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Old Dec 07, 2005, 06:54 AM // 06:54   #1
Desert Nomad
 
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Default Blood/Dom spike

Ok so I thought up this build, hoping that it's at least a little bit original... I tried running it but it didn't work so well ('Course my PUG went up against high ranking guilds- we lasted quite a while, but lost).

I've always thought that blood spikes were lacking because Shadow Strike loses a lot its damage when the target gets below 50% health. So I figured Domination magic has some hard hitting spells. Energy Burn and Energy Surge are primarily what I'm thinking of.

Group of 8:

6/8 spikers Either N/Me or Me/N

Necessary Skills:

Shadow Strike
Vampiric Gaze
Dark Pact
Energy Burn
Res Sig

Elites (desired):
Energy Surge {E} (if they have it)
Aura of the Lich{E} (If they have it and don't have ES equipped)

Possibilities:
Blood Renewal- good for self healing
Well of Power{E}- good for... everything.

2/8 Heal/Prot- Mo/_
One healer goes protection, the other goes healing.
The Prot healer, if also an ele can go wards as well.

I'm not really sure what to do in the healing/protection area...


The way I was running it in Tombs (with no success) was only 5 spikers, but with a heal monk, prot monk, and ward/prot monk. Aegis was supposed to be maintained all the time.

Eh... any comments would be nice... please no flaming. This is my first Tombs build attempt. Thanks for any help.

Also, there's a good chance I'll be editing the build as I can't remember it 100% currently.

Last edited by Sol_Vie; Dec 07, 2005 at 07:08 AM // 07:08..
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Old Dec 07, 2005, 08:29 AM // 08:29   #2
Wilds Pathfinder
 
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If you had a mesmer cast Phantom pain + Shatter, and Shatter Enchant. That would help the spike nicely

If you really want to do a spike team do something a bit simpler, like earth spike with obsidian flame.

4 Earth eles
1 Phantom pain + Shatter Mesmer
2 Heals
1 Prot

Spike : 4 Obsidians 118 + 118 + 118 + 118 + Shatter (60-68) + Deep wound (80)

And shater Enchant if target isnt finished off (100)

Do this around every 18-20 seconds, with glyph recharge and phantom pain recharge. Bit slow but death every 20 seconds isnt so bad.

Make sure the caster take mantra resolve so they cant be interupted.
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Old Dec 07, 2005, 10:04 AM // 10:04   #3
Frost Gate Guardian
 
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Bloodspike works really nicely. I played it this weekend with my tombm8s. You don't need the mesmer side to make it work. Shadow Strike on it's own is good enough, if the target isn't dead use Vamp Gaze right after.

I would drop the mesmer side, and take ele secundairy on all necro's to do some supporting (Interrupts/Wards/Speed) and instead of the prot/ward monk you can have a full prot monk which really helps. Also designate one necro to corpse control.
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Old Dec 07, 2005, 04:47 PM // 16:47   #4
Desert Nomad
 
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Quote:
Originally Posted by tafy69
If you had a mesmer cast Phantom pain + Shatter, and Shatter Enchant. That would help the spike nicely
Ah! That was the part I was actually missing. Phantom Pain and Shatter Delusions was another aspect that I couldnt' remember but had thought of... thanks.
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Old Dec 07, 2005, 04:58 PM // 16:58   #5
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You'll need to deal with exhaustion so make sure to bring Glyph of Energy as well. When using this in GvGs you'll need a flagrunner so might have to run a 2 monk backline. And for sure Mantra of Resolve is needed.

When we run this type of spike we shoot for every 8-10 seconds. You typically need all 5 spikers to hit within 1s for it to work. After the target has some DP though you get some margin for error.


Quote:
Originally Posted by tafy69
If you had a mesmer cast Phantom pain + Shatter, and Shatter Enchant. That would help the spike nicely

If you really want to do a spike team do something a bit simpler, like earth spike with obsidian flame.

4 Earth eles
1 Phantom pain + Shatter Mesmer
2 Heals
1 Prot

Spike : 4 Obsidians 118 + 118 + 118 + 118 + Shatter (60-68) + Deep wound (80)

And shater Enchant if target isnt finished off (100)

Do this around every 18-20 seconds, with glyph recharge and phantom pain recharge. Bit slow but death every 20 seconds isnt so bad.

Make sure the caster take mantra resolve so they cant be interupted.
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