User:The Gates Assassin/Bad Spikes

If you have been directed to this page, you have created a very poor spike. Here is how to make a good one and to understand how they work.

Note
This is talking about an individual spiker, not an entire team spike.

Concept 1: Good spikes don't have to kill people solo
This is one of the harder concepts for some people to get. Don't forget one of the biggest concepts: Guild Wars is a team game. Your allies are there to help you kill as well, so your build doesn't have to deal 850 damage over 12 and a half seconds. In fact, most builds on PvXwiki that are spike builds CAN'T solo kill people (Nearly all war builds, some Sin builds). Why is that? Again, guild wars is a team game.

Concept 2: Short spikes don't have to do as much damage as long spikes
Long spikes should nearly kill people solo, but that doesn't mean a spike that takes 2 seconds should have to as well. The DA sin takes about 3 seconds to spike (probably less I think), and it does 100 + 100 + 100 + 100 = 400 damage. That's an incredible amount of damage for such a short amount of time. Is it enough to kill? No, but it doesn't matter. That is why you might have a snare elementalist hit them for an extra 100 and you may be paired with another melee that will hit for 200 in that time. 200 + 100 + 400 = enough to kill.

Concept 3: Spikes need a knockdown, deep wound, and snare (And IAS for melee)
In four seconds, with no knockdown to stop me from casting, I can get out two one second cast time skills and up to 5 1/4 cast time skills. With no snare or knockdown, I can just run away from you. With no deep wound, not only can I heal for more, but I have 20% more health. Now, if for two of the four seconds you are attacking I can't do anything, and for the entire 4 seconds I can't get away, and instead of 600 health I have 500 health, I am much easier to kill. Any spike that can't do that, just plain isn't effective.

Having these things in shorter spikes is even more effective, since they usually only last about 2-3 seconds, a knockdown makes them unable to do anything for that entire time. Only a pre-prot or outside healing can save them then(or stances/shouts)

Concept 4: A knockdown is a snare
Just because nothing in a build says "Target foe moves 66% slower" does not mean that there is no snare in a build. Whenever you read a skill saying "Target foe is knocked down", Think in your head "Target foe moves 100% slower for 2 seconds.

Concept 5: No spike should take longer than 5 seconds
If a spike lasts longer than 5 seconds, it is way too long, and it just becomes way too easy to catch. Think of it like this:

Lasts 1 second = 200-300 damage

Lasts 2 seconds = 200-300 damage

Lasts 3 seconds = 300-400 damage

Lasts 4 seconds = 400-500 damage

Lasts 5 seconds = 500-600 damage

Lasts 6 seconds = PvX:WELL

After six seconds, it's just enough time to make a sandwich and remember to hit skill one.

Fact 1: All knockdowns last two seconds
Try it out if you don't believe me. Get hit by meteor shower, and then try to cast a 1 second cast time skill. You won't be able to. Why? If knockdowns lasted 1 second then you would have a full 2 seconds to get it out, however it takes 1 second to be knocked down. You're on your ass for 1 second, but it takes 1 second to get up as well.