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Old Apr 28, 2006, 08:04 AM // 08:04   #1
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Default HA spirit spammer help =)

Hi guys, i starting to like this r/w spirit spammer, coz it's quite versatile and fun =). I mainly join blood spike and balanced grp in HA, but still i think i got much room for improvement. So, if u guys dont mind, i'd like to hear from those who used to playing spirit spammer in all kinda situation in HA, and kindly share ur build, tactic, advice on newbie me..>.<...thanks in advance 1st =)

my usual skill list is: (in balanced)
1) oath shot
2) shield up
3) distracting shot
4) 3 spi : symbiosis, fertile season, FS
5) apply poison
6) ress signet

attri: beast 14 expertise 10 wild 10 mark 9

Please comment and advice on how can i make it better..cheers
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Old Apr 28, 2006, 12:41 PM // 12:41   #2
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bring a PvE char so you can switch masks in between wilderness/BM
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Old Apr 28, 2006, 01:36 PM // 13:36   #3
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lol for bloodspike u need QZ

Oath Shot
QZ
Fertile Season
Frozen Soil
Muddy Terain or Symbiosis
Doylaks Signet
Whirlwing Defence
Resurrection Signet
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Old Apr 28, 2006, 02:03 PM // 14:03   #4
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yea..my build above was refering to balanced grp. Blood spike's spi spammer is basically all same, balanced is more fun i think =P . Anyone can give more constructive opinion on spi spammer in balanced grp? =D

Last edited by looloo; Apr 28, 2006 at 02:06 PM // 14:06..
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Old Apr 28, 2006, 03:18 PM // 15:18   #5
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Shields up is nice but you could really use whirling on the spirit spammer. Sure you can ask for guardian/SoD but prot can't always be watching butt especially when holding when he/she is being shutdown too. When it actually comes time to spam spirits on an altar map you will almost always have a warrior/ranger on you. If a single warrior can stop you easily with savage/disrupting chop/distracting you won't be able to do much. They can still shock but you can often fake them out by canceling a spirit if you sense shock coming.

That shields up depends on how much trouble your groups have with rspike to be honest.

I would also replace distracting shot with savage shot. Distracting is nice and cheap, but its recharge is a bit to be desired. Distracting shot is nice when you catch a spammable spell but you are a poison spammer most of the time anyway. When it comes time to interrupt a hero or someone else important you will be happier with savage shot.

Your attributes are a bit messed up though:

-Marksmanship you don't really need anything into. Just put your last points into it. All your damage is poison.
-14 in expertise is a good breakoff point if you don't want to have energy problems. I consider this a must. Expertise is godly.
-Beast you can lower. Your fertile doesn't have to be godly. If you are using a PvE character you can also switch on a beast mastery helm with Sup Beast Mastery rune when it comes time to spirit spam. I mean even like 9-10~ would be ok.
-Wilderness... well anything that will get you a decent poison length is fine. Doesn't have to be too high but its your main source of damage/reason for existing against any nonspike or nonholding situation.

If you do want to use a secondary attribute...(ie. tactics for shields up) then you might want to consider two superior runes. Just make sure to bring a minor rune equipment switch if you get DP.

Last edited by Guinea Fig; Apr 28, 2006 at 03:22 PM // 15:22..
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Old Apr 28, 2006, 03:26 PM // 15:26   #6
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Quote:
Originally Posted by Guinea Fig


Your attributes are a bit messed up though:

-Marksmanship you don't really need anything into. Just put your last points into it. All your damage is poison.
-14 in expertise is a good breakoff point if you don't want to have energy problems. I consider this a must. Expertise is godly.
-Beast you can lower. Your fertile doesn't have to be godly. If you are using a PvE character you can also switch on a beast mastery helm with Sup Beast Mastery rune when it comes time to spirit spam. I mean even like 9~ would be ok.
-Wilderness... well anything that will get you a decent poison length is fine. Doesn't have to be too high but its your main source of damage/reason for existing against any nonspike or nonholding situation.

If you do want to use a secondary attribute...(ie. tactics for shields up) then you might want to consider two superior runes. Just make sure to bring a minor rune equipment switch if you get DP.


Well, the reason i put high attri on mark is becasue i got a bow req 8, so y not if i can give extra dmg. As for wild, since i got bow which increase poison duration, so i generally dont keep wild too high, would rather spend those point on mark. =/ yea, i agree that higher expertise helps more, so i'd make that change, thanks man =). Btw, what do u mean by two sup runes? beast and wild? and is it that easy to change in middle of battle? (not for me though, never have time to open inven =X)

Last edited by looloo; Apr 28, 2006 at 03:31 PM // 15:31..
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Old Apr 28, 2006, 06:16 PM // 18:16   #7
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Quote:
Originally Posted by Lord Mendes
lol for bloodspike u need QZ

Oath Shot
QZ
Fertile Season
Frozen Soil
Muddy Terain or Symbiosis
Doylaks Signet
Whirlwing Defence
Resurrection Signet
Lol for a blood spike that doesnt lose 100% of the time you need:
Frozen Soil
Primal Echoes (to kill bonders)
Fertile Season
Symbiosis
Oath Shot
Whirling Defense

Then I suggest dolyak sig and storm chaser. My guild uses those 8 for our blood spike and we've never lost to a QZ blood spike as a guild group.
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Old Apr 28, 2006, 06:58 PM // 18:58   #8
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Quote:
Originally Posted by shardfenix
Lol for a blood spike that doesnt lose 100% of the time you need:
Frozen Soil
Primal Echoes (to kill bonders)
Fertile Season
Symbiosis
Oath Shot
Whirling Defense

Then I suggest dolyak sig and storm chaser. My guild uses those 8 for our blood spike and we've never lost to a QZ blood spike as a guild group.
ouch touche.
Bonders are totally useless when u face them with a bloodspike.
and i said all the rest. Also keep in mind i have never played spirit spammer or bloodspike seriously and this is the build that MOST if not all thread on this forum use.
I guess u know better though lol.
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Old Apr 28, 2006, 07:25 PM // 19:25   #9
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Quote:
Originally Posted by Lord Mendes
ouch touche.
Bonders are totally useless when u face them with a bloodspike.
and i said all the rest. Also keep in mind i have never played spirit spammer or bloodspike seriously and this is the build that MOST if not all thread on this forum use.
I guess u know better though lol.
Many bonders in HA run vital blessing as well and blood spike is lacking on enchantment removal.
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Old Apr 28, 2006, 08:17 PM // 20:17   #10
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Spike through vitals, it's not a problem. Qz is the most important spirit for bloodspike imo.
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Old Apr 29, 2006, 12:03 AM // 00:03   #11
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hmm...interesting..i never knew primal echoes used as well =P. but in what way is it useful for bonder? or in other situation (dont quite figure out myself =X)
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Old Apr 29, 2006, 02:46 PM // 14:46   #12
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bonders use blessed signet for e-mangement, primal echoes prevent them to spam it while under the effect of QZ
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Old Apr 30, 2006, 11:17 AM // 11:17   #13
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Will it really hamper a bonder against a bloodspike? With no other energy issues really, apart from keeping up bonds, surely the 10 energy lost from Primal is manageable, against the amount you gain from Blessed (20+). Not to mention most teams with a bonder will want someone with BiP or BR.

Against a team with other e-surgers, or where you may need to actively prot, Primal Echoes destroys bonders, but against Bloodspike?
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Old Apr 30, 2006, 11:39 AM // 11:39   #14
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Why bother, ritualists will become better spirit spammers than rangers sooner or later, just need to get a secondary skill to not get inerupted.

Try doing a Rt/W with

Res signet(obvious)
Shields up(a side of a spirit spammer)
Doloyaks Signet(for armor)
3 spirits
Boon Of creation
A skill to block, perhaps a stance or something, something much comparable to whirling defences.

for the 3 spirits, i suggest you one of the communing ones as they lose health when they use their powers.

I suggest -
Displacement (makes you evade all attacks, good for iway)
Shelter (doesnt make you lose more than 10%, for non-blood spike or smite spikers, and balanced teams)
Union (reduces damage made)

I choosed those as they match the spirits of the ranger pretty well.

Why is it better? It empowers ur team mates more, its more spammable, and a faster casting time(faster casting time only for few of them, not all of them). You might also use a ritualist skill to kill ur spirits. I suggest Soul twisting. It not only kills ur spirit, but makes you cast ur next spirit lots faster, and it recharges instantly. (sounds fun , eh?)
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Old Apr 30, 2006, 01:26 PM // 13:26   #15
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>.<...no money to buy factions yet ...dam
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Old Apr 30, 2006, 08:16 PM // 20:16   #16
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Why limit yourself to three spirits?

Rt/R

Recuperation
Preservation
Life
3 Ranger spirits
Rez Sig
perhaps Dryders, or something along those lines.

Stats would be spread kinda thinner than I would like, unless you had (in the case of Iway) a w/r bring NR. Then you could hit up Restoration, Beast Mastery, Spawning Power. Would also open up a skill slot, with a few options

Mend Body and Soul, which is a heal+removes one condition per spirit in the area. Handy. 5 en, 3 recast

Weapon of Shadow-nicely defensive, for self or others. For X seconds whenever target ally is hit, that ally's attacker becomes blinded for 3 seconds.

Weapon of Warding-what guardian should have been. 50% block chance+hp regen.

Lively was Naomi-aoe rez, 6 second cast. Only mentioned because you can cast it, carry the ashes for up to 45 seconds, then drop them to aoe rez. Seems like it might actually be a useful aoe rez, perhaps, since you can be well away from the fight when you do the casting, and then just run up and drop. Less chance of interrupt. With 12 restoration it's a 63% health 0 energy rez, so still slightly bleh, but a build like this could probably go as high as 16 restoration.

I'm betting that one of the rangers in Iway gets replaced with a Rt. Perhaps not like this, but in some form. The range on the restoration spirits is enough to be useful (about 1/2 radar range) so that aoe mending spirit (restoration) would be very nice. Mending, junk...aoe mending for the whole team, not too shabby unless you're fighting pure spike with no non-spike damage.
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Old May 01, 2006, 06:58 AM // 06:58   #17
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ah....seems like with the existence of Rt, ranger's role as a spi spammer is diminishing >.<
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Old May 01, 2006, 07:39 AM // 07:39   #18
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Quote:
Originally Posted by NightOwl
Why limit yourself to three spirits?

Rt/R

Recuperation
Preservation
Life
3 Ranger spirits
Rez Sig
perhaps Dryders, or something along those lines.

Stats would be spread kinda thinner than I would like, unless you had (in the case of Iway) a w/r bring NR. Then you could hit up Restoration, Beast Mastery, Spawning Power. Would also open up a skill slot, with a few options

Mend Body and Soul, which is a heal+removes one condition per spirit in the area. Handy. 5 en, 3 recast

Weapon of Shadow-nicely defensive, for self or others. For X seconds whenever target ally is hit, that ally's attacker becomes blinded for 3 seconds.

Weapon of Warding-what guardian should have been. 50% block chance+hp regen.

Lively was Naomi-aoe rez, 6 second cast. Only mentioned because you can cast it, carry the ashes for up to 45 seconds, then drop them to aoe rez. Seems like it might actually be a useful aoe rez, perhaps, since you can be well away from the fight when you do the casting, and then just run up and drop. Less chance of interrupt. With 12 restoration it's a 63% health 0 energy rez, so still slightly bleh, but a build like this could probably go as high as 16 restoration.

I'm betting that one of the rangers in Iway gets replaced with a Rt. Perhaps not like this, but in some form. The range on the restoration spirits is enough to be useful (about 1/2 radar range) so that aoe mending spirit (restoration) would be very nice. Mending, junk...aoe mending for the whole team, not too shabby unless you're fighting pure spike with no non-spike damage.

Id say, giving urself a rt/r wont give you enough defences against ranger spike and iway. + you cant spam the rangers spirits, nor the ritualist spirits.

I still prefer rt/w , more as it gives you more defences, ability to spam ur spirits better, and overally gives the necros (if were talking about blood spike spirit spammer) more energy in overall.

why not the spirits you have given? Life (binding ritual) sucks, as only frozen soil would do the trick. Recupertation sure is good, but it doesnt give you too much defence against spikes. And preservation, heals only random targets, besides, 6 secondary healers (or 3 healers 3 prots , preferably) + 1 mo/me is surely enough healing, those guys needs some damage reduction (union), a good anti-warrior shield(displacement), and Shelter for non-blood and smite spike teams(like ele spike, fire spike, and comparable that dont ignore magic defences)
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Old May 04, 2006, 12:01 PM // 12:01   #19
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any good tips on good place to lay spi, and how?
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Old May 05, 2006, 05:12 AM // 05:12   #20
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read the whole post and every build is missing something,

the manditory skills you need are

Frozen Soil-oboviously
Symbiosis-it is used for holding run it at an 8 or higher, thats why all
bloodspikes bring so many enchantments, you get way more
mileage of of this one, I could name all the ench bs brings, but I'll
spare you.
Fertile Season
Oath Shot-you are a spammer, and make it hit
Savage Shot-you are most likely the only one who can interupt the ghostly
when he is capping, unless you make your monk bring CoF or
Leech Sig :O~ ps 5 sec recharge
Dolyak sig


now from there on its debateable,

Whirling Def-with an aegis chain and some smart movement most melee can be avoided unless that war is hell bent on killing you.

I personally like MT, cause I usually run it and FZ at like 38secs, i think thats lvl3, used right it can provide endless nrg even against a mes heavy team, and it prevents fast movements, like a binch of wars sprinting at you.

I like QZ also but you team has to be able to spike every 4 secs, if you can't your just waisting nrg.

I love shields up, combined with an aegis chain its works very well.

the idea behind primal echoes is great but, life bond doesn't affect a blood spike. Now, Life barrier on the other hand...

res sig, not so much, if you need that 8th res to win the battle, idk maybe you need to look at what really went on during the match, but most ppl will make you bring it.

as for where to place them sure

it will really depend on the team u face, but try not to put them right behind your spikers. When I run a spammer i try you go under or around something then pop back into view and oath someone them go back and spam.

Remember your job is to get as many of the correct spirits down, for what ever the situation calls for. Spirits do 2 things they provide nrg + whatever the spirit does. SPAM THEM SPAMMER.

as for a rt spammer, not 4 blood spike maybe other builds but the spirits used are used for a reason, those rt spirits wont help you hold anything more than a conversation in the observation lounge. Your aegis chain is enough against iway if your spikers can heal/prot at all, lots can't. Shileds + get behind a wall stupid=gg for rspike, its a much harder concept that it sounds, or maybe it just seems that way.

you'll run all these skills 100 different ways if you do random pug spikes, but you need the first 6, IMHO.

gl hf
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