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Old Dec 11, 2006, 12:52 AM // 00:52   #1
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Default N/A Toxic Spike

http://gwshack.us/1699

untested, thoughts?
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Old Dec 11, 2006, 01:15 AM // 01:15   #2
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Looks good i will get my guild to try that build out
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Old Dec 11, 2006, 01:48 AM // 01:48   #3
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Your spike only does 564 (with a conditional 33) damage - and that is with a 1 second follow up. With no Monk shut down you can't hope to spike through a good backline with that.
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Old Dec 11, 2006, 02:21 AM // 02:21   #4
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1/2 sec. Could switch one for a phantom/shatter maybe?
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Old Dec 11, 2006, 02:32 AM // 02:32   #5
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Quote:
Originally Posted by Skuld
1/2 sec. Could switch one for a phantom/shatter maybe?
Ah true, I forgot Paradox also effects activation time.

PP/SD sounds like a good move, sticking with the assassin secondary for Feigned is probably neccasary though - otherwise everyone would focus on the Mesmer. Monks could also do with some survivability.
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Old Dec 11, 2006, 07:50 AM // 07:50   #6
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I don't understand why you have tainted flesh in there tbh. It's a spike build, and Tainted is more good in pressure isn't it? If you switch it out for a 4th copy of Toxic Chill you'd have a much stronger spike (or PP/SD)
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Old Dec 11, 2006, 09:06 AM // 09:06   #7
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When you hit with toxic, their health bar will light up green, suppose that isn't rly an issue though, good monks don't need to use that, and bad ones won't catch it ^^ I'll switch that for a Me/A in a bit.
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Old Dec 13, 2006, 08:52 PM // 20:52   #8
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http://gwshack.us/ccad6

I'm not seeing any good Elites for the the Me/A so I gave him Expel Hexes, which allows the prot monk to run RC instead of Divert.

EDIT: Replaced with newest build.

~Z

Last edited by Zuranthium; Dec 15, 2006 at 04:37 AM // 04:37..
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Old Dec 13, 2006, 08:57 PM // 20:57   #9
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the concept: sweet. the spike: should actually work. the holding power: uhhh?


heres a few more points to take into consideration: you dont need 2 shamblings. bring one bone minions for the energy gain from soul. taint is useless... poison is not the same a disease.


for those of you unsure about this: its the same as bspike, more or less, the only difference is that the cast time is faster. i kow the bars light up with the poison damae, but the monk has about 1/2 second to infuse, leaving very little room for error.

as far as a fame farming build goes: hellz yeah. for holding? i think you will be lucky to cap.

this is what i think should be changed: its a 3 part spike, hex, poison, signet. this means that if you load up on one target, this will be nightmarishly obvious. What i think youu should do is include more spammable hexes (like parasitic) as a party wide cover for who will be spiked and when. siphon speed is a good idea... somehwhat. I think the only reason that it should be included is for a snare on a relic run. as far as a pre spike hex? its really obvious who is going to get hit. I realize taint is used to cover the conditions, but i think that you could opt for a better elite in that slot. you can make the hex more blind by the inclusion of spammed hexes.

ALSO: the monk might be hurting for energy, especially the healers boon.

i reworked the taint necro, heres what i came up with. http://gwshack.us/1ad55
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Old Dec 13, 2006, 09:35 PM // 21:35   #10
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yeh, I played with hboon, seen how their energy goes now ^^

how about 3 necs + para with dw and harrier's toss or something and defence?

edit:

[skill]Angelic Bond[/skill] [skill]Wearying Spear[/skill] [skill]Harrier's Toss[/skill] [skill]Balthazar's Spirit[/skill] [skill]Song of Concentration[/skill] [skill]"Brace Yourself!"[/skill] [skill]Shield of Absorption[/skill] [skill]Resurrection Signet[/skill]

I'm neither good with paras or weakness, how would that fare?

12 + 1 + 1 spear, 11 + 1 leadership, 6 prot prehaps, you get a 5 sec +ench abs.

Last edited by Skuld; Dec 13, 2006 at 10:19 PM // 22:19.. Reason: added para
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Old Dec 13, 2006, 10:27 PM // 22:27   #11
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Paragon doesn't have a reliable Deep Wound skill.

I think the Mesmer is your best best. Para Bond is a good idea (I was desperately searching for a spammable Elite hex to give to the Mesmer but there aren't any), use that instead of Enduring Toxin. Also Bone Minions instead of Shambling (all of that is in the build I posted).

~Z

Last edited by Zuranthium; Dec 13, 2006 at 10:40 PM // 22:40..
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Old Dec 13, 2006, 10:45 PM // 22:45   #12
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Oh and don't forget on the hexer to give him a minor curses rune and put his remaing few points in the curses attribute (will come out to rank 3 total). I forgot to write that in there.

~Z
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Old Dec 13, 2006, 11:02 PM // 23:02   #13
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Dont really understand the use of Tainted/Minions. Potential, yes, you are inflicting poison, bleeding and disease fairly regularly, which in turn will perhaps make your spikes more succesful. After all, spiking targets on 7/8 health is easier than ones on full. It seems to me that it could either be spike, or pressure. Even with those 3 degen conditions being spread around, and a small amount of DPS from any minions (which, given their very nature must exist when the spike is working...) the 'pressure' wont worry a team, it will more likely just give thier more useless members of the team something to do. So i reckon take the focus off tainted and the minions, and focus more on the actual spike. Maybe run a Nemo with OoB and support instead of the tainted. Less quirky, but more effective methinks.
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Old Dec 14, 2006, 10:35 PM // 22:35   #14
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we are running a modded version of this build in halls to see how it does.
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Old Dec 15, 2006, 01:57 AM // 01:57   #15
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OK... yeah without pp/sd its not gonna happen, we tried. The only problem with pp/sd is that it COMPLETELY gives away the spike. I think im going to strike this one down to trash. Good idea, but just not enough damage.
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Old Dec 15, 2006, 02:05 AM // 02:05   #16
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If you hex someone with more than 2 Hexes before the spike, consider using Accumulated Pain to inflict the Deep Wound.
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Old Dec 15, 2006, 04:36 AM // 04:36   #17
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http://gwshack.us/ccad6

Quote:
Originally Posted by crucifix
OK... yeah without pp/sd its not gonna happen, we tried. The only problem with pp/sd is that it COMPLETELY gives away the spike. I think im going to strike this one down to trash. Good idea, but just not enough damage.
My spike can kill without pp/sd, use Energy Burn or Spiritual Pain on the Mesmer.

Also, the spike should not be as easily given away if (A.) Parasitic Bond is being thrown around all the time and (B.) one of the Necros runs Icy Veins instead of Toxic Chill.

Go on and copy my improvements and see for yourself. Just be sure to tell people you beat them with Zuranthium's build when they /resign.

~Z
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Old Dec 15, 2006, 08:21 AM // 08:21   #18
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sweet ^^
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Old Dec 27, 2006, 08:30 AM // 08:30   #19
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Quote:
Originally Posted by JR-
Ah true, I forgot Paradox also effects activation time.

PP/SD sounds like a good move, sticking with the assassin secondary for Feigned is probably neccasary though - otherwise everyone would focus on the Mesmer. Monks could also do with some survivability.
Since when is Toxic Chill an Assasin Skill?

edit: nvm.

Last edited by lutz; Dec 27, 2006 at 09:23 AM // 09:23..
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Old Dec 27, 2006, 10:25 AM // 10:25   #20
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What about this?

http://gwshack.us/18f75
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