FoWsc Eleway spikes
Ulfur Dreksbane
Yeah I just tested it again to make 100 sure. You guys were making me doubt myself :P. It works fine though.
Though I'm think channeling is unnecessary for the SB spikers since SB gives A LOT of energy back. Haven't decided on a good substitute skill yet.
Though I'm think channeling is unnecessary for the SB spikers since SB gives A LOT of energy back. Haven't decided on a good substitute skill yet.
Dutchiez
Quote:
Originally Posted by Ulfur Dreksbane

The whirlwind is fine since I mainly use it to initiate the 3 second knockdown and activating the extra damage from aftershock. I haven't had any energy problems so far (and I was playing the less energy efficient shockwave build).
Oh yeah I forgot the 1 member. It can either be T3 or UA. We ran with a UA, but a T3 would work just as well. And yeah, wurms were a bit of a pain, but nothing horrifying.
Great that you got it working. I personally feel that Shockwave is stronger but requires careful positioning to make it work to it's maximum potential whereas Star Burst is easier to spike with but deals less damage, I guess you feel the same way because you got 2 SB and 1 SW?
And T3 would definitely speed it up, even if forest is not a problem ^^
----------
Quote:

Well that's good then =)
I just went by how the skill is worded, when using Shockwave, there is no target so then how can "other nearby targets" from the spell take the damage? That's my point, the wording for Intensity isn't very good. If 10 foes are balled on you, and you use Shockwave + Intensity, which 9 of the foes take Intensity's damage? That's what i mean, at least for skills like Meteor Shower, Searing Heat, Teinei's Heat, etc, there is a specific target. I don't mind being wrong here, it's just that seeing that Intensity can trigger on spells without targets makes the skill description for it very misleading. I agree, they should change the description to clear up any confusion.
I just went by how the skill is worded, when using Shockwave, there is no target so then how can "other nearby targets" from the spell take the damage? That's my point, the wording for Intensity isn't very good. If 10 foes are balled on you, and you use Shockwave + Intensity, which 9 of the foes take Intensity's damage? That's what i mean, at least for skills like Meteor Shower, Searing Heat, Teinei's Heat, etc, there is a specific target. I don't mind being wrong here, it's just that seeing that Intensity can trigger on spells without targets makes the skill description for it very misleading. I agree, they should change the description to clear up any confusion.
Essence Snow
@Dutchiez~I am having a hard time accepting the UG caller. With it's split attri to communing for earthbind, I can only assume Intensity is use in conjunction w/ UG which would only result in 20-30 aoe dmg. GoEP seems unecessary as well.
Alex/Stuiver
Maybe if one if the spikers takes whirwind triggering the Earthbind effect, you can leave out the UG caller.Maybe this makes it possible for doing by pugs, like if you take a UA instead. I said MAYBE!
AndrewSX
Intensity worked on DwG (lighting dmg) for ppl using their Ele in DwGway Doa NM, so it should work for those PBAoE too.
Whatcha, multiple ninjas!
Whatcha, multiple ninjas!
Essence Snow
Just having little fun messing with builds

I know it doesn't have a rez. Binding Chains snare could be replaced by DF. Earthquake or Dragonstomp could be replaced for something else.
As is attri split = 12earth 8 ES 10 communing
intensity>dragonstomp=160ish aoe dmg
glyph energy bypass exhaustion of DS, reduces e cost to I think 7e per cast, and raises earth to 18
use 40/40 earth and mindbender to help with casting time...or pcons
@10 com BC snares move 90% for 3 sec and does 20dmg sec while moving
*this doesn't factor in conset

I know it doesn't have a rez. Binding Chains snare could be replaced by DF. Earthquake or Dragonstomp could be replaced for something else.
As is attri split = 12earth 8 ES 10 communing
intensity>dragonstomp=160ish aoe dmg
glyph energy bypass exhaustion of DS, reduces e cost to I think 7e per cast, and raises earth to 18
use 40/40 earth and mindbender to help with casting time...or pcons
@10 com BC snares move 90% for 3 sec and does 20dmg sec while moving
*this doesn't factor in conset
Gondrakif
Quote:
Originally Posted by Dutchiez

Newest builds, spikes are awesome, Solo ToC=np without any pcons (maybe mysterious summon stone or something along those lines for the ppl who aren't that good at it).
Intesity on UG is not your best option, even "you are weaklings" would do more damage with 2 fragility triggers.
Earthbind on ele is not very viable @ 10 com with cons it lasts for 6 kds so in most spikes half the mob or more isn't getting the 3 secs. The rt with armor swaps and SP could make it 12-13 kds but since he can't bring it i would say get rid of it.
Quote:
Quote:
Quote:

Totally revamped the UG build, took out anything that was unneeded.
----------
http://img221.imageshack.us/img221/350/ugcaller.png
Skill 6 is optional, some good optionals are: Mindbender, Technobabble, Air of Superiority, You Move Like A Dwarf, Ebon Escape, Tryptophan Signet, Summon Spirits etc.
----------
http://img221.imageshack.us/img221/350/ugcaller.png
Skill 6 is optional, some good optionals are: Mindbender, Technobabble, Air of Superiority, You Move Like A Dwarf, Ebon Escape, Tryptophan Signet, Summon Spirits etc.