May 29, 2006, 02:20 PM // 14:20
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#1
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Mini Spike Builds in TA ?
I wonder if its possible to run a spike build using 3 (whatever kinda spike your using) and a boon prot. On the whole enemy team has less healing than on 8vs 8 but less people to heal. If you had 3 r-spike rangers and a boon prot, there damage would be pretty nice. Anyone tried 3 man spike in TA ??
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May 29, 2006, 03:26 PM // 15:26
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#2
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Forge Runner
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It's possible with a ranger spike, but you need to self-cast orders or have your monk do it. Another possibiliy is a FC air spike, like how RIFT runs their split-spike.
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May 29, 2006, 06:09 PM // 18:09
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#3
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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I've never had a problem monking through any spike I've ever fought in TA, except blood spike (never lost to it, but they've killed us once or twice.) With 4 blood spikers camping their priest and all having heal area, they last quite a long time (if your team doesn't carry aoe's, but who does in arenas?) and have decent spiking power.
The fact remains though that with a gimmick spike like that, you'll only beat a few teams. If you insist on spiking (which I don't recommend) you should look into balanced builds that 'can' spike, and only spike when you need to. Having the monk the only source of defense on a team is a bad idea, since a warrior-heavy team would own you and your spike.
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May 29, 2006, 09:51 PM // 21:51
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#4
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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You can spike in TA, and you'll beat a few bad teams with it. Then you'll face a decent team, and likely be flawlessed. You can pre-guardian a ranger spike that's broadcast, or even manage to get a RoF off mid spike and save them. You can beat blood spike by applying pressure and making them heal, you'll likely have a few deaths at the start, but you'll end up winning if you can stop them from spiking. FC air spike relies on the afterspike to be effective, it can almost always be saved, and the attunements can be stripped.
By all means spike people, but make sure you have adiquite pressure, shutdown, and support. A.k.a. run a balance.
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May 29, 2006, 10:18 PM // 22:18
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#5
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Mehh, I like mesmer spike in TA . They may be able to use RoF but so what 3 x -8 energy = 24 and 240 damage, followed by the same but to AoE (E-burn then e-surge) and to rub it in why not use weariness as well. Perhaps using some secondary stance or enchantment to increase survivability of mesmers against a strong warrior team or something. Dark Escape anyone ???
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Jun 04, 2006, 03:30 PM // 15:30
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#6
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Ascalonian Squire
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Here's a possible 4v4 spike.
(1) boon prot
(2) Mesmer/Ele using Phantom Pain->Shatter Delusions, possibly with Gale right as the spike starts
(3) Air Ele using Surge->Orb (or an ether prodigy blind-bot...doesn't give as good a spike, but give lots more defense)
(4) Pressure Build (like a R/W Thumper)
The Phantom Pain->SD spike combined with Surge->orb is enough to kill an opponant at nearly full health. The addition of a thumper provides pressure and keeps the monk on his toes.
Spikes in 4v4 can never be like an 8v8 spike where you do WAY more damage than you need to kill a person. in TA your spike will just barely kill normally, so you need pressure and constant target switching.
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Jun 04, 2006, 03:39 PM // 15:39
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#7
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by ehanks
Here's a possible 4v4 spike.
(1) boon prot
(2) Mesmer/Ele using Phantom Pain->Shatter Delusions, possibly with Gale right as the spike starts
(3) Air Ele using Surge->Orb (or an ether prodigy blind-bot...doesn't give as good a spike, but give lots more defense)
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Surge = Protective Spirit please! You will never get a spike off.
Quote:
Originally Posted by ehanks
The Phantom Pain->SD spike combined with Surge->orb is enough to kill an opponant at nearly full health.
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No nearly close enough to garauntee a spike, especially not against a good team.
Quote:
Originally Posted by ehanks
Spikes in 4v4 can never be like an 8v8 spike where you do WAY more damage than you need to kill a person. in TA your spike will just barely kill normally, so you need pressure and constant target switching.
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That I would agree with.
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Jun 05, 2006, 06:02 AM // 06:02
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#8
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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What I'd run for a "spike" in team arena:
2 damage assassins
mesmer/ele with gale and blackout and probably diversion/shame too
boon prot
basically, your mesmer alternates gale and blackout on the monk, and 2 assassins repeatedly pressure out all their offensive characters. This build is designed to autowin VS 1 monk backlines.
Assassins can spike out a target over a longer timeframe by unleashing the attack skill chains. While not technically a spike, it still hurts like one.
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Jun 05, 2006, 06:22 AM // 06:22
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#9
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Academy Page
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to be honest our guilds been able to run an ROJ and FOC spike in RA, where everyone one of us is a spiker and we basically try to wipe early or ball up and heal
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Jun 05, 2006, 03:05 PM // 15:05
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#10
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Ascalonian Squire
Join Date: Jul 2005
Profession: Me/N
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You can run fast cast air spike, though it turns into fast-cast gale lock air burst.
Just chain gale on the monk whenever he rezzes, and kill him D=
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Jun 07, 2006, 01:50 AM // 01:50
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#11
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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You could probably do it with a boon/prot and 3 Gaze from Beyond spikers...
Rt/Me (scatter their spirit types, healing/defense, utility, offense)
Spirit
Spirit
Gaze From Beyond
Spirit Boon Strike/Essence Strike
Rupture Soul (in case the bunnythumper gets too close)
Arcane Echo (echo gaze)
Binding Chains (slow 3, spike the 4th)
Res Sig
One of the Rt/Me should be carrying Feast of Souls instead of Rupture Soul. If the team is facing a spiker, the one with Feast kills off 3 of the spirits and the team gets a ~225pt heal. That's one reason why they all should have 2 spirits.
One of the spirits may be an elite spirit (one rit could be Wanderlust / Earthbind, one Preservation / Recuperation, one Shadowsong / Shelter or Shelter / Displacement).
Your spirits are likely to get rid of binding chains, so I advise against bringing a spirit that deals damage (bloodsong is fine as it doesn't end binding chains). You could probably also get away with one of them using the damage reduction spirit and using Armor of Unfeeling instead of a second spirit... have one guy cast the dmg reducer, have the Armor rit run up with AoU on and start a binding ritual for Wanderlust or Shadowsong right in their face.
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