Mar 27, 2006, 06:53 PM // 18:53
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#1
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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1 person spike build :P
Alright, this is actually meant for RA because you don't need anyone else but ok here it goes:
E/Mes - 16 Air, 12 domination, spread the rest in energystorage and illusion
Phantom Pain
Lightening Surge {E}
Lightening Orb
Shatter Delusions
Lightening Strike
xx
xx
Ressurection Signet
You've guessed it -- start off with putting on phantom pain, followed by lightening surge and an orb which should hit at the same time and then a shatter delusions -- he should be almost dead and finish it off with a lightening strike and there ya go
It doesn't always work but it's pretty funny to see some heal monks going down in 3 seconds by doing a 1 person spike
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Mar 27, 2006, 09:03 PM // 21:03
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#2
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Aera
Alright, this is actually meant for RA because you don't need anyone else but ok here it goes:
E/Mes - 16 Air, 12 domination, spread the rest in energystorage and illusion
Phantom Pain
Lightening Surge {E}
Lightening Orb
Shatter Delusions
Lightening Strike
xx
xx
Ressurection Signet
You've guessed it -- start off with putting on phantom pain, followed by lightening surge and an orb which should hit at the same time and then a shatter delusions -- he should be almost dead and finish it off with a lightening strike and there ya go
It doesn't always work but it's pretty funny to see some heal monks going down in 3 seconds by doing a 1 person spike
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It would be even more hilarious when the monk you faced simply CoPed off Surge or Prot Spirited, etc. It's a bad, but funny, build, because it depends on the other team not sucking or not having a monk. At any rate, I'm sure it kill speople, because there are a lot of stupid poeple in RA, but that's not a good basis to use a build. You should plan to kill good players. They're the ones that'll give you the most trouble.
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Mar 27, 2006, 09:06 PM // 21:06
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#3
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Desert Nomad
Join Date: Dec 2005
Location: Urmston, Manchester, UK
Guild: Greener Pastures [DVDF]
Profession: W/Rt
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Hmm not sure how many boon prots in RA have reactions that quick (to take off surge)
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Mar 27, 2006, 09:19 PM // 21:19
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#4
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Forge Runner
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If you can't hit CoP in 3 sec then you don't deserve to play monk.
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Mar 27, 2006, 09:19 PM // 21:19
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#5
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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Quote:
Originally Posted by Haggard
Hmm not sure how many boon prots in RA have reactions that quick (to take off surge)
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All of them, it is a full 3 seconds. Easy to remove even if you use remove hex.
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Mar 27, 2006, 10:41 PM // 22:41
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#6
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Jungle Guide
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Heh. Funny idea.
How about this skillbar, i thought of a few mods that might make your bar viable. Idk how succesful this would be, but if you really wanted to piss off monks without prot spirit, this would be one way of doing it with your rough build.
Shame
Phantom Pain
Shatter Delusions
Lightening Surge {E}
mind wrack?
Lightening Orb
Lightening Strike
Ressurection Signet
Skills to be used in that order. Maybe chuck mind-wrack on after surge so he cant remove surge xD. Oh yeah, you can forget having any energy to do anything else (i'm not even sure you have enough to spam all these to start with -^ )
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Mar 27, 2006, 10:47 PM // 22:47
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#7
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Shame won't stop CoP, since CoP is neither a spell not targeted on an ally.
This sort of spike build is a fun RA gimmick and mainly works if you target it on someone besides the opposing monk. Usually as a monk in RA I don't try to remove every hex, since half the time it's just Mind Wrack or something. If you put your hexes on someone besides me (especially if your team is applying pressure elsewhere )there's a good chance the hexes won't get removed in advance unless I have some way of knowing what they are.
The spike is still slow enough that a good monk will get in an RoF, but most CA and TA monks aren't capable of that.
It doesn't seem like a great build, but certainly fun to mess with in RA.
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Mar 27, 2006, 10:54 PM // 22:54
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#8
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Frost Gate Guardian
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freak someone found my build
honestly i have been running this build for monthes now and heres how i do it
12+1+3 Air Magic
10 Domination
7+1 Energy Storage
4 Illusion Magic
1. Lightening Surge {e} (106 dmg)
2. Lightening Orb (152 dmg)
3. Lightening Strike (56 dmg)
4. Phantom Pain (40 dmg +deepwound=140)
5. Shatter Delusions (55 dmg)
6. Wastrels Worry (45 dmg)
7. Air Attunement
8. Rez Sig
Total Spike Damage = Approx. 554 damage depending on oppenets health
Pretty much you chain Phantom Pain, Wastrels Worry, Lightening surge, Wastrels Worry, Lightening Orb, Shatter Delusions, Lightening Strike.
Lightening Strike is for a finishing blow if they survive. Wastrels Worry is for a touch extra dmg and hex coverage.
Also this build does not kill warriors or rangers because of their armor, but it does bring them to under 15% health. So in the end you will beat warrior and rangers as long as they arent healed or they dont interupt you.
Why did you steal my build?
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Mar 27, 2006, 11:30 PM // 23:30
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#9
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Kwisatz_Haderach
12+1+3 Air Magic
10 Domination
7+1 Energy Storage
4 Illusion Magic
1. Lightening Surge {e} (106 dmg)
2. Lightening Orb (152 dmg)
3. Lightening Strike (56 dmg)
4. Phantom Pain (40 dmg +deepwound=140)
5. Shatter Delusions (55 dmg)
6. Wastrels Worry (45 dmg)
7. Air Attunement
8. Rez Sig
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Wheel is right. This build kills only those teams that don't have a monk or a team with a bad monk. Any good monk knows what this hex looks like when it is cast on them. Air attunement will only fuel a monk's drain enchant and you will get no more than 20 seconds of value from it. Air eles who run surge lack the energy management to run blinding flash for consistent use. Please continue to run lightning surge builds, because it means free faction for my team. For team arenas, I prefer the satisfaction of running a solid build and going up against another solid build and having to discuss as a team over vent or TS how to counter the opposition's skills while still working to score kills. These types of battles that really deserve the "gg" tag are rare, but ultimately they are where the learning takes place that can help elevate your game to another level.
For RA, maybe this type of setup works, but having the ability to heal yourself is important in RA. You're not going to be spiking anyone if you're the first one dead on your team. I would lower domination, increase energy storage, and add aura of restoration to give some moderate self healing while casting.
Last edited by Divineshadows; Mar 27, 2006 at 11:35 PM // 23:35..
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Mar 28, 2006, 03:02 AM // 03:02
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#10
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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Quote:
Originally Posted by Haggard
Hmm not sure how many boon prots in RA have reactions that quick (to take off surge)
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I could get it off with holy veil if I wanted to... 3s is a long time.
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Mar 28, 2006, 07:10 AM // 07:10
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#11
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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I think Lightning Surge is only used in RA. And I love when an Ele cast it. Simply cast Prot Spirit/RoF or it is a chance for Inspired Hex to get energy.
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Mar 28, 2006, 10:32 AM // 10:32
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#12
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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Oh yeah it's just a funbuild...dont think I use that one to get me fame or my guildrank up or something...not even in TA just vs RA noobs
Oh and I didn't steal it...just messed around for a bit and ended up with that one
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Mar 28, 2006, 07:50 PM // 19:50
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#13
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by linhlh
I think Lightning Surge is only used in RA. And I love when an Ele cast it. Simply cast Prot Spirit/RoF or it is a chance for Inspired Hex to get energy.
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They show up in TA more often than you think. This is sad, because I really do want better competition in team arenas. I once had the misfortune of letting a surge ele onto my team after spending 15 minutes in multiple TA districts spam advertising for a blinding flash ele. Desparate to play, I caved and chose not to kick him. My team was unable to kill anything, because the opposition survived his front-loaded damage and then he was just left in a very slow energy regen state with a lot of exhaustion I am sure. He also happened to be mediocre at kiting (which is pretty typical among elementalist players who think they are meant to deal a lot of damage) causing me to spend even more energy healing damage from their unmitigated warrior. After 5 to 6 minutes of *stalemate* during which my energy was slowly declining due to healing enemy damage, my energy broke and my team suffered a massive chain death.
Moral of the story -- garbage like this is only for RA. If you're playing to win, then you will not play (or play with anyone who runs) garbage builds like this in TA.
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Mar 29, 2006, 04:06 PM // 16:06
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#14
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Lion's Arch Merchant
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haha this build is hillarious theres nothing funnier than spiking a mesmer or ele down in 1 second. This build is for fun, take yer crappy attitude that RA is serious and get outta here. RA is for fun and abusive builds. Sure you can go defensive but RA is mostly for wailing away on poeple without having to worry about winning.
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Mar 29, 2006, 07:31 PM // 19:31
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#15
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Los Chavos Del [ocho]
Profession: W/
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lol this build works great heheheh
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Mar 29, 2006, 07:45 PM // 19:45
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#16
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Wilds Pathfinder
Join Date: Sep 2005
Guild: Pwn Appetit [NJoy]
Profession: W/
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somone took my warrior out once in TA with a 1 person spike build this is what I saw
Illusion of weekness
Grenths Balance {E}
Phantom PAin
Shatter Delusions
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Mar 30, 2006, 03:11 AM // 03:11
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#17
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Forge Runner
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Quote:
Originally Posted by Kwisatz_Haderach
2. Lightening Orb (152 dmg)
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I'm sorry, but I don't understand that number.
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Mar 30, 2006, 06:04 PM // 18:04
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#18
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Banned
Join Date: Aug 2005
Location: California
Guild: [Dark]
Profession: W/
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im still fond of
fragility, phantom pain, shatter delusions, virulence (with 0 death)
fun.
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Mar 30, 2006, 11:50 PM // 23:50
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#19
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Frost Gate Guardian
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francis that is the amount of damage lightening orb does after you factor in 25% armor penetration.
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Mar 31, 2006, 02:39 AM // 02:39
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#20
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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Quote:
Originally Posted by Kwisatz_Haderach
francis that is the amount of damage lightening orb does after you factor in 25% armor penetration.
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No it doesn't. A L16 lightning orb does 106 damage with 25% penetration. Using the calculator on GWG, that comes out to 138 damage vs. a 60AL target. Against an 80AL target, it is only 106 damage. I don't even want to think what it would be against a ranger with studded leather. Either way, the build still doesn't do enough damage to be a one character spike because it relies on lightning surge.
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