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Old Sep 15, 2006, 10:56 AM // 10:56   #1
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Default Blanger Spike (Ranger Spike meets Blood Spike)

It's ranger spike meets blood spike. You get a really ****ing nasty spike from this and it has a lot of defense.

Once you get to HoH it should be a piece of cake, as long as you can cap. Just put everyone on defense and have the rangers drop spirits for more energy. You could even try to spike out a Ghostly after the 2 min mark. If you r Ghostly dies, the two Oath shotters can interupt ghostlies indefinetly, barring the uncommon hexes and blind.

I'm not sure what the best choice is for necro spike skills, so I could use some help with that. Do I want two Enfeebling Bloods? Or should I go Shadow Strike?

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Old Sep 15, 2006, 11:53 AM // 11:53   #2
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Why Purge Signet? Just use Convert.
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Old Sep 15, 2006, 12:08 PM // 12:08   #3
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purge sig is often used with focus swapping to make it much cheaper than it was originally intended. If you can swap so you have negative energy purge sig will always do its job for free.
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Old Sep 15, 2006, 12:09 PM // 12:09   #4
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Having 2 enfeeblings might be a smart thing to do. If the other team figures out who is casting enfeebling, he will be their number one priority to take out. When that happens, your B-spike loses half of its strength.

Maybe consider dropping VG on the order necro for OG. VG is mainly used for a follow up spike. As long as you time your first spike correctly, you should drop the target without the need to use VG.

Last edited by S!carius; Sep 15, 2006 at 12:14 PM // 12:14..
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Old Sep 15, 2006, 12:14 PM // 12:14   #5
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2 healing hands, but none with infuse o.O
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Old Sep 15, 2006, 12:16 PM // 12:16   #6
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Wow, this looks like it would be pretty fun to run, might have to test it out this weekend also
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Old Sep 15, 2006, 12:46 PM // 12:46   #7
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So you intend on taking advantage of the 10% slower movement to make your arrows hit, instead of using Read the Wind/Favorable. I don't think it'll work, but then again I've never tried it like that.

I'd rather have Favorable Winds on the Punishing ranger instead of two copies of Muddy Terrain, especially as one has Oath Shot to spam it.

I'm not very keen on the the Life Sheath - I'd take one out and take BiP instead just to be on the safe side for having energy. Also, the lack of Ward of Stability may make it difficult to cap - however with the rangers you should be able to win a cap war anyway.
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Old Sep 15, 2006, 03:46 PM // 15:46   #8
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Oath Shot doesn't allow you to keep seeking arrows up all the time, so you can't interrupt 2 ghostlies forever.

Normal bloodspike partly relies on ranger and ritualist spirits for energy management. This build has only muddy terrain that can be spammed in normal 1v1. Energy on the necros is going to suck if you're not killing on every spike.

Overall, the spike looks a lot better than normal bloodspike, but the defense seems weaker than the "old" bloodspike with a ritualist.
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Old Sep 15, 2006, 04:10 PM // 16:10   #9
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Quote:
Originally Posted by Emu
purge sig is often used with focus swapping to make it much cheaper than it was originally intended. If you can swap so you have negative energy purge sig will always do its job for free.
Convert does the same thing, has 1 second shorter cast and the same recharge. And if you're at or near full energy you can't swap down to have negative energy. Convert is simply superior.
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Old Sep 15, 2006, 04:39 PM // 16:39   #10
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Quote:
Originally Posted by B Ephekt
Convert does the same thing, has 1 second shorter cast and the same recharge.
It got buffed to a 2 second cast, putting it on a par with Convert in that respect.


Quote:
Originally Posted by B Ephekt
And if you're at or near full energy you can't swap down to have negative energy.
If you are at near full energy in a situation that actually matters, then something is wrong. Weapon swapping will let you purge and switch back to 19 energy straight away, a decent enough amount considering you would have to have been above 44 energy to get a better result from Convert. Purge also removes conditions, which can be nice to completely clean someone.
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Old Sep 15, 2006, 05:25 PM // 17:25   #11
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I just wonder if you fail a couple of spikes if you'll start to run out of energy. There aren't many spirits like in a typical blood spike and to me it looks like if a couple of spikes fail then your energy will start hurting
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Old Sep 15, 2006, 07:51 PM // 19:51   #12
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Here's an idea...kind of a rip off of DeeR's bspike but just something you could think about.

This build is obviously lacking an infuser, and I think it's safe to say you'd drop one of the HH necs to make room for this. And I say that, because you would swap HH for grenths balance. So then after an infuse, you grenth yourself back to full health.

I love the idea tbh, some people don't think it's smart but it's genius in my book.
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Old Sep 15, 2006, 09:07 PM // 21:07   #13
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Necro healers need something to power them, death and/or rit/ranger spirit spammers. Without a rit, providing additional protection and energy, I can't imagine this build working all that well, since thats alot of low armor characters.

Also oath shot + seeking will never interrupt "indefinitely", seeking will go down and oath will still be recharging.

Nice paper build, maybe the spike kills, but the I suspect a balanced team with decent pressure and cry of frustration, will shutdown you're spike and bleed the necro healers out of energy very quickly.
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Old Sep 17, 2006, 04:11 PM // 16:11   #14
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Wait, how does oath + seeking not allow you to keep up seeking indefinitely? Seeking has a 11-12 sec duration and 20 sec recharge, oath has a 20 sec recharge... That means that you get 2 seeking arrow applies per 20 sec, with each one giving you 11-12 sec...

Also, he has 2 seeking arros rangers, which makes it so that even if it didn't work (which it does) or if one of them gets interrupted they can still cap.
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Old Sep 17, 2006, 05:01 PM // 17:01   #15
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Quote:
Originally Posted by TheOneMephisto
Wait, how does oath + seeking not allow you to keep up seeking indefinitely? Seeking has a 11-12 sec duration and 20 sec recharge, oath has a 20 sec recharge... That means that you get 2 seeking arrow applies per 20 sec, with each one giving you 11-12 sec...
Wasn't oath shot nerfed to 25s recharge ?

Anyway, even with a 20s recharge oath shot, you can't keep seeking up indefinitely. When you recharge seeking with oath shot, it will be down before the next Oath Shot recharges.
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Old Sep 17, 2006, 05:33 PM // 17:33   #16
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Quote:
Originally Posted by Lord Dark Genie
Wasn't oath shot nerfed to 25s recharge ?

Anyway, even with a 20s recharge oath shot, you can't keep seeking up indefinitely. When you recharge seeking with oath shot, it will be down before the next Oath Shot recharges.
DOH I forgot about how oath shot works.

Well, with two of them you could guarentee that at least one of them has seeking arrows at a time.
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Old Sep 18, 2006, 11:06 AM // 11:06   #17
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Bad build IMO, you combind rspike and bloodspike but left the key elements of both out. Your only spirit now is muddy terrian, you have NO rit spirits so very little prot. Fire eles, migraine, etc will rip open your build. That build will get taken off the alter in 30 seconds by 2 good teams. I dont understand why you have two shields up?? there is not enough ranger spike to justify 2, and other rangers use pstance/seeking. Not only can your necros not heal, but your rangers cannot even inturrupt. No evasive stances for warriors/etc to just kill them. Also, dont intend on oath shotting seeking and staying alive, and if QZ is up you burn out of energy in 20~ seconds
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Old Sep 18, 2006, 11:30 AM // 11:30   #18
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i can come with a necro
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