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Old Mar 04, 2007, 12:50 AM // 00:50   #1
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Default Shadow Walk Spike GvG

Well I dedcided to do some experiment with a few things and this is what i came up with.

http://gwshack.us/bd8cf


Constructive Critism Only Please.
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Old Mar 04, 2007, 01:26 AM // 01:26   #2
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No Glyph Lesser on the runner with shield of regen? Seems kind of... hard to manage energy-wise, especially if you're trying to use shield of regen on NPCs to save them also. I'd say to drop prot spirit for glyph of lesser, just because on a runner with high health prot spirit doesn't help too much, and most gank bars don't have that many high-damage hits.
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Old Mar 04, 2007, 02:47 AM // 02:47   #3
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Ty Appreciate It. I ment to put that in there but i loaded the wrong template.
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Old Mar 04, 2007, 03:00 AM // 03:00   #4
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Hopefully you meant 11 Tactics and 8 Strength, not the other way around.
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Old Mar 05, 2007, 01:42 AM // 01:42   #5
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Expel is the only hex removal in the entire build. In this hex meta, this isn't going to be enough, and you will struggle vs the common hex teams.

Adding Holy Veil to the monks would be nice, you only really need 2 Aegis for a chain, so you could drop Aegis on the LoD for veil. On the RC, is mend condition supposed to be mending touch? If not, that could be dropped for veil as well.

You could also consider Remove Hex instead of Signet of Humility on the Mantra of Recovery mesmer, as fast cast+remove works wonders under MoR, and you already have a humility+inscriptions on the other mesmer.
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Old Mar 05, 2007, 06:28 AM // 06:28   #6
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Replace ressurect on the mesmer with res chant, it gives the ressed person a chance to start of with some health, instead of starting of with 25% health
The two blackouts are really neccesary? I guess u want to spike opponents and disable their monks?

If not so important to have both instances, then u could equip leech signet and maybe another usefull signet like purge signet. They all benefit from the mantra, and u need to change the attributes on that guy as well. Prot prayers is not gonna do much for that chap.
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Old Mar 05, 2007, 08:31 AM // 08:31   #7
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It's gonna be hard to pull off a good spike without any snares or a KD. This is why people use Shadow Prison. Unless you want to use Gale for that, in which case you can only spike when your runner isn't running.
You don't have Frenzy on a spike warrior. I realise it's impossible because you'd teleport back, but the spike is so much spikier with frenzy.
You have two domination mesmers, but you don't give them anything to assist the spike with. (like Eburn, SP, WD) 2x signet of humility isn't needed imo. You can use one of those slots for a spike assist.
Drop Healing Touch on the LoD for Veil imo.
Mending Touch for Mend Condition on the RC
Overall, Shadow Walk spiking is a nice idea, but I don't think it can work, mainly because it rules out the possibility to use Frenzy, which is a skill you really want to have in a spike.
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Old Mar 08, 2007, 05:15 PM // 17:15   #8
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[card]death's charge[/card] ??
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Old Mar 08, 2007, 06:05 PM // 18:05   #9
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The recharge is too slow on Death's Charge to really be useful enough as a replacement for SP or SM. I'm assuming the blackouts are built into the build to allow a slower spike to be successful considering as Thomas mentioned the warriors cannot use an IAS stance under shadow walk.
Considering you already have two sources of Deep Wound on your spike, you may considering changing one of the warriors to Shadow Meld/Sword/Frenzy for more spiking capacity. I think the real detriment to the build would be the 30s recharge on Shadow Walk.

Last edited by vapor311; Mar 08, 2007 at 08:04 PM // 20:04..
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Old Mar 08, 2007, 06:43 PM // 18:43   #10
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yeah... [card]shadow prison[/card] is still my preference... even after the energy nerf




edit: although you can spike quite as often....*shrugs* wars were spiking before the shadow step rage anyway....

Last edited by clawofcrimson; Mar 09, 2007 at 10:23 PM // 22:23..
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