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Old Nov 16, 2006, 10:51 PM // 22:51   #1
Jungle Guide
 
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Default Renewin Surge Spike?

Just an idea i came up with... might work might not havent tried and i want some feedback!

its not exactly a spike but i think it might work by wearing the opponents out...

ps - i tried the GWFreaks thing but it didnt work out perfectly... i think it has to do with the color feature >_<

3 Me/Rt
1 Mo/A
1 Mo/Me
1 N/E

Spiker

Mesmer/Ritualist
Level: 20

Fast Casting: 12 (10+2)
Inspiration Magic: 9 (8+1)
Channeling Magic: 12
Restoration Magic: 2

[color=#DA2FD3]Ether Feast (Inspiration Magic)[/color]
Target foe loses 3 Energy. You are healed 35 for each point of Energy lost.
Energy:5 Cast:1.24 Recharge:8

[color=#DA2FD3]Energy Tap (Inspiration Magic)[/color]
Target foe loses 6 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1.86 Recharge:25

[color=#DA2FD3]Inspired Hex (Inspiration Magic)[/color]
Remove a Hex from target ally and gain 8 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:0.62 Recharge:0

[color=Silver]Caretaker's Charge [Elite] (Channeling Magic)[/color]
Target foe is struck for 51 lightning damage. If you are holding an item, you gain 7 Energy and 51 Health.
Energy:5 Cast:0.62 Recharge:4

[color=Silver]Renewing Surge (Channeling Magic)[/color]
Target foe is struck for 51 lightning damage. If you are holding an item, this Skill recharges instantly.
Energy:5 Cast:0.62 Recharge:10

[color=Silver]Cruel Was Daoshen (Channeling Magic)[/color]
Hold Daoshen's ashes for up to 51 seconds. When you drop his ashes, all nearby foes are struck for 94 lightning damage.
Energy:15 Cast:1.24 Recharge:45

[color=#DA2FD3]Power Return (Fast Casting)[/color]
If target foe is casting a Spell, that Spell is interrupted and target foe gains 6 energy.
Energy:5 Cast:0.16 Recharge:5

[color=Silver]Resurrection Signet ()[/color]
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



Boon_Prot

Monk/Mesmer
Level: 20

Divine Favor: 10
Protection Prayers: 13 (11+2)
Inspiration Magic: 10

[color=#209AEC]Divine Boon (Divine Favor)[/color]
While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 45 points, and you lose 2 Energy.
Energy:5 Cast:0.25 Recharge:10

[color=#209AEC]Reversal of Fortune (Protection Prayers)[/color]
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 71.
Energy:5 Cast:0.25 Recharge:2

[color=#209AEC]Guardian (Protection Prayers)[/color]
For 5 seconds, target ally has a 46% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2

[color=#209AEC]Dismiss Condition (Protection Prayers)[/color]
Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 67 Health.
Energy:5 Cast:0.75 Recharge:3

[color=#DA2FD3]Inspired Hex (Inspiration Magic)[/color]
Remove a Hex from target ally and gain 8 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

[color=#DA2FD3]Mantra of Recall [Elite] (Inspiration Magic)[/color]
For 20 seconds, you gain no benefit from it. You gain 20 Energy when Mantra of Recall ends.
Energy:10 Cast:1 Recharge:20

[color=#209AEC]Contemplation of Purity (Divine Favor)[/color]
Lose all Enchantments. For each one lost, you gain 55 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:10

[color=Silver]Resurrection Signet ()[/color]
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0


Blessed Light

Monk/Assassin
Level: 20

Divine Favor: 16 (12+4)
Healing Prayers: 8
Protection Prayers: 9
Shadow Arts: 5

[color=#209AEC]Signet of Devotion (Divine Favor)[/color]
Heal target ally for 106 points.
Energy:0 Cast:2 Recharge:5

[color=#209AEC]Mend Condition (Protection Prayers)[/color]
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 44 points.
Energy:5 Cast:0.75 Recharge:2

[color=#209AEC]Reversal of Fortune (Protection Prayers)[/color]
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 54.
Energy:5 Cast:0.25 Recharge:2

[color=#209AEC]Gift of Health (Healing Prayers)[/color]
All of your other Healing Prayers skills are disables for 7 seconds. Target other ally is healed for 87 Health.
Energy:5 Cast:0.75 Recharge:5

[color=#209AEC]Blessed Light [Elite] (Divine Favor)[/color]
Heal target ally for 122 Health and remove one Condition and one Hex. This is an elite skill.
Energy:10 Cast:0.75 Recharge:5

[color=Silver]Dark Escape (Shadow Arts)[/color]
For 8 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
Energy:5 Cast:0 Recharge:30

[color=Silver]Return (Shadow Arts)[/color]
All adjacent foes are Crippled for 5 seconds. Teleport to target other ally's location.
Energy:5 Cast:0.25 Recharge:20

[color=Silver]Resurrection Signet ()[/color]
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0


BR Necro

Necromancer/Elementalist
Level: 20

Soul Reaping: 9 (8+1)
Blood Magic: 10 (9+1)
Death Magic: 11 (9+2)
Earth Magic: 10

[color=#00AE00]Signet of Lost Souls (Soul Reaping)[/color]
If target foe is below 50% Health, you gain 64 Health and 6 Energy.
Energy:0 Cast:0.25 Recharge:8

[color=#00AE00]Tainted Flesh [Elite] (Death Magic)[/color]
For 38 seconds, target ally is immune to Disease, and anyone striking that ally in melee becomes Diseased for 12 seconds.
Energy:5 Cast:1 Recharge:0

[color=#00AE00]Consume Corpse (Death Magic)[/color]
Exploit a random target. You teleport to that corpse's location and gain 80 Health and 16 Energy.
Energy:10 Cast:1 Recharge:0

[color=#00AE00]Blood Ritual (Blood Magic)[/color]
Sacrifice 17% max Health. For 12 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
Energy:10 Cast:2 Recharge:2

[color=#FC5531]Ward Against Foes (Earth Magic)[/color]
You create a Ward Against Foes at your current location. For 16 seconds, non-Spirit foes in this area move 50% slower.
Energy:15 Cast:1 Recharge:20

[color=#FC5531]Ward Against Melee (Earth Magic)[/color]
You create a Ward Against Melee at your current location. For 16 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.
Energy:10 Cast:1 Recharge:20

[color=#FC5531]Ward of Stability (Earth Magic)[/color]
Create a Ward of Stability at your current location. For 20 seconds, non-Spirit allies in the area cannot be knocked down.
Energy:10 Cast:1 Recharge:30

[color=Silver]Resurrection Signet ()[/color]
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Last edited by Trylo; Nov 16, 2006 at 11:37 PM // 23:37..
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Old Nov 16, 2006, 11:30 PM // 23:30   #2
Lion's Arch Merchant
 
Join Date: May 2006
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A 'spike'? No. Very horrible pressure? Yes.

Edit: Some CC, everyone should be able to do damage in a 6v6 enviroment. Losing out on someones 50 damage could make the difference of the spike. Go 6 rt primaries. RT's can heal fine. Throw some rt/mo's in because rt's blow at negating damage. Pick better 'spike' skills.

Definition of spike : "The comparatively large upward or downward movement of a price or value level in a short period." Source = dictionary.com. Simply put, if you dont see a steep line on the score screen (Press the 'o' key..) Then its not a spike.

Last edited by Llint; Nov 16, 2006 at 11:59 PM // 23:59..
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Old Nov 16, 2006, 11:36 PM // 23:36   #3
Jungle Guide
 
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
Default

well yea... ok ill write pressure and not spike... but dropping al the ashes is a kinda spike ish like...

think it would work?
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Old Nov 17, 2006, 12:10 AM // 00:10   #4
Lion's Arch Merchant
 
Join Date: May 2006
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No, because most people have atleast 510 hp. That is only roughly a bit lower then half. I realise not all monks have good reaction times, however renewing surge doesn't do enough damage to finish 200hp off. Plus, rt lighting doesn't have any armor penetration.
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Old Nov 17, 2006, 12:16 AM // 00:16   #5
Forge Runner
 
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Join Date: Nov 2005
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Quote:
Originally Posted by Llint
No, because most people have atleast 510 hp. That is only roughly a bit lower then half. I realise not all monks have good reaction times, however renewing surge doesn't do enough damage to finish 200hp off. Plus, rt lighting doesn't have any armor penetration.
Hehe, on most casters that I run I usually have closer to 600 hp (no sups, full health armor, 1-2 vitae runes, +30 axe and +30 shield/offhand) and over 600 hp with morale.
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Old Nov 17, 2006, 01:56 AM // 01:56   #6
Frost Gate Guardian
 
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Join Date: Oct 2005
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I have some questions for you....
1)How do you kill ghostly
2)Relic running?
3)Holding?
4)e-management? (br doesnt always cut it)

btw, the monks shouldn't have res, and boonprot is no longer effective. switch it out for LoD or Glimmer/WoH

personally, i would run channeled strike and spirit burn for a spike, a defensive spammer, maybe 1 monk, the rits can heal quite effectively. On the other hand, renewing surge can be used as an after spike if you find a better main spike.

(please excuse my language if you don't understand, ich bin eine deutchlander)
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Old Nov 17, 2006, 02:33 AM // 02:33   #7
Jungle Guide
 
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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i was thinking about channeled strike as the main spike then use caretaker's and renewing surge to do after spike... but its more of a pressure that a spike. Caretaker's is teh e-management for the mesmers (not amazing but...) i am somewhat afraid of fighting the ghostly... i still have not tried this out yet.

for relic running... i was thinking about aving a CG ranger instead of a monk... (as deadly as that sounds) to help with that. or you could always give the necro windborne speed.

i know people say dont give teh monks a rez, but personally i like having it... you can switch it for prot spirit/spirit bond (which i just realized i left out XD)

i havent really played monk since the update, i didnt really know boon/prot were that badly nerfed...
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