Mar 18, 2006, 03:38 PM // 15:38
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#1
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Krytan Explorer
Join Date: Oct 2005
Location: Brighton, England
Guild: Ice Cold Elements [ICE]
Profession: Mo/
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My...Odd idea
i got bored..so i was just thinking up a build...so i came up with the oddest thing ever..i haven't actually sorted out the whole skillbar yet...but just the basic idea was a mesmer with fevered dreams, Phantom Pain, and Shatter delusions...and then have 4-5 elementalists (depending on the competence of your monks) who do chain lightning spike or any other kinda spike damage..your preference, but with chain it could hit a couple more too..if it worked well it could at least kill one, if not more...the obvious flaw is prot spirit, so of course mesmer will carry enchant removers along with those other skills...i know its messy, but would this actually have any chance of working or is it back to the drawing board?
i may post the whole skillbar for them later if this doesn't just fall down the page..
P.S. i'm addicted to "..." so..yeah, don't complain about it
Last edited by Grim Weeper; Mar 18, 2006 at 06:01 PM // 18:01..
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Mar 18, 2006, 06:51 PM // 18:51
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#2
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Academy Page
Join Date: Jun 2005
Location: Dallas TX
Guild: Error Seven Operators [Call]
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A long time ago chain lightning air spikes were really popular in HoH. Since then they nerfed the damage drastically, and even 5 chain lightnings wont likely kill the target. In addition, I think they nerfed the distance that it can travel to a nearby foe, so its VERY unlikely to kill multiple now.
I've seen a similar concept in necro deathly swarm spike (with N/Mo's similar to the infamous bloodspike). It was more pressure than a spike because of the low damage but spammability under QZ. Anyway, chain lightning doesn't really work well anymore, but similar builds can.
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Mar 18, 2006, 06:59 PM // 18:59
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#3
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Krytan Explorer
Join Date: Oct 2005
Location: Brighton, England
Guild: Ice Cold Elements [ICE]
Profession: Mo/
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are you counting in the armor penetration and the deep wound for that..? and i said you could try a different type, just chain means it could maybe hit other people suffering from deep wound..anyway, more concept then actual usage
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Mar 18, 2006, 07:23 PM // 19:23
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#4
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Academy Page
Join Date: Jun 2005
Location: Dallas TX
Guild: Error Seven Operators [Call]
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I am counting the armor penetration, somehow i skipped over the PP/Shatter part. True, with that you would be able to kill most single targets, but i can't imagine you'd ever more than one enemy. Considering this.. a simple Ob Flame or mix ele spike would work just as well if not better.
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Mar 19, 2006, 12:43 AM // 00:43
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#5
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Xen of Onslaught
Profession: N/
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That sounds unreliable at best. What if your opponent were to remove the fevered dream, or what if they just won't conglomerate for fevered dream to work. Or what if they remove deep wound so that chain lighting won't kill them. Every good ascent team have hex and condition removal. And even if you were to get your fevered dream to work and get deep wound on the opponent's team, a simple martyr would remove all of them.
Also, considering the long cast time of chain lightning, it becomes easy to interrupt. Overall... I highly doubt this build would work.
Fevered dream is just one of those skills that....is just not that good.
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Mar 19, 2006, 03:43 AM // 03:43
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#6
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Forge Runner
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One cry of frustration if the interrupt mesmer is on his toes and your spike is ruined...
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Mar 19, 2006, 08:53 AM // 08:53
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#7
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Jungle Guide
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why not just spike with lightning orb o/O
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Mar 20, 2006, 08:40 PM // 20:40
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#8
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Academy Page
Join Date: Mar 2006
Location: Southern California
Guild: Super Secret Squad [Shhh]
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I think lightening orb would be better then chain as far as dmg, but pightening orb is a projectile, so it cant go through walls, and it can be dodged, blocked, etc I would say your better off running rspike. You have similar rules as far as evasion and such, but rangers have more marmor and defensive skills then ele, plus the spirit spam factor is a big bonus...
If you want to keep it an ele spike I would say an ob flame, or you can mix dmg types. I personally like the ob flam/blood spike combo, but hey to each his own I guess.
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Mar 21, 2006, 01:13 AM // 01:13
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#9
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Academy Page
Join Date: Feb 2006
Location: Québec, Canada
Guild: The Dark Aeon Knights
Profession: E/Mo
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Yeah that Obsidian Flame is reaaaalllyyyy powerful if you can get a team of 8 E/ but I personally prefer Surge+Orb or Orb alone would go fine. Well... Surge don't stack and the other party members... Yeah 8 Orbs would kill even if it doesn't ignore armor like Obsi Flame does...Arr i see the weakness... Anyways, hoping to get my GW back on feet soon cuz it cannot log in from a week...
~Maedhros
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Mar 21, 2006, 08:52 AM // 08:52
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#10
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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Firstly, the hex is a giveaway. Secondly, Chain Lightning has a 2 or 3 s cast, which gives practically ideal conditions for an infuser to find your spike target and be ready for the infuse. The tells on this spike are very, very long, so unless your spike is dead on, you'll find it hard to kill.
Secondly, your mesmer will be doing too much. They have to Drain/Shatter Enchants, wait 0.75s for the aftercast, apply Fevered, wait 0.75s for the aftercast, apply PP, then have Shatter Delusions as a spike followup.
A mesmer in a spike will probably only have the time to PP+SD, nothing else.
As it is now, your idea would need a bit of work. I don't like going back to the air spike of old because I feel that a full air spike won't work because it's too easy to predict; at least with ranger spike the tells are shorter, it can spike faster, is not affected by PS, and it does far more damage; meaning that a dead on ranger spike is still hard to beat.
Oh, and air spike will have a very hard time against IWAY; not have played HA for the past few weeks, I can't tell you how many IWAY teams you'll face, but I'd assume they're still there.
Last edited by Siliconwafer; Mar 21, 2006 at 09:09 AM // 09:09..
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Jul 26, 2006, 09:57 AM // 09:57
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#11
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Pre-Searing Cadet
Join Date: Mar 2006
Guild: Shadow Nation
Profession: E/
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Well i have been working a build that works around Fevered Dreams to and I am still working on it. You need to think of a more blaced team. Fevered Dreams is made to spread conditions to there hole group. So think more of a mass conditon (like poison, burring along with deep wound) degen team not a spike dmg team, and becouse of the skills that kill hexs u might want to think of useing arcane echo to have it rdy to cast again as soon as they take if off. As for the skills like Martyr or the other skils that take off conditons think of some kind of fast killing build for spell caster. The best way for this build to work is to have a team that can hit the same target with mass degen skills in a short time say like 2-3 secs befor they know whats going on, becouse onece they know its a fevered dreams build they will all go after the mes as hard as they can.
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