally Posted by T Waters
ether prodigy for air spiker lol...ok gg that wont work...youll get exhausted weather you like it or not and if youy get edenied..yap

Uhhhm, not really.
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Old Mar 28, 2006, 03:43 PM // 15:43   #12
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Ether Prodigy will not exhaust the Air Spikers very much at all, and as for E-Denial, it's very very strong against E-Denial since you're sitting low on energy most of the time and you can get a large burst of energy in a short time. It's definitely more resilient to E-Denial than a standard air spiker not using Ether Prodigy. Plus, it's free energy to pump out Aegis and Heal Party and the like.
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Old Mar 28, 2006, 05:02 PM // 17:02   #13
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you keep ramming the same square peg into the hexagon hole. Sure e-prodigy works but other things work better. Plz just admit that.
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Old Mar 28, 2006, 05:11 PM // 17:11   #14
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Quote:
Originally Posted by icemonkey
you keep ramming the same square peg into the hexagon hole. Sure e-prodigy works but other things work better. Plz just admit that.
What would you suggest as a better alternative for Elementalist energy management?
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Old Mar 28, 2006, 05:21 PM // 17:21   #15
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dual attunes rock face for what an air spiker generally does which is spike and blinding flash maybe some wards

and dont bring up enchant stripping, yer gonna have 10 attunes in general, no one has that much enchant removal and most enchant removal in tombs is of the token variety, they strip who they are spiking and the ghostly not elsewhere
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Old Mar 28, 2006, 05:22 PM // 17:22   #16
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Quote:
Originally Posted by icemonkey
dual attunes rock face for what an air spiker generally does which is spike and blinding flash maybe some wards
Ether Prodigy will actually be more useful once they get to HoH, where all you really need to do is stall for 10 minutes.
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Old Mar 28, 2006, 05:25 PM // 17:25   #17
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thats why you blood spike, soul reap doesnt become useless at the altar.
again, this is a case of a build that would work but there are better strategies/builds to win with and if your goal is winning you switch builds.
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Old Mar 28, 2006, 06:57 PM // 18:57   #18
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It's okay wheel, I already edited this post to take out the flaming.

Quote:
Originally Posted by T Waters
ether prodigy for air spiker lol...ok gg that wont work...youll get exhausted weather you like it or not and if youy get edenied..yap
Wrong. Ether Prodigy is awesome, Dual Attunments suck when you're expected to use monk skills. They are also more weak against enchant removal. Not to mention that dual attunes takes up two slots whereas Ether Prodigy only takes up one.

Last edited by Vindexus; Mar 28, 2006 at 07:01 PM // 19:01..
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Old Mar 28, 2006, 07:12 PM // 19:12   #19
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The E/Mo idea is nice for a standalone air character, but from what I've seen from Rift's matches a Me/E is much more impressive for air spike these days. With the exception of a good defense put up by Te last night, I've seen this build steamroll quite a few teams.
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Old Mar 28, 2006, 07:23 PM // 19:23   #20
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Quote:
Originally Posted by |AW|Tian
The E/Mo idea is nice for a standalone air character, but from what I've seen from Rift's matches a Me/E is much more impressive for air spike these days. With the exception of a good defense put up by Te last night, I've seen this build steamroll quite a few teams.
E/Mo is infinitely better for holding halls. The fact that they do have all those blinds doesn't mean that they'll be effective in healing when the pressure is on. This is the Heroes' Ascent forum, after all.
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