Build:Team - Blood Spike

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[edit] Overview

The basis of this build is to use spirits from a Ritual Lord to trigger Soul Reaping on the N/Mo's to keep their energy up. The N/Mo's then use a combination of Shadow Strike and Vampiric Gaze to spike down targets. The main goal of this is to make it to The Hall of Heroes and then use the mass amount of Monk skills to be able to hold off two teams for the duration of the match.

As of this writing, no single team composition has emerged as the dominant implementation of the concept, however, this is the most feasible way to use this team in a 6-man version of Heroes' Ascent.

[edit] Composition

  • Five N/Mo spikers
  • One Ritualist Spirit Spammer

[edit] Blood Spikers

[edit] Three Protection Blood Spikers (Necro/Monks)

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 3 + 1
Protection Prayers 10
Soul Reaping 8 + 1
Lifebane Strike

Lifebane Strike

Shadow Strike

Shadow Strike

Vampiric Gaze

Vampiric Gaze

Barbed Signet

Barbed Signet

Empathic Removal

Empathic Removal

Shield of Absorption

Shield of Absorption

Aegis

Aegis

Extinguish

Extinguish

The Protection spikers alternate Aegis to give the party a constant 50% chance to block attacks, while using Extinguish and Empathic Removal to remove pesky conditions and hexes. Shield of Absorption is used to counter heavy damage spikes (i.e. Searing Flames)

[edit] Two Healing Blood Spikers (Necro/Monks)

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 3 + 1
Healing Prayers 10
Soul Reaping 8 + 1
Lifebane Strike

Lifebane Strike

Shadow Strike

Shadow Strike

Vampiric Gaze

Vampiric Gaze

Barbed Signet

Barbed Signet

Heal Other

Heal Other

Infuse Health

Infuse Health

Word of Healing

Word of Healing

Words of Comfort

Words of Comfort

These spikers use Healing Prayers spells to keep the team's health high inbetween spikes.

Another Blood Magic skill that could be used is Dark Pact, though this skill is not as popular as the rest.

One of the necromancers can be a secondary elementalist with Windborne Speed to help the Ghostly Hero get to altars faster.

A spike "round" looks as follows:

  • Depending on the health of the selected target, three spikers cast Shadow Strike on the target at once. The remaining two cast Vampiric Gaze. If done correctly, the target should be dead, or close to death, requiring a cast of Vampiric Gaze or Barbed Signet to finish the foe off.
  • The first spike round is repeated, but with Lifebane Strike on another target.

While Shadow Strike and Lifebane Strike are recharging, the team should continue kiting and pestering with Barbed Signet.

If the spike succeeded, the target should die, giving the spikers 9 energy back.

Under no circumstances should a "fast cast" wand be used (20% to half casting rate) as this will mess up the spike, with one person spiking before the rest giving away the target and giving the enemy a chance to catch the current spike.

[edit] Spirit Spammer

RitualistRangerRitualist / Ranger Attribute Rank
Spawning Power 12 + 1 + 3
Wilderness Survival 8
Communing 10 + 2 + 1
Ritual Lord

Ritual Lord

Shelter

Shelter

Union

Union

Frozen Soil

Frozen Soil

Displacement

Displacement

Boon of Creation

Boon of Creation

Armor of Unfeeling

Armor of Unfeeling

Restoration

Restoration

This ritual lord uses the quicker recharge effect of Ritual Lord to quickly provide the spikers with energy as well as providing a formidable defense against most types of damage. Frozen Soil prevents the use of normal Resurrection skills, like Resurrection Signet, but will not prevent the use of Restoration. It is highly advisable if any of the spikers die, to be in the area of the Restoration spirit, as they will be resurrected when the Spirit dies. Use Displacement to help evade attacks, as well as Armor of Unfeeling to stay alive while setting spirits.


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