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m (Current meta is quite narrow.) |
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− | {{ |
+ | {{Real-Vetting|rating=testing|GvG}} |
{{flux|Hidden Talent|Increased secondary profession attributes slightly increase damage, deep wound likelihood and ims duration.}} |
{{flux|Hidden Talent|Increased secondary profession attributes slightly increase damage, deep wound likelihood and ims duration.}} |
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{{flux|Meek Shall Inherit|Consider replacing "incoming!" with godspeed to benefit from the flux.}} |
{{flux|Meek Shall Inherit|Consider replacing "incoming!" with godspeed to benefit from the flux.}} |
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− | {{ |
+ | {{TOC|pos=r}} |
This A/P Caller is designed to call ranged spikes and support the team with speed boosts. |
This A/P Caller is designed to call ranged spikes and support the team with speed boosts. |
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== Skills and Attributes == |
== Skills and Attributes == |
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<pvxbig> |
<pvxbig> |
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− | [build prof=Assassin/Paragon SpearMastery=10 Command=10 CriticalStrikes=11+1+1]["Incoming!" (PvP)]["Fall Back!" (PvP)][Vicious Attack]["Go for the Eyes!" (PvP)][Disrupting Throw][ |
+ | [build prof=Assassin/Paragon SpearMastery=10 Command=10 CriticalStrikes=11+1+1]["Incoming!" (PvP)]["Fall Back!" (PvP)][Vicious Attack]["Go for the Eyes!" (PvP)][Disrupting Throw][Optional][Critical Eye][Way of the Master][/build] |
+ | '''Variable skill slot''' |
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+ | *{{skill pvxicon|Augury of Death|1}} – second source of deep wound. |
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+ | *{{skill pvxicon|Assassin's Remedy (PvP)|13}} – blind removal. |
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</pvxbig> |
</pvxbig> |
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== Usage == |
== Usage == |
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+ | <pvxbig> |
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− | *Maintain your enchantments and [[ |
+ | *Maintain your enchantments and [[Critical Eye@13]. |
− | **Cover [[ |
+ | **Cover [[Way of the Master@13] with [[Assassin's Remedy (PvP)@13]. |
*Call spikes. Prefer targets in their cast set, carrying a flag or suffering from death penalty. |
*Call spikes. Prefer targets in their cast set, carrying a flag or suffering from death penalty. |
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− | **Use [[ |
+ | **Use [[Vicious Attack@10] first, then [["Go for the Eyes!"@10] while your spear is mid-air. Use [[Disrupting Throw@10] for additional damage. |
*Use your party-wide speed boosts to your advantage. |
*Use your party-wide speed boosts to your advantage. |
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**Call retreats if you have trouble surviving an 8v8 situation for an extended period of time. Run flags with the whole team, try a few spikes when the other team is in range. |
**Call retreats if you have trouble surviving an 8v8 situation for an extended period of time. Run flags with the whole team, try a few spikes when the other team is in range. |
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**Call collapses on snared or deeply commited splits. |
**Call collapses on snared or deeply commited splits. |
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+ | **Note that using both shouts in succession grants an average speed boost of 21%, whereas [[Dash] provides an average speed boost of almost 19% – this means that if the opposing runner already was pushed up when you started collapsing and he followed immediately you don't have a large time window to score a kill on collapsed targets. It also means that if you run flags with your entire team you won't ever noticeably outperform a standard midline runner. |
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+ | </pvxbig> |
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==See also== |
==See also== |
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*[[Build:Team - GvG A/P Spike|GvG A/P Spike]] |
*[[Build:Team - GvG A/P Spike|GvG A/P Spike]] |
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+ | *[[Build:A/P HA Caller|A/P Caller for Heroes' Ascent]] |
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+ | *[[Build:Rt/P HA Spirit's Strength Caller|Rt/P HA Caller]] |
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+ | *[[Guide:Spike Calling|Spike Calling Guide]] |
Latest revision as of 11:22, 7 September 2020
This build is in the testing phase. Please join the discussion and rate this build if you have experience with this or closely related builds. This build has been designed for the following use: |
This build is significantly affected by the Flux: Hidden Talent. See the build's talk page for discussion and ramifications not noted here. Notes: Increased secondary profession attributes slightly increase damage, deep wound likelihood and ims duration. |
This build is significantly affected by the Flux: Meek Shall Inherit. See the build's talk page for discussion and ramifications not noted here. Notes: Consider replacing "incoming!" with godspeed to benefit from the flux. |
This A/P Caller is designed to call ranged spikes and support the team with speed boosts.
Skills and Attributes
You have an additional 13% chance to critical hit. Whenever you critical hit, you get 3 Energy. |
Variable skill slot
- Augury of Death – second source of deep wound.
- Assassin's Remedy (PvP) – blind removal.
Equipment
Runes and insignia
- 5 blessed insignias.
- Rune of superior vigor.
- 3 runes of vitae.
Weapons
- Swift staff of enchanting, +5e^ench.
- Vampiric spear of defense, 15^50 with
- Command shield of fortitude, -20% blind duration.
- Command shield of fortitude, -20% cripple duration.
- Command shields of fortitude, +10 armor against each damage type.
Usage
- Maintain your enchantments and Critical Eye .
- Cover Way of the Master with Assassin's Remedy (PvP) .
- Call spikes. Prefer targets in their cast set, carrying a flag or suffering from death penalty.
- Use Vicious Attack first, then "Go for the Eyes!" while your spear is mid-air. Use Disrupting Throw for additional damage.
- Use your party-wide speed boosts to your advantage.
- Call retreats if you have trouble surviving an 8v8 situation for an extended period of time. Run flags with the whole team, try a few spikes when the other team is in range.
- Call collapses on snared or deeply commited splits.
- Note that using both shouts in succession grants an average speed boost of 21%, whereas Dash provides an average speed boost of almost 19% – this means that if the opposing runner already was pushed up when you started collapsing and he followed immediately you don't have a large time window to score a kill on collapsed targets. It also means that if you run flags with your entire team you won't ever noticeably outperform a standard midline runner.