FC Air Spike

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FC air spike Visit the FC air spike if you want to discuss/improve this description.

Mesmer / Elementalist 12+1+1 Fast Casting 12 Air Magic 2 Inspiration Magic 2 Domination Magic


Elemental Attunement

   * 45
   * 2(1.05)
   * 10

Elite Enchantment Spell. For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.

Air Attunement

   * 45
   * 2(1.05)
   * 10

Enchantment Spell. For 55 seconds, you are attuned to Air. You gain 30% of the base Energy cost of the skill whenever you use Air Magic. (Attrib: 12 Air Magic)

Lightning Orb

   * 5
   * 2(1.05)
   * 15

Spell. Send out a lightning Orb that strikes target foe for 82 lightning damage if it hits. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Lightning Strike

   * 5
   * 1(0.52)
   * 5

Spell. Strike target foe for 41 lightning damage. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Inspired Enchantment

   * 1(0.52)
   * 10

Spell. Remove an Enchantment from target foe and gain 5 Energy. For 20 seconds, Inspired Enchantment is replaced with the Enchantment removed from target foe. (Attrib: 2 Inspiration Magic)

Drain Enchantment

   * 25
   * 1(0.52)
   * 10

Spell. Remove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy. (Attrib: 2 Inspiration Magic)

Hex Breaker

   * 15
   * 5

Stance. For 25 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 15 damage. (Attrib: 2 Domination Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Spiker 1 Mesmer / Elementalist 12+1+1 Fast Casting 12 Air Magic 2 Inspiration Magic 2 Domination Magic


Elemental Attunement

   * 45
   * 2(1.05)
   * 10

Elite Enchantment Spell. For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.

Air Attunement

   * 45
   * 2(1.05)
   * 10

Enchantment Spell. For 55 seconds, you are attuned to Air. You gain 30% of the base Energy cost of the skill whenever you use Air Magic. (Attrib: 12 Air Magic)

Lightning Orb

   * 5
   * 2(1.05)
   * 15

Spell. Send out a lightning Orb that strikes target foe for 82 lightning damage if it hits. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Lightning Strike

   * 5
   * 1(0.52)
   * 5

Spell. Strike target foe for 41 lightning damage. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Gale

   * 5
   * 1(0.52)
   * 10

Spell. Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.) (Attrib: 12 Air Magic)

Drain Enchantment

   * 25
   * 1(0.52)
   * 10

Spell. Remove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy. (Attrib: 2 Inspiration Magic)

Hex Breaker

   * 15
   * 5

Stance. For 25 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 15 damage. (Attrib: 2 Domination Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Spiker 2 Mesmer / Elementalist 12+1+1 Fast Casting 12 Air Magic 2 Domination Magic


Elemental Attunement

   * 45
   * 2(1.05)
   * 10

Elite Enchantment Spell. For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.

Air Attunement

   * 45
   * 2(1.05)
   * 10

Enchantment Spell. For 55 seconds, you are attuned to Air. You gain 30% of the base Energy cost of the skill whenever you use Air Magic. (Attrib: 12 Air Magic)

Lightning Orb

   * 5
   * 2(1.05)
   * 15

Spell. Send out a lightning Orb that strikes target foe for 82 lightning damage if it hits. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Lightning Strike

   * 5
   * 1(0.52)
   * 5

Spell. Strike target foe for 41 lightning damage. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Gale

   * 5
   * 1(0.52)
   * 10

Spell. Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.) (Attrib: 12 Air Magic)

Blinding Flash

   * 4
   * ¾(0.39)
   * 15

Spell. Target foe is Blinded for 9 seconds. (Attrib: 12 Air Magic)

Hex Breaker

   * 15
   * 5

Stance. For 25 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 15 damage. (Attrib: 2 Domination Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Spiker 3 Mesmer / Elementalist 12+1+1 Fast Casting 12 Air Magic 2 Domination Magic 2 Inspiration Magic


Elemental Attunement

   * 45
   * 2(1.05)
   * 10

Elite Enchantment Spell. For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.

Air Attunement

   * 45
   * 2(1.05)
   * 10

Enchantment Spell. For 55 seconds, you are attuned to Air. You gain 30% of the base Energy cost of the skill whenever you use Air Magic. (Attrib: 12 Air Magic)

Lightning Orb

   * 5
   * 2(1.05)
   * 15

Spell. Send out a lightning Orb that strikes target foe for 82 lightning damage if it hits. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Lightning Strike

   * 5
   * 1(0.52)
   * 5

Spell. Strike target foe for 41 lightning damage. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Blinding Flash

   * 4
   * ¾(0.39)
   * 15

Spell. Target foe is Blinded for 9 seconds. (Attrib: 12 Air Magic)

Drain Enchantment

   * 25
   * 1(0.52)
   * 10

Spell. Remove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy. (Attrib: 2 Inspiration Magic)

Hex Breaker

   * 15
   * 5

Stance. For 25 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 15 damage. (Attrib: 2 Domination Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Spiker 4 Mesmer / Elementalist 12+1+1 Fast Casting 12 Air Magic 3 Domination Magic


Elemental Attunement

   * 45
   * 2(1.05)
   * 10

Elite Enchantment Spell. For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.

Air Attunement

   * 45
   * 2(1.05)
   * 10

Enchantment Spell. For 55 seconds, you are attuned to Air. You gain 30% of the base Energy cost of the skill whenever you use Air Magic. (Attrib: 12 Air Magic)

Lightning Orb

   * 5
   * 2(1.05)
   * 15

Spell. Send out a lightning Orb that strikes target foe for 82 lightning damage if it hits. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Lightning Strike

   * 5
   * 1(0.52)
   * 5

Spell. Strike target foe for 41 lightning damage. This Spell has 25% armor penetration. (Attrib: 12 Air Magic)

Gale

   * 5
   * 1(0.52)
   * 10

Spell. Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.) (Attrib: 12 Air Magic)

Blinding Flash

   * 4
   * ¾(0.39)
   * 15

Spell. Target foe is Blinded for 9 seconds. (Attrib: 12 Air Magic)

Hex Breaker

   * 15
   * 5

Stance. For 30 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 17 damage. (Attrib: 3 Domination Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Spiker 5 Elementalist / Monk 12+1+1 Air Magic 9+1 Energy Storage 9 Healing Prayers 3 Protection Prayers


Ether Prodigy

   * 5
   * 1
   * 5

Elite Enchantment Spell. Lose all Enchantments. For 15 seconds, you gain +6 Energy regeneration. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion. (Attrib: 9+1 Energy Storage)

Lightning Orb

   * 5
   * 2
   * 15

Spell. Send out a lightning Orb that strikes target foe for 94 lightning damage if it hits. This Spell has 25% armor penetration. (Attrib: 12+1+1 Air Magic)

Blinding Flash

   * 4
   * ¾
   * 15

Spell. Target foe is Blinded for 10 seconds. (Attrib: 12+1+1 Air Magic)

Windborne Speed

   * 5
   * 1
   * 10

Enchantment Spell. For 11 seconds, target ally moves 33% faster. (Attrib: 12+1+1 Air Magic)

Gale

   * 5
   * 1
   * 10

Spell. Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.) (Attrib: 12+1+1 Air Magic)

Extinguish

   * 10
   * ¼
   * 15

Spell. Remove one Condition from each party member. Party members relieved of Burning are healed for 28 Health. (Attrib: 3 Protection Prayers)

Healing Breeze

   * 2
   * 1
   * 10

Enchantment Spell. For 10 seconds, target ally gains +7 Health regeneration. (Attrib: 9 Healing Prayers)

Heal Party

   * 2
   * 2
   * 15

Spell. Heal entire party for 54 Health. (Attrib: 9 Healing Prayers) Flag Runner Monk / Mesmer 12+1+1 Divine Favor 9+1 Protection Prayers 9 Inspiration Magic


Divine Boon

   * 1
   * ¼
   * 5
   * -1

Enchantment Spell. While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 67 Health, and you lose 2 Energy. (Attrib: 12+1+1 Divine Favor)

Contemplation of Purity

   * 10
   * ¼
   * 5

Skill. Lose all Enchantments. For each one lost, you gain 75 Health, lose one Hex, and lose one Condition. (Attrib: 12+1+1 Divine Favor)

Mend Condition

   * 2
   * ¾
   * 5

Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 48 Health. (Attrib: 9+1 Protection Prayers)

Reversal of Fortune

   * 2
   * ¼
   * 5

Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 58. (Attrib: 9+1 Protection Prayers)

Guardian

   * 2
   * 1
   * 5

Enchantment Spell. For 5 seconds, target ally has a 40% chance to "block" attacks. (Attrib: 9+1 Protection Prayers)

Signet of Devotion

   * 5
   * 2

Signet. Heal target ally for 94 Health. (Attrib: 12+1+1 Divine Favor)

Inspired Hex

   * 1
   * 5

Spell. Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed. (Attrib: 9 Inspiration Magic)

Mantra of Recall

   * 20
   * 1
   * 10

Elite Enchantment Spell. For 20 seconds, you gain no benefit from it. You gain 22 Energy when Mantra of Recall ends. (Attrib: 9 Inspiration Magic) Boon Prot 1 Monk / Mesmer 12+1+1 Divine Favor 9+1 Protection Prayers 9 Inspiration Magic


Divine Boon

   * 1
   * ¼
   * 5
   * -1

Enchantment Spell. While you maintain this Enchantment, whenever you cast a Monk Spell that targets an ally, that ally is healed for 67 Health, and you lose 2 Energy. (Attrib: 12+1+1 Divine Favor)

Contemplation of Purity

   * 10
   * ¼
   * 5

Skill. Lose all Enchantments. For each one lost, you gain 75 Health, lose one Hex, and lose one Condition. (Attrib: 12+1+1 Divine Favor)

Mend Condition

   * 2
   * ¾
   * 5

Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 48 Health. (Attrib: 9+1 Protection Prayers)

Reversal of Fortune

   * 2
   * ¼
   * 5

Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 58. (Attrib: 9+1 Protection Prayers)

Protective Spirit

   * 5
   * ¼
   * 10

Enchantment Spell. For 17 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: 9+1 Protection Prayers)

Signet of Devotion

   * 5
   * 2

Signet. Heal target ally for 94 Health. (Attrib: 12+1+1 Divine Favor)

Inspired Hex

   * 1
   * 5

Spell. Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed. (Attrib: 9 Inspiration Magic)

Mantra of Recall

   * 20
   * 1
   * 10

Elite Enchantment Spell. For 20 seconds, you gain no benefit from it. You gain 22 Energy when Mantra of Recall ends. (Attrib: 9 Inspiration Magic) Boon Prot 2

Teambuild/Core:

The main idea of this is that the Mesmer/Elementalists all cast their Lightning Orb followed by Lightning Strike on one target. Ideally this will kill the target before the monks have time to heal it.

The primary spike caller should be Spiker #1. He should use Drain/Inspired Enchantment to clean targets of enchantments, especially Protective Spirit and Spirit Bond. If he is unable to do so, then he can call for another spiker to drain the enchantment prior to the spike.

All the mesmers should keep their Hex Breaker up so that they cannot be the target of hexes such as Migraine and Diversion prior to spikes. The mesmers with Blinding Flash should keep opposing warriors and rangers blind while they wait for the next target to be called. Mesmers with Gale can use it as an interrupt (primarily on Resurrection Signets and hard reses).

The flag runner acts as a standard flag runner for the most part. When with the team, he can assist on spikes with Lightning Orb. Remember to cast your Orb a bit earlier than the mesmers, since you have no fast casting. Remember that it is more important to prevent enemy morale boosts and keep the team up with Extinguish/Heal Party than it is to assist with spikes.

Equipment for the mesmers should preferably not include the 20% chance to cast faster on air magic skills. Although the spike skills will already be faster than normal, they can be made even faster and thus throw off the timing with this. An ideal setup would be +5 energy/20% enchanting swords with a +1 air focus. The runner should have a healing Holy Staff instead of an Air Staff so that he does not mess up spike timing when with the team.

Gales can (and should) be used in a more advanced way than just as an interrupt. There should usually be at least one gale on an enemy monk (preferably the infuser). It is even possible to gale both monks. This should be done 1 second before when you are supposed to use your Orb (if you are spiking on 1, then gale on 2 then hit T + Orb). If the target is strafing or attempting to flee, then it can be galed it just before the spike. The key to this is for the spikers to call out who they are galing over Vent/TS. Sometimes the caller may instruct one of the spikers to gale a particular target.

This build can also split if needed. When splitting, the offensive split should be: Spiker 1, Spiker 3, Spiker 5, and the monk with Protective Spirit. This team's goal is to hunt down enemy NPCs and to prevent the enemy flag team from capping the stand. The defensive split should be: Spiker 2, Spiker 4, the flag runner, and the other monk. This team's goal is to hold off enemy gankers and keep control of the flag stand.

The monk backline can be modified. Ideally you should have one protective spirit and one guardian no matter what you use. Some also prefer a water flagger rather than an air. Finally there are some versions of FC air spike that include a Phantom Pain/Shatter Delusions domination mesmer with a hard res.

Counters: -Infuser: The infuser may not always be galed, and he may be able to heal through the spike. -Protective Spirit/Spirit Bond: If these are not drained then they can mitigate a majority of the spike damage. -Line of Sight: Lightning Orb cannot go through walls! -Cry of Frustration/Interrupts: Even though the mesmers have fast casting it is still relatively easy to interrupt the spike. -Heavy Pressure: The entire team is made up of 60 AL targets. The blinding flashes are basically the only midline defense. -Split: Although FC air spike can also split, it is harder to get clean spikes and it requires two callers.

Credits Description reported by Cid I


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