User:Khoross/R Spike

R Spike
Behold the GWiki R Spike:

As the rangers deal weapon damage, it is important that they not be blind or weak. Bringing Martyr and/or Restore Condition is a good idea.

The primary healing target is the "orders" mesmer, but the monks should try to keep everyone alive. If the spike works, the healing task should get easier every 10 seconds.

Note
In this basic version, the Mesmer/Necromancers is very essential to the team, while having many different tasks. This is an obvious weakness. Therefore more refined Ranger Spike builds usually take more than one Necromancer character, for example by making one monk a split Monk/Necro, or making one of the Rangers a Ranger/Necro.

Equipment

 * Druid's armor
 * Archer's Mask (+1 Marksmanship)
 * Horn Bow. Vampiric Life stealing: 1-5 life per hit Health regeneration: -1 and +30 Fortitude and another bow so you don’t have degen when you're not spiking.

Counters

 * Kill the necro to prevent him from enhancing the Ranger attacks with orders
 * Use stances/enchantments that make you evade or block attacks
 * "Shields Up!"
 * Hide behind physical obstacles
 * Interrupt one or more rangers to prevent them from spiking
 * Use Fertile Season to make the spike harder to succeed.
 * Bring a Ritualist with Union, Shelter, and especially Displacement. Good spike teams generally have to waste time killing these spirits before a spike.
 * Geoffer's Bulwark and the sword from Charr at the Gate with of Shelter grip gives 30 armour versus piercing damage, with zero tactics. All casters would do well to get hold of a set of these just incase you are against r-spike.