Sep 04, 2006, 03:43 PM // 15:43
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#1
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Krytan Explorer
Join Date: Feb 2006
Location: holland , delft
Guild: [NL]
Profession: A/W
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plz critique my airspike/flashbot gvg build
i was thinking about a build that could easly win of the melee havy teams and came up whit this (if i remeber corectly 90%of the builds relly on alteast 1 war for dmg)
4x airspike/flashbot ele/x
orb(spike skill 1)
strike(spike skill 2)
blind.flash (i have blind on me!)
enervating charge(i heave wakness on me!)
res sig(of you dont know this, unstal gw and go playing football)
ele att(energy)
air att(energy again)
aura of resoration(cover enchat)
atributes are ofc 16 air 13 energy
wepons: 20 enchat whit + health and/or 20 recharge
1 flagruner (preferable a ranger spraiding conditions to cover blind &waekness)
2 boon prot
a free slot (preferable a healer of somebody using rend echants or any form of encht removal to kill pesky monks spaming ps )
tacticks
3....2....1....spike
if done corectly and the openement soft target had no evil enchats on them, he should be dead (unless he was using no sup runes and max air def armor
since this build has absolutely POOR dps, your main tactic is leting them use all their res signets and dp em out since i dont think this build is goung to kill bodyguards fast
pros
no fear from assa heavy teams
no fear from war heavy teams
no fear from ranger heavy teams
no fear from anny team relly on psysical dmg (meaning 90%of all teams if i remeber corectly)
cons
pesky intrupts
i have division on me!
xxx is using ward againt elements!
condition heavy teams(verry rare)
hex heavy teams(verry rare)
teams that sit back and wait untill VOD begins(noobs)
thougths?
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Sep 04, 2006, 04:55 PM // 16:55
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#2
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Krytan Explorer
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draw conditions distracting shot
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Sep 04, 2006, 06:19 PM // 18:19
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#3
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Lion's Arch Merchant
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WASD
5 characters.
Actually, I'll be nicer.
Don't think that 4 BF gives you imunity against physical damage, the other team only needs to save people on spikes, the rest of thier energy can be used to clear conditions, and as well, most teams have a draw conditions. which has a two second recharge. Your spike is very weak, only around 550 damage(guessing, since you didn't give attribute). If one orb gets interupted, your entire spike has no hope of killing, since the monks then have 1.75 seconds to react.
Another reason why it won't work is the lack of Gale. Dodge a lightning orb is very easy, and anyone who sees it comeing will dodge at least one. This will again, ruin your spike.
Basicly, e/whatever airspike doesn't really work, especially with only 4 spikers. Sorry.
Last edited by DieInBasra; Sep 04, 2006 at 06:24 PM // 18:24..
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Sep 05, 2006, 06:44 AM // 06:44
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#4
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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the attributes are there you need to look carefully. Work on your overview pls (gwBB ftw!)
I have to agree with DieInBasra: the spike is very weak, remember that there is rather long cast between the skills, so the "afterspike" will drop after the first is fully negated already. It is also very weak versus interupts like [[Cry of Frustration]
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Sep 05, 2006, 08:06 PM // 20:06
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#5
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Krytan Explorer
Join Date: Oct 2005
Guild: Vandal Hearts [VH]
Profession: W/
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Most teams have tons of enchantment removal, shocks, distracting shots or other sorts of interupts. Your team is mostly softies and blinding flash isnt really gonna save from any type of physical damage. What are you gonna do when the team splits on you seeing as a single ranger isnt gonna stop a gank attempt. The one thing that makes it kinda weak is the monks arent under pressure all they have to do is sit and wait for a spike to come. Along with that that means the midline/front line people arent under any pressure either if they have a ranger in the midline one of your ele's orbs is gonna get distracting shot. If there is a mesmer in the midline one of the eles orbs is bound to get diverted, interupted or there just gona be plain out of energy.
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