Archive talk:Team - IV Spike/Archive 1

Bump. - Krowman    07:40, 20 July 2007 (CEST)

Needs more soul barbs. Tycn 07:59, 20 July 2007 (CEST)
 * I'm thinking of changing the Resto Magic N/Rt. What do you think? - [[Image:Kowal.jpg|15px]] Krowman   08:46, 20 July 2007 (CEST)
 * Maybe the N/A. I like these: - [[Image:Kowal.jpg|15px]] Krowman   09:15, 20 July 2007 (CEST)

[build prof=N/A][Shadow Prison][Augury of Death][Soul Barbs][Signet of Sorrow][Price of Failure][Rend Enchantments][Gaze of Contempt][Resurrection Signet][/build] [build prof=N/A][Deadly Paradox][Shadow Prison][Augury of Death][Signet of Sorrow][Soul Barbs][Rend Enchantments][Gaze of Contempt][Resurrection Signet][/build] [build prof=N/A][Deadly Paradox][Shadow Prison][Augury of Death][Siphon Speed][Disrupting Dagger][Rend Enchantments][Gaze of Contempt][Resurrection Signet][/build] Probably the second bar, you could also drop SoS for Siphon Speed if you wanted more snares, or D Dagger for an interrupt. Tycn 09:42, 20 July 2007 (CEST)

Needs more minions imo, with the SR from spirits nerf, or else your n/mos are probably going to be lacking energy. --Edru viransu //QQ about me 09:01, 20 July 2007 (CEST)

The N/A bar [d1] ran:

Doesn't need a res, there's more than enough in the build already.Ss
 * Yeah, so far that looks like the best bar. shadow of fear covers up the hexes from augury and shadow prison so it doesnt give away your spike, soul barbs to take out higher-armored targets like wars and rangers. personally, i run a second soul barbs on the n/p, cuz of all hte metaway builds going around, and all their high armored rangers :D&mdash;[[Image:Cheese Slaya's Sig.jpg|50x19px]] Cheese Slaya  ( Talk ) 23:42, 30 July 2007 (CEST)
 * Your tactic then sucks. You will have 1,75 seconds between te cast of soul barbs / augury and shadow of fear, any monk with a brain will see which target is the real one. You can rend/gaze the enchantments then but still, they have the target in mind, which means a hell quicker infuse. Unexist 19:21, 9 August 2007 (CEST)
 * Oh and btw, malign intervention sux. You need all the dmg you can get. Go for animate bone minions on the n/p and free slot on n/rt. Unexist 10:45, 14 August 2007 (CEST)

I was just thinking, does this have to have spike prevention? Dirk150 03:46, 10 August 2007 (CEST)

Enough to protect their Hero at least :P. Readem (talk *pvxcontribs ) 04:50, 14 August 2007 (CEST)

Aegis is kinda tricky now. should we change it for something else, or what? ~ ZamaneeJinn  (contribs) 23:19, 16 August 2007 (CEST)
 * all caster team, earshot shouldn't be a biggie. At least not with some coordination. Swiftslash \\  [[Image:Impale.jpg|19px]] (contributions  * warrior guide ) 17:02, 17 August 2007 (CEST)

I was just wondering wut the point of the N/A snarer is; its not like we're rifting or anything and IV will kill the target and doesn't need it to be snared. Could anyone explain wut the N/A is for? thanks. Jak123X 23:40, 18 August 2007 (CEST)
 * Hexes=soul barbs damage and also Deep wound. --Edru viransu //QQ about me 23:44, 18 August 2007 (CEST)

yea, but y not make the snarer into IV also?
 * SP also teles him close enough to cast augury. --Edru viransu //QQ about me 03:10, 19 August 2007 (CEST)

thats true Jak123X 04:10, 19 August 2007 (CEST)

o man....I'm falling in love with this build just looking at it..I'm definitely going to go out and try this either today or tomorrow. Wow....

Deadly Paradox nerf
Now fifteen energy. Assacasters are dead, a replacement would be nice. --71.229.204.25 03:10, 30 November 2007 (CET)

The DP nerf doesn't matter, so long as the kills keep coming energy isn't a problem, and seeing as this is a spike build you should be killing more than enough Araziel 23:38, 1 December 2007 (CET)

Caller
Isn't Shadow prison, it just uses the shadowstep to shadowstep not snare. It run's assassins promise so you can barbs/rend 99% of spikes. - Rawrawr  00:28, 5 December 2007 (CET)
 * barbs=/=soul barbs :P. But true still. Swiftslash \\  [[Image:Impale.jpg|19px]] (contributions  * sandbox ) 17:10, 5 December 2007 (CET)
 * Thats wut i meant. - Rawrawr  17:13, 5 December 2007 (CET)
 * I know but I'm better than you. Alltho N/A bar looks iffy. I usually see Dark Prison and mebbe Iron Palm. But I'm noob so what do I know. Swiftslash \\  [[Image:Impale.jpg|19px]] (contributions  * sandbox ) 17:24, 5 December 2007 (CET)
 * Deaths Charge->Dark Prison->Augury of Death->Assassin's Promise->Rend Enchantments->Gaze of Contempt->Soul Barbs->something. - Rawrawr  17:35, 5 December 2007 (CET)
 * Deadly Paradox > Deaths Charge IMO. Swiftslash \\  [[Image:Impale.jpg|19px]] (contributions  * sandbox ) 17:38, 5 December 2007 (CET)
 * Yeah I meant deadly in something, i just couldnt remember its name. But no, take dual shadowsteps because you can spike every ~5s if you want, and if sin's promise fails then you need it. - Rawrawr  17:48, 5 December 2007 (CET)
 * Caller is the highest prioroty to int, having 33% less cast time is gud as well as -33% rc. Swiftslash \\  [[Image:Impale.jpg|19px]] (<font color="Black">contributions  * sandbox ) 18:11, 5 December 2007 (CET)
 * I said take deadly =\ - Rawrawr  18:16, 5 December 2007 (CET)

"But no, take dual shadowsteps because you can spike every ~5s if you want". The but(t) confused me, sowwies. Need to change buildpage tho. maybe:

. Or maybe drop a shadow step for dual ench strip iono. Swiftslash \\  (<font color="Black">contributions  * sandbox ) 18:29, 5 December 2007 (CET)
 * Why do you even need a shadowstep? run this

weird... sig didn't show up...&mdash; Cheese Slaya  ( Talk ) 06:38, 18 December 2007 (CET)

Update
This particular setting is very outdated, update it? Watch me work it 11:31, 29 December 2007 (EST)
 * I'll get around to it eventually, maybe later today or tomorrow. drop me a line on my talk page if i forget.&mdash;[[Image:Cheese Slaya's Sig.jpg|50x19px]] Cheese Slaya  ( Talk ) 14:38, 29 December 2007 (EST)
 * Done.&mdash;[[Image:Cheese Slaya's Sig.jpg|50x19px]] Cheese Slaya  ( Talk ) 17:55, 29 December 2007 (EST)

Removed tag
Update has little/no effect on overall team build efficiency. Siphon Speed is recharged with AP, so the nerf doesn't matter. Augury still applies the Deep Wound which is it's entire purpose. Guardian nerf didn't affect the skill very much at all. 69.157.64.199 11:23, 30 March 2008 (EDT)

The N/A
Can someone please explain how to run this? I'm really confused about which order to put the hexes.Riff 18:00, 11 April 2008 (EDT)
 * I'm not sure on that. If you want a good order, I'd so SB-Augury-Promise (for cast times). On the other hand, I think you should try to only put the neccesary hexes on. If you know a target has DP, don't bother with SB AND Augury, only use one of them. Drag <font color="FF5500">nmn   talk cont  03:35, 12 April 2008 (EDT)
 * I also asked my friend who runs IV Spike often and he said the exact same thing. Thanks :) Riff 09:49, 12 April 2008 (EDT)
 * I had some calling experience too, glad I'm right on that =D Drag <font color="FF5500">nmn   talk cont  16:10, 12 April 2008 (EDT)

Sway
Doesn't Sway heavily reduce thsi builds effectiveness due to Natures Renewal and the fact Rangers have resistance against Ele Damage? Nature 06:10, 12 May 2008 (EDT)
 * Every build's got its counter. Also, it's not only Sway that uses NR/Tranq  ɟoʇuɐʌ ʎʞɔıɹ [[Image:Panic_srsbsns.gif|37px]] 06:13, 12 May 2008 (EDT)
 * I dont think that IV is ele damage. [[image:IAmJebus_sig2.jpg|19px]] * Jebus  *   Is    I  22:14, 14 May 2008 (EDT)
 * It's cold damage. ~ <font color="#444">ĐONT <font color="#444">* <font color="#444">TALK  02:35, 15 May 2008 (EDT)
 * Why don't you just add a mesmer using Recurring Insecurity? The double activation of Soul Barbs should then be more than enough to get through a ranger's resistance. 68.231.12.44 20:29, 16 May 2008 (EDT)
 * (With archane echo for the sake of recharge) 68.231.12.44 20:30, 16 May 2008 (EDT)
 * Or you kill the 60-AL backline first. Drag  nmn   talk cont  05:14, 15 June 2008 (EDT)
 * Against a 80 AL enemy, icy veins deals about 315 damage. With soul barbs, thats only about 483 damage. I dont know about you, but i take vigor runes in HA. If SoS is used as a followup, the recharge becomes too long. Any suggestions? Dumb Was This Username 12:02, 21 June 2008 (EDT)
 * 80 AL (according to a quick calculation, no idea if it's right) gets 62 damage per IV, which is 434 damage total. Add 168 damage of Soul Barbs and 100 of Deep Wound and you get 702 damage, which is plenty. Drag  nmn   talk cont  15:10, 21 June 2008 (EDT)
 * 100 AL is a problem because then the damage is halved (your calculations), but then you save them until last. Drag  nmn   talk cont  15:11, 21 June 2008 (EDT)

Shameless bump. I'm sorry, but i missed out on something. Didnt IV do typeless damage before?  * Jebus  *   Is    I  17:14, 1 July 2008 (EDT)
 * Nope. ~ <font color="#444">ĐONT <font color="#444">* <font color="#444">SYSOP  17:22, 1 July 2008 (EDT)
 * Don't cry all, I've ran an IV spike yesterday (LOL! I PLAYED HA! :D) and aslong as you get clean spikes you should be fine. Brandnew.  22:17, 11 July 2008 (EDT)

Weakon Armor
caller should have it- <font color="Red">Jak123X 23:44, 13 August 2008 (EDT)

is it just me
or are spike fading away from HA-- 00:27, 16 October 2008 (EDT)