Sep 01, 2006, 08:12 PM // 20:12
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#1
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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[6MAN]Air Spike Holding
Use Gale and Blackout on monks or interupters on the spike. Distracting Shot Choking if you can or Gale him on the spike.
It's roughly 690 damage on the spike without follow-up.
6v6A_Healer1
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Healing Prayers: 10
Ether Prodigy [Elite] (Energy Storage)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Heal Other (Healing Prayers)
Jamei's Gaze (Healing Prayers)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
6v6A_Healer2
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Healing Prayers: 10
Ether Prodigy [Elite] (Energy Storage)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Heal Other (Healing Prayers)
Jamei's Gaze (Healing Prayers)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
6v6A_Healer3
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Healing Prayers: 10
Ether Prodigy [Elite] (Energy Storage)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Heal Other (Healing Prayers)
Jamei's Gaze (Healing Prayers)
Healing Seed (Healing Prayers)
Extinguish (Protection Prayers)
Resurrection Signet ()
6v6A_Prot1
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Protection Prayers: 10
Ether Prodigy [Elite] (Energy Storage)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Gale (Air Magic)
Spirit Bond (Protection Prayers)
Guardian (Protection Prayers)
Aegis (Protection Prayers)
Resurrection Signet ()
6v6A_Prot
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Air Magic: 15 (11+4)
Protection Prayers: 10
Ether Prodigy [Elite] (Energy Storage)
Lightning Orb (Air Magic)
Lightning Strike (Air Magic)
Mend Ailment (Protection Prayers)
Protective Spirit (Protection Prayers)
Guardian (Protection Prayers)
Aegis (Protection Prayers)
Resurrection Signet ()
6v6A_OathShotter
Ranger/Mesmer
Level: 20
Expertise: 11 (9+2)
Beast Mastery: 14 (11+3)
Wilderness Survival: 10 (9+1)
Domination Magic: 6
Oath Shot [Elite] (Expertise)
Whirling Defense (Expertise)
Frozen Soil (Wilderness Survival)
Fertile Season (Beast Mastery)
Symbiosis (Beast Mastery)
Distracting Shot (Expertise)
Blackout (Domination Magic)
Resurrection Signet ()
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Sep 01, 2006, 08:20 PM // 20:20
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#2
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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You asshole! You stole my build! Well, it was out of my mind, but nonetheless, cut it out.
I think the lack of dependence on spirits makes it stronger than blood spike, and theoretically, it should hold very well. I would just suggest two gales instead of just one. I really want to know how this works out.
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Sep 01, 2006, 09:14 PM // 21:14
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#3
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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!!!! vin you leaked next seasons gvg build!
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Sep 01, 2006, 09:20 PM // 21:20
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#4
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Hexes anyone?
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Sep 02, 2006, 01:27 AM // 01:27
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#5
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Krytan Explorer
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I'd recommend at least one blinding flash for Seeking arrows interrupters in halls.
And as Yanman.be said, you'll need hex removal, a couple of copies of Veil should be enough.
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Sep 03, 2006, 02:13 AM // 02:13
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#6
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Yanman.be
Hexes anyone?
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I really hate posts like this. All it does is state that you think the build is weak against something without showing why or saying how to remedy it. What hexes am I really worried about? Migraine and Arcane Conundrum are the only things that come to mind.
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Sep 03, 2006, 02:27 AM // 02:27
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#7
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Academy Page
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Quote:
Originally Posted by Vindexus
Migraine and Arcane Conundrum are the only things that come to mind.
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Against Migraine, all you have to do is to count down from 6 *jk*
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Sep 03, 2006, 11:46 AM // 11:46
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#8
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Looks pretty good.
It seems like it'd have trouble against the Crip Shot + melandru's condition builds that are quite popular. You mentioned blackout to deal with interrupters, but it's not that easy if he gets crip-shotted.
Degen forces you into heal party mode etc... Although you could just run a second copy of extinguish to deal with the degen part.
IIRC you can't gale and spike the same target without fast casting, that makes dodging orbs possible (although I'm sure most people wouldn't even try)
I'd try to replace the gale/prot ele with a warder. Something like :
- Glyph of Energy
- Obsidian Flame
- Gale
- Aegis
- Ward against Melee
- Ward against Foes
- Ward of Stability
- Resurrection Signet
You lose guardian and spirit bond, do less damage vs 60AL, but you get some utility for relics, KD protection for capping and some melee defense stacking with Aegis.
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Sep 03, 2006, 02:33 PM // 14:33
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#9
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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Won't work in 6vs6, there's too much NR/TQ. I guess you could just kill the spirits, but it isn't always that easy.
The metagame for the 6vs6 is condition-based degen with ranger interrupts, I'd say good luck spiking.
If you do attempt it, bring 2x Extinguish.
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Sep 03, 2006, 03:41 PM // 15:41
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#10
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Wilds Pathfinder
Join Date: Jul 2005
Location: in exile
Profession: W/
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ide say you definetly need some blinding flashes, since ^ build mentioned above has ~5-6 interrupts on it, and thatll be enough to kill you spikes, so you def need some blinds.
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Sep 03, 2006, 04:37 PM // 16:37
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#11
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Pre-Searing Cadet
Join Date: Aug 2006
Location: minnesota
Guild: sins squad
Profession: R/N
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Quote:
Originally Posted by Knido
ide say you definetly need some blinding flashes, since ^ build mentioned above has ~5-6 interrupts on it, and thatll be enough to kill you spikes, so you def need some blinds.
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true you do need blinds so you do not get interupted and with that blind it will be very rare for even a hit.
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