PvP Spike Groups

I saw a very interesting Mesmer shutdown build that uses a series of theivery skills and echos to be able to completely disable a skill bar for 31 seconds at a time. I'll post it here when I get a chance, but it would be a very interesting addition to this build.
 
I was exparamenting with the illusionarry weaponry Me/W builds, they do a ton of damage if done right. The mesmer would have free reign once the enemy monks were destroyed, but would be a primary target of any spike group.
 
As promised, the skill theif E/Me (credit to jjddmmyy from GameFAQs for the build)

Echo
arcane echo
arcane thievery
sig of humility
arcane mimicry (we threw it in here, we were both running echo)
diversion
manta of insriptions
rea sig

basically it goes, MoI>SoH>AE>AT>E>AT>AT>diversion
we were both running Echo so we threw in mimicry, echoed it from each other, and threw in anther AT

The beauty of this build is twofold:
1. There is no counter to AT unless it is interrupted, and interruptors will be focusing on monks first.
2. You're basically stealing five skills from a target for 31 seconds, disabling their sixth skill (the elite) for 13 seconds every 15 seconds, leaving them with ONE skill (assuming one is a rez signet).

The biggest problem with the build is energy management; these are expensive skills to use, but can be helped greatly by a battery necro. Two characters like this can make two monks on an opposing team just stand there.
 
The main problem with putting that in a air spike build is sacrificing a air ele(which will not work at all) or sacrificing a monk, which will ensure the demise of the party.

The mesmer build you describe might be usable with a earth spike group as the defense is much higher (if they use greater conflaguration to make everything fire damage) and set up ward against elements (i will switch my ele secondary to ranger sometime to carry greater conflag)

The main job of the Mesmer(or necro) will be to cause damage on different targets(like monks and other damage dealers), while to spike party seeks to destroy protection monks and mesmers, then damage dealers
 
I believe that anything with a cast time can be interrupted, including signets, spells, hexes, and even touch spells (if they have a cast time). Shouts, stances, and other no cast time abilities cannot be interrupted.
 
usually i can only interrupt spells with cast time of 1 or higher, tho it will depend on the connection and how fast you are
 
Okay listen here peeps....lol....you guys have monks and elemntalists set up for this job?...but no Warriors? what the heck! Thats the best part of the game! hehehe. Well if you do need one lemme know!
 
Warriors are next to useless in spike groups, a warrior offers no real advantage in this build, a mesmer or necro does about 2-3x the damage a warrior can do in the same time.

I really hate chewing someone over concerning builds, but warriors dont function well in pvp. If you dont think so, let my mesmer work you over, casters just simply are more powerful, even though they have less armor.

Consider the damage caused by a air spike, chain 100x6(before armor + 25% penetration) to 3 enemies in area, orb does 120x6(+25% penetration). Killing a enemy every cast.

Warriors just dont do anything in this build
 
warriors are pointless, i was actually doing pvp other night and had a awesome string of wins with myself (nuker), a spiker, ranger, and a necro. the necro just welled and vampired and the spiker used all kinds of earth spells and distracted the warriors long enough so i could meteor and sear and we really laid waste.
 
The only successful groups with warriors are iway, which i despise. Ive gotten several flawless victories against iway groups, once the necro degen is gone, the warriors cant do enough damage. Warriors are just bad for pvp

for those who dont know what iway is guild wiki has a fairly good article http://www.guildwiki.org/wiki/IWAY
 
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I disagree that warriors are completely useless. I think that in this particular build, they are. And also, if you have a good team of casters and nukers in a small team, they don't need a warrior either. But if you want a good couple of tactics shouters (Shields up works well against a ranger spike build), and throw in a good Ward against Harm (elementalist secondary), warriors in a Balanced Build work out nicely. Also, warriors can keep the enemy's monks attending to themselves the whole time while our casters and nukers destroy their spikers / casters.

That of course, is all in theory...

what would i know from actual experience?? Not a lot. A balanced build requires lots (if not more) team work than a spike build.
 
i am looking at next friday Dec 16, to form a spike group. We will need 5-6 Air spikers and 2 monks, We will need either a mesmer to target protection monks or mesmers, or a necro to spread health degen (preferrably plague)

My dad and I use the same computer(territorial disputes) so if i cannot go i will scrounge up a mike and sound card to put in my server to talk on ts and post something in the forum.
 
After working with a couple members of GC last night, I would suggest that air spikers try to go capture Mind Shock in Snake Dance (north of Camp Rankor) for this build. I think this one would also benefit from putting as many points in Energy Storage as possible as well and would not be as effective against other elementalists.
 
In general exaustion is bad for spike groups (thats why i dont want to run a earth spike build), what we could do is add enervating charge to weaken enemy warriors, the 66% reduction in damage would be nice for 10 energy. Mind Shock would be useful in a PvE situation but would be best not used in pvp. As it stands unless a mesmer wacks your spells all over, the recharge times for the described spells are really short.
 
lol you can say what you want about IWAY Warriors all I know is the Guild ranked 105 used Iway and totally rocked us in less than 1 minute. But it was a total Blast!! We won one before meeting the IWAY Group and had a Flawless Victory!
 
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