Water Spiking? Yes, water spiking.

Ares982

Ares982

Ascalonian Squire

Join Date: Feb 2006

Lone Wolf

http://gwshack.us/0d58a

It basically works like the old air spiking trick: use inspired ench on the target, then shatterstone and vapor blade. The 2nd hit of shatterstone should stack with the full vaporblade dmg, then use deep freeze (better with glyph before) as a finisher. The last skill bar spot can be used for another damage skill (like ice shards) or mantra of resolve.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Drain Enchantment~!

The three seconds of Deep Freeze is plenty for a monk to heal.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

And which Air Spike were you comparing it to...Lightning Surge spike?

Ugh.

Ares982

Ares982

Ascalonian Squire

Join Date: Feb 2006

Lone Wolf

Yes, it was based on the old surge spike... I know it's not the best spiking build, it was just to let hydromancer have a chance on having fun spiking.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

If you want to spike with a hydromancer, use Soul Barbs.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by ubermancer
If you want to spike with a hydromancer, use Soul Barbs. ...Even worse?

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

I never used vapor blade...is it a projectile spell?

IllusiveMind

IllusiveMind

Lion's Arch Merchant

Join Date: Oct 2005

Mehtani Keys

The Extraordinary Revolution [ReVo]

P/W

Quote:
I never used vapor blade...is it a projectile spell? Nope.

LoyalSoldier

LoyalSoldier

Lion's Arch Merchant

Join Date: Feb 2006

Gods Infantry

E/Mo

Quote:
Originally Posted by Ares982
http://gwshack.us/0d58a

It basically works like the old air spiking trick: use inspired ench on the target, then shatterstone and vapor blade. The 2nd hit of shatterstone should stack with the full vaporblade dmg, then use deep freeze (better with glyph before) as a finisher. The last skill bar spot can be used for another damage skill (like ice shards) or mantra of resolve. Since Shatterstone is a hex...wouldn't that mean only one would work?

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by LoyalSoldier
Since Shatterstone is a hex...wouldn't that mean only one would work? Why would he use more than one Shatterstone on one specific person? Shatterstone hits twice, once when it lands, once when it goes.

Hidden in the Mist

Hidden in the Mist

Banned

Join Date: May 2006

Have every Hydromancer spike a different target so the monks will be confused as to who to heal.

LoyalSoldier

LoyalSoldier

Lion's Arch Merchant

Join Date: Feb 2006

Gods Infantry

E/Mo

Quote:
Originally Posted by LightningHell
Why would he use more than one Shatterstone on one specific person? Shatterstone hits twice, once when it lands, once when it goes. Oh some how I was thinking GvG build. Silly me.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by Hidden in the Mist
Have every Hydromancer spike a different target so the monks will be confused as to who to heal. 338 damage is not enough to kill...not to mention Shatterstone and Vapor Blade has 2s cast time, and Deep Freeze has 3s.

Why would you be confusing this with a GvG caliber build?

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

With things how they are, if you are calling Soul Barbs a bad skill to spike with, I pity you.

Recurring Insecurity. Soul Barbs. Enduring Toxin.

Each time they get hexed, they get hit for Soul Barb damage twice. Every 3 seconds, if they are moving, they get soul barbs twice (in addition to heavy degen).

Soul Barbs does thirty somethingish damage. Cast Ice Spikes on a target as part of a fully hexed spike target, and you just added 60+ damage to your spike per person (I think that kinda adds up), just with precastable skills.

Its not 'even worse' then leaving 2.75 seconds in the middle of a spike (only 2.5 seconds if you use glyph as he suggested). Seeing as how trying to shut down this build leaves your hex removal abilities pressed to the limit, you are much more succeptible to things like Diversion and Backfire. In fact, using Soul Barbs as part of a spike could possibly even be considered over powered.

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

vapor blade sux... don't use it.

The only people who usually don't have enchantments on are warrior and rangers, and they are resistance against ele to begin with.

Shadow-Hunter

Krytan Explorer

Join Date: Jan 2006

Denmark

[HH] [Hax]

Mo/

Quote:
Originally Posted by ubermancer
With things how they are, if you are calling Soul Barbs a bad skill to spike with, I pity you.

Recurring Insecurity. Soul Barbs. Enduring Toxin.

Each time they get hexed, they get hit for Soul Barb damage twice. Every 3 seconds, if they are moving, they get soul barbs twice (in addition to heavy degen).

Soul Barbs does thirty somethingish damage. Cast Ice Spikes on a target as part of a fully hexed spike target, and you just added 60+ damage to your spike per person (I think that kinda adds up), just with precastable skills.

Its not 'even worse' then leaving 2.75 seconds in the middle of a spike (only 2.5 seconds if you use glyph as he suggested). Seeing as how trying to shut down this build leaves your hex removal abilities pressed to the limit, you are much more succeptible to things like Diversion and Backfire. In fact, using Soul Barbs as part of a spike could possibly even be considered over powered. Recurring Insecurity = mesmer Elite skill
Soul barbs = Necro skill
Enduring Toxin = Assassin skill
So, how are you gonna get 3 secound professions. . . ?
Sure its good on like a N/me or Me/N.. But trying to do a Solo Water eke Barbs spike is crap Imo xD..

~Shadow

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by Shadow-Hunter
Recurring Insecurity = mesmer Elite skill
Soul barbs = Necro skill
Enduring Toxin = Assassin skill
So, how are you gonna get 3 secound professions. . . ?
Sure its good on like a N/me or Me/N.. But trying to do a Solo Water eke Barbs spike is crap Imo xD..

~Shadow Thank you for opening my eyes, previously I had believed that team builds could incorporate any class combinations they wanted, but now I know that all 8 members of the team must have the same two classes. It was an eroneous oversight on my part, to the point I feel foolish even posting.

PS: I saw the very build I was talking about being run by a rank 10 guild [PnH] just today, in GvG.

Dragannia

Dragannia

Krytan Explorer

Join Date: Feb 2006

Venatio Illuminata [VEIL]

Me/N

Yeah, Recurring and Soul Barbs spiking is actually feasible. However, a single Expel kinda renders it useless.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Quote:
Originally Posted by ubermancer
PS: I saw the very build I was talking about being run by a rank 10 guild [PnH] just today, in GvG. I wonder how badly they lost...

Like JR said, the hex that in an organised GvG with Vent/TS or simply by pressing on it, Shatterstone is a wee bit obvious... Not to mention half its damage comes at the start of the cast, unlike L-Surge where it all came at once.

Just because Anet (for some stupid reason) decided to make a spike-esk skill for water doesn't mean it should be used. Even Blessed Light would render this build useless.

Amity and Truth

Amity and Truth

Jungle Guide

Join Date: Jun 2006

W/N

What's water spiking? Certainly not this build. Vapor Blade is just a very bad skill to bring into PvP. While it is great on paper, your enemies will almost everytime have some kind of enchantment on them.

"hmmm, those 5 elementalists have taken my enchantment of me, i REALLY wonder what they will do. Ohh, they've cast shatterstone on me, now what should i do, oh oh. Ahhh... enchantment is back. Shatterstone just ends and now? Hum.. Vaporblade hits me for 50 damage each... ouch that reaaaaally hurts... uh uh, i've ONLY got 250 hitpoints left and the enemy now suffers from having to recharge his skills..."

Sorry to say, but water is just not meant to be used as a spike. It's good as a utility line. It can add some additional damage now and then but it is mostly used for its powerful snares.

Shadow-Hunter

Krytan Explorer

Join Date: Jan 2006

Denmark

[HH] [Hax]

Mo/

. . . When looking at the thread starters post i can see that: Its a Solo spike build. Seeing how the Elite hex can only be applyed to a targed once.. So as a Solo spiker (as the thread seemed to start with) then you cannot use the 3 secound profession ofc.. Meaning that a Water ele barb spiker sucks. That was what i ment in my old post..

~Shadow

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by Evilsod
I wonder how badly they lost...
They did loose, yes. During VOD (~34 minutes). They trashed the opposing guild the first half of the match though, to the point where they had all but 2-3 people dead.

Funny thing is, the people they played against had the wierdest capes. They had this bright gold trim, does anyone know what that means? I think their guild tag was: [EvIL]

Quote:
Originally Posted by Shadow-Hunter
. . . When looking at the thread starters post i can see that: Its a Solo spike build. Seeing how the Elite hex can only be applyed to a targed once.. So as a Solo spiker (as the thread seemed to start with) then you cannot use the 3 secound profession ofc.. Meaning that a Water ele barb spiker sucks. That was what i ment in my old post..

~Shadow Nowhere does it say 'solo' in his post, or where he linked to. Its senseless to try to spike a target solo. You have a team for a reason. Solo spiking with an ele is as silly as a team having a single "ranger spiker" using dual shot. 3-4 dual shots = spike. 1 dual shot = annoying.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Ah yes, I saw that guild with those funny golden capes play again against a Soul Barbs spike.



They lost, so for Soul Barbs to suck as much as people claim it to, they must *really* blow.

PS: Love Mijin was using Expel Hexes, and Soul Wedding was using Blessed Light.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by ubermancer
Ah yes, I saw that guild with those funny golden capes play again against a Soul Barbs spike.

They lost, so for Soul Barbs to suck as much as people claim it to, they must *really* blow. Ah, I was assuming this is more of a RA/1v1 discussion, as this "spike" could not possibly be integrated with 4 copies of itself.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

No, Soul Barbs has open-ended damage, thus with infinite hexes being applied, the damage from Soul Barbs is infinite. Therefor, itd be as foolish for me to suggest trying to use it with a small number of people as it would be to use Deep Freeze as a finisher to a spike.

Its all similar to Order of Pain, would you run that for a single Warrior?

It is also clearly a skill which you need to coordinate with your team, because if you use it independent of them its removal will be expedited... making you casting it useless. However if you have a half dozen other hexes popping up on the same target, especially if one is recurring insecurity, your target has a dozen -32's pop up. Oh yeah, and they take damage each time they get hit with an enchantment.

Countering it is difficult too, as Convert Hexes is more or less the only way to remove that many hexes, and using that skill has some serious drawbacks. Blessed Light *helps* but wont save you... Shielding Hands will make the damage manageable, for around 12 seconds... even Expel Hexes isnt a cure all.

The best counter is probably Nature's Renewal, as 4 second Soul Barbs are kinda easy to pick off.

Of course, if your Warrior is using frenzy, and Soul Barbs is hitting him for 31 or over base (and they usually do) you can merely toss a Spirit Bond up on him and have him go nuts. The harder they try to spike him the more he will get healed... saw this happen with Bloodlight Eyes, and was thoroughly amused.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by ubermancer
No, Soul Barbs has open-ended damage, thus with infinite hexes being applied, the damage from Soul Barbs is infinite. Therefor, itd be as foolish for me to suggest trying to use it with a small number of people as it would be to use Deep Freeze as a finisher to a spike.

Its all similar to Order of Pain, would you run that for a single Warrior?

It is also clearly a skill which you need to coordinate with your team, because if you use it independent of them its removal will be expedited... making you casting it useless. However if you have a half dozen other hexes popping up on the same target, especially if one is recurring insecurity, your target has a dozen -32's pop up. Oh yeah, and they take damage each time they get hit with an enchantment.

Countering it is difficult too, as Convert Hexes is more or less the only way to remove that many hexes, and using that skill has some serious drawbacks. Blessed Light *helps* but wont save you... Shielding Hands will make the damage manageable, for around 12 seconds... even Expel Hexes isnt a cure all.

The best counter is probably Nature's Renewal, as 4 second Soul Barbs are kinda easy to pick off.

Of course, if your Warrior is using frenzy, and Soul Barbs is hitting him for 31 or over base (and they usually do) you can merely toss a Spirit Bond up on him and have him go nuts. The harder they try to spike him the more he will get healed... saw this happen with Bloodlight Eyes, and was thoroughly amused. I was talking about the Water spike...

Shadow-Hunter

Krytan Explorer

Join Date: Jan 2006

Denmark

[HH] [Hax]

Mo/

Ubermancer.. I have seen Barbs spike, sure it was neat.. But looking at the Thread starters build.. Then you can see that you can only cast one hex on the targed at the time.. showing its a somewhere RA/AB solo spike kinda thing where there likely is no monk to heal the Target... So based on that then i did say: Soul barbs on that kind of Solo spike Water ele build would sucks.. I dident say Soul barbs spike sucks in general, cus it dont, but on a Solo water ele spike it does..

Sry for any miss understandings
~Shadow

tuna-fish_sushi

tuna-fish_sushi

Desert Nomad

Join Date: Dec 2005

California

E/A

I think we should all face it, water is basically to slow down (ice spikes, deep freeze, mind freeze) Knockdown (water trident) and mabye even interupt (maelstorm) it supports in killing the enemy not by doing damage but by stoping the enemy from doing damage.

ZenRgy

ZenRgy

Zookeeper

Join Date: Jul 2005

Australian Discussion Posse HQ - Glorious leader

҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#

N/E

I versed Nuclear Launch Deteced in GvG... That soul barbs stuff is nasty, you see about 20 hexes pop up.