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[Build] Fast Cast Air Spike

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[Build] Fast Cast Air Spike Empty [Build] Fast Cast Air Spike

Post  saeimc Sun Apr 13, 2008 12:40 am

I'm posting this build in case anyone feels like running an Air Spike. Here it is:

# 1 Mesmer/ Elementalist (Frustration Spiker)
Air 12
Fast Casting 10+1+1
Inspiration 8
Domination 2+1

Armor: Chest & Legs + 10 AL while Enchanted, Hands + AL while casting, Boots + life
Weapon/Offhand 1: Sword (+5 energy) of Enchanting / +1 Air (20%), + 30 Life focus
Weapon/Offhead 2: +5 Energy Wand & Air Focus(+15 energy -1 regen)

1) Elemental Attunement [Elite]
2) Air Attunement
3) Lightning Orb
4) Lightning Strike
5) Enervating Charge
6) Drain Enchantment
7) Cry of Frustration
Cool Rez Signet


# 2 Mesmer/ Elementalist (Gale Spiker)
Air 12
Fast Casting 10+1+1
Earth 8

Armor: Chest & Legs + 10 AL while Enchanted, Hands + AL while casting, Boots + life
Weapon/Offhand 1: Sword (+5 energy) of Enchanting / +1 Air (20%), + 30 Life focus
Weapon/Offhead 2: +5 Energy Wand & Air Focus(+15 energy -1 regen)

1) Elemental Attunement [Elite]
2) Air Attunement
3) Lightning Orb
4) Lightning Strike
5) Enervating Charge
6) Ward of Stability
7) Gale
Cool Rez Signet


# 3 Mesmer/ Elementalist (Ward Spiker)
Air 12
Fast Casting 10+1+1
Earth 8

Armor: Chest & Legs + 10 AL while Enchanted, Hands + AL while casting, Boots + life
Weapon/Offhand 1: Sword (+5 energy) of Enchanting / +1 Air (20%), + 30 Life focus
Weapon/Offhead 2: +5 Energy Wand & Air Focus(+15 energy -1 regen)

1) Elemental Attunement [Elite]
2) Air Attunement
3) Lightning Orb
4) Lightning Strike
5) Enervating Charge
6) Ward vs Melee
7) Ward vs Foes
Cool Rez Signet


# 4 Monk/ Mesmer (Prot Boon)
Divine Favor 11+2+1
Protection 8+1
Healing 8+1
Inspiration 9

Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Enchanting / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand

1) Energy Drain [Elite]
2) Reversal of Fortune
3) Mend Condition
4) Gift of Health
5) Protective Spirit
6) Inspired Hex
7) Divine Boon
Cool Contemplation of Purity


# 5 Mesmer/ Elementalist (Ward Spiker 2)
Air 12
Fast Casting 10+1+1
Earth 8
Domination 2+1

Armor: Chest & Legs + 10 AL while Enchanted, Hands + AL while casting, Boots + life
Weapon/Offhand 1: Sword (+5 energy) of Enchanting / +1 Air (20%), + 30 Life focus
Weapon/Offhead 2: +5 Energy Wand & Air Focus(+15 energy -1 regen)

1) Elemental Attunement [Elite]
2) Air Attunement
3) Lightning Orb
4) Lightning Strike
5) Enervating Charge
6) Ward vs Melee
7) Cry of Frustration
Cool Rez Signet


# 6 Mesmer/ Elementalist (Gale Spike 2)
Air 12
Fast Casting 10+1+1
Earth 8

Armor: Chest & Legs + 10 AL while Enchanted, Hands + AL while casting, Boots + life
Weapon/Offhand 1: Sword (+5 energy) of Enchanting / +1 Air (20%), + 30 Life focus
Weapon/Offhead 2: +5 Energy Wand & Air Focus(+15 energy -1 regen)

1) Elemental Attunement [Elite]
2) Air Attunement
3) Lightning Orb
4) Lightning Strike
5) Enervating Charge
6) Ward of Stability
7) Gale
Cool Rez Signet


# 7 Monk/ Mesmer (Prot Boon)
Divine Favor 11+2+1
Protection 8+1
Healing 8+1
Inspiration 9

Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Enchanting / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand

1) Energy Drain [Elite]
2) Reversal of Fortune
3) Mend Condition
4) Gift of Health
5) Spirit Bond
6) Inspired Hex
7) Divine Boon
Cool Contemplation of Purity


# 8 Elementalist/Monk (Water Flagger)
Water Magic 12+4
Healing 10
Energy Storage 8+1

Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Water Staff of Enchanting / none
Weapon/Offhead 2: Water Wand +15 energy -1 regen / +30 life, +1 Water offhand

1) Ether Prodigy [Elite]
2) Armor of Mist
3) Deep Freeze
4) Shard Storm
5) Blurred Vision
6) Heal Party
7) Healing Breeze
Cool Resurrect

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- -- - - - - - - -

ALTERNATE MONK:
Replace 1 Prot Boon with a Blessed Light Monk for more hex removal.
Monk/ Mesmer (Blessed Light)
Divine Favor 12+2+1
Protection 10+1
Inspiration 8

Armor: +10 while Enchanted, Hands & Feet +life
Weapon/Offhand 1: Hale Protection Staff of Defense / none
Weapon/Offhead 2: Protection Wand +15 energy -1 regen / +30 life, +1 Protection offhand

1) Blessed Light [Elite]
2) Reversal of Fortune
3) Mend Condition
4) Guardian
5) Signet of Devotion
6) Drain Enchantment
7) Divine Spirit
Cool Deny Hexes


STRATEGY
The Air Spikers cast Elemental Attunement, then Air Attunement and set up their Wards. This is a timed-spike build with a countdown 3-2-1, then Lightning Orb & Lightning Strike (following up with Enervating Charge if needed).

Positioning is very important. Stay in wards & use interupts between spikes. Use Cry of Frustration to interupt Diversion.

Keep target in agro circle prior to spike so orbs land at same time. Gale or use Water Hexes on targets that dodge Lightning Orb well.

This build can split with 1-4 attacking & 5-8 flagging to match up against teams that split. If split, Gale the monk & spike.

The key to this build is how quickly you can spike. Lightning Orb & Lighting Strike recharge every 5 seconds, so you should be able to switch targets quickly and not run out of energy. http://www.theamazonbasin.com/gw/forums/index.php?showtopic=6141
saeimc
saeimc

Posts : 133
Join date : 2008-04-01

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