Mar 19, 2006, 12:47 AM // 00:47
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#1
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Frost Gate Guardian
Join Date: Jan 2006
Location: THA HOOD
Guild: [JnA]Jade and Amber
Profession: Mo/Me
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the real blood spike build
modded blood spike by me
won halls 9 times so far
BLOOD SPIKE
spiker
-awaken
-shadow strike
-vamp gaze
-dark pact
-rez
-heal/prots
-(shield of deflect, convert hexes, aegis, or purge/martyr)
-(heal party, healing hands, heal other)
R/W
-symbiosis (holding only)
-fertile season(holding only)
-frozen soil
-muddy terrain
-dolyak sig
-whirling
-savage
-oath shot
sb/infuse( if you dont know the build, i feel sorry for you)
by the way spam "J A T T" about how he stole my build, he'll appreciate it
Last edited by kagunster; Mar 19, 2006 at 04:07 AM // 04:07..
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Mar 19, 2006, 03:49 AM // 03:49
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#2
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Krytan Explorer
Join Date: Aug 2005
Location: San Diego, CA
Guild: [pV] Pyrrhic Victory
Profession: Me/N
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By "modded" Blood Spike, you apparently mean:
"Stolen straight out of an Observer Mode match from 2 months ago", because that's basically what I see here, skill-for-skill...
In fact, this is inferior to the versions that were run 2 months ago. The only "mod" you've made is that, for some unknown reason, you've opted to remove an important heal/prot skill slot on the necros in place of a completely unnecessary extra damage skill (Dark Pact). If you need faster damage or faster followups, simply taking QZ on the ranger will free up this slot, multiplied by 6, for every necro on the team, not to mention what QZ will do to the energy on the other team's Infuser.
BTW, are you suggesting to not take a primary monk? Not having Spellbreaker will leave the Hero subject to a WHOLE lot of interruption. Maybe that's why you've only won halls 9 times with it? This build is so easy to win with, any decent team should be winning 9 times per night... seriously.
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Mar 19, 2006, 04:06 AM // 04:06
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#3
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Frost Gate Guardian
Join Date: Jan 2006
Location: THA HOOD
Guild: [JnA]Jade and Amber
Profession: Mo/Me
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[QUOTE=Crystallinity]
The only "mod" you've made is that, for some unknown reason, you've opted to remove an important heal/prot skill slot on the necros in place of a completely unnecessary extra damage skill (Dark Pact).
dark pact gives you a way better shot at capping altar, its 300 more damage meaning 2 infuses+woh is the minimum amount to stop the spike, if you have watched any of the observer matches, almost all other blood spikes run barbed signet, so its not like its taking out any skills by putting in dark pact. qz really isnt needed, an 8 second recharge isnt going to kill a group, and theres healing needed between spikes, so QZ has no point.
also, learn to read, the build has an sb infuse in it. maybe youre just illiterate, but then how did you read hte post in the first place
Last edited by kagunster; Mar 19, 2006 at 04:09 AM // 04:09..
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