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Old Mar 09, 2006, 06:33 PM // 18:33   #21
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Quote:
Originally Posted by wheel
If they're so hard as you purport, wouldn't it be in the best interest of Tombs to make them more viable for better competition? Thus, it makes sense to help out the build and the community. There's no point to hiding builds. It just slows down the process of learning for newer players. The players who can truly destroy you with a given build have already seen it before, so there's no real point in hiding anything.
Anyone running that bad spirit spammer build and hasnt got enough IQ to change it after some guy shut him down with like 1 skill then theres no helping him. I mean sometimes people need to work things out themselves or you gonna have to tell them everything?
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Old Mar 09, 2006, 06:34 PM // 18:34   #22
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Quote:
Originally Posted by tafy69
Anyone running that bad spirit spammer build and hasnt got enough IQ to change it after some guy shut him down with like 1 skill then theres no helping him. I mean sometimes people need to work things out themselves or you gonna have to tell them everything?
I was playing the devil's advocate. My main point is that there's no reason to hide information from someone. They'll still have to learn how to play to be successful.
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Old Mar 09, 2006, 07:23 PM // 19:23   #23
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I would definitely drop the rez signet on the spirit spammer and take Whirling instead.
You can't really "hide" in HoH, if it's 2v1 there aren't any lines at all, just a huge chaos. A lot of teams pack savage shots as a spammable interrupts for the ghostly.

I know there's already triple aegis to block things, but I still think that whirling would be better than rez sig for such a highly defensive build.
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Old Mar 09, 2006, 09:07 PM // 21:07   #24
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Quote:
Originally Posted by Boofhead

Ranger/Elementalist
Recurve Bow

Expertise: 16 (12+4)
Wilderness Survival: 12 (11+1)
Air Magic: 5

- Resurrection Signet ()
- Symbiosis (Beast Mastery)
- Quickening Zephyr (Wilderness Survival)
- Frozen Soil (Wilderness Survival)
- Fertile Season (Beast Mastery)
- Oath Shot (Expertise)
- Savage Shot (Marksmanship)
- Gale (Air Magic)
Imo, I'd switch to R/W so you could use dolyak signet and ranger evasion stances to prevent interruption.

Last edited by Calin Metallic; Mar 09, 2006 at 09:10 PM // 21:10..
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Old Mar 09, 2006, 09:40 PM // 21:40   #25
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It frustrates me like crazy that people actually let this build win. It's so poor, it can't attack and defend at the same time.

If they camp on an alter it can be difficult. But how do they even get on an alter before anyone to cap without speed boosts?
How can you let them spike you down with a spike more obvious than a little old lady trying to throw a punch.

Please, just throw this build away people - I beg you..............
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Old Mar 09, 2006, 11:18 PM // 23:18   #26
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The spirit spammer is easily shut down if they do not take dolyak sig and whirling. These are 2 must have skills. Aegis and/or whirling defense isnt going to stop shock or gale from interrupting the spammer. If spirits stop getting spammed at a crucial time then its game over for the spikers or their hero sitting on the alter.

Usually they never cap alter first...they just run up after cap and spike their opponents hero into the dirt. If the spike is in sync, it packs a punch. The added pressure of QZ makes the monks life a pain trying to heal several hundred pts of damage being done to their teammates every couple seconds.

Most of the people that hate on it so much are the ranger spikers or the cookie cutter dual e-drain balanced groups. The build works why hate on it? If it didnt why would people run it and hold halls with it?
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Old Mar 10, 2006, 03:01 AM // 03:01   #27
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that's not the spirit spammer BR used, they used a r/w and the build posted is really weak and not what was run.
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Old Mar 17, 2006, 11:37 AM // 11:37   #28
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heres the build for the br blood spike spirit spammer

R/W - 14 Expertise, 12 Beast, 11 Wilderness

Oath Shot
Savage Shot
Whirling Defence
Doylak Signet
Quickening Zephyr
Frozen Soil
Fertile Season
Symbiosis
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Old Mar 31, 2006, 12:08 AM // 00:08   #29
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wow thanx
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Old Mar 31, 2006, 01:59 AM // 01:59   #30
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barbed signet is NOT for following up a spike. its for a energy free spike, or low evergy spike followed by vamp gaze if something happens to spirits or you want to apply some pressure while in holding mode but dont want to invest energy. Why do poeple just blindly assume that barbed is for following up? Everytime that is brought up in blood spiek someone ALWAYS says ITS TOO SLOW!!!! wtf no its not a follow up, take the paper bag off your head. think in more than 0 dimensions and you will see the use of things beyond waht your first thoughts are
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Old Mar 31, 2006, 02:03 AM // 02:03   #31
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Actually a main advantage of barbed signet is that it goes through spellbreaker.
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Old Mar 31, 2006, 02:07 AM // 02:07   #32
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the truth is it doesnt matter because awaken adds ~8 damage per spike per spiker. So using 7 skills for 56 damage? flare would be a better skill(and i know its not the right class)
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Old Apr 21, 2006, 04:03 PM // 16:03   #33
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I have several questions about this spike build.
1. why dont you add dark pact to the spike skills arsenal?
2. when exactly would your necros have time to use their monk spells? if used only before and after each spike than most of those skills wont be used at all and if used during battles wouldnt it hurt your damage output too much and make the spike useless?
3. wouldnt it be better to add a mesmer/ranger interrupter or 2 to the build so it can interrupt the enemy monk(especially to interrupt an infuse health) or keep the enemy mesmer/ranger out of energy so they wont interrupt/e-drain your other necros or spirit spammer?
4. why not mix your spirit spammer with a utility purpose as well, such as warding? another option would be that not all of the necros will be monk secondaries so they can carry various utility purposes to be used before each spike.
5. wouldnt it be better to add a primary monk to the build, to save the necros from doing the monk's duties, doing it constantly and be more effective at it?
6. isnt it risky to put infuse health on 1 of the spikers? if the enemy sees that 1 of your necros uses infuse they'll spike(or just target if not another spike team) that necro and you wont be able to save him?
7. why isnt there any enchantment removal for the spike target?

Last edited by zling; Apr 21, 2006 at 04:23 PM // 16:23..
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Old Apr 22, 2006, 09:20 AM // 09:20   #34
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Keep in mind that the posted build was a rough draft at best.

1. Not needed. If you dont kill with shadow strike + vamp gaze, you're not going to.
2. There is plenty of time between spikes to use healing spells and if you dont use them, you will lose. A spike is not constant damage output. When not spiking your damage output is zero, all that time is used for healing.
3. I'd like to see you consistantly interrupt infuse. Why replace a spiker and reduce your spike power to bring a character that might stop the other team from reducing your spike power?
4. The build is mainly for holding and holds well due to having a team that consists mostly of monks using monk elites. Some times we ran the build using an E/Mo or two either earth or air.
5. The build was run with a primary Sb/infuse monk. 7 spikers was generally overkill.
6. No more risky than running infuse on a monk. When 1 spiker was replaced for a monk, the infuse on the necro was still used as a backup to infuse the infuser, or for when the infuser dies.
7. Not needed, the spike goes through most enchants, though the monk sometimes ran drain enchant.
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Old Apr 22, 2006, 09:21 PM // 21:21   #35
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This is really bad.....N/Mo with Spellbreaker? way to go....3 sec Spellbreaker isn't gonna do much, especially in HA.
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Old Apr 23, 2006, 01:41 AM // 01:41   #36
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Quote:
Originally Posted by SonofGrenth
This is really bad.....N/Mo with Spellbreaker? way to go....3 sec Spellbreaker isn't gonna do much, especially in HA.

See above post ^^
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Old Apr 23, 2006, 11:12 PM // 23:12   #37
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Quote:
Originally Posted by Boofhead
Here's the blood spike build BR ran:
QZ means faster spikes, and causes problems for opposition, while Soul Reaping means you can keep your energy up. Use the 3 seconds between spiking to heal somebody or use a heal party, if you're killing people energy is not an issue.
First of all, thanks for stealing a good build and making it suck.
Second of all, QZ does not help you, it opnly kills your healing if you miss one spike, or the other team is half good.
Third, N/Mos don't bring spell breaker. Zaishen originally added the Mo/Me for spell breaker, and QZ only kills the monk.
You don't need faster spikes if things are dropping anyway.
I beat blood spike groups like this all the time, because they can't heal when they miss a spike.
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