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Old Dec 29, 2005, 08:50 PM // 20:50   #1
Ascalonian Squire
 
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Default Me/N Grenth's Balance Spiker

Ok here's the attributes:


Fast cast- 9+3= 12
Domination- 12 (+1) +3= 16
Illusion- 9 + 3= 12
Inspiration- what ever is left +3
*Don't forget the sup vigor- Your health should be around 235
Weapon set #1- Defense staff of defense= +10 armor, the 20/20 domination staff
Weapon set #2- Hale staff of Fortitude= +60 Health (incase you die) 20/20 dom staff

Skills:
Phantom Pain- cast first on off target
Illusion of Weakness- use after you cast phantom pain
Grenth's Balance- use after illusion of weakness (should drop foes health to around 50%)
Shatter Delusions- shatter the phantom pain (foe should have between 40-60 health left)
Energy Burn- this is your finisher, use right after you shatter phantom pain, should kill him as long as he has 7+ energy left
Imagined Burden- use to slow down a charging war or runner
Distortion- self explanatory
Res Sig- same as above

Be careful when using illusion of weakness, don't wanna kill yourself.

Good luck.
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Old Dec 30, 2005, 12:49 AM // 00:49   #2
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Gah, first time i met this i was thinking 'WTF' and then i got slapped by balance and died eventually

The major problem is you can't really be target, it's waay too easy to be smashed with something just as you cast IoW. And if you get a bit of DP, your life might go too low for IoW. But fun build
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Old Dec 30, 2005, 03:01 AM // 03:01   #3
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Yeah the biggest threat to this build is elems. You gotta stay way in the back and then come up a spike someone, won't know what hit them.
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Old Dec 30, 2005, 07:28 AM // 07:28   #4
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Hmm, nice build, I like it. I haven't tried it yet, but I'll plan on it.
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Old Dec 30, 2005, 10:40 AM // 10:40   #5
rii
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I tried to Grenths spike a while ago with a similar setup, but i found iow to be on too long a recharge and the health loss too constraining. In the end, i switched to n/mo and used infuse health to lower my health. Firstly, you can get down much further than with iow, its not so constricting (if you only have 240 health left with iow your in trouble) and of course, you can go defensive and just infuse spikes if you want. Ultimately though, i still ended up going to ta to get someone to finish them off. hitting for 250 is very satisfying though.
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Old Jan 02, 2006, 06:10 AM // 06:10   #6
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lol i owned with this build!
Pros: Fast killing, fun, and all that mumbo jumbo
Cons: Kills urself somtimes, long charge on IoW, and must be experienced to use this build :P
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Old Jan 03, 2006, 01:16 PM // 13:16   #7
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The only problem with this build is that once you use IoW you cant use it again =\
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Old Jan 03, 2006, 01:47 PM // 13:47   #8
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Quote:
Originally Posted by Sir Krohan
The only problem with this build is that once you use IoW you cant use it again =\
Agree, tried playing with it few weeks ago, doesn't work well
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Old Jan 03, 2006, 02:06 PM // 14:06   #9
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Here you go a little safer and more damaging follow up:

Blood: 12
Fast Casting: 7+3
Illusion: 7+1
Domination: 8+1+1
Inspiration: 4+1


Phantom Pain: 13 second duration Deep Wound
Dark Pact: 40 Damage as fast as you can cast it, With 10% sacrifice
Shatter Delusions: 55 damage shatter to PP
Order of Pain: +13 damage for physicals in range 17% sacrifice
Blood Renewel: +5 health regen +160 hp after 10 seconds 25% Sacrifice
Grenth's Balance{E}
Physical Resistance: 50 seconds +40 armor to physical -20 armor to Elemental
Res Sig

Phantom Pain to lead off, then rapid fire a couple Dark Pacts off, then Shatter Delusions, Dark Pact, Order, Dark Pact, Blood Renewel, Grenth's Balance.

Finish with, guess what? Dark Pact! which has its sacrifice's now covered by health regeneration and the delayed heal from Blood Renewel.

Physical Resistance because I hate warriors and they hate me back.

Last edited by pagansaint; Jan 05, 2006 at 09:28 AM // 09:28..
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Old Jan 03, 2006, 03:03 PM // 15:03   #10
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Signet of Humility F T W

Physical resistance... not really good idea... major threat to you is damage spike that can nail you when your health is low before you can do anything about it... and 140 damage lightning orbs + armor reduction from stance isn't helping

I'd use distortion if you're really hating on the wars. Won't be that efficient but it can still save you from Evisceration.
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Old Jan 03, 2006, 03:17 PM // 15:17   #11
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Well as you can't counter everything and if I notice a good many more builds using elemental damage I'd swap out Physical for Elemental Resistance, amd if in a Tombs team I trust, I swap the Res Signet out for Elemental Resistance and bam, covered either way. Warrior on me? bam Physical Resistance, Elementalist? Elemental Resistance.

Distortion isn't that great mainly because of the energy loss, and even though this build has a very low energy cost to be effective, it still has piss poor energy management.
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Old Jan 03, 2006, 04:05 PM // 16:05   #12
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Well a tombs team is generally expected to be balanced with monks if this kind of build is part of it, and it's not unlikely they'll have guardian / shield of deflection / aegis to deal with warriors (at least one usually). So physical resist isn't going a long way to help you, especially when shelling out 10 energy back and forth to try and deal with things. So i'd purely go with distort with a trusted tomb team.

Too easy to get stomped while using the wrong one, and the benefits won't save you if you're being torn down, especially since conditions from attack skills will still hit you, and that does a huge amount of damage (eviscerate, gash...). Distortion can protect you from that.
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Old Jan 03, 2006, 05:34 PM // 17:34   #13
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Elemental Resistance over Physical. Eles cannot modify their damage. Half damage against all fire, water, and earth (except obsidian flame and maybe crystal wave) and you still have a chuck load of armour even after 25% ap of air. Warriors on the other hand will probably be buffed with orders, conjures, or judges insight. Any one of them, and then the damage is holy, elemental, or armour ignoring/health stealing. Get Elemental Resistence and a man spamming soothing/shackles/shadow/ss and youve got both bases reasonably covered.
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Old Jan 03, 2006, 06:10 PM // 18:10   #14
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This build, as posted by the OP, is impossible to pull off in tombs; it is a CA build only. It is also the only thing I ever use in CA anymore, because it is insanely fun to use and, if done properly, can actually teach you something. The key is to stick in the back, and always keep people in between you and the enemy before you move up to spike. Playing this build can teach you a lot about the basics of positioning and using the terrain for your own survival, as if you want to stay alive you have to carefully pay attention to your position on the battlefield and be ready to kite away if anyone starts to charge at you. I run nearly the exact same build as the OP, only I sub in Shatter Enchantment for Distortion and I believe I use 14 in Illusion (whatever leaves me with 3 health after using IoW). I also use the 20/20 illusion rod and foucus, for less downtime in between spikes (and the +60 health staff as well, that is important). In between spikes, tab around and look for anyone who you think you can finish off with a quick shatter enchantment or energy burn. The most important thing to remember about this build is that you will die on occasion, but if played properly you can kill just about anyone and have tons of fun at the same time.
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Old Jan 03, 2006, 11:03 PM // 23:03   #15
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True to both of you, but usually I've had to worry about mostly Warriors and Rangers, and watching my armor get boosted to that of a warriors against their damage is usually cause enough for them to either A) swap targets B) keep wasting shots/swings at me when It would be faster to take down someone else.

Only other thing I've thought of is maybe using Mantra of Resolve, but the spells are being ripped off so fast it really isn't that huge of an ordeal.
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Old Jan 05, 2006, 03:04 AM // 03:04   #16
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You dont get it do you?
Once you use IoW YOU CANT USE IT AGAIN, UNLESS YOUR HEALTH DROPS BELOW 25%!:P
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Old Jan 05, 2006, 07:18 AM // 07:18   #17
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I got hit with this pretty hard, but troll unguent always prevails, woo!...

But it did cause a serious dent in my health >.<. Scared me!!
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Old Jan 09, 2006, 02:29 AM // 02:29   #18
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Quote:
Originally Posted by Sir Krohan
You dont get it do you?
Once you use IoW YOU CANT USE IT AGAIN, UNLESS YOUR HEALTH DROPS BELOW 25%!:P
After the first spike, I either just let someone wand me for a while, or tab around and try to finish people off with PP/SD, energy burn, or shatter enchantment. Also, you are a mesmer, which means that you will be targeted, so you can count on your health getting bellow 25% at some point.
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Old Jan 09, 2006, 09:29 AM // 09:29   #19
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Unless you have a decent monk... or more than one person as primary target... either way, you're a liability if the rest of the team is any good, which just pulls you down more.
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Old Jan 09, 2006, 12:31 PM // 12:31   #20
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Watch out if you're pulling off this build like it's described in the first post. I've destroyed these using either punishing shot or shatter enchantment as an opener. While they do hurt, I prefer to stick with somethig a little less risky.
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