Sep 04, 2006, 05:50 AM // 05:50
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#1
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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[6 people]touch-spike (no, not the r/n)
Here goes:
5 mo/a touchers,
1 e/X elementalist.
The idea is to let the elementalist Gale the opponent, then teleport to him. Use Holy Strike/StoneSoulStrike for 55+55 damage 2 times. (at 15 smiting), wich is 110 damage per skill, multiply by 5, and then by 2 (because you have both holy strike AND stone soul strike), wich comes to 1100 damage in less than 2 or 3 seconds.
This is most likely the fastest spike in a 6man team, and you can even do it when youre 1 man down (given it isnt the ele).
Mo/A (3 times)
Aura of Displacement
Holy Strike
Stonesoul Strike
Heal area
Heal other/infuse health
Healing seed
Holy veil
Res sig
Mo/A (2 times)
Aura of Displacement
Holy Strike
Stonesoul Strike
RoF
Mend Condition
Aegis
[Free Slot]
E/X
Gale
Glyph of energy (e)
Ward against melee
Ward against foes
Ward of stability
Stoning/other direct damage skill not causing exhaustion
res sig
[free slots]
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Sep 04, 2006, 06:00 AM // 06:00
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#2
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Frost Gate Guardian
Join Date: Dec 2005
Guild: sins will never vanish [NoiR]
Profession: Mo/Me
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take enervating charge to combine with stoning because stoning only drops until they have weakness on em
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Sep 04, 2006, 06:46 AM // 06:46
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#3
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by xiv
take enervating charge to combine with stoning because stoning only drops until they have weakness on em
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It's not about the knockdown, it's about the damage. The knockdown is just a slightly amusing side feature of the skill, that you would never actually try to build for. Conditions are too easily removed.
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Sep 04, 2006, 10:37 AM // 10:37
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#4
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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ok serious reply this time
why aura of displacement? it's just waste of elite skill.
and warder why? Just put down frozen and in 2 spikes they wont do much dmg any more. And yes gales doest it job just perfect. U dont need enervating & stoning combo to knock down, just use gale + glyph of energy.
and you can do it with 3 spikers as well
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Sep 04, 2006, 10:51 AM // 10:51
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#5
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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He isn't using enervating charge.
Warden has 2 jobs, 1 is start the spike with gale, 2 is protect the team on altar maps and HoH.
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Sep 04, 2006, 12:53 PM // 12:53
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#6
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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ele should take windborn and blinding flash in second line, and glyph of energy and gale in first one.
I'm still insisting that warder is not necessary for this build (tested many times, so believe me it works just fine, maybe it has a little difficulties at caping in HoH becuase all ranger interrupts/ distraction mesmers roaming around, but overall it is made for fame farm - 6,7 wins in a row is normal for it )
and it's good to have seocndary galer as well (mo/e with gale, and maybe ride the lightning to assist at least with 1 spike.) becuase if they kill your ele, match is about to end soon.
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Sep 04, 2006, 02:05 PM // 14:05
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#7
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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Well the idea behind wards/ AoD is this one: pick a point from where you will start your spike, and ball up there. Good points are bridges, controlled obelisks and points that take a long way to reach. You will be in a ball, teleport out, spike, teleport in, heal quickly with Heal Area, whilst being under the protection of the wards. Because AoD has 20 seconds recharge you switch AoD spikes with spikes on melee who will obviously get close to your warder.
Good luck.
EDIT: enervating charge is possible, because you will have a 2ndary knockdown. However, the energy cost for this 1 second knockdown combo is pretty high.
Last edited by PyrAnkh; Sep 04, 2006 at 02:10 PM // 14:10..
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Sep 04, 2006, 02:49 PM // 14:49
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#8
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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Rather use deat's charge and dark prison
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Sep 04, 2006, 03:20 PM // 15:20
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#9
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Ascalonian Squire
Join Date: Aug 2006
Guild: Endangered Feces [DoDo]
Profession: Mo/
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You cant teleport back with those 2. This build is very nice, we have been facing it in HA yesterday, they scored some nice kills.
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Sep 04, 2006, 03:49 PM // 15:49
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#10
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Death's charge has a 45 recharge, dark prison a 60 recharge. What elite could possibly be so good as to drop you down to about 1/2 spike rate?
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Sep 04, 2006, 04:02 PM // 16:02
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#11
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Castration Signet [Ouch]
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My Guild has been running this build all weekend, you may have seen us against such guilds as Idiots Savant, Supernova Japan or Peace And Harmony.
We only run 4 spikers, and in our 6th slot we take a boon prot to cover the spikers backs when they get into that AoE situation etc.
The only Assassin skill you actually need to run is Deaths Charge, and this really doesnt effect your spiking. We only use Deaths Charge for the initial spike and then again if we cant drop targets. However, most of the time we do running spikes, just running up and using Holy/Stonesoul. Now this may seem predictable, but targets still drop, heck we've had targets get infused and still die from the after spike.
Aura Of Displacement really is a waste of an elite and taking monk elites really increases your healing abilities.
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Sep 04, 2006, 05:08 PM // 17:08
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#12
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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No, the AoD is used to teleport back out, as said before. You will be away when they start beating on you, and this also allows you to dodge certain projectiles.
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Sep 04, 2006, 05:18 PM // 17:18
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#13
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Yeah, FhS's spike is nice. Couldn't really recover once they got 2 or more kills at the start.
The nice thing is that it goes through prot spirit and spirit bond, so your'e basically down to infuse to save the target. And then, there's this nasty after spike =(
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Sep 04, 2006, 07:51 PM // 19:51
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#14
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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Quote:
Originally Posted by Skuld
Death's charge has a 45 recharge, dark prison a 60 recharge. What elite could possibly be so good as to drop you down to about 1/2 spike rate?
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2x woh, 1 healing hands, 1 martyr, 1 RC.
that is waaaaaay better than crappy AoD. port spike every 20 second, hmm i can make that with prison/charge as well. And who needs to pull back anyway? When you are in a middle of spike, you wont pull back.
better more healing than porting back. Believe me, been there, done that.
and yea the credits for this build goes to their inventor FhS guild, and a bit to our guild MYTH too (only one i've seen playing this build in HA in last 3 months.).
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Sep 04, 2006, 08:23 PM // 20:23
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#15
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Frost Gate Guardian
Join Date: Dec 2005
Guild: [kF]
Profession: W/E
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Quote:
Originally Posted by Ragnorak
My Guild has been running this build all weekend, you may have seen us against such guilds as Idiots Savant, Supernova Japan or Peace And Harmony.
We only run 4 spikers, and in our 6th slot we take a boon prot to cover the spikers backs when they get into that AoE situation etc.
The only Assassin skill you actually need to run is Deaths Charge, and this really doesnt effect your spiking. We only use Deaths Charge for the initial spike and then again if we cant drop targets. However, most of the time we do running spikes, just running up and using Holy/Stonesoul. Now this may seem predictable, but targets still drop, heck we've had targets get infused and still die from the after spike.
Aura Of Displacement really is a waste of an elite and taking monk elites really increases your healing abilities.
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Yeah, you guys do have quite a nice spike. I remember going against you while I was viming. You guys almost had us, but your seeds ran out as you death's charged into our ball of traps, and 4 of you died at the same time. Rather amusing.
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Sep 07, 2006, 02:05 AM // 02:05
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#16
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Frost Gate Guardian
Join Date: Dec 2005
Guild: Daunting Tempest
Profession: Mo/
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I'm in FhS alliance and played with them about half the time this weekend. When I wasn't I was calling the same spike for some pug/guild groups. You really are better off with just 4 spiker and one dedicated healer because you're very vulnarable during the spikes themselves. Keeping a steady spike pace is quite important since you wanna use your momentum to the fullest and having a healer really helps in that area.
You can even run this spike without the death charge but it does offer you some interesting tactical possibilities. It is mainly there for the first spike and 'surprise' factor. It's usually impossible to save an infuser if the enemy cannot see the spike coming. Similarly it can also give you an edge over every other spike build out there. The fact that you got death charge forces an enemy team to go straight towards you and expose themselves to your full spike potential. You don't need anything more then death charge and you definitly don't need AoD, making good use of the retreat is even better then actually porting back out.
Taking along a spellbreaker is critical since your ele is an interrupt magnet. It's the only thing that can grant you victory against a team with a PD. Making good use of the spellbreaker and taking advantage of the momentum you get when a spike is succesfull can break even a heavy interrupt team. It happened numerous times over the weekend that we beat teams that had both a PD and a ranger interrupter. Taking some defence against interrupts allows you to spike every now and then and that is usually enough to break a team when you can spike as fast as this.
Just so you know: it's perfectly possible to make an 8 man build out of this or even a GvG build. I know FhS has been running that in GvG with quite a good success rate.
The best thing about the build though is that it's awesome at stomping everyone that hasn't seen it before. Unless the enemy team knows what you're doing right of the bat it's basicly gg.
Quote:
Originally Posted by Despondency
Yeah, you guys do have quite a nice spike. I remember going against you while I was viming. You guys almost had us, but your seeds ran out as you death's charged into our ball of traps, and 4 of you died at the same time. Rather amusing.
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That might've been one of my pug groups. I know I called some horrible targets every now and then that basicly got the entire team destroyed .
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Oct 04, 2006, 03:26 PM // 15:26
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#17
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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Bringing the topic to attention due to obvious recent changes in HA. The ongoing discussion about AoD makes me think you misunderstand the use of it. The use isnt the teleporting in, the use is teleporting out. Monks havent exactly got the greatest armor, and you make life a lot easier if you can teleport back after your spike. This will also allow you to 'gank' people in maps like courtyard and HoH. Stand on one of the sides, teleport in and kill a single opponent, then teleport out of the battle again. This build needs quite a lot of coordination, so i think its really only for expierenced players.
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Oct 04, 2006, 04:46 PM // 16:46
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#18
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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No need for AoD at all
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Oct 04, 2006, 04:54 PM // 16:54
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#19
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Forge Runner
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yes there is.
Teleporting out multiplies your survivability by 10. Plus it takes only 1 skill slot as opposed to Death's Charge+Dark Prison
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Oct 04, 2006, 04:57 PM // 16:57
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#20
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Frost Gate Guardian
Join Date: Apr 2006
Location: Belgium
Profession: W/
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you actually don't need gale
put in PD for altar
drop a smiter for boon or bl monk or rc monk
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