I've now had quite a few successful runs in what is known on gwpvx as the FoW Manly Spike. (Build can be found here: http://www.gwpvx.com/Build:Team_-_FoW_Manly_Spike)
Is used to run it with slots 5 and 6 for more spirit support (which is in the suggested variants.) Some groups want you to ping though and kick if your build does not match exactly, so I brought in Technobabble and YMLAD!
My question is, what is the proper use of these two in this role? Yesterday, my group was wiping at the top of the forge. My spirits were up and I had just rezzed the monk again and had him go down. Both spikers were down so there was no one to splinter or AR. In a moment of not knowing what to do I just shot out a YMLAD and got criticized (by someone who was down and watching me) because that wasn't where I was "supposed" to use that skill.
I'm not offended, but I do want to know if those skills have a particular, you use them in these moments kind of thing. Nowhere in the usage or tips section of the EoE entry in gwpvx does it speak of either of those skills. What exactly is the intended usage?
Unused EoE Skills in Manly Spike
KingCrab
AndrewSX
Ymald!: single target rupt for shadow monks ressing each other, or finisher.
Tecno: aoe daze, same as above, but for rupt any caster, usable on spike.
Tecno: aoe daze, same as above, but for rupt any caster, usable on spike.
Essence Snow
^^yep....techno is key to spiking down pesky left over shadow beast that like using consume corpse.
The aspect of the UA dying was probably his fault for not standing in the right place at top of forge.
The aspect of the UA dying was probably his fault for not standing in the right place at top of forge.
KingCrab
Thank you both!
paranon
Moved to elite-endgame.
KingCrab
Actually, one more question since people here know what they're talking about. How is this for the order of priority?
1. Splinter Weapon (always keep up on both spikers)
2. EoE (keep in range with SS [summon spirits])
3. SoS (keep close once combat starts with SS, of course not before)
4. Ancestors Rage (anyone in meele)
Flesh of my flesh if the monk goes down.
Then possible experimentation with YMLAD and Technobabble the way you described, depending on what is being spiked.
1. Splinter Weapon (always keep up on both spikers)
2. EoE (keep in range with SS [summon spirits])
3. SoS (keep close once combat starts with SS, of course not before)
4. Ancestors Rage (anyone in meele)
Flesh of my flesh if the monk goes down.
Then possible experimentation with YMLAD and Technobabble the way you described, depending on what is being spiked.
Essence Snow
For me SoS is the least important skill in the build...basically a filler.
Master Archer Nente
Honestly... the EoE rit is useless in my opinion (if your team is good) A nice tight ball made by a good Main Tank and a good spike and the EoE will never really do anything except take quests.
However, if you are doing a lot of PuGway FoWSC i'd say that if the team has warrior spikers then Splinter Weapon is the key skill and if you have derv spikers then EoE is the one to keep up... not saying it should ever drop
However, if you are doing a lot of PuGway FoWSC i'd say that if the team has warrior spikers then Splinter Weapon is the key skill and if you have derv spikers then EoE is the one to keep up... not saying it should ever drop
paranon
The eoe rit is way more important in the run than the monk or one of the spikers, any time a spike goes badly, it's generally because eoe and splinter weren't up. This discussion is useless if the OP isn't doing pugway because decent non-pugs don't run manly spike in this form.