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Old Nov 15, 2005, 04:15 AM // 04:15   #21
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Quote:
Originally Posted by M3lk0r
Power Shot and Punishing is just ..... wrong. Unless your doing a dps build of course. But the best spike is the Dual+QS+Savage. And are you sure about Sybiosis? Give Predatory Season a look as well (works great with TF) but then you need to play with yer monks. And you forgot winnowing again, so you might want to put the Fav Winds on a 16 marks ranger and put winnowing on the WS one.

Edit: Check this thread: clicky!

PS: I'm sorry if such linking is frowned upon, but that is a power post.
Theyre spiking not Machine Gunning
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Old Nov 15, 2005, 09:35 AM // 09:35   #22
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Quote:
Originally Posted by Divine Elemental
Theyre spiking not Machine Gunning
Umm.. who is "they" ? The thread title is "spike" team and the link I posted also containts information on spiking. If your commenting on the Punishing Shot point, then for an oders build you need to fire off as many arrows as possible in the shortest time period possible to take full benefit on all the oders, preps and spirits. Thus Dual + QS + Savage gives you 4 arrows in less than a second, whereas Daul + Punishing only gives 3. And that one arrow looses out on around ~30 armor ignoring damage. (or 150dmg in a 5 ranger build)
Ofcourse Punishing is still viable in a Kindle spike where you only have Kindle and Fav Winds as your main damage boost.
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Old Nov 29, 2005, 11:44 AM // 11:44   #23
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Quote:
Originally Posted by Falrow
I have a couple of noticies for you:

1. 4 of the 5 rangers are doing Fire damage only (1 beast 4 spring), thus winnowing does nothing

2. The 4 spring rangers will not all be carrying FW, only 1 person, maybe two. Others will have other spirits like Frozen Soil.

3. Only one ranger is using power shot. I only put it in there because that ranger has alot weaker spikes then the rest.

4. Symbiosis will work GREAT as long as the debuff gets the lingering on. Thus you linger the target on the call, it looses all enchants and goes back to normal HP, which is around 500. The total spike damage is executed right is ~800, with lingering on if that doesn't kill the healers will burn twice as much energy on the heal.

5. Preadatory season won't work well because my rangers are only attacking a couple of times then stoping. Thus preadatory will probably do more for thier warriors then us.

6. Healing springs is the trump of this build. With 4 rangers using spring it's easy to maintain it, thus giving around 10 pips of regen to the whole team in burts of 2 seconds. This is why there is only one healing monk.

7. For targets that are evading/blocking rigor is used.

8. For hard targets like warriors or rangers (they have atleast 100AL vs fire dmg), weaken armor will be used.

Any other questions?
doesn't weaken armor only work on physical armor? that has no use if you attack with elemental damage..

if you really want to spike well, you don't want to hex before you attack. It gives the enemy monks time to react. If you can time the lingering and the spike within one second it might work, in other cases the enemy monks will have infused the target and cast reversal of fortune and protective spirit on it.
As a monk, I find it the hardest to defend against spikes if there was no warning. No enchant removal, no hexes, just a lot of damage. Of course, if you want to do that, you have to know you can kill through almost any enchant. When a prot monk notices he cannot predict the attacks he will protect himself and possibly his fellow monks and give up the rest. If you kill the entire damage aspect of the enemy groups, there is not much they can do, and then you can drain all the enemy monks and spike one.
An alternative way to confuse the enemy prot is rend enchants and cast some hex on one target, and lingering on another. It will look the same, and he will not know which target to protect.
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Old Nov 29, 2005, 01:32 PM // 13:32   #24
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Ran up against a killer 4 ele spike team the other day that had 2 shutdown mesmers who hexed targets other than the ones to be killed, by the time monks figured it out the started hexing the targets at random and we still lost
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Old Dec 15, 2005, 12:12 PM // 12:12   #25
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sorry for the noob question but i have never played a ranger
wouldnt barrage do well in this build as ur elite?

i normally play an ele and have never played a ranger
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Old Dec 16, 2005, 12:07 AM // 00:07   #26
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You really don't need 5 rangers. Even 4 rangers is overkill.
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Old Dec 16, 2005, 09:10 AM // 09:10   #27
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Quote:
Originally Posted by M3lk0r
No, if you take a look here you'll notice flatbows have the best refire rates (along with short) but high arc. Thus it benefits most from RtW & Fav Winds. This gives you the option to spike from furthur away.
I would rather use a longbow, for this purpose. Same range, lower arc. Refire rate doesn't mean anything, because you are spiking with dual, and then following up with an interrupt. However, I wouldn't even run longbows for rangerspike, hornbows have an innate 10% armour penetration, making them perfect for it.

Also, as defrule says, five rangers is complete overkill. Three rangers can drop a target with a perfct spike, four is a good choice to make up for sloppy spikes, five is just wastefull. Run a bonder instead, make your monks lives a tad easier.

Last edited by JR-; Dec 16, 2005 at 09:14 AM // 09:14..
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Old Jan 04, 2006, 12:47 AM // 00:47   #28
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I like to use the combo of ignite arrows+dual arrows. It deals fine damage regularly but double explosion does alot of damage. Then I just use some of the normal skills including poisin arrow as my elite.
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