May 01, 2008, 11:07 AM // 11:07
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#1
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Krytan Explorer
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SandStormSpike
http://gwshack.us/2214
yes, it would prolly get massacred by [Cry of Frustration] & [Natures Renewal], but oh well =P.
Usage-Spikers:
a: 5-8 cast [air of enchantment] on 1-4
b: 1-4 load up on enchants
c: 1 runs in the others cast [return] or [deaths retreat] on 1, then spike with [mystic sandstorm].
repeat a/b
d: Heal backline if low on hp using [Imbue health](hp should be restored from [vital boon]/[pious renewal])
e: 2 runs to target, the others (including 1) cast return on 2, and spike with [mystic sandstorm].
Repeat a-e
-prolly should aim to spike once every 10 sec, and obviously target where balled up
Usage-Backline:
- If low on energy, periodically 'ball up' for [dwaynas sorrow], and follow up with meditation
-[dwaynas sorrow] may also be used to cover bonds.
-Throw up enchants on the spikers before spiking if needed
-Spread the enchantment love =], and hope that u receive plenty too.
Last edited by wu is me; May 01, 2008 at 11:31 AM // 11:31..
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May 01, 2008, 11:46 AM // 11:46
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#2
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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The spike looks too predictable to me. And I'm not too sure about the damage either. Looks like fun to play though, if it works.
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May 01, 2008, 03:51 PM // 15:51
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#4
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Forge Runner
Join Date: Jun 2005
Profession: W/
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the version from killed looks better.
Although i'd advice swapping 1 of the [[aura of thorns] with [[heart of holy flame], and swap 2 others for 2 copies of [[grenth's aura] to counter prot. This will give better results, plus some added degen on the spike (burning).
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May 01, 2008, 08:12 PM // 20:12
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#5
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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moar death's charge and less return/death's retreat
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May 01, 2008, 10:33 PM // 22:33
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#6
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Krytan Explorer
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Well the problem with killed's version is energy management. Without air of enchant you can't keep spiking, and especially the fact that some of the spikers only have one shadowstep with 15 sec recharge means u won't be spiking very often. Your spike will come with a frequency of at most 15 secs, assuming no energy management problems.
Taking energy management into consideration, you need 45 energy per spike, energy returned is approx 24, but i suppose its very likely u'll regen 20 energy in 15 seconds.
In my version energy management allows a fairly significant imbue health, after every spike, every 10 seconds. So I'm hoping that will compensate for the lack of a full time healer.
About the softies, I'm hoping windwalkers will keep armour at around 75-85, although that does sacrifice some hp, as well as mysticism providing better energy management, and healing than your conventional backline.
Also death's charge, doesn't work so well in this build, cos of its long recharge, where the spike frequency would be reduced.
An added advantage of using retreat/return is that you don't have to bomb precisely at the location of an enemy player, and you may decide to spike in the middle of three players, rather than at one of the vertices of the 'triangle'.
I would still say the spike is unpredictable, since it is quite difficult for the opposite team to determine which dervish the spike will start from.
Having said all this, I'm yet to form a proper team and test this out =P.
heh, anyway, it was just part of a challenge to make a (nearly) all derv team
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May 01, 2008, 10:50 PM // 22:50
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#7
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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All derv team?
Try mine :P
http://gwshack.us/6525
Works good (well at least did worked good :P )
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