|
 |
|
|
Sign Up to Submit Guides and Earn Credibility! |
|
 |
|
|
 |
 |
Author: Balthamos
4,659 Views
18 Comments
|
Team Setup
Variations:
You can have an extra protection monk instead of one of the healers.
The ranger can take a second interrupt instead of Storm Chaser
The BiP necro can use Consume Corpse instead of Animate Bone Minions OR Well of the Profane OR Well of Blood.
Protective Spirit is not necessary, and can be replaced with an extra extinguish if wanted.
The caller can switch to N/Me with Expel Hexes, Mantra of Resolve Drain Enchant and 1 other skill of choice.
How to play: Vetrillo, TS or any other means of multi-user voice communication is essential to the success of every spike time and this one is no different.
Two types of spike: Each spike should be preceded by a called target, and a countdown. When a target is called, it is the responsibility of the spikers to get in range of the target. The countdown is "3-2-1-Spike" The spikers all start casting on 1, the caller casts on spike. It may be necessary to cast slightly earlier or later to compensate for the lag of the voice communication program you are using.
Opp spike: The caller uses Bitter Chill on the target; each other spiker uses Oppressive Gaze. Bitter chill must hit before Oppressive Gaze, but the shorter the time between the two hitting the better. This prevents RC or Extinguish ruining your spike. Follow up Oppressive Gaze with Vampiric Gaze.
Shadow Strike: Everyone uses shadow strike on the called target, follow up with Vampiric gaze.
Initially, it is advisable to select any target excluding the first one to come in range, as this is the obvious spike target. If the opposing team are balled up you should use Oppressive Gaze. If not, shadow strike is fine. Continue to spike as much as possible to pressure the infuser(s) or monks. Between every spike your team should be healing and protecting each other. It is normal to continue to retreat out of high pressured areas and areas where traps/aoe spells have been found. It can be useful to force your opponents into choke points also, where several people can be spiked at once which makes the spike almost impossible to infuse.
As soon as the first kill is made Frozen Soil should be put down to prevent resurrection. If one of your own members gets killed the Spirit spammer must use Lively was Naomei to resurrect the fallen party member. When facing another team with frozen soil you should save your rez sigs for the Spirit spammer, as he has the only hard rez, which can work through frozen too.
Running Spike: Only used against the Zaishin OR other spike teams. Everyone lines up with the caller, the target is called and everyone selects it but stands in position. On "1" everyone activates their skill and in theory should run towards the target at the same time, and cast SS or Opp Gaze at the same time, when the caller uses bitter chill he will always be ahead of the party which can attract unwanted attention so you must be careful when using opp gaze on a running spike.
Specific Strategies:
Vs VIMWAY: Chain Aegis as much as possible, continue to kite backwards, away from the traps. Spike often, keep removing conditions with Extinguish and RC. You should have enough healers to easily outheal their damage, and their healing is not strong enough to stop spikes.
Vs Balanced: Vs Balanced make sure you look for chokers, infusers and Psychic Distraction mesmers, all of these are priority targets, as well as Migraine Mesmers which should have migraine converted immediately. Continue to kite away from heavy pressure, also attempt to force warriors to overextend from the monks range, giving you an easy spike.
Vs IWAY: Be careful of FC mesmers as often they carry Maelstrom and Meteor shower, avoid at all costs. Often the Orders Necromancers will carry infuse Health so you should attempt to spike them out. Iway warriors will often bunch near a target providing you an easy oppressive spike. Once again, success is often ensured by continually kiting to relieve the pressure. Ensure to kill opposing spirits.
Vs Spike Teams: On spike teams you may find you need to conduct a running spike. Ranger spike should have you fleeing behind walls so they don't have a line of sight. Rainbow spike or starburst spike/other ele spikes should be countered by knocking out spikers. It is often advisable to have an infuser drop out of your own spikes in order to prevent the opponent’s spikes. Bloodspike must be assessed to find out if it is normal bloodspike or Oppressive Gaze Spike the most important thing is not to ball up (or try a running spike, because that will cause you to ball) against them if it is oppressive. If you are having trouble with any spike team, but Fertile Season up to aid your infuser and give you time to reorganise. Your spirit spammer can also look to interrupt Shadow Strike/Bitter Chill.
Vs Dual Smite: Two strategies, you can either spike out the warriors or the smiters. Both are highly effective, if you continue to keep heal party flowing then you should easily be able to out heal them and smite them out.
On Alter Maps: The ghostly hero is taken by the Ranger, who runs to the alter to interrupt the opposing ghostly. When you have captured then you put up Fertile Season and Symbiosis, making it extremely difficult to kill anyone or spike the ghostly hero. If your opponents are not so powerful you can let them drop and spike them out.
Relic Maps: Try and spike the opponent’s relic runner if you can. The ranger can run relics for you but it is far easier to win by spiking your opponents out.
Comments Welcome. Criticism is only welcome when constructive. This build works.
|
|
|
 |
|
|
|
|
 |
|
 |
|
|
|
|
 |
|
 |
|
|
|
|