Build:Team - Blood Spike
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This build has been archived and is
not updated by the GuildWiki community.
This build is only maintained for historical reference and may contain incorrect or outdated information. Reason: 6 vs 6 HA change killed bloodspike (note: this is a very early, out of date version |
Contents |
[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)
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Attribute Rank |
---|---|
Blood Magic | 12 + 3 + 1 |
Protection Prayers | 10 |
Soul Reaping | 8 + 1 |
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)
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Attribute Rank |
---|---|
Blood Magic | 12 + 3 + 1 |
Healing Prayers | 10 |
Soul Reaping | 8 + 1 |
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
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Attribute Rank |
---|---|
Spawning Power | 12 + 1 + 3 |
Wilderness Survival | 8 |
Communing | 10 + 2 + 1 |
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.