Jun 23, 2006, 01:03 PM // 13:03
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#1
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Ascalonian Squire
Join Date: Feb 2006
Guild: Lone Wolf
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Water Spiking? Yes, water spiking.
http://gwshack.us/0d58a
It basically works like the old air spiking trick: use inspired ench on the target, then shatterstone and vapor blade. The 2nd hit of shatterstone should stack with the full vaporblade dmg, then use deep freeze (better with glyph before) as a finisher. The last skill bar spot can be used for another damage skill (like ice shards) or mantra of resolve.
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Jun 23, 2006, 01:08 PM // 13:08
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#2
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Drain Enchantment~!
The three seconds of Deep Freeze is plenty for a monk to heal.
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Jun 23, 2006, 01:13 PM // 13:13
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#3
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Ares982
http://gwshack.us/0d58a
It basically works like the old air spiking trick: use inspired ench on the target, then shatterstone and vapor blade. The 2nd hit of shatterstone should stack with the full vaporblade dmg, then use deep freeze (better with glyph before) as a finisher. The last skill bar spot can be used for another damage skill (like ice shards) or mantra of resolve.
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So Shatterstone would completely give away your spike target for prot/heals? ...Not that the target would really need much of that with such a gimped spike...
Sneaky!
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Jun 23, 2006, 01:15 PM // 13:15
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#4
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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And which Air Spike were you comparing it to...Lightning Surge spike?
Ugh.
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Jun 23, 2006, 01:46 PM // 13:46
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#5
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Ascalonian Squire
Join Date: Feb 2006
Guild: Lone Wolf
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Yes, it was based on the old surge spike... I know it's not the best spiking build, it was just to let hydromancer have a chance on having fun spiking.
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Jun 23, 2006, 04:48 PM // 16:48
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#6
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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If you want to spike with a hydromancer, use Soul Barbs.
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Jun 24, 2006, 05:57 AM // 05:57
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#7
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by ubermancer
If you want to spike with a hydromancer, use Soul Barbs.
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...Even worse?
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Jun 24, 2006, 06:44 AM // 06:44
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#8
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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I never used vapor blade...is it a projectile spell?
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Jun 24, 2006, 07:34 AM // 07:34
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#9
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Mehtani Keys
Guild: The Extraordinary Revolution [ReVo]
Profession: P/W
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Quote:
I never used vapor blade...is it a projectile spell?
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Nope.
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Jun 24, 2006, 07:36 AM // 07:36
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#10
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Gods Infantry
Profession: E/Mo
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Quote:
Originally Posted by Ares982
http://gwshack.us/0d58a
It basically works like the old air spiking trick: use inspired ench on the target, then shatterstone and vapor blade. The 2nd hit of shatterstone should stack with the full vaporblade dmg, then use deep freeze (better with glyph before) as a finisher. The last skill bar spot can be used for another damage skill (like ice shards) or mantra of resolve.
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Since Shatterstone is a hex...wouldn't that mean only one would work?
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Jun 24, 2006, 07:44 AM // 07:44
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#11
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by LoyalSoldier
Since Shatterstone is a hex...wouldn't that mean only one would work?
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Why would he use more than one Shatterstone on one specific person? Shatterstone hits twice, once when it lands, once when it goes.
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Jun 24, 2006, 07:45 AM // 07:45
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#12
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Banned
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Have every Hydromancer spike a different target so the monks will be confused as to who to heal.
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Jun 24, 2006, 07:48 AM // 07:48
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#13
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Gods Infantry
Profession: E/Mo
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Quote:
Originally Posted by LightningHell
Why would he use more than one Shatterstone on one specific person? Shatterstone hits twice, once when it lands, once when it goes.
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Oh some how I was thinking GvG build. Silly me.
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Jun 24, 2006, 07:49 AM // 07:49
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#14
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Hidden in the Mist
Have every Hydromancer spike a different target so the monks will be confused as to who to heal.
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338 damage is not enough to kill...not to mention Shatterstone and Vapor Blade has 2s cast time, and Deep Freeze has 3s.
Why would you be confusing this with a GvG caliber build?
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Jun 24, 2006, 09:31 AM // 09:31
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#15
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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With things how they are, if you are calling Soul Barbs a bad skill to spike with, I pity you.
Recurring Insecurity. Soul Barbs. Enduring Toxin.
Each time they get hexed, they get hit for Soul Barb damage twice. Every 3 seconds, if they are moving, they get soul barbs twice (in addition to heavy degen).
Soul Barbs does thirty somethingish damage. Cast Ice Spikes on a target as part of a fully hexed spike target, and you just added 60+ damage to your spike per person (I think that kinda adds up), just with precastable skills.
Its not 'even worse' then leaving 2.75 seconds in the middle of a spike (only 2.5 seconds if you use glyph as he suggested). Seeing as how trying to shut down this build leaves your hex removal abilities pressed to the limit, you are much more succeptible to things like Diversion and Backfire. In fact, using Soul Barbs as part of a spike could possibly even be considered over powered.
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Jun 24, 2006, 12:46 PM // 12:46
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#16
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Forge Runner
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vapor blade sux... don't use it.
The only people who usually don't have enchantments on are warrior and rangers, and they are resistance against ele to begin with.
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Jun 24, 2006, 01:06 PM // 13:06
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#17
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Quote:
Originally Posted by ubermancer
With things how they are, if you are calling Soul Barbs a bad skill to spike with, I pity you.
Recurring Insecurity. Soul Barbs. Enduring Toxin.
Each time they get hexed, they get hit for Soul Barb damage twice. Every 3 seconds, if they are moving, they get soul barbs twice (in addition to heavy degen).
Soul Barbs does thirty somethingish damage. Cast Ice Spikes on a target as part of a fully hexed spike target, and you just added 60+ damage to your spike per person (I think that kinda adds up), just with precastable skills.
Its not 'even worse' then leaving 2.75 seconds in the middle of a spike (only 2.5 seconds if you use glyph as he suggested). Seeing as how trying to shut down this build leaves your hex removal abilities pressed to the limit, you are much more succeptible to things like Diversion and Backfire. In fact, using Soul Barbs as part of a spike could possibly even be considered over powered.
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Recurring Insecurity = mesmer Elite skill
Soul barbs = Necro skill
Enduring Toxin = Assassin skill
So, how are you gonna get 3 secound professions. . . ?
Sure its good on like a N/me or Me/N.. But trying to do a Solo Water eke Barbs spike is crap Imo xD..
~Shadow
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Jun 24, 2006, 02:51 PM // 14:51
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#18
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by Shadow-Hunter
Recurring Insecurity = mesmer Elite skill
Soul barbs = Necro skill
Enduring Toxin = Assassin skill
So, how are you gonna get 3 secound professions. . . ?
Sure its good on like a N/me or Me/N.. But trying to do a Solo Water eke Barbs spike is crap Imo xD..
~Shadow
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Thank you for opening my eyes, previously I had believed that team builds could incorporate any class combinations they wanted, but now I know that all 8 members of the team must have the same two classes. It was an eroneous oversight on my part, to the point I feel foolish even posting.
PS: I saw the very build I was talking about being run by a rank 10 guild [PnH] just today, in GvG.
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Jun 24, 2006, 03:02 PM // 15:02
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#19
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Yeah, Recurring and Soul Barbs spiking is actually feasible. However, a single Expel kinda renders it useless.
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Jun 24, 2006, 03:12 PM // 15:12
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#20
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by ubermancer
PS: I saw the very build I was talking about being run by a rank 10 guild [PnH] just today, in GvG.
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I wonder how badly they lost...
Like JR said, the hex that in an organised GvG with Vent/TS or simply by pressing on it, Shatterstone is a wee bit obvious... Not to mention half its damage comes at the start of the cast, unlike L-Surge where it all came at once.
Just because Anet (for some stupid reason) decided to make a spike-esk skill for water doesn't mean it should be used. Even Blessed Light would render this build useless.
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