View Full Version : HA build - Signet Spike
FlyingHippo
13-11-2006, 01:38
Finally found the missing piece to this team; ebon dust aura.
R/D
Earth Prayers: 9
Marksmanship: 11 (8+2+1)
Wilderness Survival: 11 (10+1)
Expertise: 11 (9+2)
Apply Poison
Ebon Dust Aura {E}
Called Shot
Savage Shot
Quickening Zephyr
Frozen Soil
Vital Boon
Ressurection Signet
Ebon bow is a must. Use called shot to ensure that it hits or savage for a quick blind. Other mods dont really matter. Shortbow or Recurve are probably best.
A/Me
Deadly Arts: 12 +1 +3
Domination Magic: 12
Inspiration/Shadow Arts: 3
Signet of Toxic Shock
Signet of Shadows
Keystone Signet {E}
Mantra of Signets
[Unnatural Signet]
[Hex-eater Signet]
[Open]
Ressurection Signet
Unnatural and Hex-eater can be easily swapped out for what ever you need
Can be switched to Me/A for Artificer's Insgnia (+18AL) but then this means that you can't get sup deadly runes
[Insert 2 good monk builds here]
I know nothing about monking let alone high-end PvP. Mo/A's seem popular :laugh:
melandrus elite
13-11-2006, 03:33
lol I've been trying to think of a signet of shadow spike forever thanks for making on, i'll try and get my guild to test the build out.
Psychotic
13-11-2006, 04:15
not a bad idea.
for the open slots i'd consider spiritual pain for the AoE damage, and maybe something like e-burn to ruin enemy monks energy.
FlyingHippo
13-11-2006, 13:20
Tell me how it goes. Don't get me wrong my guild's great but we lack the coordination and experience to pull off something like this.
I really need someone to test this build. I can't do it myself very well as my guild as I've already said lacks that kind of coordination.
Almas Darksoul
14-11-2006, 04:20
I'm sure the spike can probably kill unprepared players, but I don't quite understand the point of it.
It has inferior defensive power to any remaining spike builds, with close to -no- shutdown for the most common builds currently found in the arena. It relies heavily on one character for both offense and defense, so blinding, killing, or having that player err7 ruins the spike completely (as opposed to just weakening it).
If I were forced into running it, I would drop the signets on the assassins (save maybe one copy of unnatural) for shutdown skills from the domination line, perhaps dropping mantra of signets as well. Using these skills, it would be possible to partially slow the DPS of the rival team.
Even so, the only reason to run this build would be to prove that it works. And that's usually done by the person who invents the build themselves - the satisfaction of knowing that their creation betrays the fotm but still kills/holds.
melandrus elite
14-11-2006, 05:32
LOL It's called "signet spike" on the title for a reason.
My guild should be able to run it in HA or a little modded version in GvG this weekend i'll tell you how it went.
FlyingHippo
14-11-2006, 13:33
Unnatural and Hex-eater were included as not only are they signets but they are also 2 counters to things that cold easily counter this build namely rust, primal echoes, and ignorance.
There is also 3 open slots to the build to do with what you want. First of all there are 3 chars specced for domination. There is nothing you can't counter. Secondly, If you need the defence, add it in. You've got open slots. Maybe if you weren't aware of this but when a build says [Open] instead of a skill, You get to choose yuor own skill to put in there. Pretty cool huh?
Shadowleaf
14-11-2006, 15:19
I think the spike would be too easy to catch... Well, how many Assassins? 3? You'd have 300 damage come in and then another 300 after 1.75 seconds. I guess that's not too bad, but definetly catchable.
You know, I think you should make this into a GvG build. I don't see it having any holding power for HA, also if you had 2 more characters, you could do a lot more with it.
Almas Darksoul
14-11-2006, 17:29
Unnatural and Hex-eater were included as not only are they signets but they are also 2 counters to things that cold easily counter this build namely rust, primal echoes, and ignorance.
Last time I saw those skills in HA... Was when I ran them myself before the changes.
Rust -may- resurface as a cover hex if hex builds ever become widely popular again, but I doubt it.
There is also 3 open slots to the build to do with what you want. First of all there are 3 chars specced for domination. There is nothing you can't counter.
With three slots? You'd be lucky to hinder -one- person with three shutdown slots. Hence, my suggestion to change the extremely poor hex removal skills. You know... If you interrupted Rust with... say... Power Spike, a domination skill, it wouldn't be a problem, and it would potentially confuse the enemy.
Looking at the skills now, I'd even consider dropping Keystone and maybe even Mantra Sig too. If your skills have a 20sec recharge naturally, you don't need three skills to boost their recharge. Pressure builds will kill you out long before you manage to spike 2-3 people down.
Either way, have fun with your build.
FlyingHippo
16-11-2006, 03:18
I dont really play HA much hence why I posted it here. I originally came up with this build when HA was still 8-man and it would have worked but with 6-man I've been wondering as well if it really would work.
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