User talk:Zerris/E/A Incendiary Spiker

Rate-a-build
''Please test and vote on {Deleted Link}|new builds]]. Testing is encouraged but not required.''

Favored:
 * 1) The damage output is great, and it works except for in RA unless you have a monk, due to the builds lack of self heal.-- Thelordofblah 19:20, 15 February 2007 (CST)
 * 2) Absolutely love this build. Just got me 2 glad points in a row. This destroyer of worlds is definitely recommended.--Fei Wong Reed 20:52, 15 February 2007 (CST)
 * 3) Thanks to the buff in Augury of Death, this is a viable and fun build for PvP. Entropy 23:17, 15 February 2007 (CST)
 * 4) –Ichigo724[[Image:Ichigo-signature.jpg]] 23:18, 15 February 2007 (CST)
 * 5) This amuses me. --Llednar 21:10, 16 February 2007 (CST)
 * 6) Ownage. --NYC Elite 22:26, 17 February 2007 (CST)
 * 7) Works extremely well, albeit hard to get Augury of Death 1st since its half cast range. Seika Gensou 11:40, 2 March 2007 (CST)

Unfavored:


 * 1) Ouch --Silk Weaker 00:55, 16 February 2007 (CST)
 * what?--Coloneh RIP[[Image:Coloneh.png]] 20:36, 7 March 2007 (CST)

Discussion
Hey...that's pretty cool. Finally a use for Augury of Death! It's an original concept, to be sure. Deep Wound for Eles...hehe. I'm wondering if this wouldn't work better with an Earth Ele who uses Shockwave? That would take better advantage of the shadowstep and deal more massive damage. It's an idea anyways. Also, you might want to include something like Death's Retreat or Recall to quickly pull you back to safety in the event that Augury triggers before you're ready (for example, a teammate suddenly decides to spike the target, or they sacrifice 33% health, whatever). Entropy 12:48, 15 February 2007 (CST)


 * I agree, it's a great way to take advantage of an impressive change from the February updates. This, Phantom and Accumulated Pain are the only skills that do not require a melee weapon to cause Deep Wound and it's easy to acheive Augury's condition with burning.  However instead of using hexes to cause burning why not guarantee with a blast from Immolation.


 * and a quick note on variations to tack on Inferno where res signet is not needed. --Katko 15:06, 15 February 2007 (CST)


 * Main reason for not suggesting varients without res sig is that this is meant for RA/TA only, where Res Sig has no replacement. If you wanted to try it in AB, then you could remove it.  If you think this build could work in AB (I wouldn't know since I don't play there) then add it to the top template or tell me and I'll add it myself.  As for why not Immolate instead of Incendiary Bonds, the point is not the burning, but the 3 second delay.  If you use immolate, the monks have an extra 3 seconds to react and heal the target, thus ruining the spike. Also, mind if I borrow that mini template? Zerris 15:28, 15 February 2007 (CST)
 * It would work in AB and CMs, but perhaps better with Assassin's Promise and Inferno or Flame Burst instead of Star Burst, to keep energy high and skills recharged so that you can hop to the next target after your kill, since that's mechanics of AB. In fact, I'm going to go try it now. &mdash; [[image:azayasig.jpg]] Azaya 17:19, 15 February 2007 (CST)
 * In that case, I will add AB to the template. Also, Assassin's Promise is not needed for recharge, everything but Fire Attunement has a recharge of 15 seconds or less.  For energy, Attunement tends to be enough unless you start spamming things instead of spiking. Zerris 18:27, 15 February 2007 (CST)
 * Oh, related to this, should I add CM to the list? Yet another area about which I know comparitively litte. Suggest or edit as you feel fit. Zerris 00:49, 16 February 2007 (CST)

This is an awsome idea--Coloneh RIP 19:47, 4 March 2007 (CST)

Glowing Gaze
Glowing Gaze to replace liquid flame or flame djinn's haste in case e-management's wanted? –Ichigo724 20:59, 15 February 2007 (CST)


 * If you want to use glowing gaze, do it like this:


 * That way, you get to keep the combos, and just use Star Burst after you teleport, and Liquid Flame as they run away. Slightly less damage, but possibly a worthy varient. Needs testing. Zerris 21:06, 15 February 2007 (CST)


 * I just ran that, third team got to 14 wins (RA), then we just quit. I used flame djinn's haste in stead of LF though. –Ichigo724[[Image:Ichigo-signature.jpg]] 21:57, 15 February 2007 (CST)


 * Only problem with Flame Djinn's is that it's adjacent, which means you'll never hit anybody who's running. Liquid Flame isn't about to be dodged by anyone. Zerris 22:03, 15 February 2007 (CST)


 * I know, but it was funnier vs spirit spammers :P –Ichigo724[[Image:Ichigo-signature.jpg]] 22:05, 15 February 2007 (CST)

Aftercast Delay?
How is aftercast delay going to affect this? It's a lot longer for PBAoE skills, IIRC. Perhaps a sort of snare might be useful.


 * Answer: it isn't. Djinn's Haste is one of the few PBAoE skills that does NOT have a longer aftercast, only the normal .75 seconds.  Star Burst does not count as PBAoE and thus also has only .75 seconds aftercast. Zerris 18:27, 15 February 2007 (CST)
 * Well I'll be.--Nog64 18:46, 15 February 2007 (CST)

Why not Shockwave?
Honestly, it's rather hard to work with Earth Magic, as it has no delayed damage spell and very few spells that have range without requiring line of sight. As such, it is near impossible to get the target down to 50% health, so Shockwave is useless. However, Water and Air Magic both have the neccessary skills. Keeping the Attribute Distributions / Armor / Tactics the same, these are both workable alternatives:

Each of these has its own benefits and drawbacks. The Air build has knockdown and some armor penetration, but requires line of sight. The Water build has Snares, but can be easily anticipated/pre healed (as Shatterstone does damage at the begining too) Zerris 14:48, 15 February 2007 (CST)

I've run this in RA with some rather hilarious results. I doubt it's practical in real situations though. If you're going in RA/TA, an air version (such as the one posted by Zerris) would be better as damage will be slightly higher and KD is always fun. In something like AB, fire would probably be a better option because you'd keep the ability to cap shrines quickly. 74.244.17.119 21:05, 15 February 2007 (CST)


 * As noted, damage is only higher if you have line of sight. Since this is not always the case in RA, I prefer Fire for both. Aletnatively, if you *Really* don't care about energy, take Lightning Hammer for a gaurenteed hit. Zerris 22:03, 15 February 2007 (CST)

Oh, good point. I forgot completely about Line of Sight requirements... >< Still, if it was possible, it would be better. Like if the target was completely standing still...in a team build you could have someone do Mind Freeze for you I guess. Entropy 23:17, 15 February 2007 (CST)

Tested Build
With current voting at 4 Favored, 0 Unfavored should the Template be changed to Tested Build? I would myself, but I'm the creator. So to avoid a conflict of interest... Zerris 23:27, 15 February 2007 (CST)
 * Needs a tad of cleanup though. If nobody does it by tomorrow I will, 5.37 am. –Ichigo724[[Image:Ichigo-signature.jpg]] 23:30, 15 February 2007 (CST)
 * Wow people are fast. Already been done by somebody else.  On a different note, this is the first build I've posted here, so yay! :) Zerris 23:32, 15 February 2007 (CST)
 * Cleaned it up a bit :) –Ichigo724[[Image:Ichigo-signature.jpg]] 21:24, 16 February 2007 (CST)
 * Thanks, much apreciated. Zerris 02:05, 17 February 2007 (CST)