Spinal Shivers Shutdown

Zenny

Zenny

Lion's Arch Merchant

Join Date: Apr 2005

Moa Birds [MB]

Mo/N

This build shines in 4v4 when one or two monks at most are ever present in most situations. Haven't attempted 8v8 fights yet.

N/W - In my opinion, this build is far better at shutting down than a ranger. With a sword you'll be attacking faster (Atleast that's what I belive) than a short bow. And if they get out of range somehow, you'll have a wand to keep them down.
If you really wanted, you could use an axe instead. It still works, but a sword attacks faster I believe which is key.

Strengths: Incredible interrupt power.
Weaknesses: Very energy extensive. No survivability.

Equipment:
* Sword (Icy Hilt + Whatever) / Idol (20/20 Blood)
* Accursed Rod (20 Recharge) / Idol (20/20 Blood)
* Scar Pattern armor set (I prefer energy for this build, but whatever.)


Attributes:
14 Curse (+1 Head Piece, +1 Major)
11 Blood (+1 Minor)
2 Soul Reaping (+1 Minor)
10 Swordsmanship


Skills:
1.) Flurry - Faster Attack
2.) Sever Artery - DoT
3.) Hamstring - A Snare
4.) Plague Touch - Condition Removal
5.) Parasitic Bond - Hex Stack (Read Bottom @)
6.) Spinal Shivers - Interrupt (Important to have 14 Curses at minimum!)
7.) Offering of Blood - Energy Gain
8.) Rez Signet - A rez...


How To:
* Begin by casting Spinal Shivers on your target and then immediately Parasitic Bond.
* Move into melee range and spam Flurry to keep shut down.
*Hamstring to stop them running. (Owns in 4v4 since the only condition removal in the team is the monk you're shutting down.)
* Everytime you interrupt you lose energy, so use OoB constantly to recover energy.
* Sever Artery to add DPS.
* Use Plauge Touch to remove conditions from yourself and further hinder your target.

Tips:
* Watch your energy! If you hit 0 energy Spinal Shivers ends. If you have to, stop attacking till you recover enough or can use Offering of Blood.
* Target Elementalist last! They have a larger energy pool than you and if smart enough, they'll just let you interrupt them till you run out of energy thus removing Spinal Shivers.
* If Hamstring isn't lasting long enough, you could drop a couple points from Blood to Swordsmanship.
* Have your team attack something other than your target. It saves you time, effort, and energy. It'll piss off the person you're on. The person is already shutdown, no need to kill him yet


@Doing this gives the enemy a pink health bar which signifies if and when they try to remove hex. So basically, every time they remove hex, you recast Parasitic Bond so your Spinal Shivers is safe still. You'd need a 2 timed hex removals to remove Spinal Shivers.
Also, you can use Parasitic Bond as a timer to recast Spinal Shivers if you're on top of it. Parasitic Bond lasts 20 seconds and two of these equal 40 seconds. Spinal Shivers lasts 38 seconds, so about when the second Parasitic Bond ends is when you need to recast.

Spura

Wilds Pathfinder

Join Date: Feb 2005

I've made a very very similar build. Maybe I'll submit it. And I tend to hit elementalist first because they have longest spells and are easiest to interrupt. Remember they don't gain energy from attunements if they get interrupted.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

idk when i first saw spinal shivers getting upped i thought you would do better as a ranger with marksmans wager/spinal shivers. but then there are better interupts for rangers (choking gas/practiced stance, serpents quickness/IA) etc.

intersting idea, although i suspect you will run out of energy realy fast. you might want to try a similar build as a ranger with marksmans wager, then you can add pin down instead of hamstring, TF instead of flurry (you wont have that much of an energy problem with wager), etc. nice build all in all

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

Ok heres the deal, N/W is the way to play this build, and I have perfected it for the most part. You run only curses and axe. 12 axe 12 curses, with a curse headpiece and minor rune gives you 14 curses which is just enough to get over that 6 energy hump.

Skills are as follows:

frenzy
sprint
eviscerate
axe rake
penetrating blow
executionars strike
spinal shivers
res sig

If you dont have anyone else on your team to stacka hex then substitute executinors or penetrating for parasitic. Energy is not an issue at all. Only thing that costs mana is spinal. I kill fast enough so that I dont have to interrupt that many times. I have yet to meet a monk that could stand up to eviscrate and all those others whilst being interrupted. This build obviously has its counters, but it packs one heck of a whallop when they arent exactly ready. If im on a solid team I like to bring wild blow instead of penetrating so i can stop them from blocking or evading. this is definitely the way to do this build, energy is not an issue at all.

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

I have no experience with SS, so I have a few questions:

Gabriel, what if the team is hosting 2 monks, how is Energy not an issue then, cause it seems to me that you need to be able to substain SS (with/without Parasitic Bond) hence OoB.

From your experiences, since you allready have Sprint, is it really necessary to carry a snare (Axe Rake)? As Zenny noted, wouldn't switching to the rod suffice to some degree until Sprint recharges?

BTW, Swords and Axes have the same attack rate.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

sprint is a neccesity for those times when you are against that monk that does nothing but run at first. You gotta sprint so you can hit him enough times to charge your adrenaline for the cripple. I like to get my adrenaline charged or almost all the way charged and then hit them with spinal shivers. that way its already too late for them when they realize they are hexed. And no energy is not a problem. The dmg is very good and can reach close to 100 with eviscerate and executinors, so i find that most of the time im interrupting maybe 4 spells. thats 20 energy at lvl 14 curses, which regens in no time. try it out with the same exact skills i listed you will have a ball. It will pi@@ you off when you are usiong frenzy and get spiked since you will die in about 2 hits but its fun if you got a decent monk.

If they have two monks then interrupting one alone is not enough. pair yourself with a kd/as warrior and sic him on the other monk then you will be having fun.

Zenny

Zenny

Lion's Arch Merchant

Join Date: Apr 2005

Moa Birds [MB]

Mo/N

The reason I prefer SS over a rangers prepartion shutdowns is there are going to be downtimes while casting and downtimes.

Then there's the Bow vs Melee. Maybe I just have bad experience with a bow, but I've had better success when I'm in their face rather than plinking sticks at them.

Quote:
Originally Posted by mr_boo
BTW, Swords and Axes have the same attack rate.
Hmm, I'll have to fiddle with an axe then. Good to know.

The milk shake

The milk shake

Krytan Explorer

Join Date: Jul 2005

Pre-Searing Ascalon

R/

i know a better idea though, but im not sure if itll work, it follows the same concept.

R/N
12 curses
12 marks (8+3+1) archers mask
10 expertise(9+1)
Wep( Anything with a icy bow string on it), prefferable if you get a bow that deals+dmg vs hexed
Skills:
Marksmans Wager
Called Shot
Favorible Winds
Spinal Shivers
Plague Sending
Pin Down
Rez Signet
*Anything*

The milk shake

The milk shake

Krytan Explorer

Join Date: Jul 2005

Pre-Searing Ascalon

R/

Quote:
Originally Posted by Gabriel Fallen Monk
Ok heres the deal, N/W is the way to play this build, and I have perfected it for the most part. You run only curses and axe. 12 axe 12 curses, with a curse headpiece and minor rune gives you 14 curses which is just enough to get over that 6 energy hump.

Skills are as follows:

frenzy
sprint
eviscerate
axe rake
penetrating blow
executionars strike
spinal shivers
res sig

.
youd run outta energy SO fast!!

CAT

Banned

Join Date: May 2005

KOREA

Slash Rank[DeeR]

R/Me

Works well, but try maybe having a E/N hexer that uses it and the warrior is just the one that inturrupts, that way the warrior can use IAS skills like Tigers fury or flurry while the necro is the one that has to worry about the energy loss. Not sure how well it works in tombs though.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Try using a E/N using Ether renewal and then spam ice spells.

CAT

Banned

Join Date: May 2005

KOREA

Slash Rank[DeeR]

R/Me

Quote:
Originally Posted by Carinae Dragonblood
Try using a E/N using Ether renewal and then spam ice spells.
Isnt that what i just said?

And I dont think you can argue that an E/N that uses ice spells can inturrupt more frequently then a warrior with a hilt, maybe a combination of both the ice e/n for snares and the warrior with ice hilt would work though.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by Carinae Dragonblood
Try using a E/N using Ether renewal and then spam ice spells.
umm, like what - water trident?
no, all you would need is a cold damage wand/staff. Under ether renewal, use armor of frost, with aura of rest, and maybe ice spear? Water is hard to spam, unless you have Water Trident.

Pvp Archer

Ascalonian Squire

Join Date: Aug 2005

Quote:
Originally Posted by Gabriel Fallen Monk
Ok heres the deal, N/W is the way to play this build, and I have perfected it for the most part. You run only curses and axe. 12 axe 12 curses, with a curse headpiece and minor rune gives you 14 curses which is just enough to get over that 6 energy hump.

Skills are as follows:

frenzy
sprint
eviscerate
axe rake
penetrating blow
executionars strike
spinal shivers
res sig

If you dont have anyone else on your team to stacka hex then substitute executinors or penetrating for parasitic. Energy is not an issue at all. Only thing that costs mana is spinal. I kill fast enough so that I dont have to interrupt that many times. I have yet to meet a monk that could stand up to eviscrate and all those others whilst being interrupted. This build obviously has its counters, but it packs one heck of a whallop when they arent exactly ready. If im on a solid team I like to bring wild blow instead of penetrating so i can stop them from blocking or evading. this is definitely the way to do this build, energy is not an issue at all.
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.

Spura

Wilds Pathfinder

Join Date: Feb 2005

Quote:
Originally Posted by The milk shake
youd run outta energy SO fast!!
I tried ranger with marksman's wager and just isn't the same. And he won't run out of energy, trust me. Nothing funny like killing monk when he fails to cast his heal 6 times in a row.

Kenshin

Pre-Searing Cadet

Join Date: Apr 2005

I did something like that
Axe 16
Curses 9 or 10 forget
Tactics at 10-12
Str w/e was left
Dismember
Axe rake
Axe Twist
Victory is mine
Spinal Shivers
Rigor mortis
Flurry

Id go and cast Ss and then Rigor. Run update hit Flurry. Dismember, rake, twist, VIM when enrgy was low. Basically I could get two VIM out of one cycle of conditions one vim would get me 15 energy 2nd time about 10 I think

Worked really nicely

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Quote:
Originally Posted by Spura
I tried ranger with marksman's wager and just isn't the same. And he won't run out of energy, trust me. Nothing funny like killing monk when he fails to cast his heal 6 times in a row.
Are your referring to Gabriel's or Zenny's build?

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by CAT
Isnt that what i just said?
Nope. Your post did not mention Ether Renewal, ice, or spam.

Quote:
Originally Posted by DarkAynjil
umm, like what - water trident?
I was thinking Ice Spear, since Trident is Elite.

Spura

Wilds Pathfinder

Join Date: Feb 2005

Generally speaking I never had any problems with energy without any energy regaining spells using sword and spinal shivers. Unless I got energy drained of course.

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Quote:
Originally Posted by Spura
Generally speaking I never had any problems with energy without any energy regaining spells using sword and spinal shivers. Unless I got energy drained of course.

Thanks!

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

PVP archer your a fool. Did you even try the build I listed or did you just jump right into criticism? I've played that so many times and I have never had any problems with energy. Penetrating doesnt work with eviscerate? am I confused or are you stupid. Its there cause it costs 5 adrenaline and does a nice chunk of dmg. smite hex? give me a break.

When it's played how its supposed to be smite hex is not a problem at all. I CRIPPLE FIRST dumba@@. that means I hit them enough to axe rake so that once i cast spinal i dont have to run all over gods creation trying to hit him. Or maybe you didnt read the rest of my post, the whole parasitic bond hex buff thing???? once again, the axe attacks do plenty enough dmg to knock them out quickly. and If i have someone else helping me (anyone ever heard of team arenas?) i may interrupt them three to four times. hmm thats about 25 energy with frenzy and sprint, about half of my total mana pool, which is constantly regenerating. do some research before you go calling people ignorant.

Iere

Frost Gate Guardian

Join Date: Sep 2005

Midnights Revenge [MiRe]

Mo/Me

I was wondering when people would start using spinal shivers. It's a brilliant skill when used properly, with decent energy management- something that isn't all that difficult to do when you're a mesmer or elementalist primary.

Zenny

Zenny

Lion's Arch Merchant

Join Date: Apr 2005

Moa Birds [MB]

Mo/N

Quote:
Originally Posted by Gabriel Fallen Monk
hmm thats about 25 energy with frenzy and sprint, about half of my total mana pool, which is constantly regenerating. do some research before you go calling people ignorant.
You also have to consider your target is recovering energy as well, and when they cast they lose energy as well as you. Stack that with your Frenzy and Sprint and I'm sure you could find yourself out of energy before them if they constantly try to cast through.

The build is good damage, but lacks the ability to sustain Spinal Shivers with no way to gain energy. This is why Offering of Blood or Marksman's Wager (for Rangers) is required.

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

God Zenny I didn't know you had an account on here...

This is my N/W build, and to be frank, it rocks. But if you're looking to shutdown someone completely, get a Mesmer.. I've ran this build in the past, those who may have faced it in 4v4 or Tombs may have noted as an "uncommon" sight, before I pummelled you to death. I don't run this build anymore. No point...

1. Flurry
2. Penetrating Blow
3. Dismember
4. Disrupting Chop/Executioner’s Strike
5. Malaise
6. Wither [E]
7. Spinal Shivers
8. Rez Signet

Notes: Malaise and Wither on team’s target, Spinal Shivers on the target you want to interrupt. ALWAYS keep Flurry on, otherwise you may not be fast enough to interrupt all spells/skills. Spam axe skills as they come up. I prefer Disrupting Chop for HoH; Executioner’s Strike for Arena.

Veraticus

Ascalonian Squire

Join Date: May 2005

I went and rolled up a PvP character and used this build. I must say that it completely rocks; there's nothing like running up to the Monk or Elementalist on the team and completely owning them while they scream, "WTF I CAN't CAST?!?!?//<die>"

My only real problem is my survivability. I'm in the random 4v4, so I won't always get paired with warriors and monks, and if I run into their team first I almost invariably die. If I can live and get around the frontline then things work out gloriously; if not, then... not so great.

Interestingly, this build is good against almost everything. I can dispatch hybrid warriors with it quite easily, as well as rangers. The only real difficulty for me are pure warriors, especially of the hammer variety. If they aren't casting, but instead trying to pound me to death, I generally die.

Spura

Wilds Pathfinder

Join Date: Feb 2005

I guess I will post mine, as it addresses the issue of arena survivability.
Copied directly from my guild's article section . Admins can put this into builds directory if they want.

Spura's Assasin

Necromancer/Warrior

Curses 10+4
Tactics 11 (10)
Swordsmanship 10 (11)

Spinal Shivers
Plague Touch (Parasitic Bond)
Sever Artery
Gash
Hamstring
Victory is Mine! {E}
Shield Stance (Watch Yourself, Distracting Blow)
Healing Signet (Frenzy)

Arena (8v8)

Icy sword of Defense and Shield

You may want parasitic bond in arena as well, depends on how much of a problem is hex removal.

Generally try to get close to target as possible before casting Spinal shivers. In arena that usually allows you to interrupt attempts to self remove hex. If you are pacting parasitic bond, then cast bond first to get through possible hex breaker. If you encounter hex breaker, watch for activation animation. After they activate it the second time, break it with bond and cast spinal shivers. Generally, try to have covered spinal shivers with parasitic bond all the time. Learn to recognize remove hex target (not casting) animation and you can detect smite hex, because you take damage. In that case recast Parasitic Bond. Also recast it if you receive 114 health. That means 20 sec timer has run out. Anyway, after spinal shivers is on target(and covered with bond if you are using 8v8 variation) just attack the target with sword and you will interrupt their skills. Use sword skills: Hamstring->Sever Artery->Gash. After that use Victory is mine, that should give you enough energy and health to keep going.

Ideally you will have poison ranger or disease necro on the team and with few enemies around you, you will easily get healed 300+ HP per victory is mine.
In arena use healing signet to avoid getting dotted to death and shield stance if you are getting focused. In 8v8 use frenzy cautiously.

Generally skills cost at least 5 energy(rangers are exception here). So in the worst case you are trading 5 en for 5 en, while doing damage and they get no effect. But usually you can get 5 en for 15 en.

Target Selection:

Elementalists are ideal targets:
- Exhaustion kicks in even if spell is interrupted
- Attunements don't give energy back if spell is interrupted. Those double attunement elementalists will soon find themselves out of energy.
- The have quite long spells and thus are easy targets for disruption at the rate of 1 per 1.33 sec.

Monks are good as well:
- Disrupting a few consecutive heals in arena often kills the monk.
- Sometime you can manage to disrupt few Reversals of Fortune in a row (0.25 sec cast).

You can disrupt Troll Unquent, various resurrects, preparations even warrior and ranger attacks. I even disrupted Power Spike.

Another funny thing in arena is people putting backfire and shame and stuff like that on me, after I have gotten the Spinal shivers off.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Oh, ViM! That should help the energy issue more.

Veraticus

Ascalonian Squire

Join Date: May 2005

I personally never experienced an energy issue. However, I really do like Spura's build (and I think I have enough faction for all the necessary sword skills) so I'll go give it a shot. ViM sure would increase survivability, at that, though I think I may stick with axe for now just since deep wounds are so terribly giggle-inducing.

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

Quote:
I must say that it completely rocks;
The sound of skills being interrupted is beautiful. *sniff sniff*

Quote:
Interestingly, this build is good against almost everything. I can dispatch hybrid warriors with it quite easily, as well as rangers. The only real difficulty for me are pure warriors, especially of the hammer variety. If they aren't casting, but instead trying to pound me to death, I generally die. Since Spinal Shivers will interrupt every skill, and you're generally hitting faster than Hammardins, blam blam blam, no more knockdowns for you! =D But to really test out builds to their full extent, I would find a couple PvP buddies and try out TA.

Quote:
Oh, ViM! That should help the energy issue more. The only way Spinal Shivers build experiences an energy problem is if you go onto a target for the whole match, OR, you stay on a target for 50 seconds while the target is stupidly spamming every skill on his skill bar while you're interrupting it... THEN you move onto another target.

Spura

Wilds Pathfinder

Join Date: Feb 2005

Quote:
Originally Posted by UberRusty
The only way Spinal Shivers build experiences an energy problem is if you go onto a target for the whole match, OR, you stay on a target for 50 seconds while the target is stupidly spamming every skill on his skill bar while you're interrupting it... THEN you move onto another target. I don't agree. Unless they pack a lot of signets and cheap skills you should be fine. You regen equal amounts of energy. They are bound to have some 10 or 15 energy skills, and those put you way ahead in energy race, enough that you offset any energy management(exception being energy drain skills in your face). Hitting Heal Party is just beautiful, 15 en down the drain. Whenever that happens, I am thinking "JACKPOT BABY!!!". One skill that can cause trouble is rez sig. Doesn't cost them anything to try in infinite times in a row. Usually if I have full energy pool, I just keep interrupting them, killing them before I run out of energy(if they have monks healing them, I let them rez).

Spura

Wilds Pathfinder

Join Date: Feb 2005

Quote:
Originally Posted by Veraticus
I personally never experienced an energy issue. However, I really do like Spura's build (and I think I have enough faction for all the necessary sword skills) so I'll go give it a shot. ViM sure would increase survivability, at that, though I think I may stick with axe for now just since deep wounds are so terribly giggle-inducing. I would keep the sword. Sword has cripple on demand, axe doesn't. And this is critical, since you don't have strength, being secondary war, sprint sucks for you. Besides I like bleed + deep wound + cripple. Much more useful than deep wound+weakness+cripple. Weakness doesn't help much on casters, bleed on the other hand is always useful(and it has low adren cost). You can also try "I Will Avenge You!" instead of shield stance. It stacks with frenzy. With both on, you attack each 16/27th of a second or each 0.6 sec. But if you are the first guy focused in arena, tough luck.

Veraticus

Ascalonian Squire

Join Date: May 2005

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%...

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

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.

Kyune

Ascalonian Squire

Join Date: Sep 2005

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.

RukusTrueshott

Ascalonian Squire

Join Date: Jul 2005

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.

Spura

Wilds Pathfinder

Join Date: Feb 2005

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

Spura

Wilds Pathfinder

Join Date: Feb 2005

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.

Sigil

Ascalonian Squire

Join Date: Jun 2005

Me/Mo

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.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

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.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

I will have to try ViM, though... The more I think about it, the more I think it could work.