Jun 23, 2005, 05:26 PM // 17:26
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#1
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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Combining spirit spam and ele spike
Why hasn't anyone combined these? Take the two fotm's and combine them to maximum effect.
2 Mo/Me
2 R/Me
4 E/Me
Winter/Greater Conflag and Mantras of Frost all around. Rangers wear fur-lined, eles wear hydromancer's, etc. Lay down a Nature's Renewal right before a spike to negate prot enchants, and Frozen soil right after a spike.
Thoughts?
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Jun 23, 2005, 05:34 PM // 17:34
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#2
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Spirit spam is meant to counter the air spike, because it can potentially give each person (on each team) ~1000 HP. Bascially it says to the air eles, "Spike that". As you can imagine, monks have a lot easier time healing when their friends dont die in 1 second.
So basically, combining these two strategies in the same build is nothing short of countering yourself. half of that team is literally making the other half worse.
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Jun 23, 2005, 05:50 PM // 17:50
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#3
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Krytan Explorer
Join Date: Jun 2005
Location: America
Guild: The Kansas City Hotsteppers [KCHS]
Profession: R/
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Nature's Renewal removes air attunement and elemental attunement too. That's one of the reasons we use it.
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Jun 23, 2005, 08:08 PM // 20:08
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#4
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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Quote:
Originally Posted by Neo-LD
Spirit spam is meant to counter the air spike, because it can potentially give each person (on each team) ~1000 HP. Bascially it says to the air eles, "Spike that". As you can imagine, monks have a lot easier time healing when their friends dont die in 1 second.
So basically, combining these two strategies in the same build is nothing short of countering yourself. half of that team is literally making the other half worse.
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That would be the case if you set your spirit spammer to use Symbiosis or Firtile Season. The OP was using only Greater Conflagration and Winter for defense (and against some targets increased offense), Nature's renewal to remove the opponents' protective enchantments, and Frozen Soil to prevent opposing rezzes. None of that increases HP at all, and only boosts defense for people ready for cold damage. The normal Elem Surge + Orb combo would almost definitely be as powerful, if not moreso due to sidestepping Lightning armors, against the enemy.
Since they are all Mesmer secondaries, there are a few other things I'd recommend. Everyone bring Mantra of Frost (this is probably why you gave them all Mes, I know). Also, have the Elems bring some mana stealing and the Rangers bring Quickening Zephyr. This will boost the mana cost of the Surge/Orb combo to about 33, but will allow you to do it every 5 seconds, not every 10. One Elem Surge/Orb, while the other 3 just Orb, then move to the next target and switch who does the Surge. Should usually be able to wipe out 5 opponents in about 20-25 seconds. Then you have the problem. The Elems will be essentially drained. So your offense is gone, untill they can steal some back. Granted, you have killed half the other team and they can't rez with Frozen Soil in effect. Still, those last 3 are going to be slow killings, as the Elems have no mana, the Rangers were loaded up with nature rituals, and the monks almost have to be there to heal your team.
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