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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.

tarutaru
08-08-2006, 22:52
Looks good at first glance, however...

1. You have no counter to NR/Tranq builds, which are in the current metagame at every turn. Many other builds are also incorporating those two spirits just for the pure counters that they are. *Hint: Ritualists have some VERY nice spirit removal skills. Take a look around and see what you can come up with*

2. Energy management. In caster-heavy pressure builds, energy energy energy is the name of the game. Only three of your characters have any form of energy conservation/management, and for each one it's only one skill. In builds like hex spike or hex pressure, each character at least should have one energy gain-back, optimumly two, along with one Necro using either BiP or Blood Ritual on a regular basis. It shouldn't be too hard to fit 9-12 points of blood into one of your necros, considering that you gain a few choice nice blood hexes along with it (Life Siphon, Mark of Subversion, etc.)

Decelo
08-08-2006, 23:07
Looks good at first glance, however...

1. You have no counter to NR/Tranq builds, which are in the current metagame at every turn. Many other builds are also incorporating those two spirits just for the pure counters that they are. *Hint: Ritualists have some VERY nice spirit removal skills. Take a look around and see what you can come up with*

2. Energy management. In caster-heavy pressure builds, energy energy energy is the name of the game. Only three of your characters have any form of energy conservation/management, and for each one it's only one skill. In builds like hex spike or hex pressure, each character at least should have one energy gain-back, optimumly two, along with one Necro using either BiP or Blood Ritual on a regular basis. It shouldn't be too hard to fit 9-12 points of blood into one of your necros, considering that you gain a few choice nice blood hexes along with it (Life Siphon, Mark of Subversion, etc.)


Yeah thanks for the advice I'll try to re-work on the energy managment, but still the necros will get 8 energy everytime a spirit dies or 16 everytime as creature dies :undecided:

Thanks, Decelo :smiley:

ZiegDivine
10-08-2006, 15:06
I seriously suggest you put this build on hold until the meta-game moves away from NR/Tranq. We hit a soul barbs spike last night, and they only managed to do one spike, the other time they were too busy kiting and realizing that NR is screwing over their cast time.

JodoKast
10-08-2006, 18:29
I seriously suggest you put this build on hold until the meta-game moves away from NR/Tranq. We hit a soul barbs spike last night, and they only managed to do one spike, the other time they were too busy kiting and realizing that NR is screwing over their cast time.

Indeed, NR makes your soulbarb take 4 seconds to cast.

How about bringing a utility ritualist with consume sould/signet of creation to take care of the spirits.

A Rt with Consume Soul will also bring lots of healing to your team as spirits are everywhere in HA.

You could probably put the second copy of RI on one of the Necro (or the other way around) , drop the Mesmer Warder and swap it for a Rt/E Consume Soul Warder utility or something like that. You would loose some spike power but SB/RI has plenty already, even with few spikers.