11 Sep 2005 at 16:49 - 33
Quote:
I don't agree. Unless they pack a lot of signets and cheap skills you should be fine. You regen equal amounts of energy.
I've only used this build a lot in a 4v4 environment, only a few times in Tombs. The 4v4 build I run already has a shutdownner. So I go for the casters. Why?
1) Casters generally have slower casting spells.
2) Monks are already completely shutdown.
And since this is 4v4, even though the casters have already been interrupted around 10 times, they keep on casting. Therefore, they have a larger energy pool than me with their Elemental + Element Attunements, and sometimes I find myself running out of energy. And then they got WTF NUB HAX OMG when they lose.
12 Sep 2005 at 07:06 - 34
Spent several hours testing a Spinal Shivers build today, and just found this thread about five minutes ago...haha.
I tend to be more offense-minded, and this is what I came up with for a W/N, based on what I have available (still missing a lot of locked runes)
Tactics 10(11)
Swordsmanship 10(11)
Curses 11
Frenzy
Bonetti's Defense
Hamstring
Hundred Blades
Thrill of Victory
Galrath Slash
Final Slash
Spinal Shivers
Generally speaking the strategy was pretty much the same--find a caster, and use shivers, hamstring to slow them down. From there I pretty much launched into frenzy and blasted away with the sword skills. If necessary (or oppurtunity permitted), I would use Bonetti's defense to protect myself and recharge my energy for later shivers.
I'd have to say results were mixed though--some targets died pretty quickly, while others were able to escape via their teammates' efforts. And usually this resulted in my death not too long afterwards--what really, really hurt me the most was fragility comboing and blindness, coupled with the extra damage taken through frenzy.
At this point I would definitely agree flurry is more appropriate, although it may be better to use berserker stance--it doesn't take use up shivers energy and it helps build adrenaline for the big attacks along with bonetti's defense.
12 Sep 2005 at 09:43 - 35
Quote:
Originally Posted by Pvp Archer
Er... Penetrating blow doesn't work with evis/exec/rake, why can't I fight more ignorant people like you who think they have "perfected" their build when it actually sucks. =/ One smite hex and you're done. Also, frenzy and sprint both cost energy, it's not just spinal.
What do you mean penblow doesn't work with those skills.. it's just a dmg skill lol.... i dunno maybe i missed something im just browsing this half assedly.
12 Sep 2005 at 12:12 - 36
Quote:
Originally Posted by Veraticus
If you don't mind me asking, Spura, why did you decide on Shield Stance as a defensive option? One of my primary problems with this build (so far) is that casters will almost instantly try to run from me once I start interrupting them. Though I am still using axe with this, which is not particularly optimal for crippling, I'm not sure I like the idea of being slowed another 33%...
Well I only use shield stance if I get focused. If enemy team is 3 W and 1 Mo, you aren't gonna do much interrupting, if wars kill you in first 20 sec of the match. Generally I don't use it. If one warrior keeps killing me while I pound on a monk I generally use ViM to tank the damage. Good trick here is to select warrior while attacking monk, then do sever artery on warrior and switch back to monk right away. Gives you 50 extra heal and 5 extra energy. No point in bleeding the monk every 4 hits if bleed lasts 17 sec. In that case I don't use Shield stance. Usually after a while warriors and rangers get me down to low HP. In such situation I like to use shield stance and heal sig(unless there is an ele on me). Better to live longer than to die for a few sec of denial.
2 more reasons 33% slow isn't that bad.
- Cripple makes them just as slow and when they cast, they stop and if spell is 2 sec or more, you can usually hit them, if you started next to them.
- Some people don't move
12 Sep 2005 at 12:27 - 37
Quote:
Originally Posted by Kyune
Spent several hours testing a Spinal Shivers build today, and just found this thread about five minutes ago...haha.
I tend to be more offense-minded, and this is what I came up with for a W/N, based on what I have available (still missing a lot of locked runes)
Tactics 10(11)
Swordsmanship 10(11)
Curses 11
Frenzy
Bonetti's Defense
Hamstring
Hundred Blades
Thrill of Victory
Galrath Slash
Final Slash
Spinal Shivers
Generally speaking the strategy was pretty much the same--find a caster, and use shivers, hamstring to slow them down. From there I pretty much launched into frenzy and blasted away with the sword skills. If necessary (or oppurtunity permitted), I would use Bonetti's defense to protect myself and recharge my energy for later shivers.
I'd have to say results were mixed though--some targets died pretty quickly, while others were able to escape via their teammates' efforts. And usually this resulted in my death not too long afterwards--what really, really hurt me the most was fragility comboing and blindness, coupled with the extra damage taken through frenzy.
At this point I would definitely agree flurry is more appropriate, although it may be better to use berserker stance--it doesn't take use up shivers energy and it helps build adrenaline for the big attacks along with bonetti's defense.
You are never gonna be able to keep interrupting, because of energy.
Bunch of other problems. In arena I would just DoT you when you come into cast range and ran. You'd never reach me to hamstring and you would die to degen. Or weakness + faintheardtedness + life siphon. You have no healing, and you'd die.
Let's take a look at energy. Frenzy is 5, spinal shivers is 10, hamstring 10, thrill of victory is 5, hundred blades 5.
So even with +12 energy focus, you will interrupt the target twice max. Then spinal shivers will end.
Practically, you have 1 damage combo and if you fail to kill target in that combo, you generally die. So anything that prolongs the fight will ruin your build, just about any warrior hate skill and any healing. Your interrupting is minimal, which makes you a crappy warrior without strength. If enemy team has no casters, you stand no chance in warrior 1v1.
My build can outheal most mesmer and necro damage by using heal sig+vim, and vim lets me heal without stopping attacks. If I go 1v1 vs warriors I have about 75% chance of winning. The only ones I can't defeat are W/Mo and warriors who run with sprint to get room to heal. I serve their conditions back to them, and I keep getting healed by ViM, and they don't get healed cos I interrupt heal sig/troll/whatever. You on the other hand won't outlast a warrior.
Sorry, but I don't think your build works.
12 Sep 2005 at 13:44 - 38
Tested this weekend (arena only):
Poor Man's Shivers Build
N/W - W/N simply doesn't have enough energy or regen to maintain a lockdown.
Curses - 11 (w/rune)
Swords - 12
Tactics - 8 (not really necessary, I just used it for messing around with other stances and shouts)
1st ver.
Spinal Shivers
Plague Touch
Sprint
Frenzy
Hamstring
Seeking Blade
Savage Slash
Res Sig
2nd ver. - after some testing.
Spinal Shivers
Plague Touch
Parasitic Bond
Sprint
Frenzy
Hamstring
Wild Blow
Res Sig
The theory behind both versions is lockdown and kill 1 target. To achieve lockdown you have to land Spinal, avoid conditions, and break stances. Plague touch as soon as blind or cripple hit you and stay on target. Wild blow as soon as you start to see <block block block/evade evade evade> - since you use no adrenal skills wild blow has no downside. I am a big fan of non-attribute skills.
I found a lead/cover hex is necessary, viru/frag mesmers are getting more people to bring hex removal. Para bond isn't a great skill, but it works pretty well for this build because it gets you by hexbreaker, covers spinal, and gets you some much needed healing - without breaking your lockdown.
I call it a poor man's build because when I tested I didn't have any decent runes or many warrior skills at all. The ViM build sounds interesting, although I like not having to worry about adrenaline. One benefit to not having decent runes was a high base health, helped a bit with survivability.
I found Energy was not a problem until you have completely locked down your third target. If frenzy is on you can hit every spell a monk casts with the exception of the odd RoF - although you will still get about 50% of those too. Even with frenzy not on, you will interrupt most attempts to cast and most skills. I was surprised how effective this is against other warriors simply by disrupting their skills - however this build will generally lose to another warrior due to lower armor and no armor penetration. The other major weakness is hexes as necros have no real defense against crippling hexes - however, for the most part you are not a primary target so you can get behind the lines.
12 Sep 2005 at 17:23 - 39
I found that the N/W combo could be devastating, but lacked survivability in 4v4 due to Degen/Frag builds, and no real healing.
My other SS is a Mes/Nec using SS, Faintheartedness to cover, and Distortion (4 illusion drops it to 2 mana cost to evade) coupled with Spirit of Failure (4 mana every time they miss 25% chance, but with distortion up, you lose 2, gain 4.) For the elite slot, i used Energy Drain, and carried Inspired Hex to get rid of Life xfer and Conjure Phantasm. After a Res Sig, and ether feast to keep your health up, you'll notice that you have NO damage, although I have literally wanded casters to death. :-)
It's survivable in Arena, and very viable in tombs, but there's no damage to the build, you are simply ruining someone's day. Also, at 11 curses, SS eats 6 mana for an interrupt, but I usually only ran outta mana after 2 mesmers drained me simeultaneously.
14 Sep 2005 at 18:21 - 40
I will have to try ViM, though... The more I think about it, the more I think it could work.
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