Mar 28, 2006, 04:14 AM // 04:14
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#1
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Ascalonian Squire
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Air Spike
DEATHWISHR'S AIR SPIKE
Elementalist/Monk 1-3
16 Air Magic (1 + 3)
10 Healing Prayers
9 Energy storage (+1)
Lighting Orb
Lighting Strike
Ether Prodigy
Heal Other
Heal partyr
Healing Seed
Holy Veil/Balthazar's spirit/Essence Bond
Ressurection Signet
Elementalist/Monk 4
16 Air Magic (1 + 3)
10 Healing Prayers
3 Energy storage (+3)
8 Protection
Lighting Orb
Lighting Strike
Ether Prodigy
Heal Other
Heal partyr
Healing Seed
Life Attunement
Ressurection Signet
Elementalist/Monk 5-6
16 Air Magic (1 + 3)
10 Protection
9 Energy storage (+1)
Lighting Orb
Lighting Strike
Ether Prodigy
Aegis
Windborne Speed/ Blinding Flash
Glyph of Lesser Energy
LIfe bond/ Vital Blessing
Ressurection Signet
Necromancer/Monk 7
16 blood Magic ( 1+ 3)
8 Death (1)
Shadow Strike
Vampiric Gaze
Blood is Power
Rend Enchantments
Well Of Blood
Consume Corpse
Infuse health
Ressurection Signet
Ranger/Mesmer 8
16 bm (1+ 3)
11 expertise(1)
8 Wilderness survival(1)
Oath Shot
Frozen Soil
Firtile Season
Symbiosis
Savaged shot
Phantom Pain
Shatter Delusions
Ressurection signet
The Spike Damage adds up to:
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
140(Lightning Orb)
50(Shadow Strike)
-20%(Phantom Pain+ Shatter Delusions)
890 dmg + (-20%)
Then, the back up is:
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
Around 60(Lighting Strike)
50(Vampiric Gaze)
410 dmg.....
So a total of around 890+410=1,300 dmg, + (-20% max hp)
Though... Lighting damage is not armor ignoring so i highly doubt the numbers will ever come out this high
With Firtile season up, and Symbiosis up at 16 bm, You Gain around 300 max hp ( firtile), and +130 hp times the 6 enchants you will have on you which is around an addition of 1000 hp to your 455 hp+ vital Blessing gives each ele around 1600 hp+ 4 Full healers on The team, and two prots
The Spike Should be able to Spike THru most enemies........ as long as the necro rends before the spike every thing should be fine..... i am quite worried about no Spell Breaker Tho Because that is a very critical Skill for a successfull altar capping.
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Mar 28, 2006, 04:37 AM // 04:37
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#2
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Frost Gate Guardian
Join Date: Feb 2006
Location: In this universe. In north america. That should keep you pedophiles guessing^^
Profession: R/Me
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Now why would you have a r/me fertile season?
Your trying to kill them. Not keep them alive.
I'd call fertile season and anti spike spirit.
It gives them and you way more health.
If you don't kill them in one 3..2..1 spike then the infuser should have enough time to get them back up to decent health.
Take out symbiosis and fertile season imo.
Keep frozen soil.
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Mar 28, 2006, 05:20 AM // 05:20
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#3
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Krytan Explorer
Join Date: Oct 2005
Guild: Pantheon of Shadows [dei]
Profession: W/A
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Symbiosis and Fertile are for holding an altar, you lay them after you've established control.
Squishy spike though... and Orb is very interruptable.
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Mar 28, 2006, 05:28 AM // 05:28
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#4
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Omnidragon42
Squishy spike though... and Orb is very interruptable.
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Two reasons that whole N/Mo blood spike thing will never win. Oh wait...
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Mar 28, 2006, 05:53 AM // 05:53
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#5
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Cry of Frustration, standard equipment.
Cry of Frustration, ftw.
Words to live by. I should make an echo-CoF spike...that'd be hot.
Sorry, I'm not feeling productive.
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Mar 28, 2006, 06:10 AM // 06:10
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#6
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Krytan Explorer
Join Date: Oct 2005
Guild: Pantheon of Shadows [dei]
Profession: W/A
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Quote:
Originally Posted by Vindexus
Two reasons that whole N/Mo blood spike thing will never win. Oh wait...
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The Necro spike has the advantage of:
1. Necro spells steal ~100 hp per spike
2. No projectiles = nothing lost when you dont have LoS.
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Mar 28, 2006, 08:25 AM // 08:25
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#7
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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Ok an E/Mo version of blood spike. Hmm thinking about it I kinda like the idea.
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Mar 28, 2006, 01:21 PM // 13:21
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#8
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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Quote:
Originally Posted by tafy69
Ok an E/Mo version of blood spike. Hmm thinking about it I kinda like the idea.
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Blood spike can spike every 3 secs, and the spikes cannot b dodged. Though it would b fun to run this build again.
*remembers good ol' days when smite teams and air spike dominated HA*
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Mar 28, 2006, 01:54 PM // 13:54
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#9
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Byron
Cry of Frustration, standard equipment.
Cry of Frustration, ftw.
Words to live by. I should make an echo-CoF spike...that'd be hot.
Sorry, I'm not feeling productive.
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You're productive these days enough anyways, take a break.
I like the amount of Heal Parties you have. A very strong healing base. Wait, you don't have any primary Monks...
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Mar 28, 2006, 03:29 PM // 15:29
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#10
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Lion's Arch Merchant
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um, either you guys have all been huffing too much or just don't understand blood spike....You do 6 necros for the soul reap. GG, this idea is worthless. You see if you rate the primary attributes of each profession based only on its normal effect not skills tied to it it goes
Necro
Ranger
Mesmer
Monk
warrior/ele
Maybe you noticed a lot of primary necros in alliance battles using only their secondary profession skills, its because 24 person teams + spirits + minions = infinite energy with soul reap, and not even a high one. Unless you run ether prodigy there is almost no reason to run a primary ele, a mesmer can output more damage than an ele on fast cast alone.
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Mar 28, 2006, 03:38 PM // 15:38
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#11
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by T Waters
ether prodigy for air spiker lol...ok gg that wont work...youll get exhausted weather you like it or not and if youy get edenied..yap
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Uhhhm, not really.
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Mar 28, 2006, 03:43 PM // 15:43
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#12
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Ether Prodigy will not exhaust the Air Spikers very much at all, and as for E-Denial, it's very very strong against E-Denial since you're sitting low on energy most of the time and you can get a large burst of energy in a short time. It's definitely more resilient to E-Denial than a standard air spiker not using Ether Prodigy. Plus, it's free energy to pump out Aegis and Heal Party and the like.
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Mar 28, 2006, 05:02 PM // 17:02
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#13
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Lion's Arch Merchant
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you keep ramming the same square peg into the hexagon hole. Sure e-prodigy works but other things work better. Plz just admit that.
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Mar 28, 2006, 05:11 PM // 17:11
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#14
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by icemonkey
you keep ramming the same square peg into the hexagon hole. Sure e-prodigy works but other things work better. Plz just admit that.
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What would you suggest as a better alternative for Elementalist energy management?
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Mar 28, 2006, 05:21 PM // 17:21
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#15
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Lion's Arch Merchant
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dual attunes rock face for what an air spiker generally does which is spike and blinding flash maybe some wards
and dont bring up enchant stripping, yer gonna have 10 attunes in general, no one has that much enchant removal and most enchant removal in tombs is of the token variety, they strip who they are spiking and the ghostly not elsewhere
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Mar 28, 2006, 05:22 PM // 17:22
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#16
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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 icemonkey
dual attunes rock face for what an air spiker generally does which is spike and blinding flash maybe some wards
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Ether Prodigy will actually be more useful once they get to HoH, where all you really need to do is stall for 10 minutes.
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Mar 28, 2006, 05:25 PM // 17:25
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#17
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Lion's Arch Merchant
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thats why you blood spike, soul reap doesnt become useless at the altar.
again, this is a case of a build that would work but there are better strategies/builds to win with and if your goal is winning you switch builds.
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Mar 28, 2006, 06:57 PM // 18:57
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#18
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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It's okay wheel, I already edited this post to take out the flaming.
Quote:
Originally Posted by T Waters
ether prodigy for air spiker lol...ok gg that wont work...youll get exhausted weather you like it or not and if youy get edenied..yap
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Wrong. Ether Prodigy is awesome, Dual Attunments suck when you're expected to use monk skills. They are also more weak against enchant removal. Not to mention that dual attunes takes up two slots whereas Ether Prodigy only takes up one.
Last edited by Vindexus; Mar 28, 2006 at 07:01 PM // 19:01..
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Mar 28, 2006, 07:12 PM // 19:12
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#19
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Ascalonian Squire
Join Date: Mar 2006
Guild: Ancient Warriors Gaming Clan
Profession: N/
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The E/Mo idea is nice for a standalone air character, but from what I've seen from Rift's matches a Me/E is much more impressive for air spike these days. With the exception of a good defense put up by Te last night, I've seen this build steamroll quite a few teams.
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Mar 28, 2006, 07:23 PM // 19:23
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#20
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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 |AW|Tian
The E/Mo idea is nice for a standalone air character, but from what I've seen from Rift's matches a Me/E is much more impressive for air spike these days. With the exception of a good defense put up by Te last night, I've seen this build steamroll quite a few teams.
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E/Mo is infinitely better for holding halls. The fact that they do have all those blinds doesn't mean that they'll be effective in healing when the pressure is on. This is the Heroes' Ascent forum, after all.
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