Nov 16, 2006, 10:51 PM // 22:51
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#1
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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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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Nov 16, 2006, 11:30 PM // 23:30
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#2
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Lion's Arch Merchant
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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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Nov 16, 2006, 11:36 PM // 23:36
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#3
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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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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Nov 17, 2006, 12:10 AM // 00:10
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#4
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Lion's Arch Merchant
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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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Nov 17, 2006, 12:16 AM // 00:16
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#5
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Forge Runner
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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.
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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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Nov 17, 2006, 01:56 AM // 01:56
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#6
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Frost Gate Guardian
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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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Nov 17, 2006, 02:33 AM // 02:33
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#7
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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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