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Old May 03, 2006, 04:39 PM // 16:39   #1
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Default Necro Spike Build

A friend of mine gave me this build yesterday to post it here.

http://gwshack.us/3a865

Now we need ur help:
What is good?
What could be done better?

Any comments other than "Just crap!" or simmilar are welcome.
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Old May 03, 2006, 05:27 PM // 17:27   #2
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It's pretty good, though maybe you can have other elites then 3 Healing Hands. Like Word of Healing and Martyr.
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Old May 03, 2006, 05:40 PM // 17:40   #3
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The SB/INFUSE monk is a lottle whack to me.....he should have more healing, u should remove Blessed Aura, and Signet of devotion and convert hexs, and add dwanas kiss, heal party, and healing touch(for the monk to heal himself after infusing)
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Old May 03, 2006, 05:50 PM // 17:50   #4
Ray
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Quote:
Originally Posted by The Lich Ranger
The SB/INFUSE monk is a lottle whack to me.....he should have more healing, u should remove Blessed Aura, and Signet of devotion and convert hexs, and add dwanas kiss, heal party, and healing touch(for the monk to heal himself after infusing)
....

He's running under QZ, and the necro's should heal him after he infuse.
And blessed aura is a great thing to have, the monk does not have to it on all the time, only when he's using spellbreaker.
Signet of Devotion is actually his main heal, and it's totally fine healing under QZ with 16 divine favor.
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Old May 03, 2006, 05:51 PM // 17:51   #5
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http://gwshack.us/db649

i did some changes to the sb/infuse and added woh to the infuse necro
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Old May 03, 2006, 07:41 PM // 19:41   #6
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Default Why Not Heal Area?

Why aren't blood spikes running hp/ha

Heal area seems like something that given a spike groups relatively close proximity to one another would benefit from heal area spells. Considering you dont really care about the health level of the spike(e) why not use this? Maybe sup heal party for it and roll woh or healing hands for maximum affectiveness.
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Old May 03, 2006, 07:55 PM // 19:55   #7
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Indeed I find that Heal Area to be quite a nice heal if used rightly. It provides a huge heal for the only 10 energy (+QZ if you're running it under bloodspike). I can understand why a balenced team wouldn't want it as it can heal the enemy (With the amount of chaos going on in the maps on in ascent, it can be quite likely.)

The only problem I see with it is that it is hard to choose who to heal since you'd have to get next to them to heal. This is why I like to run it in builds that are conglomerated in one area. (Hell, ascent maps are full of conglomeration everywhere, and if you don't really care about your opponent's health bar since you're spike, might as well bring this to heal)
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Old May 03, 2006, 10:47 PM // 22:47   #8
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Bloodspike doesnt work like that.. If your most recently spiked target is the only one below 100% health you're doing it wrong. Heal area would help the monks keep up with the healing, as well as encouraging your team to ball up (really bad idea btw).
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Old May 04, 2006, 01:25 AM // 01:25   #9
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uh
you're using 2 2 sec cast spells for a spike?
get rid of signets and use dark pact
i like to use atb, but I think it'd be fine without it.
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Old May 04, 2006, 04:14 PM // 16:14   #10
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Quote:
Originally Posted by icantthinkofonerightnow
uh
you're using 2 2 sec cast spells for a spike?
get rid of signets and use dark pact
i like to use atb, but I think it'd be fine without it.
I'd assume the spike goes Shadow> Vampiric, and Barbed would be used for a fake spike, or as a sub for Shadow when Shadow is either diverted, you're e-denied, or got some other anti cast hex on you.

I'd add a well in somewhere, Well of Blood can really help with healing, especially as you've got 16 in blood.

I also think the spirit spammer should drop EoE for Symbiosis, which is amazing for holding with the amount of enchantments you've got. Alternatively, you could bring Savage Shot for interrupting an enemy trying to cast, or a ranger using Fertile.

And on the monk, I'd drop healing down to 9 or 10, put the rest into inspiration (an 18s Channeling isn't really worth it), and maybe swap convert ( abit slow for you primary healer) for Veil.
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Old May 04, 2006, 04:27 PM // 16:27   #11
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The spirit spammer looks a bit poor, he would be best taking a running skill, and a necro should go N/E for windborne speed and ward against melee and, optionally earthquake.

EDIT: you seem to have a lack of resurrects!
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Old May 04, 2006, 05:27 PM // 17:27   #12
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Default huh?

Quote:
Originally Posted by Caros
Bloodspike doesnt work like that.. If your most recently spiked target is the only one below 100% health you're doing it wrong. Heal area would help the monks keep up with the healing, as well as encouraging your team to ball up (really bad idea btw).
Bloodspike doesn't work like what? Your response is really confusing. The last sentence is driving me mad.

Am I nutz? Can anyone tell me what this post means?
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Old May 04, 2006, 07:37 PM // 19:37   #13
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I may be incorrect, but I believe he is saying that a spike should do massive amounts of dmg to mulitple targets like a EoE bomb, or a FoC spike.

And if his final coment regarding heal area and balling up is confusing you, he means that if you crowded around the monk to gain the benefits of heal area your team would literally balled up and vulnerable to some bad spikes/AoE attacks. Which means that he considers heal area to be worthless.

Hope that helps.
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Old May 04, 2006, 11:18 PM // 23:18   #14
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Sorry i'll explain better.. Bloodspike doesnt kill instantly. It requires a follow up of vamp gaze, which any half decent infuser will catch easily. It's power is in spiking very quickly, so that either the monks cant keep up with the healing or the infuser has no energy/cant infuse because of low health. It is not like ranger spike for example, where the health of the target your spiking isn't all that important. Hope that's a bit clearer.
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Old May 05, 2006, 03:30 PM // 15:30   #15
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thx for all the comments

can anybody plz post a FoC Spike Build
cause im interested in playing it.
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