new target.. 3.. 2.. 1.. yawn!

Doikor

Ascalonian Squire

Join Date: Sep 2005

Finland

Storm Bearers [SB]

Me/

About that enchant removal all you need is a mesmer or ranger to interrupt the fast cast mesmer from casting them. a 1.5s cast isnt that hard to interrupt (thats with 16 points in fast casting.) Just save your interrupts for rend, lingerin and rigor.

Wasteland Squidget

Wasteland Squidget

I'm back?

Join Date: Sep 2005

Here.

Delta Formation [DF]

W/E

Quote:
Originally Posted by Doikor
About that enchant removal all you need is a mesmer or ranger to interrupt the fast cast mesmer from casting them. a 1.5s cast isnt that hard to interrupt (thats with 16 points in fast casting.) Just save your interrupts for rend, lingerin and rigor.
Actually, many spike groups will run Inspired Enchantment on their spikers and cycle it, making it near-impossible to interrupt. Mesmer secondary on spikers is often a good idea for Mantra of Resolve alone, and Inspired Enchantment is effectively a free removal with a 20s recharge. Assuming the group is taking down one target every 5 seconds there is no reason why they cannot easily kill through a party-based enchantment like Aegis.

Remember, even with interrupts on the Orders a Ranger Spike can still drop a caster if all the rangers are able to hit their target. Enchantments like Aegis will not help you here for the above reasons, so you are limited to non-removable defenses like stances and "Shields Up!", or simply a shutdown on one of their rangers in addition to their Mes/Nec.

A Reversal will also save a target if Orders are discounted, but most protection Monks good enough to get off a reversal during a spike are already in highly-ranked guilds.

Quote:
Originally Posted by -Loki-
spike builds have a very real weakness - energy. Deny energy, and they cannot spike.
Technically true - but the same can be said of literally any caster build in the game. Deny Monks of their energy and they cannot heal, deny elementalists of their energy and they cannot damage, ect. This is why energy denial on a full team is not practically feasable, and why so many energy management skills exist.

The weakness of spike builds is that enough shutdown to bring their spike damage below a player's base health effectively reduces their DPS to 0 - if a spike cannot kill, then it really isn't hurting a team at all because of the 5-second wait between damage bursts. Energy denial is one means of spiker shutdown (and undeniably an effective one), but it is not the sole weakness of spike builds anymore than interrupts or Blackout Mesmers are the sole weakness of spike builds.

Kriegar

Cowbell Boy

Join Date: Apr 2005

Great Lakes, IL

Treacherous Empire

Quote:
Originally Posted by twicky_kid
you are using the wrong enchantment strip. lingering curse strips them all and halfs healing recharge = 10 seconds. garenteed spike every 10 seconds. with BIP batterys that 25 energy you spent would be recharge within that 10 seconds.

glyph of renwal + shatter enchantment is such a killer. removes the enchantment and does about 1/5 of the dmg of your spike too. shatter enchantments dmg was reduced for a reason.
I like how random people are telling iQ what skills to use. Seriously Zeru, you must be using the wrong enchant removal. Lingering Curse r0x!