Decelo
08-08-2006, 21:33
Heal Spiker 1
Necromancer/Monk
Level: 20
Soul Reaping: 10 (8+2)
Curses: 16 (12+4)
Healing Prayers: 10
Heal Other (Healing Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Parasitic Bond (Curses)
Faintheartedness (Curses)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
Heal Spiker 2
Necromancer/Monk
Level: 20
Soul Reaping: 16 (12+4)
Curses: 10 (8+2)
Healing Prayers: 10
Heal Other (Healing Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Parasitic Bond (Curses)
Well of Weariness (Curses)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
Prot Spiker 1
Necromancer/Monk
Level: 20
Soul Reaping: 16 (12+4)
Curses: 10 (8+2)
Protection Prayers: 10
Mend Ailment (Protection Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Suffering (Curses)
Reckless Haste (Curses)
Convert Hexes (Protection Prayers)
Aegis (Protection Prayers)
Resurrection Signet ()
Prot Spiker 2
Necromancer/Monk
Level: 20
Soul Reaping: 16 (12+4)
Curses: 10 (8+2)
Healing Prayers: 10
Protective Spirit (Protection Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Malaise (Curses)
Price of Failure (Curses)
Extinguish (Protection Prayers)
Aegis (Protection Prayers)
Resurrection Signet ()
Mesmer Warder
Mesmer/Elementalist
Level: 20
Fast Casting: 4 (3+1)
Inspiration Magic: 8 (7+1)
Illusion Magic: 16 (12+4)
Earth Magic: 10
Recurring Insecurity [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Images of Remorse (Illusion Magic)
Drain Enchantment (Inspiration Magic)
Ward Against Melee (Earth Magic)
Ward Against Foes (Earth Magic)
Distortion (Illusion Magic)
Resurrection Signet ()
Mesmer
Mesmer/Elementalist
Level: 20
Fast Casting: 7 (6+1)
Domination Magic: 13 (12+1)
Inspiration Magic: 7 (6+1)
Illusion Magic: 12 (10+2)
Recurring Insecurity [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Backfire (Domination Magic)
Diversion (Domination Magic)
Phantom Pain (Illusion Magic)
Empathy (Domination Magic)
Drain Enchantment (Inspiration Magic)
Resurrection Signet ()
Rit Spammer
Ritualist/Elementalist
Level: 20
Spawning Power: 13 (12+1)
Communing: 16 (12+4)
Doom (Spawning Power)
Displacement (Communing)
Shelter (Communing)
Soothing (Communing)
Union (Communing)
Glyph of Concentration (Elementalist other)
Boon of Creation (Spawning Power)
Ritual Lord [Elite] (Spawning Power)
Blessed Light
Monk/Mesmer
Level: 20
Divine Favor: 15 (11+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
Infuse Health (Healing Prayers)
Blessed Light [Elite] (Divine Favor)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Signet of Devotion (Divine Favor)
Inspired Hex (Inspiration Magic)
Holy Veil (Monk other)
Channeling (Inspiration Magic)
Basic Stratergy:
1. Ok first of by spamming hexes around to degen the other team and reduce pressure.
2. Caller calls target, Spike in 3 2 1, on 3 then a necro puts Soul Barbs on them and the mesmer puts Recurring Insecurity on them.
3. When caller gets too 1 the necro's use Icy Veins on the target and the mesmers use Conjure Phantasm.
4. Hopefully they die :wink:
How It Works:
Well when soul barbs is on someone, whnever a hex or enchantment is cast on you, you take so much damage. Well with icy veins being a hex and conjure too that already make a respectful ammount of damage already. Now not only that but Icy Vein does and adition 95 cold damge, so add and extra what 350 damage ontop of that due to there being 4 necros. Now that alon is probebly enough to kill someone BUT there is also another skill that helps here, it is
Recurring Insecurity: Elite Hex Spell. For 10 seconds, target foe suffers from -3 Health degenration. If that foe is Hexed again, Recurring Insecurity is reapplied for 10 seconds.
Yup the hex will be reapplied 6 times setting off soul barbs again, doing another 150 damage! Now I calculated the damage and it does about 660 damage a spike, should be enough to take any foe down.
So thats how it works but i havnt had the chance to test it yet, and usually things that look good on paper dont work, bet hey.
Please help by posting suggestions on how to make this better.
Necromancer/Monk
Level: 20
Soul Reaping: 10 (8+2)
Curses: 16 (12+4)
Healing Prayers: 10
Heal Other (Healing Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Parasitic Bond (Curses)
Faintheartedness (Curses)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
Heal Spiker 2
Necromancer/Monk
Level: 20
Soul Reaping: 16 (12+4)
Curses: 10 (8+2)
Healing Prayers: 10
Heal Other (Healing Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Parasitic Bond (Curses)
Well of Weariness (Curses)
Healing Seed (Healing Prayers)
Heal Party (Healing Prayers)
Resurrection Signet ()
Prot Spiker 1
Necromancer/Monk
Level: 20
Soul Reaping: 16 (12+4)
Curses: 10 (8+2)
Protection Prayers: 10
Mend Ailment (Protection Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Suffering (Curses)
Reckless Haste (Curses)
Convert Hexes (Protection Prayers)
Aegis (Protection Prayers)
Resurrection Signet ()
Prot Spiker 2
Necromancer/Monk
Level: 20
Soul Reaping: 16 (12+4)
Curses: 10 (8+2)
Healing Prayers: 10
Protective Spirit (Protection Prayers)
Icy Veins [Elite] (Soul Reaping)
Soul Barbs (Curses)
Malaise (Curses)
Price of Failure (Curses)
Extinguish (Protection Prayers)
Aegis (Protection Prayers)
Resurrection Signet ()
Mesmer Warder
Mesmer/Elementalist
Level: 20
Fast Casting: 4 (3+1)
Inspiration Magic: 8 (7+1)
Illusion Magic: 16 (12+4)
Earth Magic: 10
Recurring Insecurity [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Images of Remorse (Illusion Magic)
Drain Enchantment (Inspiration Magic)
Ward Against Melee (Earth Magic)
Ward Against Foes (Earth Magic)
Distortion (Illusion Magic)
Resurrection Signet ()
Mesmer
Mesmer/Elementalist
Level: 20
Fast Casting: 7 (6+1)
Domination Magic: 13 (12+1)
Inspiration Magic: 7 (6+1)
Illusion Magic: 12 (10+2)
Recurring Insecurity [Elite] (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Backfire (Domination Magic)
Diversion (Domination Magic)
Phantom Pain (Illusion Magic)
Empathy (Domination Magic)
Drain Enchantment (Inspiration Magic)
Resurrection Signet ()
Rit Spammer
Ritualist/Elementalist
Level: 20
Spawning Power: 13 (12+1)
Communing: 16 (12+4)
Doom (Spawning Power)
Displacement (Communing)
Shelter (Communing)
Soothing (Communing)
Union (Communing)
Glyph of Concentration (Elementalist other)
Boon of Creation (Spawning Power)
Ritual Lord [Elite] (Spawning Power)
Blessed Light
Monk/Mesmer
Level: 20
Divine Favor: 15 (11+4)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
Infuse Health (Healing Prayers)
Blessed Light [Elite] (Divine Favor)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Signet of Devotion (Divine Favor)
Inspired Hex (Inspiration Magic)
Holy Veil (Monk other)
Channeling (Inspiration Magic)
Basic Stratergy:
1. Ok first of by spamming hexes around to degen the other team and reduce pressure.
2. Caller calls target, Spike in 3 2 1, on 3 then a necro puts Soul Barbs on them and the mesmer puts Recurring Insecurity on them.
3. When caller gets too 1 the necro's use Icy Veins on the target and the mesmers use Conjure Phantasm.
4. Hopefully they die :wink:
How It Works:
Well when soul barbs is on someone, whnever a hex or enchantment is cast on you, you take so much damage. Well with icy veins being a hex and conjure too that already make a respectful ammount of damage already. Now not only that but Icy Vein does and adition 95 cold damge, so add and extra what 350 damage ontop of that due to there being 4 necros. Now that alon is probebly enough to kill someone BUT there is also another skill that helps here, it is
Recurring Insecurity: Elite Hex Spell. For 10 seconds, target foe suffers from -3 Health degenration. If that foe is Hexed again, Recurring Insecurity is reapplied for 10 seconds.
Yup the hex will be reapplied 6 times setting off soul barbs again, doing another 150 damage! Now I calculated the damage and it does about 660 damage a spike, should be enough to take any foe down.
So thats how it works but i havnt had the chance to test it yet, and usually things that look good on paper dont work, bet hey.
Please help by posting suggestions on how to make this better.