Another Spike.., Again. Lol.

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Another Spike.., Again. Lol.

Post  jeunfb on Sun Apr 13, 2008 12:00 am

Good ole' Mesmer Lightning spike..havent tried it for a while now!
Notice for weapons on the mesmers -- You want air wand / focus, only half skill RECHARGE, not cast time on them, please.

#1 Me/E Diverter
Fast Casting 11+2+1
Domination 6+1
Air Magic 12

Lightning Orb
Lightning Strike
Web of Disruption (Storm Djinns Haste)
Shatter Enchantment
Diversion
Elemental Attunement*
Air Attunement
Ressurection Signet


#2 Me/E Diverter
Fast Casting 11+2+1
Domination 6+1
Air Magic 12

Lightning Orb
Lightning Strike
Web of Disruption (Storm Djinns Haste)
Shatter Enchantment
Diversion
Elemental Attunement*
Air Attunement
Ressurection Signet


#3 Me/E Shamer / Blinder
Fast Casting 11+2+1
Domination 6+1
Air Magic 12

Lightning Orb
Lightning Strike
Blinding Flash
Gale
Shame (Storm Djinns Haste)
Elemental Attunement*
Air Attunement
Ressurection Signet

#4 Me/E Shamer / Blinder
Fast Casting 11+2+1
Domination 6+1
Air Magic 12

Lightning Orb
Lightning Strike
Blinding Flash
Gale
Shame (Storm Djinns Haste)
Elemental Attunement*
Air Attunement
Ressurection Signet

#5 Me/E Warder
Fast Casting 10+2+1
Air Magic 12
Earth Magic 8

Lightning Orb
Lightning Strike
Gale (Storm Djinns Haste)
Elemental Attunement*
Air Attunement
Ward Against Foes
Ward Against Melee
Ressurection Signet

#6 & #7 Regular monks..gogo monk power..

#8 Regular flagger, preferrably one with offencive capabilities. On second thought, maybe even a turtler if needed, if we play mass-aggressively.


Basic spike of fastcasted Lightning orbs and lightning strikes being spammed by sitting in comfy dual attunements. Character 1 and 2 basically remove enchantments when needed and can divert a monk before the spike, or interrupt rez siggies etc etc.. Characters 3 and 4 spread Blinding flash when in their attunements, shame casters, and gale when you have the enemy on the run or need to stop a flagger. Character 5 is basically the same, except he throws down wards when theyre needed. The wards do not need to be continually held. At 13 fast casting, wards are .55 seconds to throw down each, which should not be terribly difficult to put when your team needs them. Their only 14 seconds, so get in, heal, and move on forward in the game. The two bflashers should be able to shut down the enemies warriors most of the time inbetween spikes, and the top two should be able to divert the enemy monks pre-spikes.

Pretty straight forward.

Up for suggestions as always.

Added in a slot for storm djinns to each character if thats what people would find more useful, Dont know about ab4s current map for it though http://www.theamazonbasin.com/gw/forums/index.php?showtopic=7750
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jeunfb

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