[Build] Invoke Lightning Spikers

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[Build] Invoke Lightning Spikers

Post  jeunfb on Sat Apr 12, 2008 11:51 pm

This is heavy damage build. The builds offense is lightning damage...the build's defense is lightning damage...the build's utility is lightning damage. This is basically the ROCK of Rock, Paper, Sissors.

1) Elementalist/Mesmer
Air 12+4
Energy 8+1
Domination 10

Invoke Lightning
Air Attunement
Lightning Orb
Lightning Strike
Storm Djinn's Haste
Shatter Enchantment
Gale
Rez Signet


2) Elementalist/Monk (Target Caller)
Air 12+4
Energy 8+1
Earth 10+1

Invoke Lightning
Air Attunement
Lightning Orb
Lightning Strike
Storm Djinn's Haste
Ward vs Melee
Ward of Stability
Grasping Earth


3) Elementalist/Ritualist
Air 12+4
Energy 8+1
Water 10+1

Invoke Lightning
Air Attunement
Lightning Orb
Lightning Strike
Storm Djinn's Haste
Blurred Vision
Deep Freeze
Death Pact Signet


4) Monk/Elementalist
Protection 12+1+1
Divine 10+1
Healing 8+1

Restore Condition
Mending Touch
Reversal of Fortune
Gift of Health
Signet of Devotion
Divine Spirit
Deny Hexes
Storm Djinn's Haste


5) Elementalist/Mesmer
Air 12+4
Energy 8+1
Domination 10

Invoke Lightning
Air Attunement
Lightning Orb
Lightning Strike
Storm Djinn's Haste
Shatter Enchantment
Gale
Rez Signet


6) Elementalist/Monk (Back-up Target Caller)
Air 12+4
Energy 8+1
Earth 10+1

Invoke Lightning
Air Attunement
Lightning Orb
Lightning Strike
Storm Djinn's Haste
Ward vs Melee
Ward of Stability
Grasping Earth


7) Elementalist/Ritualist (Flagger)
Air 12+4
Energy 8+1
Water 10+1

Invoke Lightning
Air Attunement
Lightning Orb
Lightning Strike
Storm Djinn's Haste
Blurred Vision
Deep Freeze
Rez Signet


Cool Monk/Elementalist
Healing 12+1+1
Divine 10+1
Protection 8+1

Light of Deliverance
Dismiss Condition
Reversal of Fortune
Infuse Health
Signet of Rejuvination
Protective Spirit
Holy Veil
Storm Djinn's Haste


Strategy & Tips

The team is designed to stay together. Use the teams mobility to run down and kill split teams that gank the base.

The power of this build is frequent spikes (Invoke spike...5 seconds later, Orb spike, ...5 seconds later Orb spike,...5 seconds later Invoke spike again).

The spike is Invoke Lightning followed by Lightning Strike. If the enemies are clumped close together, up to 3 targets can be killed in one spike. The second spike will be Lightning Orb, followed by lightning strike.

The spike damage is 106 followed by 53 per spiker:
6 players on target = 636 +318 = 954
5 players on target = 530 +265 = 795
4 players on target = 424 +212 = 636
3 players on target = 318 +159 = 477

The Ele/Mesmers can alternate helping the spike by using Shatter Enchantment to remove Prot Spirit on the called target, followed by Gale on the infuser then Lightning Strike.

#7 is designated as the flagger, but should not try to engage any foes solo. If the enemy splits to harass the flagger, go with the entire team to kill the split team and run the next flag.

Keep Air Attunement up to prevent exhaustion from Invoke Lightning (causes exhaustion if not enchanted).

The Eles with wards are the primary and back-up target callers. They will set-up the team position with wards.

The Ele's with Water skills should use Deep Freeze early and then alternate its use to keep the enemy slowed and clumped together. The Ele's with Earth skills use Grasping Earth to snare melee attackers when they get close.

Call hex-slowed targets so they can't dodge the Lightning Orbs. Spikers make sure you have line of sight for Lightning Orb. http://www.theamazonbasin.com/gw/forums/index.php?showtopic=8124
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jeunfb

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