Archive talk:Team - HA Channeled Spike

First four: 12+1+2 channeling, 10+1 resto, 8 utility. First flagger:12+1+2 channel, 12+1 resto, 3 dom. Vitals: 12+1+2 channel, 12+1 communing, 3 dom. Shouts: 12+1+2 channel, 8+1 resto, 10 command. monk: 12+1 divine, 12+1+1 prot, 3 curses--Golden Star 14:56, 30 November 2008 (EST)

TB has a gwbbc option you know :P 217.120.239.130 14:57, 30 November 2008 (EST)
 * Wiki doesn't use gwbbc afaik--Golden [[image:Goldenstar.JPG|19px]]Star 14:59, 30 November 2008 (EST)

PD is a terrible choice here.--72.189.85.14 15:02, 30 November 2008 (EST)
 * No, it's not--Golden [[image:Goldenstar.JPG|19px]]Star 15:03, 30 November 2008 (EST)
 * Its really not lool Rawrawr Dinosaur 11:26, 1 December 2008 (EST)

bump--Golden Star 16:08, 30 November 2008 (EST)

910 damage every 4 seconds is hawt--Golden Star 18:03, 30 November 2008 (EST)
 * And i hurd that 15 second Fall Backs and 25 seconds make hastes are even hawter.--Golden [[image:Goldenstar.JPG|19px]]Star 18:45, 30 November 2008 (EST)
 * stick with Archive:Team - HA Riftspike :P-- Shadow Relyk [[Image:Relyk srs.gif|19px]] 18:51, 30 November 2008 (EST)
 * Completely diff builds tbh--Golden [[image:Goldenstar.JPG|19px]]Star 21:01, 30 November 2008 (EST)

Bar the fact that half of the spikes are going to be cry'ed @ 2 sec casting time. --192.87.100.66 06:54, 1 December 2008 (EST)
 * 5 snares is incredibly hot though. 192.87.100.66 06:54, 1 December 2008 (EST)
 * Good joke, 4s recharge. Like 5% if that run cry anyway. You'd need 7 completely retarded rits and 3-4 mesmers saving their cof entirely for spikes (pretty dumb) for cof to be a real problem. This does stupid domage anyway if it gets int on a few Rawrawr Dinosaur 11:26, 1 December 2008 (EST)

You need an infuser who isn't on the spike or they will spike you during your spike and you go :< - Misery  Is  Friendly   07:08, 1 December 2008 (EST)
 * Yeh whenever I've ran ive gone with a heal/prot duo on 8 to push bars up midspike, cuz thats when everything on your team dies. I'd go n/mo as well to abuse 4s kills, but spell breaker is div so if staying sb go mo, if not go n. Spell breaker is leet halls though, which is what this entire build is centred round. (double waf, double grasp, WT, PD ownzz) Rawrawr Dinosaur 11:26, 1 December 2008 (EST)
 * borats tried running it both ways, and spell break seems to work best. The best method for this build is to just blow the frontliners up first and keep them on the ground, and don't try to spike if you're taking super heavy pressure. And it works pretty well, got a couple full fame runs with this on double weekend--Golden [[image:Goldenstar.JPG|19px]]Star 06:18, 2 December 2008 (EST)

Uhm... might be a stupid question, but who calls? And where is Infuse? Drag nmn   talk cont  06:38, 3 December 2008 (EST)
 * Really any of them can call, but it usually ends up being first snare. Spirit transfer is infuse, make sure you have a strong and brave prot who likes to use spirit bond on recharge while spiking and screaming for bips.--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 23:30, 5 December 2008 (EST)

Damage
u deal a total of 910 lighning dmg each spike. that isnt enough to kill a ranger. ranger ahve 100 armor against elemental dmg->they only take 50% of the dmg->455 dmg.your build might work but every r-spike kills u--93.133.237.65 13:00, 1 December 2008 (EST)Hugo
 * Needs more intelligence. You have cracked armor for a reason, and vs rspike you simply kill the other 5 then the rangers. Loooool. 217.42.238.96 13:26, 1 December 2008 (EST)

r spike would usually still win most your spikes would have two rits d shotted, and then you have vital weapon which will give all the vunerable targets another 166 health.
 * Song of conc sais hai. If you can't get spikes off just charge conc and wait to spike until you have it up. Honestly, the counters these anons are listing are the same ones that any spike build faces--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 15:16, 2 December 2008 (EST)

so you have to wait for Song of conc to charge and for the d shotted channeled strikes to recharge before you have a proper chance a killing. you are probably going to die unless the r spike is completely fail
 * yep, a good Rspike will beat a good team of this, a bad Rspike will beat a bad team of this as well. [[Image:Discordsig.jpg|50x19px]]<font color="Green">Watch me work it 09:29, 9 December 2008 (EST)

Vital Weapon
Drop a point in Communing and spec into Spawning Power, this way you get a just as long vital weapon but your spirits have more health, then again you also lose a little bit of health from vital so it's just a point of preference is guess. <font color="Green">Watch me work it 17:31, 3 December 2008 (EST)

Rez sigs
You need moar. <font color="Green">Watch me work it 17:32, 3 December 2008 (EST)
 * Dude you practically have 6 healers with the Rt/P and Vital rit, shit shouldn't die ur end. --<font color="Black">F rosty 17:35, 3 December 2008 (EST)
 * 2 hard rezzes and two sigs is plenty.--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 17:37, 3 December 2008 (EST)
 * No it's not, no matter how much defense you have you will still need more sigs, you can easily drop one Spirit light.[[Image:Discordsig.jpg|50x19px]]<font color="Green">Watch me work it 09:44, 4 December 2008 (EST)
 * Lawl do you play tombs? Unless you're horribly bad you don't need more than two sigs and two hard rez--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 15:26, 4 December 2008 (EST)
 * Lawl funny guy, like you need like 5 Spirit Lights, you need more rez sigs in a long match, period. do YOU play tombs? srsly, but let's just drop this matter before it becomes personal -_-, 4 Spirit Light and a rez sig > 5 Spirit Light IMO. [[Image:Discordsig.jpg|50x19px]]<font color="Green">Watch me work it 15:51, 4 December 2008 (EST)
 * For the last time, you're wrong. It's better to bring a wider variety of skills to keep you from dieing than it is to assume you'll be bad and need more sigs. One more sig isn't going to to turn the tide of the match; if you've gotten to the point where you've used all of them you're likely not going to win anyway. I'd much rather have the extra healing, especially in a build like this that is completely reliant on every character being able to heal--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 16:03, 4 December 2008 (EST)

Here's a good tip. Don't die. I do agree tho, just take a sig instead of those spirit lights. —ǘŋ Ɛxɩsƫ  07:49, 5 December 2008 (EST)
 * if you're dying and hard rezzes arent enough for you in this team build, then honestly, you've lost anyway. so it won't matter Dutchess of Rose  aka  lukejohnson  - talk 12:12, 5 December 2008 (EST)
 * after you've burned your 2 sigs, both hard rezzes will be easiest thing ever to keep down, so 2 deaths in you've lost =\ Rawrawr Dinosaur 19:21, 5 December 2008 (EST)
 * You should be using both hard rezzes as soon as anything dies, save sigs for when hard rezzers are down. Honestly, 2 sigs and 2 hard rezzes is plenty, especially with the disgusting amount of defence in this build. Honestly, we almost never get whiped, or even have more than 1-2 deaths per match 1v1. on 3 team matches we get killed b/c we get ganked by both teams--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 23:29, 5 December 2008 (EST)
 * Oh and please don't put flesh on the communing guy, energy on rez is leet. [[Image:Discordsig.jpg|50x19px]]<font color="Green">Watch me work it 04:39, 6 December 2008 (EST)

TBH
Just made it in TB. 208.53.170.217 22:41, 5 December 2008 (EST)
 * Basically the same bars with no cracked armor and no where near enough healing. Use the bars on the build page and don't be bad--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 23:26, 5 December 2008 (EST)
 * Explain to me why that insult is necessary, im just trying to help. The one i made has 5 major heals, your has 7, 2 of which are on a PD which will most likely be locked getting hard resses down, which means we both have 5. Cracked armor isn't necessary for every spike build, just spike on frenzy and leave rangers alone. Also, my monk has channeling, which means more prot which turns to more healing, so honestly i think the ones i pinged are better. 69.4.230.201 23:37, 5 December 2008 (EST)
 * Because, the sigs aren't needed. They're superfluous, and taking more heals provides the build with far greater utility than two extra sigs. You have no brace, which means no anti-KD at all. So your prot will be on his ass all match due to hammer wars, and you'll lose relic runs, guaranteed.--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 23:41, 5 December 2008 (EST)
 * Didn't see aura. Anyway, cracked is necessary for cleanspiking ghostly, plus it just makes matches go quicker. Extra sigs aren't necessary, and having a rit do rend means you either don't get a clean spike or you give away the spike. Having it on the monk means that the rend falls a tiny fraction of a second before the channels land, making the spike unprottable--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 23:43, 5 December 2008 (EST)
 * Double hexbreakers also makes relics breeze, as long as you're not a moron and don't get stuck in the first foes you win relic runs.--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 23:44, 5 December 2008 (EST)
 * LAstly your prot doesn't have rof, and thus doesn't have anything cheap, quick casting, and spammable to fuel channeling. Without rof for crazy channel tank spam, it's really much less useful. All in all, you give up a lot of utility for a few extra sigs, considering this build is centered around a ridiculously storng spike that is only supported by an ungodly amount of utility, you don't want to give any up--<font color=#C68E17>Golden [[image:Goldenstar.JPG|19px]]<font color=#C68E17>Star 23:46, 5 December 2008 (EST)
 * I agree that the build on the main page is better with the exception of the amount of rez sigs but that's already being discussed with more votes on the more rez sig side, and yes we do not know why goldenstar flames, he always seems to do it when someone disagrees with him, how odd! [[Image:Discordsig.jpg|50x19px]]<font color="Green">Watch me work it 04:34, 6 December 2008 (EST)
 * The crazy defense isn't really that crazy; you just kill and interupt(ranger meta helps with that alot) spirits and rendspike shit out. Ofcourse you can't pressure against ritspike, but like nobudy in HA actually pressures. —ǘŋ  Ɛxɩsƫ  04:42, 6 December 2008 (EST)
 * errr. did you just say no-one pressures? HA is the home of gimmicks, not everyone runs balanced spikign or just spike build y'know. Dutchess of Rose  aka  lukejohnson  - talk 06:11, 6 December 2008 (EST)
 * HA People would even spike in a team with 8 prots. Brandnew.  06:59, 6 December 2008 (EST)
 * Rspike can beat this easily, Dshot vital and one or two channeled strikes and you cant do anything. [[Image:Discordsig.jpg|50x19px]]<font color="Green">Watch me work it 07:59, 6 December 2008 (EST)
 * a good r-spike rolls most things. so needless comment tbh Dutchess of Rose  aka  lukejohnson  - talk 08:01, 6 December 2008 (EST)
 * Stop talking. Rawrawr Dinosaur 08:02, 6 December 2008 (EST)
 * please do Dutchess of Rose  aka  lukejohnson  - talk 08:06, 6 December 2008 (EST)
 * Good rspike rolls most things is big lie. Rspike is like the biggest buildwars build ever outside of contag. Rawrawr Dinosaur 08:09, 6 December 2008 (EST)
 * ^ rawr's right. Rspike equals build wars. The only thing that makes it strong is the rawr-style backline, with 23409825 layers of defense. —ǘŋ  Ɛxɩsƫ  08:16, 6 December 2008 (EST)
 * yes. did you really have to tell em it's only strong because of it's backline? :S that common knwoledge. which si why it's a bitch Dutchess of Rose  aka  lukejohnson  - talk 08:41, 6 December 2008 (EST)
 * And the reason behind this comment is??? [[Image:Discordsig.jpg|50x19px]]<font color="Green">Watch me work it 09:10, 6 December 2008 (EST)

only one weapon of warding? i'd take two.134.109.89.1 10:08, 22 February 2009 (UTC)

Possible varient?
Could one of the snares or runners be changes to a rt/mo with prots and the SB be changed to an hb monk? I may just be really dumb tonight but due to the fact most prots suck, a bit of redbar while you are spiking could help nullify a weakness ( 2 secs of hoping the other team is bad or your prot is good)--Viva! 01:49, February 20, 2010 (UTC)

Usage
Can somebody add usage taggs? I'm pretty new to HA and my guild hasnt run this and we want to try it, but we're unclear on a few things. I know it sounds autistic that we cant work it out completely at first glance but hey, please :> -- SteamyIgloo!  22:05, April 8, 2010 (UTC)
 * ....Call targets. Count down from 3. hit 1. Heal when you're not spiking. Stop spiking when you're under pressure and heal until pressure goes away (you have 7 fucking healers). Rend on 2. gg.--TahiriVeila 19:37, April 27, 2010 (UTC)--TahiriVeila 19:37, April 27, 2010 (UTC)