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Old Dec 19, 2005, 12:55 AM // 00:55   #1
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Default Return of air spike

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?
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Old Dec 19, 2005, 01:03 AM // 01:03   #2
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You'd be very, very vulnerable to nukes, especially a combo of Deep Freeze and Maelstrom.
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Old Dec 19, 2005, 01:08 AM // 01:08   #3
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Im thinking thats why we would use light of dwayna. I also thought that the heal area/party spike would outweigh that.
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Old Dec 19, 2005, 01:18 AM // 01:18   #4
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But Maelstrom would interupt your spells...
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Old Dec 19, 2005, 01:27 AM // 01:27   #5
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this wouldnt even come close to working, any iway team could just tear you apart, if you try to spike them while there doing dmg, your spaming heal area and your healing them aswell, and to top it off you'll run out of energy really fast because chain lightning causes exhaustion and your also using heal spells to heal you, air spike isn't all that good anymore either.
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Old Dec 19, 2005, 01:40 AM // 01:40   #6
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The maelstrom-interupt i had not thought about, but the point of bringing heal party would be specifically for teams like iway. The exhaustion caused by chaine is not that great, and will not affect you much with a few attributes in energy storage. Plus, orb has a lower recharge and would be used much more frequently anyways. The spike created by 8 people running these skills would be great enough to overcome the nerfs put on them in the past
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Old Dec 19, 2005, 01:41 AM // 01:41   #7
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I've seen some e/me's using phantom pain + various air spells + shatter delusions + one more air spell.
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Old Dec 19, 2005, 02:37 AM // 02:37   #8
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First - Air Spike was never gone. If it was, I don't think Rus Corp would be in Top 10 today.

Second - It is always good and effective with a coordinated team.

Third - As for Healing Balls formations... they are easily countered and disrupted, it may work very well against non-organised team. But any serious PvP guild will break it apart.
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Old Dec 19, 2005, 08:27 AM // 08:27   #9
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Light of dwayna is an enchantment. One inspired enchantment becomes a fatal spike, one well of profane a fatal aoe spike. wouldnt work against any sort of organised team.

Also air spike is very much alive. Difficult to run in tombs, but very common in GvG using orb and mind shock or orb and lightning strike
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Old Dec 19, 2005, 09:18 AM // 09:18   #10
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Light of Dwayna is most definitely not an enchantment. It's the no-attrib-required area-of-effect resurrect spell.
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Old Dec 19, 2005, 09:34 AM // 09:34   #11
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The problem here isnt the fact that its air spike, the problem is its a healing ball, and not too good a one at that.

If you want to make an air team, then go ahead, but you dont need to do it that way.
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Old Dec 19, 2005, 09:36 AM // 09:36   #12
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Quote:
Originally Posted by unienaule
Light of Dwayna is most definitely not an enchantment. It's the no-attrib-required area-of-effect resurrect spell.
which ressurects you with zero energy, so gg elementalists
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Old Dec 19, 2005, 09:48 AM // 09:48   #13
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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?
First off, don't bring light of Dwanya... it's a terrible spell. For tombs, only res sigs. For GvG, you might have 1 person, maybe 2 at most, with a permanent res. This group isn't strong enough to healing ball... not that balling is particularly effective anyway, but... using heal area isn't enough to keep up your team probably, and it will be very hard to coordinate a spike with you all trying to heal. If you're doing a healing ball, you really need a life bonder and someone with healing seed, or several people with healing springs.

A more conventional air spike looks something like this:

5x Air elementalist
Lightning Orb
Mind Shock {E}
Gale
Lightning Strike
Chain lightning
Res sig
Air Attunement
Misc skill (Wards, possibly spirits, aegis, enchantment strip, hex removal, corpse control, water hexes etc.)

1 Standard Protection Monk
1 Standard Healer Monk
1 Support caster (Necro, mesmer, possibly a trapper)

Basic strategy... call target hit him with a couple lightning orb and lightning strike and mind shock. Next target. If you use your miscellaneous skills effectively, you should be able to keep up aegis + for example, ward vs melee, at all times.

Rico

Last edited by Rico Carridan; Dec 19, 2005 at 09:52 AM // 09:52..
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Old Dec 19, 2005, 01:33 PM // 13:33   #14
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Quote:
Originally Posted by unienaule
Light of Dwayna is most definitely not an enchantment. It's the no-attrib-required area-of-effect resurrect spell.
Apologies, my mistake
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Old Dec 19, 2005, 01:52 PM // 13:52   #15
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Biggest hurdle with the air spike is the exhaustion that builds up over time. Every resurected player and every failed spike just adds tho this. It doesnt take long to get exhaustion locked using things like chain lightning, mind shock, lightning surge, and gale. Fertile season and protective spirit have alot of hate for this style of spike as well. Protective spirit is not without work arounds and timing issues, but fertile is rather easy to use and tends to work well. Also, having any of the spikers shut down basically ends the spike as well. It is not nearly as resiliant as some other means of offense available in the game, it is repeated the least frequently, and does not hit the hardest out of all of them.
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Old Dec 19, 2005, 03:16 PM // 15:16   #16
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Any spike, where a 'spike' implies a fatal amount of damage delivered from 4-5 people at the same time, 'works', if you put it crudely.

Air spike used to be so popular only because you could use chain lightning and spike 2 people at the same time. No such comparable spike exists right now, (well at least not to my knowledge). That does not mean the original spike with Lightning Orb and Lightning Strike, or Mind Shock cant work.

Shying away from a detalied discussion of counters, the reason i would try to stay away from an Air Spike is simply because it involves 4-5 of the same character type. Meaning, essentially, that if you meet a team that can counter elementalists, your entire spike wont work.

Dont get me wrong on this however; having multiple copies of the same role in a spike is good in that if one is disabled the other can fill the role. However, taking this in the extreme also isnt a good idea.

And to the OP, it most definetly will not include more than 1 E/Mo, you literally need the /Me for Mantra of Resolve or nothing will work.
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Old Dec 19, 2005, 09:56 PM // 21:56   #17
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A really good Air Spike build my guild has run and had alot of success is this:

3 Air Ele/Me
Lightning strike
[E]Mind Shock
Lightning Orb
Mantra of Resolve
Drain Enchant
Air Attunement
Res Signet

Drain Enchant to get back Energy, you can either open up with Mind Shock or Lightning Orb and then strike if needed(Don't usually need to).

1 Axe War/E
[E]Eviscerate
Axe Rake
Executioners Strike
Disrupting Chop
Iron Mist
Sprint
Frenzy
Res Signet

Your going to want to build up adrenaline and then Eviscerate/Executioners Strike the target with the spike. Iron Mist to help soft targets kite or to slow the relic/flag runner.(Counts down to Spike).

Another Axe War/E(See above build) or Flag Runner build

1 General Prot Monk(Not a bonder) with martyr

1 Infuse/SB monk

1 Heal word/aegis Monk

For Air Spike to work nowadays you really need that deep wound from eviscerate. It really helps with the spike and to drop those high hp infuse monks quickly.
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Old Dec 19, 2005, 10:20 PM // 22:20   #18
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Quote:
Originally Posted by a cadet
Any spike, where a 'spike' implies a fatal amount of damage delivered from 4-5 people at the same time, 'works', if you put it crudely.

Air spike used to be so popular only because you could use chain lightning and spike 2 people at the same time. No such comparable spike exists right now, (well at least not to my knowledge). That does not mean the original spike with Lightning Orb and Lightning Strike, or Mind Shock cant work.
FoC spike is aoe spike with shadow dmg and life loss. FoC cannot be reduced in dmg which makes the spike full-proof as long as all 5 go off.

Air spike only failed b/c of 3 reasons. Chain and orb was reduced in dmg, exhaustion, and highly cordinated. Since chain's reduction you can't aoe spike 2+ targets the exhaustion catchs up with you much quicker than before.

Also due to the meta game players pack counters for the builds they will most likely encounter. Air spike became popular so more people packed counters. Air spike is still affective now due it less counters being carried.

Btw 1 ele with lightning surge can do the job of 2 eles. You have to be a highly cordinated team to use that effectivly but its a good back up in case 1 of your eles is shutdown you can still spike.
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Old Dec 20, 2005, 06:54 PM // 18:54   #19
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Quote:
Originally Posted by twicky_kid
Btw 1 ele with lightning surge can do the job of 2 eles. You have to be a highly cordinated team to use that effectivly but its a good back up in case 1 of your eles is shutdown you can still spike.
Lightning Surge is not a good elite to bring for one reason, it tips off the monks on who is going to get spiked. Then they just throw on prot spirit or spell breaker and it ruins the whole spike.

I'm not a real fan of Lightning surge because Mind shock does basically the same thing, knocks down the target but hits for about 100-110. It does cause exhaustion but that is managable. And with deep wound 3 lightning orbs or Mind Shocks can easily drop a target.
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Old Dec 20, 2005, 08:43 PM // 20:43   #20
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Quote:
Originally Posted by Trinity_PoS
Lightning Surge is not a good elite to bring for one reason, it tips off the monks on who is going to get spiked. Then they just throw on prot spirit or spell breaker and it ruins the whole spike.
One word - lol.

You guys don't have any sense of strategy, do you?
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