Oct 04, 2006, 06:02 PM // 18:02
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#21
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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Quote:
Originally Posted by Thomas.knbk
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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no you don't i am an old FhS member and we basicly made the build we have run it thousands of times we have flawlessed teams in under 1 min various times and u don't need death's charge + dark prison u only take death's charge.
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Oct 04, 2006, 07:05 PM // 19:05
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#22
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Forge Runner
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Hm as an old FhS member I'll believe you. Do you spike without teleporting as well? like, simply RUNNING to them? cuz a spike with 45sec recharge doesn't look that effective to me xD. Oh well guess it's possible since they're KD'd anyway
Oh before I forget, does your spike have attributes?
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Oct 04, 2006, 07:13 PM // 19:13
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#23
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Krytan Explorer
Join Date: Jul 2006
Location: In The Deep
Profession: R/A
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Quote:
Originally Posted by Morgoth the dark
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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If they can surround the enemy, or get to them quickly. Knockdown they do 1,100 damage without they do 550 that's a decent spike, able to take down anything using a superior rune.
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Oct 04, 2006, 10:32 PM // 22:32
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#24
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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Quote:
Originally Posted by Thomas.knbk
Hm as an old FhS member I'll believe you. Do you spike without teleporting as well? like, simply RUNNING to them? cuz a spike with 45sec recharge doesn't look that effective to me xD. Oh well guess it's possible since they're KD'd anyway
Oh before I forget, does your spike have attributes?
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yep while death's charge is recharging it is as simple as just running up to them and spike, as long as the spike is perfect the infuser won't be able to do anything and if he does get an infuse in the after spike basicly always get the target down.
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Oct 05, 2006, 04:25 PM // 16:25
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#25
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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Quote:
Originally Posted by Thomas.knbk
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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hehe i still say you don't need AoD for that spike. Waste of elite
but hey that's just me.
and about giving tips about this build... I've done it many many times so i know what dmg it can do when done properly and there is absolutely no need for wards. Becuase if u run / port all the time you wont stay much in wards aye?
Last edited by Morgoth the dark; Oct 05, 2006 at 04:28 PM // 16:28..
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Oct 05, 2006, 06:20 PM // 18:20
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#26
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Frost Gate Guardian
Join Date: Apr 2006
Location: Belgium
Profession: W/
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Quote:
Originally Posted by Morgoth the dark
hehe i still say you don't need AoD for that spike. Waste of elite
but hey that's just me.
and about giving tips about this build... I've done it many many times so i know what dmg it can do when done properly and there is absolutely no need for wards. Becuase if u run / port all the time you wont stay much in wards aye?
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wards is for holding but if you want you can actually drop it
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Oct 06, 2006, 02:46 PM // 14:46
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#27
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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Quote:
Originally Posted by Morgoth the dark
...there is absolutely no need for wards...
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I can't belive you said this for one reson, don't you remember our fight in courtyard ([FhS] vs [MYTH]) one of the main resons we beat you is because our ele stayed in ward of stability and we quickly spiked out yours which ward of stability would have saved.
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Oct 07, 2006, 09:34 PM // 21:34
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#28
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Academy Page
Join Date: Sep 2006
Guild: New Dragons [NDR]
Profession: Mo/
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Think I saw this holding halls a couple of rounds earlier today....
Maybe I'll look into it
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Oct 16, 2006, 11:52 PM // 23:52
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#29
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Ascalonian Squire
Join Date: Oct 2005
Guild: Frenzy Heal Sig
Profession: Mo/Me
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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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oops was the word for that mistake
...that was FhS team in 6v6 double fame weekend we use up all rez sig and i was waiting for nrg for spike then they death charge with healing seed flashing
yeh is was amusing to us aswell
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Oct 17, 2006, 08:34 PM // 20:34
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#30
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Frost Gate Guardian
Join Date: Dec 2005
Guild: [kF]
Profession: W/E
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I started running this spike last weekend (modded of course)-- It's very, very fun. Gotta easily be one of the most lethal 6v6 spikes.
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Oct 17, 2006, 09:00 PM // 21:00
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#31
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
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Our 3 ele, 3 monk, mind shock spike got owned by that build, but we were too slow to realise we had 20 seconds to make our own spike after we resed one.
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Oct 17, 2006, 09:11 PM // 21:11
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#32
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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heh just owned 3 groups of trying doing it. 4 assasin ftw. Just kill the ele and that's it. I dont see how it's not possible not to heal 1 member at 5 monks (even if u are using AoD :P), but i managed to kill that guy 3 times alone.(and yea he had some wards - 16 interupts build ownz it ). But i love the concept of e/r with frozen soil, i really do.
if u know how the build works it's not hard to beat it. If u dont - gg most of the time.
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Oct 20, 2006, 12:15 AM // 00:15
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#33
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Lion's Arch Merchant
Join Date: Aug 2005
Profession: W/E
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This isnt a new spike. Ive Seen Exiled Templars [ExiT] running this all the time. They were running it in 8v8 and the double fame 6v6 weekend, and they're still using it now.....so it isnt anything new.
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Oct 20, 2006, 10:11 AM // 10:11
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#34
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Ascalonian Squire
Join Date: Jun 2006
Location: Japan
Guild: Steel Phoenix [StP]
Profession: Mo/Me
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Quote:
Originally Posted by PyrAnkh
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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I saw this build last night.
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Oct 20, 2006, 01:14 PM // 13:14
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#35
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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Quote:
Originally Posted by streets101
This isnt a new spike. Ive Seen Exiled Templars [ExiT] running this all the time. They were running it in 8v8 and the double fame 6v6 weekend, and they're still using it now.....so it isnt anything new.
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its Frenzy Heal Sigs (FhS ) invetion btw
and ye there are some good groups running it atm in tombs.
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Oct 20, 2006, 08:09 PM // 20:09
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#36
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Ascalonian Squire
Join Date: Feb 2006
Location: Oakville, Ontario
Guild: Ecnegilletni Laicifitra
Profession: Mo/A
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I saw this guild Exiled Templars [ExiT] they dominated my pressured team. They were using AoD and it worked really well.
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Oct 21, 2006, 06:59 AM // 06:59
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#37
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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Ive been against it a couple days ago, when i was holding halls (7 times in a row yay). They were pretty good at it but we managed to interupt the ele and KD him, then we slowly killed their team. They did get our ghost at the first try though
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Oct 21, 2006, 08:54 AM // 08:54
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#38
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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Wow, looking at some of these posts - do they even know how this build works - seriously.
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Oct 21, 2006, 10:17 PM // 22:17
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#39
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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Some dont, and the discussion keeps going on about the use of AoD. If you do not like it/dont know why to use it, feel free to mod it and leave it out. Just remember a monk has paper armor.
IRT stemnin: If they rely on AoD for spiking, you have 20 seconds. Groups with brains will continue spiking without AoD if it is recharging, though
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Oct 22, 2006, 12:17 AM // 00:17
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#40
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Academy Page
Join Date: Jan 2006
Guild: I Immortal Kings I [ImK]
Profession: Mo/Me
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Quote:
Originally Posted by Black Destroyer
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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Have you read the skill description?
Stonesoul Strike:
Touched target foe takes 10...46 holy damage. If knocked down, your target takes an additional 10...46 holy damage.
Without gale, and with only 4 spikers, even at 16 smite (which you shouldn't be running), the spike will do 464 dmg, not enough to kill ... anything. GL running that. What's going to be your after-after spike? Wanding?
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