Hex Shard Spiker

1 pages Page 1
l
legless_the_elf
Frost Gate Guardian
#1
The Hex Shard Spiker is named this way because you will be shattering so many haxes that they gonna have shards coming out there ying-yang.

Attributes:
Domination Magic: 16 (12+3+1)
Fast Casting:10 (9+1)
Curses:8

Skills:
1-Wastrels Worry
2-Echo {Elite}
3-Arcane echo
4-Shatter Delusions
5-Soul Barbs
6-Backfire*
7-Energy Burn*
8-Rez Siggy

How it works:
Chose a target then use the following skills (there is a reason i numerated the skills )

5 1 2 4 1 3 2 then... 1 4 1 3 1 2 1 4 1 3 1 2 1 4 1 3 1 2 etc.

With this chain you can really get a woopin on you target real quick because of soul barbs and shatter delusions.

PS: Since I do not have a mesmer I have not tried this build out yet but I will try to get a friend to try it for me

These Skills can be subbed out without changing the build
Murder In China
Murder In China
Banned
#2
I sense mana trouble in this build's future.
art_
art_
Jungle Guide
#3
I hope this is for pve, and you have your own personal battery necro who is patient with people who like to run this sort of build.
mint
mint
Krytan Explorer
#4
well i suggest switching the two *'ed slots for some energy management...that much chain casting is going to drain your energy really fast
Winterclaw
Winterclaw
Wark!!!
#5
I thought soul barbs only works on phyiscal damage...
art_
art_
Jungle Guide
#6
Quote: Originally Posted by legless_the_elf
I do not have a mesmer I have not tried this build out Are you Ian Boyd? o.O
Kwisatz_Haderach
Kwisatz_Haderach
Frost Gate Guardian
#7
soul barbs triggers whenever a enchantment or hex is cast on the guy who is hexed by soul barbs. What your thinking of is barbs which only triggers on physical damage.
LightningHell
LightningHell
(????????????)???
#8
Also, hexes can be freaking removed. It's horribly dangerous to base your whole build on one skill, leastways one which can be removed without any major deficit to the opposing team.
L
LouAl
Wilds Pathfinder
#9
This seems like it is gonna have MAJOR problems with sustainability. And for how much you are spending you are not really doing that much damage...

Your first set will cost you
10 (0 dmg) + 5 (23 dmg) + 5 (echo) + 5 (79 dmg) + 5 (23dmg) + 15 (ArchE) + 5 (79dmg) = 50 energy (204 dmg)
After that first set you will have to wait until your energy regens. After the first 20 seconds you have to wait for 30 more seconds for Archane Echo and Echo to recharge.

While it sounds cool, it doesn't really make any practical sense because it won't be able to last more than about...well through that first section (less than 10 seconds). You also will have to baby sit just the one target, and if soul barbs gets removed you lose 23% of your damage for about 20 seconds.

I would say that WW is much better at forcing your opponent to do something (and wasting energy/time) than it is at being shatter fodder.

For Comparison:

If you used
1 Energy Surge {e} 10e
2 Eergy Burn 10e
3 Archane Echo 10e
+ any other skills you want

You could cast 3 1 3 2
Total cost would be 45 energy with total damage of 255 (it would take about the same amount of time). After the first set you will have to wait until the Surge/burn recharge (20sec) and the Arch Echo recharges (~50 seconds).


My point is that your build is a lot of messing around for very little return on investment (the psuedo build that I listed is also not good, but I hope it made the point that more damage could be done with it and neither are very sustainable)