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First four: 12+1+2 channeling, 10+1 resto, 8 utility. First flagger:12+1+2 channel, 12+1 resto, 3 dom. Vitals: 12+1+2 channel, 12+1 communing, 3 dom. Shouts: 12+1+2 channel, 8+1 resto, 10 command. monk: 12+1 divine, 12+1+1 prot, 3 curses--GoldenGoldenstarStar 14:56, 30 November 2008 (EST)

TB has a gwbbc option you know :P 217.120.239.130 14:57, 30 November 2008 (EST)

Wiki doesn't use gwbbc afaik--GoldenGoldenstarStar 14:59, 30 November 2008 (EST)

PD is a terrible choice here.--72.189.85.14 15:02, 30 November 2008 (EST)

No, it's not--GoldenGoldenstarStar 15:03, 30 November 2008 (EST)
Its really not lool Rawrawr Dinosaur 11:26, 1 December 2008 (EST)

bump--GoldenGoldenstarStar 16:08, 30 November 2008 (EST)

910 damage every 4 seconds is hawt--GoldenGoldenstarStar 18:03, 30 November 2008 (EST)

And i hurd that 15 second Fall Backs and 25 seconds make hastes are even hawter.--GoldenGoldenstarStar 18:45, 30 November 2008 (EST)
stick with Build:Team - HA Riftspike :P--ShadowRelykRelyk srs 18:51, 30 November 2008 (EST)
Completely diff builds tbh--GoldenGoldenstarStar 21:01, 30 November 2008 (EST)

Bar the fact that half of the spikes are going to be cry'ed @ 2 sec casting time. --192.87.100.66 06:54, 1 December 2008 (EST)

5 snares is incredibly hot though. 192.87.100.66 06:54, 1 December 2008 (EST)
Good joke, 4s recharge. Like 5% if that run cry anyway. You'd need 7 completely retarded rits and 3-4 mesmers saving their cof entirely for spikes (pretty dumb) for cof to be a real problem. This does stupid domage anyway if it gets int on a few Rawrawr Dinosaur 11:26, 1 December 2008 (EST)

You need an infuser who isn't on the spike or they will spike you during your spike and you go :< - Misery Is Friendly Misery Dog obaby 07:08, 1 December 2008 (EST)

Yeh whenever I've ran ive gone with a heal/prot duo on 8 to push bars up midspike, cuz thats when everything on your team dies. I'd go n/mo as well to abuse 4s kills, but spell breaker is div so if staying sb go mo, if not go n. Spell breaker is leet halls though, which is what this entire build is centred round. (double waf, double grasp, WT, PD ownzz) Rawrawr Dinosaur 11:26, 1 December 2008 (EST)
borats tried running it both ways, and spell break seems to work best. The best method for this build is to just blow the frontliners up first and keep them on the ground, and don't try to spike if you're taking super heavy pressure. And it works pretty well, got a couple full fame runs with this on double weekend--GoldenGoldenstarStar 06:18, 2 December 2008 (EST)

Uhm... might be a stupid question, but who calls? And where is Infuse? Dragnmn talk cont 06:38, 3 December 2008 (EST)

Damage

u deal a total of 910 lighning dmg each spike. that isnt enough to kill a ranger. ranger ahve 100 armor against elemental dmg->they only take 50% of the dmg->455 dmg.your build might work but every r-spike kills u--93.133.237.65 13:00, 1 December 2008 (EST)Hugo

Needs more intelligence. You have cracked armor for a reason, and vs rspike you simply kill the other 5 then the rangers. Loooool. 217.42.238.96 13:26, 1 December 2008 (EST)

r spike would usually still win most your spikes would have two rits d shotted, and then you have vital weapon which will give all the vunerable targets another 166 health.

Song of conc sais hai. If you can't get spikes off just charge conc and wait to spike until you have it up. Honestly, the counters these anons are listing are the same ones that any spike build faces--GoldenGoldenstarStar 15:16, 2 December 2008 (EST)

Vital Weapon

Drop a point in Communing and spec into Spawning Power, this way you get a just as long vital weapon but your spirits have more health, then again you also lose a little bit of health from vital so it's just a point of preference is guess. DiscordsigWatch me work it 17:31, 3 December 2008 (EST)

Rez sigs

You need moar. DiscordsigWatch me work it 17:32, 3 December 2008 (EST)

Dude you practically have 6 healers with the Rt/P and Vital rit, shit shouldn't die ur end. --Frosty 17:35, 3 December 2008 (EST)
2 hard rezzes and two sigs is plenty.--GoldenGoldenstarStar 17:37, 3 December 2008 (EST)
No it's not, no matter how much defense you have you will still need more sigs, you can easily drop one Spirit light.DiscordsigWatch me work it 09:44, 4 December 2008 (EST)
Lawl do you play tombs? Unless you're horribly bad you don't need more than two sigs and two hard rez--GoldenGoldenstarStar 15:26, 4 December 2008 (EST)
Lawl funny guy, like you need like 5 Spirit Lights, you need more rez sigs in a long match, period. do YOU play tombs? srsly, but let's just drop this matter before it becomes personal -_- , 4 Spirit Light and a rez sig > 5 Spirit Light IMO. DiscordsigWatch me work it 15:51, 4 December 2008 (EST)
For the last time, you're wrong. It's better to bring a wider variety of skills to keep you from dieing than it is to assume you'll be bad and need more sigs. One more sig isn't going to to turn the tide of the match; if you've gotten to the point where you've used all of them you're likely not going to win anyway. I'd much rather have the extra healing, especially in a build like this that is completely reliant on every character being able to heal--GoldenGoldenstarStar 16:03, 4 December 2008 (EST)

Here's a good tip. Don't die. —ǘŋƐxɩsƫ 07:49, 5 December 2008 (EST)

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