Dec 07, 2006, 08:35 PM // 20:35
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#1
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Frost Gate Guardian
Join Date: May 2006
Guild: Off Doing Better Things [afk]
Profession: Mo/W
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Ranger spike build
http://gwshack.us/dbd8
My first gvg team build. Here are some notes:
-Unnatural signet to get rid of any spirits that may hinder the spike
-Since monks will want to run through traps to snag kiters, I thought recall would have bad synergy, so shield bash
-I dont know much about healer's boon builds... so the monk build that uses it is something that is untested
-Aegis and Whirling defense... too much?
-3 dual shots was enough to take down a 80 armor at the training isle, so I figured making the 4th ranger a flag runner wouldnt hurt.
Just wondering if there are any blaring problems.
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Dec 08, 2006, 07:52 AM // 07:52
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#2
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Keep in mind that the following skills are abundant present atm in GvG:
- Aegis (often chained)
- Incomming
- Shields up
So dont trust to much on tests with a 80 armor target...
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Dec 08, 2006, 11:29 AM // 11:29
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#3
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Ascalonian Squire
Join Date: Nov 2006
Location: The Netherlands
Guild: From Ashes We [RISE]
Profession: Me/
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Quote:
Originally Posted by NoPantsRepublic
Just wondering if there are any blaring problems.
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Quote:
Originally Posted by sir lockt
Keep in mind that the following skills are abundant present atm in GvG:
- Aegis (often chained)
- Incomming
- Shields up
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Well, there they are... your first 3 blaring problems....
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Dec 08, 2006, 11:56 AM // 11:56
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#4
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Have done a bit of r-spike in my time, although not for quite a long time. Hope I can offer a little advice
In the current meta you really, really need to fit in imo one more copy of rigor mortis. If its done well its not enough of a spike "tell" to warn all but the very best infuser, and if your spike is clean, who cares anyway?
The mesmer seems odd, strangely out of place in a ranger spike build imo. If I really wanted a mesmer there then I would look at a traditional Mantra Recovery/phantom pain/shatter delusions guy, but I think this would be stronger with some form of "proper" flag runner (relying on a spiker to run flags means you will have significant spike downtime imo). If you have a runner with either LOD or Heal party you can rework that HB/Hp monk to something more energy sensitive, meaning you can replace BIP with OOB and blood ritual (this necro needs a self heal like blood renewal also to relieve the monks a little).
With no draw conditions your going to be easy meat for any team with blinding flash, and against blinding surge you wont get a single spike off. Single Aegis is no good, drop that for draw imo.
Dual shot has a 10 second recharge and a 2 second activation (although I seem to recall the activation is lessened by rtw and favourable winds). I doubt this is a frequent enough spike. I know I found ranger spike difficult to pull off once the recharge was upped from 5 seconds. You will need at that frequency every single spike to be lethal
Dual Charge in a spike build is too good to miss imo
You need snares, ones that arent traps (think skills like cripshot and gale and water hexes). The usual counter to a spike build is to run around in circles until VOD. if you cant stop them doing that they will beat you
You have no hard rez
other than that, looking good
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Dec 08, 2006, 01:17 PM // 13:17
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#5
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Desert Nomad
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4 duals just wont cut it, assuming all rangers are present for the spike...
you cant rely on savage for the extra damage as it probably wont interrupt anything(or 1 savage will the others wont)
why does your runner have dodge and escape and no snare? and why is the runner even included in the spike team?
your BiP necro is a liability... it doesnt have a self heal, both vamp gaze and strip enchant require you to get near your enemies and thus putting you in a vulnerable position, and BiP+orders is a very high life sacrifice that you do constantly, so the monks need to waste the energy that you give them on healing you...
the mesmer is pretty much locked to doing orders as you can rely on the BiP to spam it too much... also, rigor mortis and diversion are your only hexes and they're both on the same person. even with 1 hex removal skill and a decent prot monk that you lack btw your spike will fail. and also rigor will tell the enemy team who the spike target is.
1 copy of aegis=wasted skill slot and a lot of valuable energy...
read the wind and favourable winds dont stack properly...
you dont have any character than can shutdown an enemy monk/mesmer/whatever
you dont have sufficient condition removal, 1 copy of extinguish and a single blight just doesnt cut it...
you dont have a prot monk, just 2 partial prot monks that dont have guardian and stuff...
only 1.5(holy vile doesnt really count, so half) characters have hex removal, shut that guy down and hexes will tear you apart...
the drain enchants on the rangers is pretty worthless, before spike you do gaze to remove all enchants... and you dont have high enough inspiration magic to make it a good e-management source...
I wont change your build completely just give you some guidelines:
you need 4 ranger spikers who can kill a target without the runner helping
your rangers should probably have kindle arrows instead of read the wind
you need a runner than can run the flag and kill the enemy flag runner
you need a shutdown char, mesmer most likely, but that can actually shut a target down...
not sure about healer's boon, I think 1 boon/RC prot and 1 blight will be best, or 2 blights with reversal, guardian and prot spirit/spirit bond each
you need better hex removal
you need much better condition removal, a single extinguish and blight just doesnt cut it...
there are a lot more points that I didnt write down, but my comment is too long already and I'll let you figure out the rest... overall this build just doesnt work...
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Dec 08, 2006, 01:31 PM // 13:31
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#6
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by zling
read the wind and favourable winds dont stack properly...
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That bug was fixed ages ago.
Quote:
you dont have any character than can shutdown an enemy monk/mesmer/whatever
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Spikes shutdown via death usually. mesmer giving you problems? 3..2..1..not any more he isnt.
Quote:
your rangers should probably have kindle arrows instead of read the wind
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..................
Kindle arrows + orders
Maybe not, eh?
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Dec 09, 2006, 01:14 AM // 01:14
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#7
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Desert Nomad
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Quote:
Originally Posted by Patrograd
That bug was fixed ages ago.
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aha, didnt know it was fixed
Quote:
Spikes shutdown via death usually. mesmer giving you problems? 3..2..1..not any more he isnt.
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lol... first of all this spike isnt going to kill anyone... second of all a shut down character on the enemy team can shut 1 of your spikers down and poof, spike doesnt work
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Quote:
Kindle arrows + orders
Maybe not, eh?
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I thought it was obvious, kindle instead of orders and let your orders mesmer become a useful mesmer and either improve the BiP necro or just remove him...
kindle>read the wind for spikes, assuming you carry favourable winds...
oh and by the way this build doesnt even have winnowing, whats up with that? if you go ranger spike bring both favourable winds and winnowing, pretty basic...
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Dec 09, 2006, 04:04 AM // 04:04
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#8
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Banned
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key to this build is a good caller if you vs a good team.
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Dec 09, 2006, 05:42 AM // 05:42
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#9
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Academy Page
Join Date: Jul 2006
Guild: Error Seven Opperators [Call]
Profession: Mo/
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Look, I used to run with gRwl so I pretty much know r-spike like the back of my hand. Heres some problems your gona run into: flag running, dmg for the spike, and utility. Heres some tips: instead of quik shot, try using a better skill, like a r/w with charge, or 2 r/w with charge. How are u going to get rid of stances? On one of the rangers, put wild blow and have a secondary weapon set, with no points in the weapon, so u can quickly remove a stance before a spike. If you insist on having a mesmer, why not put in phantom shatter? persoanlly I woulnt go with the mesmer, but if u want you can. None of your att spreads for marksmanhip are at 16. At least 3 of the spikers need 16 marks. In my honest opinion, R-spike isnt gona see any success until probably one or two expansions from now. If you want to try and make it work, you can try, but I wouldnt suggest it. You can PM me in game if u want to talk. IGN is necros feel yaks. Also ur monks are going to run into heeps of trouble, even with BiP, which is a waste of an elite slot for an r-spike.
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Dec 09, 2006, 07:44 AM // 07:44
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#10
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Lion's Arch Merchant
Join Date: Oct 2006
Location: Ohio
Profession: R/Mo
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Wtf happened to the real rspike? dual/ savage/ pun? in gvg's its nice to have other elites and rely on non ranger elites (charge for instance), but why quick as an elite and not, oh, pun shot?
i remember the normal bar being rtw, dual, savage, spirit, utilty, etc, res sig.
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Dec 09, 2006, 08:33 AM // 08:33
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#11
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Frost Gate Guardian
Join Date: May 2006
Guild: Off Doing Better Things [afk]
Profession: Mo/W
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Alright, I changed a bunch of stuff. Dont know what to do with a couple skill slots. I put Rigor Mortis on one of the rangers, but the longer I look at it the more i dont like it...
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Dec 09, 2006, 10:36 AM // 10:36
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#12
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by zling
kindle>read the wind for spikes, assuming you carry favourable winds...
oh and by the way this build doesnt even have winnowing, whats up with that? if you go ranger spike bring both favourable winds and winnowing, pretty basic...
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Kindle doesnt>RTW for ranger spike at all
You can work out the math if you like
There are two seperate builds, 1 involving 4 R/E with Conjure flame, kindle and one copy of Fav Winds somewhere paired with a debuff mesmer/nec. This was pretty much the first kind of ranger spike to appear in GvG some time ago. It was dropped for high end play over a year ago because
a) Having all the rangers tied into ele secondary sucked for utility, and GvG is all about utility if you want to get anwyhere
b) The physical damage spike popularised in HA by Guilds like iA and players like Power was just stronger
The first versions of this physical spike build for GvG had three rangers and dual orders, and after the orders nerf 4 rangers and one orders. The reason it is better is because of the huge buff stack on the physical damage
Vamp Bowstring
read The Winds
Favourable Winds
Winnowing
OOP
Each arrow will typically do around +7/+10 or so when compared to a kindle spike IIRC and is almost all armour ignoring, which if you have 4 rangers doing dual-savage is nearly 100 extra damage on the spike and you have free choice of secondary class for utility skills
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Dec 20, 2006, 10:39 AM // 10:39
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#13
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Divine Beings
Profession: R/
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another thing against Kindle, it's ws based.
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Dec 21, 2006, 09:29 AM // 09:29
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#14
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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I would seriously consider sticking a Paragon in there somewhere - the buffs he can give your rangers are very tasty and if I were to build a rspike, would be hard to ignore ("Find Their Weakness!", Anthem of Envy, "Go for the Eyes!").
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Dec 22, 2006, 11:11 AM // 11:11
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#15
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Oxford - England
Profession: R/
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On the monks divert hexes + blight seems a bit of overkill on the hex removal to me...try glimmer/infuser and a zb prot or blight... just something that makes more use of elites. I love divert but in gvg to run it with blight really seems overkill.
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Dec 24, 2006, 07:46 AM // 07:46
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#16
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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Quote:
Originally Posted by zling
aha, didnt know it was fixed
*snip*
oh and by the way this build doesnt even have winnowing, whats up with that? if you go ranger spike bring both favourable winds and winnowing, pretty basic...
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He has winnowing now...just out of curiosity though, where were you going to get the physical damage to get the +4 from winnowing if you ran Kindle? If I'm not mistaken, Kindle would convert their arrows to fire damage...which wouldn't be affected by winnowing afaik.
*edit*
Taking a look at Patrograd's mention that you need snares, why not use the free slot on your caller for Pin Down? (ya, I realize it'll only last like 4-6 seconds at most...but hey, it's something)
Last edited by Bloodied Blade; Dec 24, 2006 at 07:49 AM // 07:49..
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