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Old Jun 20, 2009, 08:31 PM // 20:31   #1
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Default Team build based around Sos (needs input)

Hey there. I was bored this morning so I decided to make a new team build based around the new version of Signet of Spirits (SoS). This build is untested since I don’t have 7 other players to test it with, so feel free to test it with some guild mates and give me some advice on how to make it better.

The point of this build is to allow Rt to have a more important part in PvE groups. It’s a fairly simple concept. Even with 0 in channeling, casting SoS while enchanted with Explosive Growth, Spirit’s Gift and Boon of creation allows for some good AoE damage and massive party-wide healing, especially when combined with Feast of souls. Now, I know this isn’t anything new (refer to the other thread about SoS) but I figured we might as well make the most of this combo and make a team build.

The team is :
4x Rt/A
2x Monk (1 healer, 1 protection)
1x Warrior/E or E (A Terra Tank)
1x Optional (I picked a Mesmer/E but anyone could be brought really).

The build is simple. The Terra Tank gets the aggro. The protect monk casts Aegis. Rt#1 calls a target, the 4 Rt shadow-step to it, and all 4 use Signet of Spirits (while having the 3 enchants up) immediately to deal massive damage (around 600 AoE damage to 5 targets). This is the most important part. You can only deal damage to 5 targets at a time, so in larger groups of enemies, you don’t want to shadow-step right in the middle. You need to wait 20 seconds in between huge spikes, so calling a target on the side of the group should allow you to kill 5 targets (or get them to very low health) and not leading to you to getting surrounded and killed.

Rt#1 should ALWAYS be the last one to call SoS. This is because he will have high channeling so his spirits will actually help a little bit.

You will notice that I left some spots blank in the skills. These will be filled with spirits. In other words, you will have 9 spirits + the 3 from SoS. You can choose which ones you want yourself, as there is no set spirit right now. You might want to base this on attribute points already distributed though (Rt#1 should bring channeling spirits for example). I also recommend not using doubles, since you want to reap the benefits of having the spirits up anyways and doubles can’t be used at the same time (as with the SoS, the last one casting a spirit will kill duplicates). This allows you to finish off weaker enemies as well as constantly heal your party. It’s important not to immediately spam these spirits in a bigger fight because you will run out of spirits (and no spirits = no heals). Rt#1 should call a target and the 4 Rts should make a spirit close enough to that target to hit it (don’t clump your spirits too much or they will die from AoE). Just fend off your enemies until SoS recharges and a 2nd spam of SoS from the 4 Rts should finish everything off. The Rt#2 has Feast of Spirits to heal while waiting for SoS to recharge; in an emergency he can heal the entire party. Rt#3 has Armor of Unfeeling. This skill will allow your spirits to last longer in battle. Rt#4 has 3 more spirits instead of 2.

I also added a Me/E. He’s optional really, but he will be echo’ing earthquake. This is basically to buy time for the Rts to recharge SoS. I went Me/E instead of E/Me because of fast casting.

1. Rt #1 : The Caller

1. Painful Bond
2.
3.
4. Death’s Charge (or any other shadow step that gets you to the enemy).
5. Signet of Spirits {E}
6. Boon of Creation
7. Spirit’s Gift
8. Explosive Growth

15 in Spawning Power (IMO, Superior runes take off too much HP to be worth it in this build. You will be in the enemy line so you need as much HP as you can have to survive long enough to cast SoS and 1 point in Spawning really doesn’t do that much to boost the damage).
13 Channeling. Since he has painful bond and will be the last one to cast SoS, he needs points in Channeling to be effective. He should bring Channeling spirits

All Rts should have the Survivor or Shaman inscription.

2. Rt #2 : The emergengy healer

1. Feast of Spirits
2.
3.
4. Death’s Charge (or any other shadow step that gets you to the enemy).
5. Signet of Spirits {E}
6. Boon of Creation
7. Spirit’s Gift
8. Explosive Growth

15 Spawning.
Choose the other attributes based on which spirits you decide to bring.

3. Rt #3 : The one that protects the spirits

1. Armor of Unfeeling
2.
3.
4. Death’s Charge (or any other shadow step that gets you to the enemy).
5. Signet of Spirits {E}
6. Boon of Creation
7. Spirit’s Gift
8. Explosive Growth

15 Spawning
13 Communing for Armor of Unfeeling.
Should bring Communing Spirits.

4. Rt #4 : The other Rt

1.
2.
3.
4. Death’s Charge (or any other shadow step that gets you to the enemy).
5. Signet of Spirits {E}
6. Boon of Creation
7. Spirit’s Gift
8. Explosive Growth

15 Spawning
Attributes based on spirits brought.

I recommend bringing different kinds of spirits… half defense half offensive.

5. Terra Tank : This is just a basic terra tank. Refer to pvxwiki for builds
6. Monk #1 : Healing : Anything will do, since the Rts will take care of most of the healing. He is a back up measure. Needs rebirth. Could be changed for a restoration Rt if you really want to, just cause =p
7. Monk #2 : Protection : Same as above, needs rebirth and aegis.
8. Me/E : Optional because I didn’t have any ideas beyond mass knockdown for this one.

So yeah, it’s a fairly simple build that I think could be pretty fun if used correctly. Any advice on how to make it better? And if anyone could test it for me that would be awesome too.

*I put this in Rt forum since it revolves around Rts.
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Old Jun 20, 2009, 10:47 PM // 22:47   #2
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If this was tested, you would know that you can only have 1 spirit of each type in a certain area. So each SoS would cancel out the other.

THEORYCRAFT FAIL
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Old Jun 20, 2009, 10:53 PM // 22:53   #3
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Quote:
Originally Posted by Pugs Not Drugs View Post
If this was tested, you would know that you can only have 1 spirit of each type in a certain area. So each SoS would cancel out the other.

THEORYCRAFT FAIL
Maybe you need to learn to read. I said Rt#1 should be the one to cast last so the spirits help. The other Rts are using it to activate their enchants. I even said you don't need any points in channeling.

I don't mind criticism, but seriously, if you're going to bash a build at least read it.
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Old Jun 20, 2009, 10:58 PM // 22:58   #4
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So your saying all the damage is coming from ~5 spirits and explosive growth? How is that going to help? The rits will get steamrolled in HM even with Aegis on, and its redundant in NM
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Old Jun 20, 2009, 11:10 PM // 23:10   #5
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Quote:
Originally Posted by Pugs Not Drugs View Post
So your saying all the damage is coming from ~5 spirits and explosive growth? How is that going to help? The rits will get steamrolled in HM even with Aegis on, and its redundant in NM
4x3 = 12
+9 other spirits on the 4 Rts

So 21x explosive growth, and 12 different spirits. You have to keep in mind that everytime a spirit is used, the entire party is healed. I know that Rts aren't the toughest characters but that's why I added 2 monks, a terra tank, feast of souls and a knockdown mesmer.

That said, they could still possibly get destroyed, and you may be right. That's why I made this thread to see if anyone could get a group together and test it.
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Old Jun 20, 2009, 11:20 PM // 23:20   #6
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I really don't see this working. The damage from Explosive Growth gets reduced by at least half vs very high level foes and even more vs anything with good armour. Not just that but the teleports have now put you on the frontline. With Explosive the Rits would realistically cause a max of 120 each.

You'd get more damage from 5 Barrages with Splinter Weapon at 16 Channeling and you wouldn't need to be on the front line. It wouldn't kill as many targets but it'd be causnig far more damage.
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Old Jun 20, 2009, 11:27 PM // 23:27   #7
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Quote:
Originally Posted by Kendel View Post
I really don't see this working. The damage from Explosive Growth gets reduced by at least half vs very high level foes and even more vs anything with good armour. Not just that but the teleports have now put you on the frontline. With Explosive the Rits would realistically cause a max of 120 each.

You'd get more damage from 5 Barrages with Splinter Weapon at 16 Channeling and you wouldn't need to be on the front line. It wouldn't kill as many targets but it'd be causnig far more damage.
Hmm yeah you could be right about the damage being too low to be worth it. I'll try to find a team willing to try it out I guess, to see how much damage we can get. I don't think being on the frontline would be a major problem though with all the healing.

As far as the barragers, that would probably be better yeah, but not as fun
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