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Old Mar 20, 2006, 09:13 PM // 21:13   #1
Frost Gate Guardian
 
Join Date: Oct 2005
Guild: Fortune Cookie [LucK]
Profession: Mo/W
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Default me/mo domination spike lol

me/mo #1 Interupt

domination: 16

phantom pain
shatter delusions
energy burn
arcane conundrum
diversion
cry of frustration
healing hands{elite}
res signet

me/mo #2 Interupt

domination: 16

conjour phantasm
shatter delusions
energy burn
arcane conundrum
diversion
cry of frustration
Healing hands{elite}
res signet

me/mo #3 condition removal

domination: 16

Ignorance
shatter delusions
energy burn
heal other
restore condition{elite}
aegis
res signet

me/mo #4 protection

domination: 16

empathy
shatter delusions
energy burn
shield of defelection{elite}
aegis
mend condition

res signet

me/mo #5 healing

domination: 16

fragility
shatter delusions
energy burn
heal other
heal party
infuse health
word of healing{elite}
res signet

me/mo #6 healing

domination: 16

mind wrack
shatter delusions
energy burn
heal other
heal party
infuse health
word of healing{elite}
res signet

me/mo #7hex removal

domination: 16

soothing images
shatter delusions
energy burn
holy viel
remove hex
inspired hex
heal party
res signet

mo/n#8 boon protect

divine boon
offering of blood
rend enchants
reversal of fortune
guardian
protective spirit
aegis
res sig


basically, all 7 me/mo have a differen't spammable hex. they all cast on same target and then use shatter delusions. which will remove all 7 hex's dealing 79damage for each hex removed which becomes 553. Before begining spike. all mesmers cast energy drain on the monks, the 2 interupt mesmers will use diversion(or backfire) to make the monks think twice before removing a hex on their ally before removing one from themselves. Spike the target and wait 15 sec before spiking again. The 2 interupt mesmers will cycle their healing hands on the ghostly hero to hold hoh, and the other mesmers will also aid in keeping the hero alive, to kill the hero.... just spike it. The spike should last less than 1/2 sec. the boon monk will use rend enchants so that the enemy won't be bonded or enchanted with a healing buff etc.

Would be a fun build to try , Anyhow, give me your opinions. thnks
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Old Mar 20, 2006, 10:04 PM // 22:04   #2
JR
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The spike will be very obviously telegraphed by the pre-hexing, however if you can consistantly drain the monks to 0 just before you spike it has a decent chance of being successfull.

It might work, but I think it's too complex and weak in practice.
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Old Mar 20, 2006, 10:42 PM // 22:42   #3
Frost Gate Guardian
 
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well, if the team had good monks then yes, it would definatly be a problem, maybe if we could remove the boon protect and make the 8th a n/mes that casts an 8th hex after using rend, so that having 1 hex removed wouldn't be too much of a problem since there would still be 7 remaining. The main reason that I thought this would work is that the amount of time that a monk has to use infuse health is very, very minimal unlike blood spikes that have a small amount of time between shadow strike and vamp gaze for the monks to infuse.
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Old Mar 20, 2006, 11:40 PM // 23:40   #4
Ascalonian Squire
 
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It's an interesting build and it could possibly work. I recall FnID running something like this a while back; I think they called it Shatterway. They only had 5 mesmers IIRC, but they will still able to spike.

One thing I didn't see that I would strongly recommend bringing is Shatter Enchantment. Not only does this screw pre-protting, but it can even be used to kill your target if the spike fails.

Hex removal could own you, but if you're fast enough with your spike it probably won't be much of a problem. The only thing that might give you a problem would be CoP, but you mostly see that in GvG.
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Old Mar 21, 2006, 07:51 AM // 07:51   #5
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nice build
might work if ur drainers are good enough
One thing though, there are 2 healing hands and no martyrs? why not add a martyr in there instead of one of the healing hands.
Also, a wastrels worry + shatter delusions hex could do abt 150 dmg if u are fast enough. You should consider adding that to ur spike.
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Old Mar 21, 2006, 07:59 AM // 07:59   #6
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WW Doesnt do damage if it ends prematurely
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Old Mar 21, 2006, 09:13 AM // 09:13   #7
JR
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Quote:
Originally Posted by CrispyCritter
I recall FnID running something like this a while back;
FnlD please.

We have probably run countless gimmicks in HA, that doesn't make this one particularly good.
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Old Mar 21, 2006, 01:02 PM // 13:02   #8
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Quote:
Originally Posted by Kitty Soft
WW Doesnt do damage if it ends prematurely
Oh... thought it did
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Old Mar 21, 2006, 05:40 PM // 17:40   #9
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I think it would work well against inexperienced temas, but when you can only spike every 15 secs, no frozen and a secondary monk infusing, a good team will tear you up.

I think its a good idea though, and you might consider revising it with a full infuser, and a necro or two to spam malaise on the monks to keep them busy, and maybe a blurred vision ele or some other type of utilitarian aoe hex to throw off the telegraphing a little..

I think it has potential though for sure. and you also might want to consider FoC if you want to do a hex spike..
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Old Mar 21, 2006, 07:52 PM // 19:52   #10
Frost Gate Guardian
 
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Quote:
nice build
might work if ur drainers are good enough
One thing though, there are 2 healing hands and no martyrs? why not add a martyr in there instead of one of the healing hands.
Also, a wastrels worry + shatter delusions hex could do abt 150 dmg if u are fast enough. You should consider adding that to ur spike.
2 healing hands is mostly for the hero so that you would be able to hold hoh.

already have a me/mo w/ restore conditions. so martyr would be usless

Quote:
One thing I didn't see that I would strongly recommend bringing is Shatter Enchantment. Not only does this screw pre-protting, but it can even be used to kill your target if the spike fails.
mo/n is running rend enchants.

Quote:
Hex removal could own you, but if you're fast enough with your spike it probably won't be much of a problem. The only thing that might give you a problem would be CoP, but you mostly see that in GvG.
normally healer/prot builds don't run CoP, but yes it is a possible counter from monks.

Quote:
Also, a wastrels worry + shatter delusions hex could do abt 150 dmg if u are fast enough. You should consider adding that to ur spike.
as already stated, if WW ends prematurly it won't do any damage. It only deals damage after 3 sec.

Quote:
I think it would work well against inexperienced temas, but when you can only spike every 15 secs, no frozen and a secondary monk infusing, a good team will tear you up.
the infuser must be very good, because if I am correct, you can't infuse when no damage has been dealt :S so the only damage dealt is when you cast shatter delusions which takes 1/4 of a sec, and a good co-ordinated team should beable to make it 1/2, that is why infusing would be very difficult

The biggest problem atm is hex removal. Infusing isn't much of a problem.

this spike does take 15 sec, but when you are waiting for hex's to charge, you can be healing the team when needed. ranger spike teams have a min of 10 sec downtime, so 15sec isn't that bad.

Last edited by TRIvario; Mar 21, 2006 at 07:55 PM // 19:55..
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Old Mar 21, 2006, 08:10 PM // 20:10   #11
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[QUOTE=

ranger spike teams have a min of 10 sec downtime, so 15sec isn't that bad.[/QUOTE]

Most ranger spikes dont only spike with 1 skill and many run under QZ, making spiking every 5 seconds maintainable for quite a while
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Old Mar 27, 2006, 03:26 PM // 15:26   #12
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We ran a spike with a 15 sec recharge during the weekend and it worked fine, although matches took a very long time. It is a long downtime, but then again there were healing duties to be done by the spikers inbetween, so it was not a problem.

You need to be able to go in pretty early if you want to stand a chance capping though, but if your spike is good and you have rends/shatter enchants, it shouldn't be too hard to take down a ghostly anyway.
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Old Mar 27, 2006, 04:33 PM // 16:33   #13
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What about using Soul barbs? Could add huge pressure when you aren't spiking...
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